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openmw-tes3mp/apps/openmw-mp/Script/Functions/Worldstate.hpp

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#ifndef OPENMW_WORLDSTATEAPI_HPP
#define OPENMW_WORLDSTATEAPI_HPP
#include <components/openmw-mp/Base/BaseWorldstate.hpp>
#include "../Types.hpp"
#define WORLDSTATEAPI \
{"ReadReceivedWorldstate", WorldstateFunctions::ReadReceivedWorldstate},\
\
{"CopyReceivedWorldstateToStore", WorldstateFunctions::CopyReceivedWorldstateToStore},\
\
{"ClearMapChanges", WorldstateFunctions::ClearMapChanges},\
\
{"GetMapChangesSize", WorldstateFunctions::GetMapChangesSize},\
\
[General] Reimplement weather synchronization to allow soft transitions Although weather sync was added by Koncord to the rewrite in fd721143e226061d72f7b8931b8d4192a5327f47 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.
2018-07-21 02:20:26 +00:00
{"GetWeatherRegion", WorldstateFunctions::GetWeatherRegion},\
{"GetWeatherCurrent", WorldstateFunctions::GetWeatherCurrent},\
{"GetWeatherNext", WorldstateFunctions::GetWeatherNext},\
{"GetWeatherQueued", WorldstateFunctions::GetWeatherQueued},\
{"GetWeatherTransitionFactor", WorldstateFunctions::GetWeatherTransitionFactor},\
\
{"GetMapTileCellX", WorldstateFunctions::GetMapTileCellX},\
{"GetMapTileCellY", WorldstateFunctions::GetMapTileCellY},\
\
[General] Reimplement weather synchronization to allow soft transitions Although weather sync was added by Koncord to the rewrite in fd721143e226061d72f7b8931b8d4192a5327f47 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.
2018-07-21 02:20:26 +00:00
{"SetAuthorityRegion", WorldstateFunctions::SetAuthorityRegion},\
\
{"SetWeatherRegion", WorldstateFunctions::SetWeatherRegion},\
{"SetWeatherForceState", WorldstateFunctions::SetWeatherForceState},\
{"SetWeatherCurrent", WorldstateFunctions::SetWeatherCurrent},\
{"SetWeatherNext", WorldstateFunctions::SetWeatherNext},\
{"SetWeatherQueued", WorldstateFunctions::SetWeatherQueued},\
{"SetWeatherTransitionFactor", WorldstateFunctions::SetWeatherTransitionFactor},\
\
{"SetHour", WorldstateFunctions::SetHour},\
{"SetDay", WorldstateFunctions::SetDay},\
{"SetMonth", WorldstateFunctions::SetMonth},\
{"SetYear", WorldstateFunctions::SetYear},\
{"SetDaysPassed", WorldstateFunctions::SetDaysPassed},\
{"SetTimeScale", WorldstateFunctions::SetTimeScale},\
\
{"SetPlayerCollisionState", WorldstateFunctions::SetPlayerCollisionState},\
{"SetActorCollisionState", WorldstateFunctions::SetActorCollisionState},\
{"SetPlacedObjectCollisionState", WorldstateFunctions::SetPlacedObjectCollisionState},\
{"UseActorCollisionForPlacedObjects", WorldstateFunctions::UseActorCollisionForPlacedObjects},\
\
{"AddSynchronizedClientScriptId", WorldstateFunctions::AddSynchronizedClientScriptId},\
{"AddEnforcedCollisionRefId", WorldstateFunctions::AddEnforcedCollisionRefId},\
\
{"ClearSynchronizedClientScriptIds", WorldstateFunctions::ClearSynchronizedClientScriptIds},\
{"ClearEnforcedCollisionRefIds", WorldstateFunctions::ClearEnforcedCollisionRefIds},\
\
{"SaveMapTileImageFile", WorldstateFunctions::SaveMapTileImageFile},\
{"LoadMapTileImageFile", WorldstateFunctions::LoadMapTileImageFile},\
\
{"SendClientScriptSettings", WorldstateFunctions::SendClientScriptSettings},\
{"SendWorldMap", WorldstateFunctions::SendWorldMap},\
{"SendWorldTime", WorldstateFunctions::SendWorldTime},\
[General] Reimplement weather synchronization to allow soft transitions Although weather sync was added by Koncord to the rewrite in fd721143e226061d72f7b8931b8d4192a5327f47 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.
2018-07-21 02:20:26 +00:00
{"SendWorldWeather", WorldstateFunctions::SendWorldWeather},\
{"SendWorldCollisionOverride", WorldstateFunctions::SendWorldCollisionOverride},\
[General] Reimplement weather synchronization to allow soft transitions Although weather sync was added by Koncord to the rewrite in fd721143e226061d72f7b8931b8d4192a5327f47 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.
2018-07-21 02:20:26 +00:00
{"SendWorldRegionAuthority", WorldstateFunctions::SendWorldRegionAuthority},\
\
{"ReadLastWorldstate", WorldstateFunctions::ReadLastWorldstate},\
{"CopyLastWorldstateToStore", WorldstateFunctions::CopyLastWorldstateToStore}
class WorldstateFunctions
{
public:
static mwmp::BaseWorldstate *readWorldstate;
static mwmp::BaseWorldstate writeWorldstate;
/**
* \brief Use the last worldstate received by the server as the one being read.
*
* \return void
*/
static void ReadReceivedWorldstate() noexcept;
/**
* \brief Take the contents of the read-only worldstate last received by the
* server from a player and move its contents to the stored worldstate
* that can be sent by the server.
*
* \return void
*/
static void CopyReceivedWorldstateToStore() noexcept;
/**
* \brief Clear the map changes for the write-only worldstate.
*
* This is used to initialize the sending of new WorldMap packets.
*
* \return void
*/
static void ClearMapChanges() noexcept;
/**
* \brief Get the number of indexes in the read worldstate's map changes.
*
* \return The number of indexes.
*/
static unsigned int GetMapChangesSize() noexcept;
[General] Reimplement weather synchronization to allow soft transitions Although weather sync was added by Koncord to the rewrite in fd721143e226061d72f7b8931b8d4192a5327f47 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.
2018-07-21 02:20:26 +00:00
/**
* \brief Get the weather region in the read worldstate.
*
* \return The weather region.
*/
static const char *GetWeatherRegion() noexcept;
/**
* \brief Get the current weather in the read worldstate.
*
* \return The current weather.
*/
static int GetWeatherCurrent() noexcept;
/**
* \brief Get the next weather in the read worldstate.
*
* \return The next weather.
*/
static int GetWeatherNext() noexcept;
/**
* \brief Get the queued weather in the read worldstate.
*
* \return The queued weather.
*/
static int GetWeatherQueued() noexcept;
/**
* \brief Get the transition factor of the weather in the read worldstate.
*
* \return The transition factor of the weather.
*/
static double GetWeatherTransitionFactor() noexcept;
/**
* \brief Get the X coordinate of the cell corresponding to the map tile at a certain index in
[General] Reimplement weather synchronization to allow soft transitions Although weather sync was added by Koncord to the rewrite in fd721143e226061d72f7b8931b8d4192a5327f47 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.
2018-07-21 02:20:26 +00:00
* the read worldstate's map tiles.
*
* \param index The index of the map tile.
* \return The X coordinate of the cell.
*/
static int GetMapTileCellX(unsigned int index) noexcept;
/**
* \brief Get the Y coordinate of the cell corresponding to the map tile at a certain index in
[General] Reimplement weather synchronization to allow soft transitions Although weather sync was added by Koncord to the rewrite in fd721143e226061d72f7b8931b8d4192a5327f47 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.
2018-07-21 02:20:26 +00:00
* the read worldstate's map tiles.
*
* \param index The index of the map tile.
* \return The Y coordinate of the cell.
*/
static int GetMapTileCellY(unsigned int index) noexcept;
[General] Reimplement weather synchronization to allow soft transitions Although weather sync was added by Koncord to the rewrite in fd721143e226061d72f7b8931b8d4192a5327f47 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.
2018-07-21 02:20:26 +00:00
/**
* \brief Set the region affected by the next WorldRegionAuthority packet sent.
*
* \param region The region.
* \return void
*/
static void SetAuthorityRegion(const char* authorityRegion) noexcept;
/**
* \brief Set the weather region in the write-only worldstate stored on the server.
*
* \param region The region.
* \return void
*/
static void SetWeatherRegion(const char* region) noexcept;
/**
* \brief Set the weather forcing state in the write-only worldstate stored on the server.
*
* Players who receive a packet with forced weather will switch to that weather immediately.
*
* \param forceState The weather forcing state.
* \return void
*/
static void SetWeatherForceState(bool forceState) noexcept;
/**
* \brief Set the current weather in the write-only worldstate stored on the server.
*
* \param currentWeather The current weather.
* \return void
*/
static void SetWeatherCurrent(int currentWeather) noexcept;
/**
* \brief Set the next weather in the write-only worldstate stored on the server.
*
* \param nextWeather The next weather.
* \return void
*/
static void SetWeatherNext(int nextWeather) noexcept;
/**
* \brief Set the queued weather in the write-only worldstate stored on the server.
*
* \param queuedWeather The queued weather.
* \return void
*/
static void SetWeatherQueued(int queuedWeather) noexcept;
/**
* \brief Set the transition factor for the weather in the write-only worldstate stored on the server.
*
* \param transitionFactor The transition factor.
* \return void
*/
static void SetWeatherTransitionFactor(double transitionFactor) noexcept;
/**
* \brief Set the world's hour in the write-only worldstate stored on the server.
*
* \param hour The hour.
* \return void
*/
static void SetHour(double hour) noexcept;
/**
* \brief Set the world's day in the write-only worldstate stored on the server.
*
* \param day The day.
* \return void
*/
static void SetDay(int day) noexcept;
/**
* \brief Set the world's month in the write-only worldstate stored on the server.
*
* \param month The month.
* \return void
*/
static void SetMonth(int month) noexcept;
/**
* \brief Set the world's year in the write-only worldstate stored on the server.
*
* \param year The year.
* \return void
*/
static void SetYear(int year) noexcept;
/**
* \brief Set the world's days passed in the write-only worldstate stored on the server.
*
* \param daysPassed The days passed.
* \return void
*/
static void SetDaysPassed(int daysPassed) noexcept;
/**
* \brief Set the world's time scale in the write-only worldstate stored on the server.
*
* \param pid The player ID.
* \param timeScale The time scale.
* \return void
*/
static void SetTimeScale(double timeScale) noexcept;
/**
* \brief Set the collision state for other players in the write-only worldstate stored
* on the server.
*
* \param state The collision state.
* \return void
*/
static void SetPlayerCollisionState(bool state) noexcept;
/**
* \brief Set the collision state for actors in the write-only worldstate stored on the
* server.
*
* \param state The collision state.
* \return void
*/
static void SetActorCollisionState(bool state) noexcept;
/**
* \brief Set the collision state for placed objects in the write-only worldstate stored
* on the server.
*
* \param state The collision state.
* \return void
*/
static void SetPlacedObjectCollisionState(bool state) noexcept;
/**
* \brief Whether placed objects with collision turned on should use actor collision, i.e.
* whether they should be slippery and prevent players from standing on them.
*
* \param useActorCollision Whether to use actor collision.
* \return void
*/
static void UseActorCollisionForPlacedObjects(bool useActorCollision) noexcept;
/**
* \brief Add an ID to the list of script IDs whose variables should all be synchronized
* across players.
*
* \param scriptId The ID.
* \return void
*/
static void AddSynchronizedClientScriptId(const char* scriptId) noexcept;
/**
* \brief Add a refId to the list of refIds for which collision should be enforced
* irrespective of other settings.
*
* \param refId The refId.
* \return void
*/
static void AddEnforcedCollisionRefId(const char* refId) noexcept;
/**
* \brief Clear the list of script IDs whose variables should all be synchronized
* across players.
*
* \return void
*/
static void ClearSynchronizedClientScriptIds() noexcept;
/**
* \brief Clear the list of refIds for which collision should be enforced irrespective
* of other settings.
*
* \return void
*/
static void ClearEnforcedCollisionRefIds() noexcept;
/**
* \brief Save the .png image data of the map tile at a certain index in the read worldstate's
* map changes.
*
* \param index The index of the map tile.
* \param filePath The file path of the resulting file.
* \return void
*/
static void SaveMapTileImageFile(unsigned int index, const char *filePath) noexcept;
/**
* \brief Load a .png file as the image data for a map tile and add it to the write-only worldstate
* stored on the server.
*
* \param cellX The X coordinate of the cell corresponding to the map tile.
* \param cellY The Y coordinate of the cell corresponding to the map tile.
* \param filePath The file path of the loaded file.
* \return void
*/
static void LoadMapTileImageFile(int cellX, int cellY, const char* filePath) noexcept;
/**
* \brief Send a ClientScriptSettings packet with the current client script settings in
* the write-only worldstate.
*
* \param pid The player ID attached to the packet.
* \param sendToOtherPlayers Whether this packet should be sent to players other than the
* player attached to the packet (false by default).
* \param skipAttachedPlayer Whether the packet should skip being sent to the player attached
* to the packet (false by default).
* \return void
*/
static void SendClientScriptSettings(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept;
[General] Reimplement weather synchronization to allow soft transitions Although weather sync was added by Koncord to the rewrite in fd721143e226061d72f7b8931b8d4192a5327f47 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.
2018-07-21 02:20:26 +00:00
/**
* \brief Send a WorldRegionAuthority packet establishing a certain player as the only one who
* should process certain region-specific events (such as weather changes).
*
* It is always sent to all players.
*
* \param pid The player ID attached to the packet.
* \return void
*/
static void SendWorldRegionAuthority(unsigned short pid) noexcept;
/**
* \brief Send a WorldMap packet with the current set of map changes in the write-only
* worldstate.
*
* \param pid The player ID attached to the packet.
* \param broadcast Whether this packet should be sent only to the attached player
* or to all players on the server.
* \return void
*/
static void SendWorldMap(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept;
/**
* \brief Send a WorldTime packet with the current time and time scale in the write-only
* worldstate.
*
* \param pid The player ID attached to the packet.
* \param sendToOtherPlayers Whether this packet should be sent to players other than the
* player attached to the packet (false by default).
* \param skipAttachedPlayer Whether the packet should skip being sent to the player attached
* to the packet (false by default).
* \return void
*/
static void SendWorldTime(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept;
[General] Reimplement weather synchronization to allow soft transitions Although weather sync was added by Koncord to the rewrite in fd721143e226061d72f7b8931b8d4192a5327f47 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.
2018-07-21 02:20:26 +00:00
/**
* \brief Send a WorldWeather packet with the current weather in the write-only worldstate.
*
* \param pid The player ID attached to the packet.
* \param sendToOtherPlayers Whether this packet should be sent to players other than the
* player attached to the packet (false by default).
* \param skipAttachedPlayer Whether the packet should skip being sent to the player attached
* to the packet (false by default).
* \return void
*/
static void SendWorldWeather(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept;
/**
* \brief Send a WorldCollisionOverride packet with the current collision overrides in
* the write-only worldstate.
*
* \param pid The player ID attached to the packet.
* \param sendToOtherPlayers Whether this packet should be sent to players other than the
* player attached to the packet (false by default).
* \param skipAttachedPlayer Whether the packet should skip being sent to the player attached
* to the packet (false by default).
* \return void
*/
static void SendWorldCollisionOverride(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept;
// All methods below are deprecated versions of methods from above
static void ReadLastWorldstate() noexcept;
static void CopyLastWorldstateToStore() noexcept;
};
#endif //OPENMW_WORLDSTATEAPI_HPP