Commit Graph

838 Commits (1f2349ef6e82b7b1b82e1de6db2776e2043fb18d)

Author SHA1 Message Date
David Cernat 5d66a9bb66 [Client] Fix path to MechanicsHelper in ProcessorPlayerItemUse 6 years ago
David Cernat 8df08c7d10 [General] Implement PlayerItemUse packet
Players can no longer unilaterally use items on themselves in their inventory. When they try to use an item, they send a PlayerItemUse packet to the server with the item's details. A serverside script can then check the item and either send the packet back to make the item use go through or drop it.
6 years ago
David Cernat 888e1dfff8 [General] Allow setting of AI fight & dynamic stats in record packets
Additionally, allow the setting of the Autocalc flag for an NPC record based on an existing record.
7 years ago
David Cernat b57807407a [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.
7 years ago
David Cernat 9497c7f6f2 [Client] Add back mistakenly removed setting of mpNums for spawns 7 years ago
David Cernat 25fcd09780 [Client] Add doesNpcExist() method to RecordHelper 7 years ago
David Cernat 7995466e3c [Client] Check validity of refIds in ObjectSpawn packets
This reverts c7bcf70c32 because it provides a better solution to the problem solved there, while solving another related problem as well.
7 years ago
David Cernat 8d286657d4 [Client] Update messages when unilaterally creating custom objects 7 years ago
David Cernat c7bcf70c32 [Client] Ignore ObjectSpawn packets trying to spawn non-actors 7 years ago
David Cernat d93b67ef21 [General] Sync soul refIds for items and add related script functions 7 years ago
David Cernat f52364e05c [Client] Always create new references for new creature disguises
Previously, attempts to reuse the same reference for multiple creature disguises led to movement animation issues, as well as a dynamic_cast error in Creature::getInventoryStore() that made a DedicatedPlayer vanish completely when they first lost their creature disguise, then disguised themselves as a creature that could not hold weapons and then disguised themselves as a creature that could hold weapons.
7 years ago
David Cernat 60bc7447d9 [Client] Rework RecordHelper and add methods for other record types
The usage of const_cast has been replaced with usage of MWWorld::getModifiableStore() and ESMStore::overrideRecord()

Methods whose names started with "update" now start with "override", for consistency with ESMStore's overrideRecord()

New methods have been added for "overriding" enchantment, potion and spell records, which actually leads to them being created with their already set refIds if they haven't been created yet, as per the description of ESMStore::overrideRecord(): "Insert a record with set ID, and allow it to override a pre-existing static record."

Usage of RecordHelper methods has been updated in DedicatedPlayer.
7 years ago
David Cernat b4802e4201 [General] Use Time struct for time in BaseWorldstate 7 years ago
David Cernat a4b588d1b5 [General] Add optional timestamps to journal entries in PlayerJournal 7 years ago
David Cernat 8fbed1f808 [General] Remove custom data from PlayerSpellbook packet
It has never made sense to have custom spell data in PlayerSpellbook packets, so it has been removed.
7 years ago
David Cernat b69e6b96e6 [Client] Use verbose logging level for LocalActor debug 7 years ago
David Cernat 36ac2d9de4 [Client] Set packetOrigin for all ObjectList packets sent 7 years ago
David Cernat 692ee01340 [Client] Add ScriptController w/ contextType-to-packetOrigin method 7 years ago
David Cernat 8c0b75d9f4 [Client] Limit PlayerEquipment packets sent by recharging enchantments 7 years ago
David Cernat 18f8725d33 [Client] Remove tab character that somehow made its way into a comment 7 years ago
David Cernat 038757b91a [General] Temporarily revert to original rotation animation sync
I originally added rotation animation sync as part of commit 068a45be87. Unfortunately, it meant the PlayerPosition packets were now twice as large as they had been before, which was less than ideal for such a frequently sent packet, which is why Koncord switched to a more optimized approach in commits 5f30dfd5db and d67db1a9bd.

Recently, there have since been some rotation animation problems in OpenMW, which have broken the way Koncord's approach looks. My original approach still looks somewhat okay, so I'm switching back to it until we can figure out how to reuse it under the current circumstances.
7 years ago
David Cernat 3944c8aec6 [Client] Ignore WorldRegionAuthority packets that have an empty region 7 years ago
David Cernat 99e64bdcd7 [Client] Remove unused localWeather variable from Worldstate 7 years ago
David Cernat cd1fc590a7 [Client] Differentiate itemPtr from actor Ptr in DedicatedPlayer method
This fixes a mistake from 8f7da49152
7 years ago
David Cernat 5466092582 [Client] Reduce log level for actor cell changes 7 years ago
David Cernat 20e0100706 [General] Rework Attack packets and add synchronization for item magic 7 years ago
David Cernat 0f0e8b7c08 [Client] Adjust log levels used for weather and global map 7 years ago
David Cernat f1315ef30d [Cllient] Differentiate itemPtr from actor Ptr in DedicatedActor methods
2427a4f877 mistakenly used the variable name "ptr" for both the actor and the items in that actor's inventory.
7 years ago
David Cernat b6324e3532 [Client] Clean up debug for spell usage 7 years ago
David Cernat 421d0e7a99 [Client] Make forceWeather false by default for client-sent weather 7 years ago
David Cernat 892d71ce71 [General] Reimplement weather synchronization to allow soft transitions
Although weather sync was added by Koncord to the rewrite in fd721143e2 in a way that used surprisingly few lines of code, it relied on the server requesting weather states every second from authority players and sending them to non-authority players, while also allowing only very sudden weather transitions across regions, i.e. if there was one player in the Ascadian Isles who had stormy weather, and another player with clear weather in the Bitter Coast Region walked across to the Ascadian Isles, that player was instantly made to have stormy weather with no kind of transition at all.

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

However, it should be noted that gradual weather transitions are used by default in this implementation. To use sudden weather transitions, the serverside Lua scripts need to forward WorldWeather packets with the forceWeather boolean set to true. That is, however, already handled by our default Lua scripts in situations where it makes sense.
7 years ago
David Cernat 9823a77bf2 [General] Turn PlayerRegionAuthority into WorldRegionAuthority
WorldRegionAuthority is a Worldstate packet.
7 years ago
David Cernat 0b5cb15f71 [General] Turn GameWeather into WorldWeather, now a WorldstatePacket 7 years ago
David Cernat 3649cf553f [General] Rename PlayerKillCount into WorldKillCount
This should clarify the real meaning of the packet and its associated event.

The event itself has been renamed from OnPlayerKillCount to OnWorldKillCount.
7 years ago
David Cernat f13705e8be [Client] Improve debug for ObjectActivate and ConsoleCommand 7 years ago
David Cernat 6ebe09375f [General] Implement ObjectActivate packet & associated script functions 7 years ago
David Cernat 81b160cae8 [General] Add placeholder for ObjectActivate packet 7 years ago
David Cernat 61da0d2475 [General] Turn PlayerInteraction into PlayerInput 7 years ago
David Cernat 32b6134fad [General] Add placeholder for CellReplace packet 7 years ago
David Cernat a471f5e452 [General] Turn CellCreate into a Worldstate packet 7 years ago
David Cernat 743933134d [Client] Simplify sending of ActorAI packets for uninitialized actors 7 years ago
David Cernat 528bd26a3b [General] Allow followers to follow non-authority players through cells 7 years ago
David Cernat 6c1173d598 [Client] Rename searchPtrViaRefIndex into searchPtrViaUniqueIndex 7 years ago
David Cernat 09da24f1ea [General] Rename all instances of refNumIndex into refNum
This creates symmetry with mpNum and should cause less confusion in the future.
7 years ago
David Cernat 6316f1e590 [Client] Add ActorList methods for sending ActorAI packets
Additionally, use consistent capitalization for AI-related methods.
7 years ago
David Cernat 0fd8f7660b [Client] Replace LocalActor arg with BaseActor in ActorList functions 7 years ago
David Cernat bdf2f03c4f [General] Remove unnecessary MapChanges struct from BaseWorldstate 7 years ago
David Cernat 59a56ca35e [Client] Disallow clients from scaling their associated players
Additionally, display messages when trying to scale players.
7 years ago
David Cernat 8ca29dbaac [Client] Fix remaining mistakes in debug for received ActorAI packets 7 years ago
David Cernat 25f7a55495 [Client] Improve debug for received ActorAI packets 7 years ago
David Cernat bff6e9e235 [General] Implement ActorAI packet, part 5
Allow repetition for AiWander package to be turned on and off.
7 years ago
David Cernat 2e31c212c0 [Client] Make any ActorAI packet override an actor's desire to fight 7 years ago
David Cernat 79ee976c95 [Client] Implement ACTIVATE action in DedicatedActor::setAI()
Additionally, clean up usage of CreatureStats in DedicatedActor.
7 years ago
David Cernat 00c13ae96c [General] Implement ActorAI packet, part 4
The server can now make actors activate players and objects, at least in theory. In practice, OpenMW''s AiActivate package needs to be worked so it allows specific objects as targets instead of just refIds.
7 years ago
David Cernat 0e13207afe [General] Implement ActorAI packet, part 3
The server can now cancel actor AI, make actors travel to a location, make actors wander, and make actors get escorted by a player or another actor.
7 years ago
David Cernat 5baef09f79 [General] Implement ActorAI packet, part 2
The server can now make actors start combat with players or other actors.
7 years ago
David Cernat 5628f3b977 [Client] Fix debug for DedicatedActor::setAI() 7 years ago
David Cernat b86155dc11 [Client] Allow AiFollow package to have infinite distance when desired 7 years ago
David Cernat 864c66d1d4 [Client] Make sure hasAiTarget is set correctly for DedicatedActors 7 years ago
David Cernat 3ed9d89280 [General] Use separate variables for video & music filenames in packets 7 years ago
David Cernat 509882b5f6 [Client] Rework MechanicsHelper::getTarget() to avoid crashes 7 years ago
David Cernat 4eb72eecb1 [Client] Fix crash for invalid CellRefs in MechanicsHelper::getTarget() 7 years ago
David Cernat 4b30a44816 [Client] Compare crimeTime and deathTime when NPCs forgive player crimes
Previously, all crime witnesses stopped being hostile to a respawning player for as long as the player's diedSinceArrestAttempt was true. That meant that, in an area with no guards to arrest the player, crime witnesses did not enage in combat with the player at all ever again until diedSinceArrestAttempt became false.

This commit makes it so the time of the last crime is recorded for each witness, and that is then compared with the time of the LocalPlayer's last death for a one-time crime forgiveness during that player's current life.

This is essentially a gameplay adjustment for "singleplayer with respawns," and will have to be reworked to make sense for every player in multiplayer, though that requires reworking the crime system as a whole and is thus on hold.
7 years ago
David Cernat c23fc3446f [Client] Avoid sending map tiles for Wilderness cells 7 years ago
David Cernat 17c234d9ca [Client] Use initial values for LocalPlayer and LocalActor killers 7 years ago
David Cernat 97cd3effa7 [Client] Make actor debug consistent with object debug 7 years ago
David Cernat c075496748 [General] Replace deathReason in death packets with a killer variable
Add serverside script functions for determining the killers of both players and actors.

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

Remove updateDeadState() from LocalPlayer and make its code part of updateStatsDynamic() for simplicity.
7 years ago
David Cernat f02492a593 [General] Temporarily include target names in mwmp::Target
These will be removed once the server can get the names matching refIds by reading content files.
7 years ago
David Cernat 691b332d03 [Client] Use MechanicsHelper::getTarget() for summoners in ObjectList 7 years ago
David Cernat 130a32ebb0 [Client] Add new methods for handling mwmp::Target in MechanicsHelper 7 years ago
David Cernat c2411982d2 [Client] Log object refNumIndexes and mpNums in a consistent way 7 years ago
David Cernat 8a23a96da4 [Client] Update initialization of AiFollow packages in multiplayer code 7 years ago
Koncord c5c1a160b2 [Client] Comment out an unused variable 7 years ago
David Cernat bef53749ed [General] Replace BaseObject's hasMaster variable with isSummon
Additionally, add a GetObjectSummonState() script function to the server.
7 years ago
David Cernat 958b220835 [General] Send summon duration to server in ObjectSpawn packets 7 years ago
David Cernat 7ffdb18bf9 [General] Implement ActorDeath packet, part 1
ActorDeath packets are sent for dead actors before their StatsDynamic packets. They contain the actor's deathReason in a manner similar to that of PlayerDeath packets.

A future commit will replace the deathReason with a variable named killer which will be an mwmp::Target.
7 years ago
David Cernat fec500c4b0 [Client] Reduce container debug spam by requiring VERBOSE logging for it 7 years ago
David Cernat 914b79fcc9 [General] Make it possible to check which placed objects have containers 7 years ago
David Cernat deda6ec071 [Client] Don't send WorldMap packets for already explored map tiles 7 years ago
David Cernat 7e90d1f2a4 [Client] Fix interior-to-exterior and v.v. cell transitions for actors
Make sure only players who are cell authorities can get actors to teleport across cells for them, and display a message box for players who are not cell authorities.
7 years ago
David Cernat aa3639f2da
Merge pull request #450 from TES3MP/0.6.2
Add 0.6.2 commits up to 19 Jun 2018
7 years ago
David Cernat 5b461b09ca [Client] Display error when receiving ID_INCOMPATIBLE_PROTOCOL_VERSION 7 years ago
David Cernat 29be79e852 [General] Switch RakNet enums to CrabNet enums
CrabNet is TES3MP's fork of RakNet that has deviated too far from RakNet to still be compatible with it.
7 years ago
David Cernat 72862dc255 [General] Turn PlayerMap into WorldMap, now a Worldstate packet 7 years ago
David Cernat 0d0c4ac235 [Client] Use REPLY_TO_REQUEST container sub-action for partial requests 7 years ago
David Cernat 83014d6381 [Client] Set actors as the owners of their items when editing containers 7 years ago
David Cernat 494edbe5cb [General] Add REPLY_TO_REQUEST container sub-action 7 years ago
David Cernat 8ea9485e6b [Client] Make container debug information more useful 7 years ago
David Cernat 3efe05a88e [General] Implement WorldCollisionOverride packet 7 years ago
David Cernat e8ec031a81 [Client] Create Worldstate class that inherits BaseWorldstate 7 years ago
David Cernat f7a084c824 [Client] Use faster check for whether actors are DedicatedPlayers 7 years ago
David Cernat 416ee77639 [General] Add placeholder for WorldCollisionOverride packet 7 years ago
David Cernat 2edb511a0b [Client] Remove unnecessary condition from WorldTime processor 7 years ago
David Cernat 3b5fb9cd6b [General] Make it possible to set year via WorldTime 7 years ago
David Cernat 4acf93b7db [General] Make it possible to set days passed via WorldTime 7 years ago
David Cernat 46744ee90f [General] Make WorldTime script functions more consistent with others 7 years ago
David Cernat 8d36d0d945 [General] Make it possible to change world's time scale via WorldTime 7 years ago
David Cernat 0be6de6607 [General] Turn RecordDynamic into a Worldstate packet 7 years ago
David Cernat da66face25 [General] Rename GameTime packet into WorldTime 7 years ago
David Cernat 5af1150ab2 [General] Turn GameTime into a Worldstate packet 7 years ago