Commit Graph

93 Commits (8aad93b90404f22a2a001471e7d847edbd31bc5d)

Author SHA1 Message Date
David Cernat 3effd5f1ff [General] Update positions for dead players on other clients
Dead players will now show up at the correct cell and position for living players, making server scripts that allow players to revive each other much more functional.
5 years ago
Koncord f1e8569291 [Server] Remove result from the OnPlayerSendMessage callback 6 years ago
David Cernat b76e00c66e [Server] Call OnPlayerCellChange script event near start of cell change
This makes it possible to send custom records used by players for their equipment before the hardcoded exchange of equipment packets takes place.

Additionally, remove the check for dead players because it has no real use and can potentially cause problems.
6 years ago
David Cernat 8df08c7d10 [General] Implement PlayerItemUse packet
Players can no longer unilaterally use items on themselves in their inventory. When they try to use an item, they send a PlayerItemUse packet to the server with the item's details. A serverside script can then check the item and either send the packet back to make the item use go through or drop it.
6 years ago
David Cernat 892d71ce71 [General] Reimplement weather synchronization to allow soft transitions
Although weather sync was added by Koncord to the rewrite in fd721143e2 in a way that used surprisingly few lines of code, it relied on the server requesting weather states every second from authority players and sending them to non-authority players, while also allowing only very sudden weather transitions across regions, i.e. if there was one player in the Ascadian Isles who had stormy weather, and another player with clear weather in the Bitter Coast Region walked across to the Ascadian Isles, that player was instantly made to have stormy weather with no kind of transition at all.

My approach solves both of those problems. It solves the packet spam by only sending weather updates to the server when weather changes happen or when there are new arrivals to a weather authority's region, and it allows for both sudden weather transitions when players teleport to a region and for soft, gradual transitions when players walk across to a region. It is inspired by my previous actor sync, and uses a WorldRegionAuthority packet to set players as region authorities in a similar way to how ActorAuthority sets players as cell AI authorities. Weather changes are created only by the region authority for a given region, and weather packets are also only sent by that authority.

However, it should be noted that gradual weather transitions are used by default in this implementation. To use sudden weather transitions, the serverside Lua scripts need to forward WorldWeather packets with the forceWeather boolean set to true. That is, however, already handled by our default Lua scripts in situations where it makes sense.
6 years ago
David Cernat 0b5cb15f71 [General] Turn GameWeather into WorldWeather, now a WorldstatePacket 6 years ago
David Cernat 4ac371d292 [Server] Delete duplicate WorldKillCount processor with old filename 6 years ago
David Cernat 3649cf553f [General] Rename PlayerKillCount into WorldKillCount
This should clarify the real meaning of the packet and its associated event.

The event itself has been renamed from OnPlayerKillCount to OnWorldKillCount.
6 years ago
David Cernat 81b160cae8 [General] Add placeholder for ObjectActivate packet 6 years ago
David Cernat 61da0d2475 [General] Turn PlayerInteraction into PlayerInput 6 years ago
David Cernat 528bd26a3b [General] Allow followers to follow non-authority players through cells 6 years ago
David Cernat 837c5369c0 [Server] Add OnActorAI event and remove autosync for ActorAI packets 6 years ago
David Cernat 7f0549fc4f [Server] Remove hardcoded sync for VideoPlay and add OnVideoPlay event 6 years ago
David Cernat ae8b5a0709 [Server] Remove hardcoded sync for Place, Spawn & other Object packets 6 years ago
David Cernat c075496748 [General] Replace deathReason in death packets with a killer variable
Add serverside script functions for determining the killers of both players and actors.

Use unsigned ints for script functions returning an object or actor's refNumIndex or mpNum.

Remove updateDeadState() from LocalPlayer and make its code part of updateStatsDynamic() for simplicity.
6 years ago
David Cernat 7ffdb18bf9 [General] Implement ActorDeath packet, part 1
ActorDeath packets are sent for dead actors before their StatsDynamic packets. They contain the actor's deathReason in a manner similar to that of PlayerDeath packets.

A future commit will replace the deathReason with a variable named killer which will be an mwmp::Target.
6 years ago
David Cernat c3c7f2c8f9 [Server] Don't automatically synchronize ObjectDelete packets 6 years ago
David Cernat 72862dc255 [General] Turn PlayerMap into WorldMap, now a Worldstate packet 6 years ago
David Cernat 0be6de6607 [General] Turn RecordDynamic into a Worldstate packet 6 years ago
David Cernat 43a944ddaf [General] Add and implement new Worldstate packet type 6 years ago
David Cernat 02d8e08c58 [Server] Rename WorldProcessor into ObjectProcessor 6 years ago
David Cernat 78234f9071 [General] Rename Event into ObjectList & WorldObject into BaseObject 6 years ago
David Cernat 6bf3a0be1e [General] Rename WorldPackets into ObjectPackets for clarity 6 years ago
David Cernat 715012f087 [General] Implement sending of image data for map tiles in PlayerMap 6 years ago
David Cernat 66d5109509 [General] Fix information exchange for players sharing a cell
Previously, two players entering the same cell only sent and received their latest changes for dynamic stats, attributes, skills and equipment when they started sharing that cell.
6 years ago
David Cernat 28f1c1b0d3 [General] Rework CharGen slightly for clarity purposes
Previously, charGenStage.end was doing double duty as both the variable indicating the number of CharGen stages and – when set to 0 – the variable indicating that CharGen was over. The latter role is now filled by a new boolean.

(cherry picked from commit 926106cf8c)
6 years ago
David Cernat 76468dc8c6 [Server] Remove remnant of hardcoded container sync 6 years ago
David Cernat 5f6ddcfc59 [General] Rework container sync to prevent item duping
A main priority in TES3MP development is to avoid making major changes to OpenMW code, so as to avoid merge conflicts in the future. Whenever avoiding potential conflicts seems especially difficult for the proper implementation of a particular multiplayer feature, that multiplayer feature is often put off until later or partially implemented with the intent of being revisited in the future.

Container sync is the perfect example. Previously, the OpenMW code for container actions was kept exactly as it was, with clients unilaterally accepting their own container changes as per singleplayer-specific code, with only the addition that clients sent container packets every time they made a change in a container, packets which were then forwarded unquestioningly by the server to other players. This meant that two players clicking on the same item in a container at the same time both managed to take it, thus duplicating the item.

Immediately after the packets were already forwarded, server scripts were able to check for incorrect changes, such as the removal of more items than should have existed in a container, but they had to send their own packets that attempted to fix what had already been accepted on the initial client and then forwarded to all clients, which was quite onerous in some scenarios, such as when a player on a slow connection immediately dropped items in the world after taking them from a container (which is why the default TES3MP serverside scripts made no attempt at sending corrective packets at all, preferring to expect the matter to be solved in a later C++ implementation).

This commit fixes item duping in containers by preventing container actions from initially running on clients and by ending the automatic forwarding of container packets by the server. Instead, clients now send container packets that act as requests for container actions, and serverside scripts have to forward these requests themselves. In other words, without a matching Container event in the server's Lua scripts, players are completely unable to affect containers for themselves or for others.

To forward a received Container packet, the following line must be used in a Container event in the Lua scripts:

tes3mp.SendContainer(true, true)

When an invalid action count is used in a container request, the serverside scripts can amend it using the following new function:

tes3mp.SetReceivedContainerItemActionCount(objectIndex, itemIndex, actionCount)

Thus, the serverside scripts are able to allow only container actions that are correct based on their own recorded contents for that container.

The OpenMW code allowing unilateral container actions in mwgui/container.cpp is now prevented from executing. When a player's container request is returned to them, code in mwmp/WorldEvent.cpp simulates those container actions instead.
6 years ago
David Cernat 88ae0772cf [Server] Initialize new processors and fix issues with RecordDynamic 6 years ago
David Cernat 02af7f6ba1 [General] Add placeholders for new packet types 6 years ago
David Cernat 50d5fffb7f [General] Add and implement PlayerQuickKeys packet 7 years ago
David Cernat 3aedc2e5bc [Server] Don't automatically share PlayerTopic packets between players 7 years ago
David Cernat ac3254d85f [General] Don't send PlayerAttribute and PlayerSkill packets as werewolf
This will prevent the server from overwriting a player's human form stats with their werewolf form stats.

Additionally, share PlayerShapeshift packets last when exchanging data with another player.
7 years ago
David Cernat cd8d064761 [Server] Add PlayerShapeshift to PlayerCellChange's information exchange 7 years ago
David Cernat 43a3daf0aa [General] Add & implement PlayerShapeshift packet for werewolf states 7 years ago
David Cernat 3529f9b090 [General] Add placeholders for PlayerJail, ObjectState & ConsoleCommand 7 years ago
David Cernat 4e74910fdb [General] Disable automatic sync for PlayerJournal and PlayerFaction
Simplify PlayerFaction packets by removing BOTH action
7 years ago
Koncord 768790e9b4 [Server] Move Base processors and Initializer to processors subdirectory 7 years ago
David Cernat 71313c5aa6 [General] Implement PlayerMap packet, part 1 7 years ago
Koncord fcccd7b665 [General] Remove creatureStats.mDead from packets 7 years ago
David Cernat 813a3c89c4 [General] Implement PlayerBook packet to track skill books read 7 years ago
David Cernat b3b73c5cd2 [General] Implement resurrection at nearest shrine or temple 7 years ago
David Cernat 70d9374a6a [General] Implement PlayerKillCount packets 7 years ago
David Cernat 5b23da8e1c [General] Rename unused PlayerRegionChange packet into PlayerKillCount 7 years ago
David Cernat 27148ce9eb [General] Add placeholders for 12 new packets, to be implemented soon
Additionally, make it slightly clearer who created which previously existing packets.
7 years ago
David Cernat f47a10dd4a [Server] Add script callback and getter functions for ActorEquipment 7 years ago
David Cernat 08de349133 [General] Add placeholders for PlayerTopic & ObjectTrap packets 7 years ago
David Cernat 870fd9a78b [General] Remove ObjectUnlock packet, use ObjectLock with 0 lock instead 7 years ago
David Cernat e6983993c2 [General] Implement sending and reading of PlayerFaction packets 7 years ago
David Cernat 04c9c5ed48 [General] Forward PlayerJournal packets to other players 7 years ago