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openmw-tes3mp/apps/openmw/mwmp/ObjectList.cpp

1280 lines
48 KiB
C++

#include "ObjectList.hpp"
#include "Main.hpp"
#include "Networking.hpp"
#include "MechanicsHelper.hpp"
#include "LocalPlayer.hpp"
#include "DedicatedPlayer.hpp"
#include "PlayerList.hpp"
#include "CellController.hpp"
#include "RecordHelper.hpp"
#include <components/openmw-mp/Log.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
[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
#include "../mwgui/container.hpp"
#include "../mwgui/inventorywindow.hpp"
#include "../mwgui/windowmanagerimp.hpp"
[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
#include "../mwmechanics/aifollow.hpp"
#include "../mwmechanics/spellcasting.hpp"
#include "../mwmechanics/summoning.hpp"
#include "../mwrender/animation.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/containerstore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/manualref.hpp"
using namespace mwmp;
using namespace std;
ObjectList::ObjectList()
{
}
ObjectList::~ObjectList()
{
}
Networking *ObjectList::getNetworking()
{
return mwmp::Main::get().getNetworking();
}
void ObjectList::reset()
{
cell.blank();
baseObjects.clear();
guid = mwmp::Main::get().getNetworking()->getLocalPlayer()->guid;
[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
action = -1;
containerSubAction = 0;
}
void ObjectList::addObject(BaseObject baseObject)
{
baseObjects.push_back(baseObject);
}
BaseObject ObjectList::getBaseObject(const MWWorld::Ptr& ptr)
{
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
return baseObject;
}
void ObjectList::addContainerItem(mwmp::BaseObject& baseObject, const MWWorld::Ptr& itemPtr, int actionCount)
{
mwmp::ContainerItem containerItem;
containerItem.refId = itemPtr.getCellRef().getRefId();
containerItem.count = itemPtr.getRefData().getCount();
containerItem.charge = itemPtr.getCellRef().getCharge();
containerItem.enchantmentCharge = itemPtr.getCellRef().getEnchantmentCharge();
containerItem.soul = itemPtr.getCellRef().getSoul();
containerItem.actionCount = actionCount;
LOG_APPEND(Log::LOG_VERBOSE, "--- Adding container item %s", containerItem.refId.c_str());
baseObject.containerItems.push_back(containerItem);
}
void ObjectList::addEntireContainer(const MWWorld::Ptr& ptr)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Adding entire container %s %i-%i", ptr.getCellRef().getRefId().c_str(),
ptr.getCellRef().getRefNum().mIndex, ptr.getCellRef().getMpNum());
MWWorld::ContainerStore& containerStore = ptr.getClass().getContainerStore(ptr);
mwmp::BaseObject baseObject = getBaseObject(ptr);
for (const auto itemPtr : containerStore)
{
addContainerItem(baseObject, itemPtr, itemPtr.getRefData().getCount());
}
addObject(baseObject);
}
void ObjectList::editContainers(MWWorld::CellStore* cellStore)
{
[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
bool isLocalEvent = guid == Main::get().getLocalPlayer()->guid;
LOG_APPEND(Log::LOG_VERBOSE, "- isLocalEvent? %s", isLocalEvent ? "true" : "false");
BaseObject baseObject;
for (unsigned int i = 0; i < baseObjectCount; i++)
{
baseObject = baseObjects.at(i);
LOG_APPEND(Log::LOG_VERBOSE, "- container cellRef: %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
[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
bool isCurrentContainer = false;
bool hasActorEquipment = ptrFound.getClass().isActor() && ptrFound.getClass().hasInventoryStore(ptrFound);
[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
// If we are in a container, and it happens to be this container, keep track of that
if (MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Container))
{
CurrentContainer *currentContainer = &mwmp::Main::get().getLocalPlayer()->currentContainer;
if (currentContainer->refNum == ptrFound.getCellRef().getRefNum().mIndex &&
[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
currentContainer->mpNum == ptrFound.getCellRef().getMpNum())
{
isCurrentContainer = true;
}
}
MWWorld::ContainerStore& containerStore = ptrFound.getClass().getContainerStore(ptrFound);
// If we are setting the entire contents, clear the current ones
if (action == BaseObjectList::SET)
containerStore.clear();
// bool isLocalDrop = isLocalEvent && containerSubAction == BaseObjectList::DROP;
bool isLocalDrag = isLocalEvent && containerSubAction == BaseObjectList::DRAG;
bool isLocalTakeAll = isLocalEvent && containerSubAction == BaseObjectList::TAKE_ALL;
[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
std::string takeAllSound = "";
MWWorld::Ptr ownerPtr = ptrFound.getClass().isActor() ? ptrFound : MWBase::Environment::get().getWorld()->getPlayerPtr();
for (const auto &containerItem : baseObject.containerItems)
{
[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
//LOG_APPEND(Log::LOG_VERBOSE, "-- containerItem cellRef: %s, count: %i, actionCount: %i",
// containerItem.refId.c_str(), containerItem.count, containerItem.actionCount);
if (containerItem.refId.find("$dynamic") != string::npos)
continue;
if (action == BaseObjectList::SET || action == BaseObjectList::ADD)
{
// Create a ManualRef to be able to set item charge
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), containerItem.refId, 1);
MWWorld::Ptr newPtr = ref.getPtr();
if (containerItem.count > 1)
newPtr.getRefData().setCount(containerItem.count);
if (containerItem.charge > -1)
newPtr.getCellRef().setCharge(containerItem.charge);
if (containerItem.enchantmentCharge > -1)
newPtr.getCellRef().setEnchantmentCharge(containerItem.enchantmentCharge);
if (!containerItem.soul.empty())
newPtr.getCellRef().setSoul(containerItem.soul);
containerStore.add(newPtr, containerItem.count, ownerPtr, true);
}
else if (action == BaseObjectList::REMOVE && containerItem.actionCount > 0)
{
// We have to find the right item ourselves because ContainerStore has no method
// accounting for charge
[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
for (const auto itemPtr : containerStore)
{
[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
if (Misc::StringUtils::ciEqual(itemPtr.getCellRef().getRefId(), containerItem.refId))
{
[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
if (itemPtr.getCellRef().getCharge() == containerItem.charge &&
itemPtr.getCellRef().getEnchantmentCharge() == containerItem.enchantmentCharge &&
Misc::StringUtils::ciEqual(itemPtr.getCellRef().getSoul(), containerItem.soul))
{
[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
// Store the sound of the first item in a TAKE_ALL
if (isLocalTakeAll && takeAllSound.empty())
takeAllSound = itemPtr.getClass().getUpSoundId(itemPtr);
// Is this an actor's container? If so, unequip this item if it was equipped
if (hasActorEquipment)
{
MWWorld::InventoryStore& invStore = ptrFound.getClass().getInventoryStore(ptrFound);
[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
if (invStore.isEquipped(itemPtr))
invStore.unequipItemQuantity(itemPtr, ptrFound, containerItem.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.
6 years ago
bool isResolved = false;
if (isLocalDrag && isCurrentContainer)
{
MWGui::ContainerWindow* containerWindow = MWBase::Environment::get().getWindowManager()->getContainerWindow();
if (!containerWindow->isOnDragAndDrop())
{
isResolved = containerWindow->dragItemByPtr(itemPtr, containerItem.actionCount);
}
}
[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
if (!isResolved)
{
containerStore.remove(itemPtr, containerItem.actionCount, ownerPtr);
if (isLocalDrag || isLocalTakeAll)
{
MWWorld::Ptr ptrPlayer = MWBase::Environment::get().getWorld()->getPlayerPtr();
MWWorld::ContainerStore &playerStore = ptrPlayer.getClass().getContainerStore(ptrPlayer);
*playerStore.add(containerItem.refId, containerItem.actionCount, ptrPlayer);
}
}
}
}
}
}
}
// Was this a SET or ADD action on an actor's container, and are we the authority
// over the actor? If so, autoequip the actor
if ((action == BaseObjectList::ADD || action == BaseObjectList::SET) && hasActorEquipment &&
mwmp::Main::get().getCellController()->isLocalActor(ptrFound))
{
MWWorld::InventoryStore& invStore = ptrFound.getClass().getInventoryStore(ptrFound);
if (ptrFound.getTypeName() == typeid(ESM::NPC).name())
invStore.autoEquip(ptrFound);
// autoEquip only works on NPCs, so use the closest alternative for creatures
else
invStore.autoEquipShield(ptrFound);
}
[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
// If this container was open for us, update its view
if (isCurrentContainer)
{
[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
if (isLocalTakeAll)
{
MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Container);
[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
MWBase::Environment::get().getWindowManager()->playSound(takeAllSound);
}
else
{
MWGui::ContainerWindow* containerWindow = MWBase::Environment::get().getWindowManager()->getContainerWindow();
containerWindow->setPtr(ptrFound);
}
}
}
}
}
void ObjectList::activateObjects(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
MWWorld::Ptr ptrFound;
if (baseObject.isPlayer)
{
if (baseObject.guid == Main::get().getLocalPlayer()->guid)
{
ptrFound = Main::get().getLocalPlayer()->getPlayerPtr();
LOG_APPEND(Log::LOG_VERBOSE, "-- Activated object is local player");
}
else
{
DedicatedPlayer *player = PlayerList::getPlayer(baseObject.guid);
if (player != 0)
{
ptrFound = player->getPtr();
LOG_APPEND(Log::LOG_VERBOSE, "-- Activated object is player %s", player->npc.mName.c_str());
}
else
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Could not find player to activatee!");
}
}
}
else
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Activated object is %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
}
if (ptrFound)
{
MWWorld::Ptr activatingActorPtr;
if (baseObject.activatingActor.isPlayer)
{
activatingActorPtr = MechanicsHelper::getPlayerPtr(baseObject.activatingActor);
LOG_APPEND(Log::LOG_VERBOSE, "-- Object has been activated by player %s",
activatingActorPtr.getClass().getName(activatingActorPtr).c_str());
}
else
{
activatingActorPtr = cellStore->searchExact(baseObject.activatingActor.refNum, baseObject.activatingActor.mpNum);
LOG_APPEND(Log::LOG_VERBOSE, "-- Object has been activated by actor %s %i-%i", activatingActorPtr.getCellRef().getRefId().c_str(),
activatingActorPtr.getCellRef().getRefNum().mIndex, activatingActorPtr.getCellRef().getMpNum());
}
if (activatingActorPtr)
{
// Is an item that can be picked up being activated by the local player with their inventory open?
if (activatingActorPtr == MWBase::Environment::get().getWorld()->getPlayerPtr() &&
(MWBase::Environment::get().getWindowManager()->getMode() == MWGui::GM_Container ||
MWBase::Environment::get().getWindowManager()->getMode() == MWGui::GM_Inventory))
{
MWBase::Environment::get().getWindowManager()->getInventoryWindow()->pickUpObject(ptrFound);
}
else
{
MWBase::Environment::get().getWorld()->activate(ptrFound, activatingActorPtr);
}
}
}
}
}
void ObjectList::placeObjects(MWWorld::CellStore* cellStore)
{
MWBase::World *world = MWBase::Environment::get().getWorld();
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i, count: %i, charge: %i, enchantmentCharge: %.2f, soul: %s",
baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum, baseObject.count, baseObject.charge,
baseObject.enchantmentCharge, baseObject.soul.c_str());
// Ignore generic dynamic refIds because they could be anything on other clients
if (baseObject.refId.find("$dynamic") != string::npos)
continue;
MWWorld::Ptr ptrFound = cellStore->searchExact(0, baseObject.mpNum);
// Only create this object if it doesn't already exist
if (!ptrFound)
{
try
{
MWWorld::ManualRef ref(world->getStore(), baseObject.refId, 1);
MWWorld::Ptr newPtr = ref.getPtr();
if (baseObject.count > 1)
newPtr.getRefData().setCount(baseObject.count);
if (baseObject.charge > -1)
newPtr.getCellRef().setCharge(baseObject.charge);
if (baseObject.enchantmentCharge > -1)
newPtr.getCellRef().setEnchantmentCharge(baseObject.enchantmentCharge);
if (!baseObject.soul.empty())
newPtr.getCellRef().setSoul(baseObject.soul);
newPtr.getCellRef().setGoldValue(baseObject.goldValue);
newPtr = world->placeObject(newPtr, cellStore, baseObject.position);
// Because gold automatically gets replaced with a new object, make sure we set the mpNum at the end
newPtr.getCellRef().setMpNum(baseObject.mpNum);
if (guid == Main::get().getLocalPlayer()->guid && baseObject.droppedByPlayer)
world->PCDropped(newPtr);
}
catch (std::exception&)
{
LOG_MESSAGE_SIMPLE(Log::LOG_ERROR, "Ignored placement of invalid object %s", baseObject.refId.c_str());
}
}
else
LOG_APPEND(Log::LOG_VERBOSE, "-- Object already existed!");
}
}
void ObjectList::spawnObjects(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i", baseObject.refId.c_str(),
baseObject.refNum, baseObject.mpNum);
// Ignore generic dynamic refIds because they could be anything on other clients
if (baseObject.refId.find("$dynamic") != string::npos)
continue;
[General] Implement RecordDynamic packet, part 1 Spell, potion, enchantment, creature, NPC, armor, book, clothing, miscellaneous and weapon record data can now be sent in a RecordDynamic packet. Additionally, the packets include data related to associated magical effects (for spells, potions and enchantments), data related to default inventory contents (for creatures and NPCs) and data related to body parts affected (for armor and clothing). The server now has associated script functions for setting most of the details of the above, with the main exception being individual creature and NPC stats. Records can either be created entirely from scratch or can use an existing record (set via the baseId variable) as a starting point for their values. In the latter case, only the values that are specifically set override the starting values. Creature and NPC records also have an inventoryBaseId that can be used on top of the baseId to base their inventories on another existing record. The client's RecordHelper class has been heavily expanded to allow for the above mentioned functionality. When players create spells, potions and enchantments as part of regular gameplay, they send RecordDynamic packets that provide the server with the complete details of the records that should be created. When they create enchantments, they also provide the server with armor, book, clothing and weapon records corresponding to the items they've enchanted. This functionality added by this packet was originally supposed to be exclusive to the rewrite, but I've gone ahead and tried to provide it for the pre-rewrite in a way that can mostly be reused for the rewrite.
6 years ago
else if (!RecordHelper::doesCreatureRecordExist(baseObject.refId) && !RecordHelper::doesNpcRecordExist(baseObject.refId))
{
LOG_MESSAGE_SIMPLE(Log::LOG_ERROR, "Ignored spawning of invalid object %s", baseObject.refId.c_str());
continue;
}
MWWorld::Ptr ptrFound = cellStore->searchExact(0, baseObject.mpNum);
// Only create this object if it doesn't already exist
if (!ptrFound)
{
MWWorld::ManualRef ref(MWBase::Environment::get().getWorld()->getStore(), baseObject.refId, 1);
MWWorld::Ptr newPtr = ref.getPtr();
newPtr.getCellRef().setMpNum(baseObject.mpNum);
newPtr = MWBase::Environment::get().getWorld()->placeObject(newPtr, cellStore, baseObject.position);
MWMechanics::CreatureStats& creatureStats = newPtr.getClass().getCreatureStats(newPtr);
if (baseObject.isSummon)
{
MWWorld::Ptr masterPtr;
if (baseObject.master.isPlayer)
masterPtr = MechanicsHelper::getPlayerPtr(baseObject.master);
else
masterPtr = cellStore->searchExact(baseObject.master.refNum, baseObject.master.mpNum);
if (masterPtr)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Actor has master: %s", masterPtr.getCellRef().getRefId().c_str());
MWMechanics::AiFollow package(masterPtr);
creatureStats.getAiSequence().stack(package, newPtr);
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(newPtr);
if (anim)
{
const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get<ESM::Static>()
.search("VFX_Summon_Start");
if (fx)
anim->addEffect("meshes\\" + fx->mModel, -1, false);
}
int creatureActorId = newPtr.getClass().getCreatureStats(newPtr).getActorId();
MWMechanics::CreatureStats& masterCreatureStats = masterPtr.getClass().getCreatureStats(masterPtr);
masterCreatureStats.setSummonedCreatureActorId(baseObject.refId, creatureActorId);
}
}
}
else
LOG_APPEND(Log::LOG_VERBOSE, "-- Actor already existed!");
}
}
void ObjectList::deleteObjects(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
// If we are in a container, and it happens to be this object, exit it
if (MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Container))
{
CurrentContainer *currentContainer = &mwmp::Main::get().getLocalPlayer()->currentContainer;
if (currentContainer->refNum == ptrFound.getCellRef().getRefNum().mIndex &&
currentContainer->mpNum == ptrFound.getCellRef().getMpNum())
{
MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Container);
MWBase::Environment::get().getWindowManager()->setDragDrop(false);
}
}
MWBase::Environment::get().getWorld()->deleteObject(ptrFound);
}
}
}
void ObjectList::lockObjects(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
if (baseObject.lockLevel > 0)
ptrFound.getClass().lock(ptrFound, baseObject.lockLevel);
else
ptrFound.getClass().unlock(ptrFound);
}
}
}
void ObjectList::triggerTrapObjects(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
if (!baseObject.isDisarmed)
{
MWMechanics::CastSpell cast(ptrFound, ptrFound);
cast.mHitPosition = baseObject.position.asVec3();
cast.cast(ptrFound.getCellRef().getTrap());
}
ptrFound.getCellRef().setTrap("");
}
}
}
void ObjectList::scaleObjects(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i, scale: %f", baseObject.refId.c_str(), baseObject.refNum,
baseObject.mpNum, baseObject.scale);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
MWBase::Environment::get().getWorld()->scaleObject(ptrFound, baseObject.scale);
}
}
}
void ObjectList::setObjectStates(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i, state: %s", baseObject.refId.c_str(), baseObject.refNum,
baseObject.mpNum, baseObject.objectState ? "true" : "false");
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
if (baseObject.objectState)
MWBase::Environment::get().getWorld()->enable(ptrFound);
else
MWBase::Environment::get().getWorld()->disable(ptrFound);
}
}
}
void ObjectList::moveObjects(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
MWBase::Environment::get().getWorld()->moveObject(ptrFound, baseObject.position.pos[0], baseObject.position.pos[1],
baseObject.position.pos[2]);
}
}
}
void ObjectList::rotateObjects(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
MWBase::Environment::get().getWorld()->rotateObject(ptrFound,
baseObject.position.rot[0], baseObject.position.rot[1], baseObject.position.rot[2]);
}
}
}
void ObjectList::animateObjects(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
MWBase::MechanicsManager * mechanicsManager = MWBase::Environment::get().getMechanicsManager();
mechanicsManager->playAnimationGroup(ptrFound, baseObject.animGroup, baseObject.animMode,
std::numeric_limits<int>::max(), true);
}
}
}
void ObjectList::activateDoors(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
ptrFound.getClass().setDoorState(ptrFound, baseObject.doorState);
MWBase::Environment::get().getWorld()->saveDoorState(ptrFound, baseObject.doorState);
}
}
}
void ObjectList::setDoorDestinations(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
ptrFound.getCellRef().setTeleport(baseObject.teleportState);
if (baseObject.teleportState)
{
ptrFound.getCellRef().setDoorDest(baseObject.destinationPosition);
if (baseObject.destinationCell.isExterior())
ptrFound.getCellRef().setDestCell("");
else
ptrFound.getCellRef().setDestCell(baseObject.destinationCell.getDescription());
}
}
}
}
void ObjectList::runConsoleCommands(MWWorld::CellStore* cellStore)
{
MWBase::WindowManager *windowManager = MWBase::Environment::get().getWindowManager();
LOG_APPEND(Log::LOG_VERBOSE, "- Console command: %s", consoleCommand.c_str());
if (baseObjects.empty())
{
windowManager->clearConsolePtr();
LOG_APPEND(Log::LOG_VERBOSE, "-- Running with no object reference");
windowManager->executeCommandInConsole(consoleCommand);
}
else
{
for (const auto &baseObject : baseObjects)
{
windowManager->clearConsolePtr();
if (baseObject.isPlayer)
{
if (baseObject.guid == Main::get().getLocalPlayer()->guid)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Running on local player");
windowManager->setConsolePtr(Main::get().getLocalPlayer()->getPlayerPtr());
windowManager->executeCommandInConsole(consoleCommand);
}
else
{
DedicatedPlayer *player = PlayerList::getPlayer(baseObject.guid);
if (player != 0)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Running on player %s", player->npc.mName.c_str());
windowManager->setConsolePtr(player->getPtr());
windowManager->executeCommandInConsole(consoleCommand);
}
}
}
else
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Running on object %s %i-%i", baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
windowManager->setConsolePtr(ptrFound);
windowManager->executeCommandInConsole(consoleCommand);
}
}
}
windowManager->clearConsolePtr();
}
}
void ObjectList::setLocalShorts(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i, index: %i, shortVal: %i", baseObject.refId.c_str(),
baseObject.refNum, baseObject.mpNum, baseObject.index, baseObject.shortVal);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
ptrFound.getRefData().getLocals().mShorts.at(baseObject.index) = baseObject.shortVal;
}
}
}
void ObjectList::setLocalFloats(MWWorld::CellStore* cellStore)
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i, index: %i, floatVal: %f", baseObject.refId.c_str(),
baseObject.refNum, baseObject.mpNum, baseObject.index, baseObject.floatVal);
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
if (ptrFound)
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
ptrFound.getRefData().getLocals().mFloats.at(baseObject.index) = baseObject.floatVal;
}
}
}
void ObjectList::setMemberShorts()
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s, index: %i, shortVal: %i", baseObject.refId.c_str(),
baseObject.index, baseObject.shortVal);
// Mimic the way a Ptr is fetched in InterpreterContext for similar situations
MWWorld::Ptr ptrFound = MWBase::Environment::get().getWorld()->searchPtr(baseObject.refId, false);
if (!ptrFound.isEmpty())
{
LOG_APPEND(Log::LOG_VERBOSE, "-- Found %s %i-%i", ptrFound.getCellRef().getRefId().c_str(),
ptrFound.getCellRef().getRefNum(), ptrFound.getCellRef().getMpNum());
std::string scriptId = ptrFound.getClass().getScript(ptrFound);
ptrFound.getRefData().setLocals(
*MWBase::Environment::get().getWorld()->getStore().get<ESM::Script>().find(scriptId));
ptrFound.getRefData().getLocals().mShorts.at(baseObject.index) = baseObject.shortVal;;
}
}
}
void ObjectList::setGlobalShorts()
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- varName: %s, shortVal: %i", baseObject.varName.c_str(), baseObject.shortVal);
MWBase::Environment::get().getWorld()->setGlobalInt(baseObject.varName, baseObject.shortVal);
}
}
void ObjectList::playMusic()
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- filename: %s", baseObject.musicFilename.c_str());
MWBase::Environment::get().getSoundManager()->streamMusic(baseObject.musicFilename);
}
}
void ObjectList::playVideo()
{
for (const auto &baseObject : baseObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- filename: %s, allowSkipping: %s", baseObject.videoFilename.c_str(),
baseObject.allowSkipping ? "true" : "false");
MWBase::Environment::get().getWindowManager()->playVideo(baseObject.videoFilename, baseObject.allowSkipping);
}
}
void ObjectList::addAllContainers(MWWorld::CellStore* cellStore)
[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
{
for (auto &ref : cellStore->getContainers()->mList)
{
MWWorld::Ptr ptr(&ref, 0);
addEntireContainer(ptr);
}
for (auto &ref : cellStore->getNpcs()->mList)
{
MWWorld::Ptr ptr(&ref, 0);
addEntireContainer(ptr);
}
for (auto &ref : cellStore->getCreatures()->mList)
{
MWWorld::Ptr ptr(&ref, 0);
addEntireContainer(ptr);
}
[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
}
void ObjectList::addRequestedContainers(MWWorld::CellStore* cellStore, const std::vector<BaseObject>& requestObjects)
[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
{
for (const auto &baseObject : requestObjects)
{
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s %i-%i", baseObject.refId.c_str(),
baseObject.refNum, baseObject.mpNum);
[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
MWWorld::Ptr ptrFound = cellStore->searchExact(baseObject.refNum, baseObject.mpNum);
[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
if (ptrFound)
{
if (ptrFound.getClass().hasContainerStore(ptrFound))
addEntireContainer(ptrFound);
else
LOG_APPEND(Log::LOG_VERBOSE, "-- Object lacks container store", ptrFound.getCellRef().getRefId().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.
6 years ago
}
}
void ObjectList::addObjectActivate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& activatingActor)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
baseObject.isPlayer = true;
baseObject.guid = mwmp::Main::get().getLocalPlayer()->guid;
}
else if (mwmp::PlayerList::isDedicatedPlayer(ptr))
{
baseObject.isPlayer = true;
baseObject.guid = mwmp::PlayerList::getPlayer(ptr)->guid;
}
else
{
baseObject.isPlayer = false;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
}
baseObject.activatingActor = MechanicsHelper::getTarget(activatingActor);
addObject(baseObject);
}
void ObjectList::addObjectPlace(const MWWorld::Ptr& ptr, bool droppedByPlayer)
{
if (ptr.getCellRef().getRefId().find("$dynamic") != string::npos)
{
MWBase::Environment::get().getWindowManager()->messageBox("You cannot place unsynchronized custom items in multiplayer.");
return;
}
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = 0;
baseObject.charge = ptr.getCellRef().getCharge();
baseObject.enchantmentCharge = ptr.getCellRef().getEnchantmentCharge();
baseObject.soul = ptr.getCellRef().getSoul();
baseObject.droppedByPlayer = droppedByPlayer;
baseObject.hasContainer = ptr.getClass().hasContainerStore(ptr);
// Make sure we send the RefData position instead of the CellRef one, because that's what
// we actually see on this client
baseObject.position = ptr.getRefData().getPosition();
// We have to get the count from the dropped object because it gets changed
// automatically for stacks of gold
baseObject.count = ptr.getRefData().getCount();
// Get the real count of gold in a stack
baseObject.goldValue = ptr.getCellRef().getGoldValue();
addObject(baseObject);
}
void ObjectList::addObjectSpawn(const MWWorld::Ptr& ptr)
{
if (ptr.getCellRef().getRefId().find("$dynamic") != string::npos)
{
MWBase::Environment::get().getWindowManager()->messageBox("You're trying to spawn a custom object lacking a server-given refId, "
"and those cannot be synchronized in multiplayer.");
return;
}
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = 0;
baseObject.isSummon = false;
baseObject.summonDuration = -1;
// Make sure we send the RefData position instead of the CellRef one, because that's what
// we actually see on this client
baseObject.position = ptr.getRefData().getPosition();
addObject(baseObject);
}
void ObjectList::addObjectSpawn(const MWWorld::Ptr& ptr, const MWWorld::Ptr& master, float duration)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = 0;
baseObject.isSummon = true;
baseObject.summonDuration = duration;
baseObject.master = MechanicsHelper::getTarget(master);
// Make sure we send the RefData position instead of the CellRef one, because that's what
// we actually see on this client
baseObject.position = ptr.getRefData().getPosition();
addObject(baseObject);
}
void ObjectList::addObjectDelete(const MWWorld::Ptr& ptr)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
addObject(baseObject);
}
void ObjectList::addObjectLock(const MWWorld::Ptr& ptr, int lockLevel)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
baseObject.lockLevel = lockLevel;
addObject(baseObject);
}
void ObjectList::addObjectTrap(const MWWorld::Ptr& ptr, const ESM::Position& pos, bool isDisarmed)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
baseObject.isDisarmed = isDisarmed;
baseObject.position = pos;
addObject(baseObject);
}
void ObjectList::addObjectScale(const MWWorld::Ptr& ptr, float scale)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
baseObject.scale = scale;
addObject(baseObject);
}
void ObjectList::addObjectState(const MWWorld::Ptr& ptr, bool objectState)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
baseObject.objectState = objectState;
addObject(baseObject);
}
void ObjectList::addObjectAnimPlay(const MWWorld::Ptr& ptr, std::string group, int mode)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
baseObject.animGroup = group;
baseObject.animMode = mode;
addObject(baseObject);
}
void ObjectList::addDoorState(const MWWorld::Ptr& ptr, int state)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
baseObject.doorState = state;
addObject(baseObject);
}
void ObjectList::addMusicPlay(std::string filename)
{
mwmp::BaseObject baseObject;
baseObject.musicFilename = filename;
addObject(baseObject);
}
void ObjectList::addVideoPlay(std::string filename, bool allowSkipping)
{
mwmp::BaseObject baseObject;
baseObject.videoFilename = filename;
baseObject.allowSkipping = allowSkipping;
addObject(baseObject);
}
void ObjectList::addScriptLocalShort(const MWWorld::Ptr& ptr, int index, int shortVal)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
baseObject.index = index;
baseObject.shortVal = shortVal;
addObject(baseObject);
}
void ObjectList::addScriptLocalFloat(const MWWorld::Ptr& ptr, int index, float floatVal)
{
cell = *ptr.getCell()->getCell();
mwmp::BaseObject baseObject;
baseObject.refId = ptr.getCellRef().getRefId();
baseObject.refNum = ptr.getCellRef().getRefNum().mIndex;
baseObject.mpNum = ptr.getCellRef().getMpNum();
baseObject.index = index;
baseObject.floatVal = floatVal;
addObject(baseObject);
}
void ObjectList::addScriptMemberShort(std::string refId, int index, int shortVal)
{
mwmp::BaseObject baseObject;
baseObject.refId = refId;
baseObject.index = index;
baseObject.shortVal = shortVal;
addObject(baseObject);
}
void ObjectList::addScriptGlobalShort(std::string varName, int shortVal)
{
mwmp::BaseObject baseObject;
baseObject.varName = varName;
baseObject.shortVal = shortVal;
addObject(baseObject);
}
void ObjectList::sendObjectActivate()
{
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_ACTIVATE)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_ACTIVATE)->Send();
}
void ObjectList::sendObjectPlace()
{
if (baseObjects.size() == 0)
return;
LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "Sending ID_OBJECT_PLACE about %s", cell.getDescription().c_str());
for (const auto &baseObject : baseObjects)
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s, count: %i", baseObject.refId.c_str(), baseObject.count);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_PLACE)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_PLACE)->Send();
}
void ObjectList::sendObjectSpawn()
{
if (baseObjects.size() == 0)
return;
LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "Sending ID_OBJECT_SPAWN about %s", cell.getDescription().c_str());
for (const auto &baseObject : baseObjects)
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s-%i", baseObject.refId.c_str(), baseObject.refNum);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_SPAWN)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_SPAWN)->Send();
}
void ObjectList::sendObjectDelete()
{
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_DELETE)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_DELETE)->Send();
}
void ObjectList::sendObjectLock()
{
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_LOCK)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_LOCK)->Send();
}
void ObjectList::sendObjectTrap()
{
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_TRAP)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_TRAP)->Send();
}
void ObjectList::sendObjectScale()
{
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_SCALE)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_SCALE)->Send();
}
void ObjectList::sendObjectState()
{
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_STATE)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_STATE)->Send();
}
void ObjectList::sendObjectAnimPlay()
{
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_ANIM_PLAY)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_OBJECT_ANIM_PLAY)->Send();
}
void ObjectList::sendDoorState()
{
LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "Sending ID_DOOR_STATE about %s", cell.getDescription().c_str());
for (const auto &baseObject : baseObjects)
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s-%i, state: %s", baseObject.refId.c_str(), baseObject.refNum,
baseObject.doorState ? "true" : "false");
mwmp::Main::get().getNetworking()->getObjectPacket(ID_DOOR_STATE)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_DOOR_STATE)->Send();
}
void ObjectList::sendMusicPlay()
{
mwmp::Main::get().getNetworking()->getObjectPacket(ID_MUSIC_PLAY)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_MUSIC_PLAY)->Send();
}
void ObjectList::sendVideoPlay()
{
mwmp::Main::get().getNetworking()->getObjectPacket(ID_VIDEO_PLAY)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_VIDEO_PLAY)->Send();
}
void ObjectList::sendScriptLocalShort()
{
LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "Sending ID_SCRIPT_LOCAL_SHORT about %s", cell.getDescription().c_str());
for (const auto &baseObject : baseObjects)
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s-%i, index: %i, shortVal: %i", baseObject.refId.c_str(),
baseObject.refNum, baseObject.index, baseObject.shortVal);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_SCRIPT_LOCAL_SHORT)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_SCRIPT_LOCAL_SHORT)->Send();
}
void ObjectList::sendScriptLocalFloat()
{
LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "Sending ID_SCRIPT_LOCAL_FLOAT about %s", cell.getDescription().c_str());
for (const auto &baseObject : baseObjects)
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s-%i, index: %i, floatVal: %f", baseObject.refId.c_str(),
baseObject.refNum, baseObject.index, baseObject.floatVal);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_SCRIPT_LOCAL_FLOAT)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_SCRIPT_LOCAL_FLOAT)->Send();
}
void ObjectList::sendScriptMemberShort()
{
LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "Sending ID_SCRIPT_MEMBER_SHORT");
for (const auto &baseObject : baseObjects)
LOG_APPEND(Log::LOG_VERBOSE, "- cellRef: %s, index: %i, shortVal: %i", baseObject.refId.c_str(),
baseObject.index, baseObject.shortVal);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_SCRIPT_MEMBER_SHORT)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_SCRIPT_MEMBER_SHORT)->Send();
}
void ObjectList::sendScriptGlobalShort()
{
LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "Sending ID_SCRIPT_GLOBAL_SHORT");
for (const auto &baseObject : baseObjects)
LOG_APPEND(Log::LOG_VERBOSE, "- varName: %s, shortVal: %i", baseObject.varName.c_str(), baseObject.shortVal);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_SCRIPT_GLOBAL_SHORT)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_SCRIPT_GLOBAL_SHORT)->Send();
}
void ObjectList::sendContainer()
{
LOG_MESSAGE_SIMPLE(Log::LOG_VERBOSE, "Sending ID_CONTAINER");
mwmp::Main::get().getNetworking()->getObjectPacket(ID_CONTAINER)->setObjectList(this);
mwmp::Main::get().getNetworking()->getObjectPacket(ID_CONTAINER)->Send();
}