Commit Graph

582 Commits (341ca691fc8a465a81b48d7953fc800a887b46fd)

Author SHA1 Message Date
David Cernat a1142a8fb5 [General] Renamed unused PlayerActiveSkills into PlayerSpellsActive 5 years ago
David Cernat 975797c09b [General] Implement ObjectRestock packet
Restocking object containers via trading now requires the server to send back an ObjectRestock packet before it can happen.

The unused packet ID ID_SCRIPT_GLOBAL_FLOAT has been replaced with ID_OBJECT_RESTOCK.
5 years ago
David Cernat 8e5859b466 [General] Add RESTOCK to enum of Container subactions 5 years ago
Koncord b9da843196
Add forgotten stdexcept include 5 years ago
David Cernat e6c626f127 [General] Move handling of client globals to ClientScriptGlobal packet
ClientScriptGlobal is a new Worldstate packet that handles short, long and float values for global variables in clientside scripts.

Previously, short values were handled by the ScriptGlobalShort packet, while a partially implemented ScriptGlobalFloat packet also existed, but both of those packets were Object packets because they were added near the end of 2016 when only Player and Object packets existed (with the latter actually being called WorldEvent packets at the time). Both ScriptGlobalShort and ScriptGlobalFloat have now been removed.

The serverside script functions previously used to interact with ScriptGlobalShort have, however, been kept so they can be adjusted to work with local variables in clientside scripts instead in a future commit.
5 years ago
David Cernat 32c7406eda [General] Implement OnObjectHit packet, part 3
Include damage, block states and knockdown states in ObjectHit packets about successful hits. Add serverside script functions for reading that information.
5 years ago
David Cernat c18aab5357 [General] Use default values of 0 for Attack floats in BaseStructs 5 years ago
David Cernat 868ad2b78f [General] Use default value of false for Attack booleans in BaseStructs 5 years ago
David Cernat bc093c8596 [General] Implement OnObjectHit packet, part 2
ObjectHit is now also sent when local actors succeed or fail in hitting other actors with melee attacks, with the packet including the success state of their attack.

It is also sent when creatures hit a non-actor object.
5 years ago
David Cernat e98e57c797 [General] Reorder enums alphabetically in RECORD_TYPE 5 years ago
David Cernat 2973cc4f4d [General] Implement OnObjectHit packet, part 1
ObjectHit is now sent when an NPC hits a non-actor object.
5 years ago
David Cernat 18cd3d1ea1 [General] Compress strings used in Object packets 5 years ago
David Cernat 9b8818687d [General] Add mDeathAnimationFinished to mwmp::SimpleCreatureStats 5 years ago
David Cernat 980edac942 [General] Rename PlayerTeam into PlayerAlly
Considering that you can be allies with someone without being allied to their allies, changing the name makes the system more intuitive.
5 years ago
David Cernat a383b7b612 [General] Include death animations in ActorDeath packets 5 years ago
David Cernat ecf00af548 [General] Implement WorldDestinationOverride packet, part 1
Destinations for doors with cell transitions are now overridden.
5 years ago
David Cernat 9cb9d4b7ca [General] Compress strings used in Worldstate packets 5 years ago
David Cernat 154a9ce5a6 [General] Fix declarations hiding class members, part 2 5 years ago
David Cernat 753e310dd4 [General] Implement PlayerTeam packet 5 years ago
David Cernat 138aef37fe [General] Remove unused variable movementAnim from BasePlayer 5 years ago
David Cernat 446c22723e [General] Set default values for some variables in BasePlayer 5 years ago
David Cernat 1283d5d487 [General] Synchronize TCL state for players
Additionally, only purge temporary levitation effect for DedicatedPlayers if one has been added.
5 years ago
David Cernat d78bdefc01 [General] Include effect and spell ID for summons in ObjectSpawn packets 5 years ago
David Cernat 42b002e8db [General] Reorder record types in RecordDynamic packet
The record types that cannot be created by players through gameplay are now sorted alphabetically after the record types that can be created by them.
5 years ago
David Cernat 23d410f473 [General] Implement body part records for RecordDynamic packet 5 years ago
David Cernat b3747839c0 [General] Add hasRace to record overrides in RecordsDynamic packet 5 years ago
David Cernat 16662d772b [General] Synchronize death animations for players 5 years ago
David Cernat 47443e19cb [General] Use compression for string values used in Attack packets 5 years ago
David Cernat 140c1c9c12 [General] Use hard synchronization for melee attack animations
Previously, each client chose its own attack animations for DedicatedPlayers and DedicatedActors based on the direction they were walking in, which however led to desyncs for players with "Always Use Best Attack" enabled and for creatures which pick their attack animations randomly.
5 years ago
David Cernat b352983348 [General] Include actor refIds in ActorDeath packets 5 years ago
David Cernat 8f7a267129 [General] Add scale and bloodType to creature records in RecordDynamic 5 years ago
David Cernat afb9bd7eb5 [General] Implement script records for RecordDynamic packets 5 years ago
David Cernat 20d1e7654c [General] Create SystemPacket category and move Handshake packet to it 5 years ago
David Cernat b97322b4b1 [General] Modernize packet style for PlayerInventory 5 years ago
David Cernat cbe58b1c24 [General] Modernize packet style for PlayerFaction 5 years ago
David Cernat 0e94eb8b74 [General] Use regular ints for weather states for consistency w/ OpenMW 5 years ago
David Cernat 904f804ea2 [General] Modernize packet style for PlayerSpellbook 5 years ago
David Cernat 4f9e6b0e3e [General] Modernize packet style for PlayerCellState 5 years ago
David Cernat 96a71c1ced [General] Modernize packet style for PlayerBook 5 years ago
David Cernat d66bca8605 [General] Modernize packet style for PlayerTopic 5 years ago
David Cernat 0206d1813c [General] Modernize packet style for PlayerQuickKeys 5 years ago
David Cernat 4f98d67ed4 [General] Modernize packet style for PlayerJournal 5 years ago
David Cernat d163f1b6da [General] Turn WorldKillCount into a Worldstate packet
Rename the old WorldKillCount that was a Player packet into PlayerPlaceholder. Rename the unused CellCreate that was a Worldstate packet into WorldKillCount. On the server, move kill count-related script functions from QuestFunctions to WorldstateFunctions.
5 years ago
David Cernat 031acffcbe [General] Implement cell records for RecordDynamic packets, part 1
New interior cells can be now be created that are either blank or based on existing interior cells.
5 years ago
David Cernat 0d51eb5b23 [General] Use unsigned ints for refNums & mpNums in packets 5 years ago
David Cernat e424bd9bc3 [General] Implement ClientScriptSettings packet, part 2
The packet can now set which client globals get packets sent about them when their values change on clients.
5 years ago
David Cernat 3acfbad55d [General] Implement ClientScriptSettings packet, part 1
For starters, the new packet can set which client scripts have all of their variables synchronized between players. The previous hardcoded list of IDs for synchronized scripts has been removed.
5 years ago
David Cernat 25e27ccb95 [General] Use placeholder packet ID for unused CellCreate packet 5 years ago
David Cernat 95967ea289 [General] Rename unused ObjectReset packet into ObjectHit 5 years ago
David Cernat 9b1fbcc6f9 [General] Use correct packet ID in PacketActorCast 5 years ago
David Cernat e15428e139 [General] Remove "created by" stamps added by IntelliJ 5 years ago
David Cernat 9350e1d484 [General] Split up Attack packets into Attack and Cast ones
Create an entirely new PlayerCast packet for that purpose, but rename the already existing but unused ActorInteraction into ActorCast.
5 years ago
David Cernat 0339958e21 [General] Rename Log class into TimedLog 5 years ago
David Cernat ab93b5ddc5 [General] Use PlayerItemUse packets when using items through quick keys 5 years ago
David Cernat ae5200cbb2 [General] Implement light records for RecordDynamic packets 5 years ago
David Cernat 14af0be657 [General] Include AI alarm & flee for creatures/NPCs in RecordDynamic 5 years ago
David Cernat ef432d1419 [General] Include AI services for creatures/NPCs in RecordDynamic 5 years ago
David Cernat 18e2a14645 [General] Implement tool-related records for RecordDynamic packets 5 years ago
David Cernat 4100d93dea [General] Implement ingredient records for RecordDynamic packets 5 years ago
David Cernat 247d2fad30 [General] Implement activator & static records for RecordDynamic packets 6 years ago
David Cernat e9336e53fc [General] Implement container and door records for RecordDynamic packets 6 years ago
David Cernat 4183373f53 [General] Update credits 6 years ago
David Cernat ef68a72ba6 [General] Set hasCellData to true for PacketConsoleCommand 6 years ago
David Cernat 1b1ce1b27a [General] Change version to 0.7.1 6 years ago
uramer 6cb4d5ec35 [General] Implement CellReset packet, stage 1 6 years ago
David Cernat 03d377ec54
Merge pull request #518 from TES3MP/0.7.0-alpha
[General] Rename CellReplace packet into CellReset
6 years ago
David Cernat 8ff2d1b829 [General] Rename CellReplace packet into CellReset 6 years ago
David Cernat cb82318c36 [General] Fix problems with Utils::getArchitectureType() 6 years ago
David Cernat 828c52138f [Documentation] Update readme and credits
According to some legal advice I've received, the "TES3MP Team" is too ambiguous of a legal entity, so – with Koncord's agreement – the copyright is now assigned specifically to us, the project's developers.
6 years ago
David Cernat 69e7d3f2a7 [Documentation] Update credits 6 years ago
David Cernat c058dce346 [General] Clarify meaning of commit hash displayed on start 6 years ago
David Cernat e96091fd6b [General] Use more consistent variable names for password, address, etc. 6 years ago
David Cernat 9fe54aa8c6 [General] Add getArchitectureType() to multiplayer Utils
Additionally, rename getOperatingSystem() into getOperatingSystemType() for clarity.
6 years ago
David Cernat da6b89c185 [General] Add getOperatingSystem() to multiplayer Utils 6 years ago
David Cernat f100a660d4 [General] Fix ranged attack sync when using last throwing weapon or ammo 6 years ago
David Cernat 995d20348f [General] Always use correct ranged weapon & ammo for ranged attack sync
Previously, the player's currently selected weapon was being used in ranged attacks as in the original melee-oriented attack sync, which meant that shooting one type of projectile and then equipping another while the old projectile was still in the air turned the old projectile into the new projectile upon impact.

Additionally, avoid running most of the code in MechanicsHelper::assignAttackTarget() for non-hitting melee and ranged attacks.
6 years ago
David Cernat db39c62e89 [Documentation] Update credits 6 years ago
David Cernat b5f46ada73 [General] Synchronize projectile speed for ranged attacks
This is done by including the final attackStrength used for ranged attacks in packets and then applying it in WeaponAnimation::releaseArrow() on other clients.
6 years ago
David Cernat fcd31bf4a6 [General] Fix problems with the synchronization of ranged attacks
Projectile hits now send Attack packets with RANGED attacks, and their success or failure is now synchronized.

Strike enchantments no longer require a valid victim to be synchronized.

Additional debug messages have been added for attacks.
6 years ago
David Cernat 8012d0d7b7 [General] Include hit position in PlayerAttack and ActorAttack packets 6 years ago
David Cernat 3bd8aa82fe [General] Reduce inventory-sending hooks to just 2 in ContainerStore
Whenever an item is added to or removed from the player's ContainerStore, that player sends a PlayerInventory packet with just that addition or removal.

This eliminates all the unnecessary packet spam related to oversized PlayerInventory packets that had existed in one form or another since the initial implementation of inventory sync in 1b259e2d33

Additionally, move booleans from BasePlayer to LocalPlayer when they are only needed on the client, and make the usage of the isReceivingQuickKeys boolean consistent with the new isReceivingInventory boolean by having them both in the processors of their associated packets.
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 8c40010c87 [General] Add missing inventoryBaseId to creatures in RecordDynamic 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 2dbf3893c0 [General] Compress item refIds in PlayerEquipment packets 7 years ago
David Cernat d93b67ef21 [General] Sync soul refIds for items and add related script functions 7 years ago
David Cernat c3ff273a22 [General] Add getVectorSize() and resetVector() to Utils 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 ea8a41160c [General] Make ActorAttack packet consistent with PlayerAttack
Additionally, fix a typo in PlayerAttack where a boolean argument was outside of the parentheses it should have been in.
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 3165c84db4 [General] Rework PACKET_ORIGIN enum
Additionally, comment out reading of originClientScript in ObjectPacket for now.
7 years ago
David Cernat 9e6459043b [General] Fix typo related to originClientScript in ObjectPacket 7 years ago
David Cernat 3dc2d1b214 [General] Add packetOrigin and originClientScript to ObjectList packets
Additionally, add script functions for getting the packetOrigin and originClientScript of received ObjectList packets.
7 years ago
David Cernat 715cac807d [General] Add compareFloats to Utils 7 years ago
David Cernat cb6c37a26d [General] Replace doubles with floats in BaseStructs and BaseWorldstate 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 20e0100706 [General] Rework Attack packets and add synchronization for item magic 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