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347 commits

Author SHA1 Message Date
David Cernat
980ddcb114 [Server] Add DoesFileExist() script function 2018-05-04 03:09:54 +03:00
David Cernat
51fd937250 [Server] Remove hardcoded debug messages when using script callbacks 2018-05-01 20:39:43 +03:00
David Cernat
099f85be0a [General] Implement PlayerMomentum packet & associated script functions 2018-04-29 23:47:17 +03:00
David Cernat
4b501a39f4 [General] Implement DoorDestination packet & associated script functions 2018-04-29 22:32:22 +03:00
David Cernat
d47b06fe7a [Server] Prevent SetGameMode() and SetHostname() from crashing server
Previously, turning off communication with the MasterServer from the server config and then attempting to use SetGameMode() or SetHostname() led to a server crash.
2018-04-29 19:50:39 +03:00
David Cernat
a541d7df3c [General] Rework PlayerStatsDynamic packets so they are of minimal size
(cherry picked from commit fc5e883160)
2018-04-21 00:43:49 +03:00
David Cernat
b9520c11da [General] Rework PlayerEquipment packets so they are of minimal size
Moreover, rename BaseNetCreature's equipedItems into equipmentItems.

(cherry picked from commit d1ad0c91f8)
2018-04-20 22:46:16 +03:00
David Cernat
c5b08d6109 [General] Simplify storing of attribute and skill index changes
(cherry picked from commit bd9e8bd10f)
2018-04-19 23:28:03 +03:00
David Cernat
7b702bf8c2 [General] Add and use utility function for int value checks in vectors
(cherry picked from commit a796f81444)
2018-04-19 18:16:10 +03:00
David Cernat
b6099024df [General] Rework PlayerAttribute packets so they are of minimal size
Previously, whenever a single attribute value changed for a player, that player then sent a PlayerAttribute packet with all values for all 8 attributes.

This did not cause anywhere as much packet spam as PlayerSkill used to, but there was no good reason not to fix it as well.

(cherry picked from commit b0965f094a)
2018-04-19 17:26:20 +03:00
David Cernat
78441c769a [General] Rework PlayerSkill packets so they are of minimal size
Previously, whenever a single skill value changed for a player, that player then sent a PlayerSkill packet with all values for all 27 skills, plus the player's progress towards the next level and the bonuses to each attribute on the next level up as the result of sklll increases thus far.

This commit makes PlayerSkill contain only the values of specific skills, moves the player's progress towards the next level to PlayerLevel packets, and moves the bonuses to each attribute on the next level up to PlayerAttribute packets.

Players now also send a PlayerSkill packet whenever their progress towards a new point in a skill changes. This was previously avoided so as to not have massive packet spam.

(cherry picked from commit ef79a98544)
2018-04-19 15:18:38 +03:00
David Cernat
28f1c1b0d3 [General] Rework CharGen slightly for clarity purposes
Previously, charGenStage.end was doing double duty as both the variable indicating the number of CharGen stages and – when set to 0 – the variable indicating that CharGen was over. The latter role is now filled by a new boolean.

(cherry picked from commit 926106cf8c)
2018-04-19 13:25:29 +03:00
David Cernat
306252ecdc [Server] Fix confusing script function names 2018-04-18 19:10:58 +03:00
David Cernat
311f770de7 [Server] Document script functions, part 4
Additionally, clean up some variable names.
2018-04-18 11:02:18 +03:00
David Cernat
76e7392a84 [Server] Create ShapeshiftFunctions and move relevant functions there 2018-04-18 10:45:39 +03:00
David Cernat
36e0f0471a [Server] Add SetCreatureNameDisplayState script function 2018-04-17 15:04:18 +03:00
David Cernat
db41704e52 [Server] Use clearer function name for checking creature name display 2018-04-13 17:28:28 +03:00
David Cernat
bdc9132e7c [General] Add SetResetStats server script function
Add reading and writing of resetStats variable to PlayerBaseInfo Packet

Fix typos in various server script function descriptions
2018-04-09 19:24:24 +03:00
David Cernat
c8abd11f5d [General] Move creature disguises for players to PlayerShapeshift packet
Additionally, make associated variables clearer, and move associated server script functions next to other shapeshifting functions.
2018-04-05 15:42:06 +03:00
David Cernat
5f6ddcfc59 [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.
2018-03-26 19:27:36 +03:00
David Cernat
b249162ca1 [General] Implement setting of enforced client log level in GameSettings
Certain servers do not want the players to have debug information about the locations and actions of other players, so a client's log level can now be enforced by the server via the GameSettings packet.
2018-03-11 04:50:59 +02:00
David Cernat
60f686ee43 [General] Implement setting of physics framerate as part of GameSettings 2018-02-14 05:53:44 +02:00
David Cernat
74765b3ace [General] Implement selected spell sync as part of PlayerMiscellaneous 2018-02-06 06:36:46 +02:00
David Cernat
029dfc56ba [General] Implement player scale as part of PlayerShapeshift 2018-02-01 02:11:45 +02:00
David Cernat
66078bfea7 [General] Implement Mark location sync as part of PlayerMiscellaneous 2018-01-31 04:50:29 +02:00
David Cernat
989f6e6b51 [General] Implement PlayerReputation packet 2018-01-30 22:55:29 +02:00
David Cernat
88ae0772cf [Server] Initialize new processors and fix issues with RecordDynamic 2018-01-30 22:51:35 +02:00
David Cernat
02af7f6ba1 [General] Add placeholders for new packet types 2018-01-29 22:32:51 +02:00
David Cernat
420dab10e1 [General] Track objects directly placed by players in ObjectPlace
This allows the OnPCDrop variable to get set correctly even when object placements have to go through the server first in order to gain a unique multiplayer index (mpNum).

Among other things, this makes it possible to roll marijuana joints in the popular mod "Tribunal Code Patch".
2018-01-28 17:46:51 +02:00
David Cernat
9935f56d46 [General] Use doubles instead of ints for enchantmentCharge
Additionally, include enchantmentCharges for items  in PlayerEquipment packets.
2018-01-17 08:10:49 +02:00
David Cernat
1cf2f35a28 [Server] Add script functions to set & get plugin enforcement state 2018-01-02 16:33:18 +02:00
David Cernat
47a3dc9ff2 [Server] Add broadcast argument to functions for sending WorldPackets 2017-12-30 21:52:30 +02:00
David Cernat
1e2517698d [Server] Send player speech and animation packets only to nearby players 2017-12-29 06:17:45 +02:00
David Cernat
993081ba1e [General] Add enchantmentCharge to worldObjects and items 2017-12-23 13:16:38 +02:00
David Cernat
e97c9f72a2 [General] Rework getting/clearing of skill modifiers as with attributes 2017-12-04 15:06:27 +02:00
David Cernat
2944be18ae [Server] Actually, turn SetAttributeModifier into ClearAttributeModifier
There's no way SetAttributeModifier() was going to make sense if, say, a player had drunk 3 different potions fortifying the same attribute and was wearing equipment fortifying it as well. How would one change the sum modifier of those while accounting for each specific effect's duration and magnitude?

The only workable solution is to allow the server to clear the modifier.
2017-12-02 09:19:33 +02:00
David Cernat
e8d636ebc3 [Server] Rework Get/SetAttributeCurrent into Get/SetAttributeModifier
As seen here, attributes don't use the concept of current values, but rather of value modifiers and value damage:

https://github.com/OpenMW/openmw/blob/master/apps/openmw/mwmechanics/stat.cpp#L217
2017-11-30 22:37:06 +02:00
David Cernat
c9c363ebef [General] Allow GameSettings to set bed & wilderness resting separately 2017-11-30 12:18:15 +02:00
David Cernat
3508a16836 [General] Use GameSettings packet to set ability to rest and wait 2017-11-27 07:39:02 +02:00
David Cernat
6668b9ab42 [General] Implement ConsoleCommand packet 2017-11-23 00:21:47 +02:00
David Cernat
be25decee2 [General] Implement PlayerSpeech packet 2017-10-31 15:19:14 +02:00
David Cernat
413893aa51 [General] Implement PlayerAnimPlay packet 2017-10-27 09:10:29 +03:00
David Cernat
50d5fffb7f [General] Add and implement PlayerQuickKeys packet 2017-10-25 07:21:00 +03:00
David Cernat
cffd985038 Merge pull request #266 from TES3MP/0.6.0
Add hotfix commits for 0.6.0 up to 18 Aug 2017
2017-08-18 07:45:36 +03:00
David Cernat
0820b7e92b [Server] Add GetCaseInsensitiveFilename() script function
Additionally, make header order consistent in script function files.
2017-08-18 07:13:08 +03:00
David Cernat
0e2038f045 [General] Record and get player positions before their last cell change 2017-08-04 21:45:52 +03:00
Unknown
bfbfbeac43 Added networking and saving for custom spells 2017-07-31 03:45:47 +10:00
David Cernat
9d05063af4 [General] Add server script functions for banning & unbanning IPs
Additionally, use a more informative message for the client when trying to connecting to a server that it is banned from.
2017-07-27 19:29:17 +03:00
David Cernat
8b79cdd4f4 [Server] Document script functions, part 3
Also reorder functions in Cells and CharClass so they are consistent with the rest.
2017-07-25 18:07:09 +03:00
David Cernat
5e5440b697 [Server] Document script functions, part 2 2017-07-23 21:59:33 +03:00