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#include "container.hpp"
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#include <MyGUI_InputManager.h>
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#include <MyGUI_Button.h>
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/Log.hpp>
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/LocalPlayer.hpp"
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#include "../mwmp/ObjectList.hpp"
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#include "../mwmp/CellController.hpp"
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/*
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End of tes3mp addition
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*/
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "countdialog.hpp"
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#include "inventorywindow.hpp"
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#include "itemview.hpp"
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#include "itemwidget.hpp"
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#include "inventoryitemmodel.hpp"
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#include "containeritemmodel.hpp"
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#include "sortfilteritemmodel.hpp"
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#include "pickpocketitemmodel.hpp"
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#include "draganddrop.hpp"
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namespace MWGui
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{
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ContainerWindow::ContainerWindow(DragAndDrop* dragAndDrop)
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: WindowBase("openmw_container_window.layout")
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, mDragAndDrop(dragAndDrop)
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, mSortModel(NULL)
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, mModel(NULL)
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, mSelectedItem(-1)
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{
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getWidget(mDisposeCorpseButton, "DisposeCorpseButton");
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getWidget(mTakeButton, "TakeButton");
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getWidget(mCloseButton, "CloseButton");
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getWidget(mItemView, "ItemView");
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mItemView->eventBackgroundClicked += MyGUI::newDelegate(this, &ContainerWindow::onBackgroundSelected);
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mItemView->eventItemClicked += MyGUI::newDelegate(this, &ContainerWindow::onItemSelected);
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mDisposeCorpseButton->eventMouseButtonClick += MyGUI::newDelegate(this, &ContainerWindow::onDisposeCorpseButtonClicked);
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mCloseButton->eventMouseButtonClick += MyGUI::newDelegate(this, &ContainerWindow::onCloseButtonClicked);
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mTakeButton->eventMouseButtonClick += MyGUI::newDelegate(this, &ContainerWindow::onTakeAllButtonClicked);
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setCoord(200,0,600,300);
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}
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void ContainerWindow::onItemSelected(int index)
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{
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if (mDragAndDrop->mIsOnDragAndDrop)
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{
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dropItem();
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return;
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}
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const ItemStack& item = mSortModel->getItem(index);
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// We can't take a conjured item from a container (some NPC we're pickpocketing, a box, etc)
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if (item.mFlags & ItemStack::Flag_Bound)
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{
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MWBase::Environment::get().getWindowManager()->messageBox("#{sContentsMessage1}");
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return;
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}
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MWWorld::Ptr object = item.mBase;
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int count = item.mCount;
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bool shift = MyGUI::InputManager::getInstance().isShiftPressed();
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if (MyGUI::InputManager::getInstance().isControlPressed())
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count = 1;
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mSelectedItem = mSortModel->mapToSource(index);
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if (count > 1 && !shift)
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{
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CountDialog* dialog = MWBase::Environment::get().getWindowManager()->getCountDialog();
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dialog->openCountDialog(object.getClass().getName(object), "#{sTake}", count);
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dialog->eventOkClicked.clear();
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dialog->eventOkClicked += MyGUI::newDelegate(this, &ContainerWindow::dragItem);
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}
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else
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dragItem (NULL, count);
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}
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void ContainerWindow::dragItem(MyGUI::Widget* sender, int count)
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{
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if (!mModel)
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return;
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if (!onTakeItem(mModel->getItem(mSelectedItem), count))
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return;
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/*
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Start of tes3mp addition
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Send an ID_CONTAINER packet every time an item starts being dragged
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from a container
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*/
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->cell = *mPtr.getCell()->getCell();
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objectList->action = mwmp::BaseObjectList::REMOVE;
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objectList->containerSubAction = mwmp::BaseObjectList::DRAG;
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mwmp::BaseObject baseObject = objectList->getBaseObject(mPtr);
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MWWorld::Ptr itemPtr = mModel->getItem(mSelectedItem).mBase;
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objectList->addContainerItem(baseObject, itemPtr, count);
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objectList->addObject(baseObject);
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objectList->sendContainer();
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_CONTAINER about\n- Ptr cellRef: %s, %i\n- cell: %s\n- item: %s, %i",
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baseObject.refId.c_str(), baseObject.refNum, objectList->cell.getDescription().c_str(),
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[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.
7 years ago
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itemPtr.getCellRef().getRefId().c_str(), itemPtr.getRefData().getCount());
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/*
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End of tes3mp addition
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*/
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[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.
7 years ago
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/*
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Start of tes3mp change (major)
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Avoid running any of the original code for dragging items, to prevent possibilities
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for item duping or interaction with restricted containers
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*/
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return;
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/*
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End of tes3mp change (major)
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*/
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mDragAndDrop->startDrag(mSelectedItem, mSortModel, mModel, mItemView, count);
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}
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void ContainerWindow::dropItem()
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{
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if (!mModel)
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return;
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bool success = mModel->onDropItem(mDragAndDrop->mItem.mBase, mDragAndDrop->mDraggedCount);
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/*
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Start of tes3mp addition
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Send an ID_CONTAINER packet every time an item is dropped in a container
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*/
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if (success)
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{
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->cell = *mPtr.getCell()->getCell();
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objectList->action = mwmp::BaseObjectList::ADD;
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objectList->containerSubAction = mwmp::BaseObjectList::DROP;
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mwmp::BaseObject baseObject = objectList->getBaseObject(mPtr);
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MWWorld::Ptr itemPtr = mDragAndDrop->mItem.mBase;
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mwmp::ContainerItem containerItem;
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containerItem.refId = itemPtr.getCellRef().getRefId();
|
[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.
7 years ago
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// Make sure we get the drag and drop count, not the count of the original item
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containerItem.count = mDragAndDrop->mDraggedCount;
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containerItem.charge = itemPtr.getCellRef().getCharge();
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containerItem.enchantmentCharge = itemPtr.getCellRef().getEnchantmentCharge();
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containerItem.soul = itemPtr.getCellRef().getSoul();
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baseObject.containerItems.push_back(containerItem);
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objectList->addObject(baseObject);
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objectList->sendContainer();
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_CONTAINER about\n- Ptr cellRef: %s %i-%i\n- cell: %s\n- item: %s %i, %i",
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baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum, objectList->cell.getDescription().c_str(),
|
[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.
7 years ago
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containerItem.refId.c_str(), containerItem.count, containerItem.charge);
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}
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/*
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End of tes3mp addition
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*/
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|
|
|
|
[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.
7 years ago
|
|
|
/*
|
|
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Start of tes3mp change (major)
|
|
|
|
|
|
|
|
For valid drops, avoid running the original code for the item transfer, to prevent unilateral
|
|
|
|
item duping or interaction on this client
|
[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.
7 years ago
|
|
|
|
|
|
|
Instead, finish the drag in a way that removes the items in it, and let the server's reply handle
|
|
|
|
the rest
|
[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.
7 years ago
|
|
|
*/
|
|
|
|
if (success)
|
|
|
|
// mDragAndDrop->drop(mModel, mItemView);
|
|
|
|
mDragAndDrop->finish(true);
|
[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.
7 years ago
|
|
|
/*
|
|
|
|
End of tes3mp change (major)
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
void ContainerWindow::onBackgroundSelected()
|
|
|
|
{
|
|
|
|
if (mDragAndDrop->mIsOnDragAndDrop)
|
|
|
|
dropItem();
|
|
|
|
}
|
|
|
|
|
|
|
|
void ContainerWindow::setPtr(const MWWorld::Ptr& container)
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
Start of tes3mp addition
|
|
|
|
|
|
|
|
Mark this container as open for multiplayer logic purposes
|
|
|
|
*/
|
|
|
|
mwmp::Main::get().getLocalPlayer()->storeCurrentContainer(container);
|
|
|
|
/*
|
|
|
|
End of tes3mp addition
|
|
|
|
*/
|
|
|
|
|
|
|
|
mPtr = container;
|
|
|
|
|
|
|
|
bool loot = mPtr.getClass().isActor() && mPtr.getClass().getCreatureStats(mPtr).isDead();
|
|
|
|
|
|
|
|
if (mPtr.getClass().hasInventoryStore(mPtr))
|
|
|
|
{
|
|
|
|
if (mPtr.getClass().isNpc() && !loot)
|
|
|
|
{
|
|
|
|
// we are stealing stuff
|
|
|
|
mModel = new PickpocketItemModel(mPtr, new InventoryItemModel(container),
|
|
|
|
!mPtr.getClass().getCreatureStats(mPtr).getKnockedDown());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
mModel = new InventoryItemModel(container);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mModel = new ContainerItemModel(container);
|
|
|
|
}
|
|
|
|
|
|
|
|
mDisposeCorpseButton->setVisible(loot);
|
|
|
|
|
|
|
|
mSortModel = new SortFilterItemModel(mModel);
|
|
|
|
|
|
|
|
mItemView->setModel (mSortModel);
|
|
|
|
mItemView->resetScrollBars();
|
|
|
|
|
|
|
|
MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mCloseButton);
|
|
|
|
|
|
|
|
setTitle(container.getClass().getName(container));
|
|
|
|
}
|
|
|
|
|
|
|
|
void ContainerWindow::resetReference()
|
|
|
|
{
|
|
|
|
ReferenceInterface::resetReference();
|
|
|
|
mItemView->setModel(NULL);
|
|
|
|
mModel = NULL;
|
|
|
|
mSortModel = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ContainerWindow::onClose()
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
Start of tes3mp addition
|
|
|
|
|
|
|
|
Mark this container as closed for multiplayer logic purposes
|
|
|
|
*/
|
|
|
|
mwmp::Main::get().getLocalPlayer()->clearCurrentContainer();
|
|
|
|
/*
|
|
|
|
End of tes3mp addition
|
|
|
|
*/
|
|
|
|
|
|
|
|
WindowBase::onClose();
|
|
|
|
|
|
|
|
if (mModel)
|
|
|
|
mModel->onClose();
|
|
|
|
}
|
|
|
|
|
|
|
|
void ContainerWindow::onCloseButtonClicked(MyGUI::Widget* _sender)
|
|
|
|
{
|
|
|
|
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Container);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ContainerWindow::onTakeAllButtonClicked(MyGUI::Widget* _sender)
|
|
|
|
{
|
|
|
|
if(mDragAndDrop != NULL && mDragAndDrop->mIsOnDragAndDrop)
|
|
|
|
return;
|
|
|
|
|
[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.
7 years ago
|
|
|
/*
|
|
|
|
Start of tes3mp addition
|
|
|
|
|
|
|
|
Send an ID_CONTAINER packet every time the Take All button is used on
|
|
|
|
a container
|
|
|
|
*/
|
|
|
|
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
|
|
|
|
objectList->reset();
|
|
|
|
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
|
|
|
|
objectList->cell = *mPtr.getCell()->getCell();
|
|
|
|
objectList->action = mwmp::BaseObjectList::REMOVE;
|
|
|
|
objectList->containerSubAction = mwmp::BaseObjectList::TAKE_ALL;
|
|
|
|
objectList->addEntireContainer(mPtr);
|
|
|
|
objectList->sendContainer();
|
[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.
7 years ago
|
|
|
|
|
|
|
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_CONTAINER about\n- Ptr cellRef: %s, %i-%i\n- cell: %s",
|
|
|
|
mPtr.getCellRef().getRefId().c_str(), mPtr.getCellRef().getRefNum().mIndex, mPtr.getCellRef().getMpNum(),
|
|
|
|
objectList->cell.getDescription().c_str());
|
[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.
7 years ago
|
|
|
/*
|
|
|
|
End of tes3mp addition
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
|
|
Start of tes3mp change (major)
|
|
|
|
|
|
|
|
Avoid running any of the original code for taking all items, to prevent
|
|
|
|
possibilities for item duping or interaction with restricted containers
|
|
|
|
*/
|
|
|
|
return;
|
|
|
|
/*
|
|
|
|
End of tes3mp change (major)
|
|
|
|
*/
|
|
|
|
|
|
|
|
// transfer everything into the player's inventory
|
|
|
|
ItemModel* playerModel = MWBase::Environment::get().getWindowManager()->getInventoryWindow()->getModel();
|
|
|
|
mModel->update();
|
|
|
|
|
|
|
|
// unequip all items to avoid unequipping/reequipping
|
|
|
|
if (mPtr.getClass().hasInventoryStore(mPtr))
|
|
|
|
{
|
|
|
|
MWWorld::InventoryStore& invStore = mPtr.getClass().getInventoryStore(mPtr);
|
|
|
|
for (size_t i=0; i<mModel->getItemCount(); ++i)
|
|
|
|
{
|
|
|
|
const ItemStack& item = mModel->getItem(i);
|
|
|
|
if (invStore.isEquipped(item.mBase) == false)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
invStore.unequipItem(item.mBase, mPtr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
mModel->update();
|
|
|
|
|
|
|
|
for (size_t i=0; i<mModel->getItemCount(); ++i)
|
|
|
|
{
|
|
|
|
if (i==0)
|
|
|
|
{
|
|
|
|
// play the sound of the first object
|
|
|
|
MWWorld::Ptr item = mModel->getItem(i).mBase;
|
|
|
|
std::string sound = item.getClass().getUpSoundId(item);
|
|
|
|
MWBase::Environment::get().getWindowManager()->playSound(sound);
|
|
|
|
}
|
|
|
|
|
|
|
|
const ItemStack& item = mModel->getItem(i);
|
|
|
|
|
|
|
|
if (!onTakeItem(item, item.mCount))
|
|
|
|
break;
|
|
|
|
|
|
|
|
mModel->moveItem(item, item.mCount, playerModel);
|
|
|
|
}
|
|
|
|
|
|
|
|
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Container);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ContainerWindow::onDisposeCorpseButtonClicked(MyGUI::Widget *sender)
|
|
|
|
{
|
|
|
|
if(mDragAndDrop == NULL || !mDragAndDrop->mIsOnDragAndDrop)
|
|
|
|
{
|
|
|
|
onTakeAllButtonClicked(mTakeButton);
|
|
|
|
|
|
|
|
if (mPtr.getClass().isPersistent(mPtr))
|
|
|
|
MWBase::Environment::get().getWindowManager()->messageBox("#{sDisposeCorpseFail}");
|
|
|
|
/*
|
|
|
|
Start of tes3mp change (major)
|
|
|
|
|
|
|
|
Instead of deleting the corpse on this client, simply send an ID_OBJECT_DELETE
|
|
|
|
packet to the server as a request for the deletion
|
|
|
|
*/
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
|
|
|
|
objectList->reset();
|
|
|
|
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
|
|
|
|
objectList->addObjectDelete(mPtr);
|
|
|
|
objectList->sendObjectDelete();
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
End of tes3mp change (major)
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ContainerWindow::onReferenceUnavailable()
|
|
|
|
{
|
|
|
|
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Container);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool ContainerWindow::onTakeItem(const ItemStack &item, int count)
|
|
|
|
{
|
|
|
|
return mModel->onTakeItem(item.mBase, count);
|
|
|
|
}
|
|
|
|
|
[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.
7 years ago
|
|
|
/*
|
|
|
|
Start of tes3mp addition
|
|
|
|
|
|
|
|
Make it possible to check from elsewhere whether there is currently an
|
|
|
|
item being dragged in the container window
|
|
|
|
*/
|
|
|
|
bool ContainerWindow::isOnDragAndDrop()
|
|
|
|
{
|
|
|
|
return mDragAndDrop->mIsOnDragAndDrop;
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
End of tes3mp addition
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
|
|
Start of tes3mp addition
|
|
|
|
|
|
|
|
Make it possible to drag a specific item Ptr instead of having to rely
|
|
|
|
on an index that may have changed in the meantime, for drags that
|
|
|
|
require approval from the server
|
|
|
|
*/
|
|
|
|
bool ContainerWindow::dragItemByPtr(const MWWorld::Ptr& itemPtr, int dragCount)
|
|
|
|
{
|
|
|
|
ItemModel::ModelIndex newIndex = -1;
|
|
|
|
for (unsigned int i = 0; i < mModel->getItemCount(); ++i)
|
|
|
|
{
|
|
|
|
if (mModel->getItem(i).mBase == itemPtr)
|
|
|
|
{
|
|
|
|
newIndex = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (newIndex != -1)
|
|
|
|
{
|
|
|
|
mDragAndDrop->startDrag(newIndex, mSortModel, mModel, mItemView, dragCount);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
End of tes3mp addition
|
|
|
|
*/
|
|
|
|
}
|