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CUnoccupiedVehicleSync.cpp
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511 lines (449 loc) · 21.2 KB
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/*****************************************************************************
*
* PROJECT: Multi Theft Auto v1.0
* LICENSE: See LICENSE in the top level directory
* FILE: mods/deathmatch/logic/CUnoccupiedVehicleSync.cpp
* PURPOSE: Unoccupied vehicle entity synchronization class
*
* Multi Theft Auto is available from https://www.multitheftauto.com/
*
*****************************************************************************/
#include "StdInc.h"
#include "CUnoccupiedVehicleSync.h"
#include "CElementIDs.h"
#include "CVehicleManager.h"
#include "CColManager.h"
#include "packets/CUnoccupiedVehiclePushPacket.h"
#include "packets/CUnoccupiedVehicleStartSyncPacket.h"
#include "packets/CUnoccupiedVehicleStopSyncPacket.h"
#include "packets/CUnoccupiedVehicleSyncPacket.h"
#include "packets/CVehicleResyncPacket.h"
#include "CTickRateSettings.h"
#include "CGame.h"
#include "Utils.h"
#include "lua/CLuaFunctionParseHelpers.h"
CUnoccupiedVehicleSync::CUnoccupiedVehicleSync(CPlayerManager* pPlayerManager, CVehicleManager* pVehicleManager)
{
m_pPlayerManager = pPlayerManager;
m_pVehicleManager = pVehicleManager;
}
void CUnoccupiedVehicleSync::DoPulse()
{
// Time to check for players that should no longer be syncing a vehicle or vehicles that should be synced?
if (m_UpdateTimer.Get() > 500)
{
m_UpdateTimer.Reset();
Update();
}
}
bool CUnoccupiedVehicleSync::ProcessPacket(CPacket& Packet)
{
if (Packet.GetPacketID() == PACKET_ID_UNOCCUPIED_VEHICLE_SYNC)
{
Packet_UnoccupiedVehicleSync(static_cast<CUnoccupiedVehicleSyncPacket&>(Packet));
return true;
}
if (Packet.GetPacketID() == PACKET_ID_VEHICLE_PUSH_SYNC)
{
Packet_UnoccupiedVehiclePushSync(static_cast<CUnoccupiedVehiclePushPacket&>(Packet));
return true;
}
return false;
}
void CUnoccupiedVehicleSync::OverrideSyncer(CVehicle* pVehicle, CPlayer* pPlayer, bool bPersist)
{
CPlayer* pSyncer = pVehicle->GetSyncer();
if (pSyncer)
{
if (pSyncer == pPlayer)
{
if (!bPersist)
{
SetSyncerAsPersistent(false);
}
return;
}
StopSync(pVehicle);
}
if (pPlayer && !pVehicle->IsBeingDeleted())
{
SetSyncerAsPersistent(bPersist);
StartSync(pPlayer, pVehicle);
}
}
void CUnoccupiedVehicleSync::Update()
{
std::vector<CVehicle*> vehicles;
vehicles.reserve(m_pVehicleManager->GetVehicleCount());
std::copy(std::begin(m_pVehicleManager->GetVehicles()), std::end(m_pVehicleManager->GetVehicles()), std::back_inserter(vehicles));
for (CVehicle* vehicle : vehicles)
{
UpdateVehicle(vehicle);
}
}
void CUnoccupiedVehicleSync::UpdateVehicle(CVehicle* pVehicle)
{
// This vehicle got a driver?
CPlayer* pSyncer = pVehicle->GetSyncer();
CPed* pController = pVehicle->GetController();
// Handle no syncing when not occupied
if (!pVehicle->IsUnoccupiedSyncable())
{
// This vehicle got a syncer?
if (pSyncer)
{
// Tell the syncer to stop syncing
StopSync(pVehicle);
}
return;
}
// If someones driving it, or its being towed by someone driving (and not just entering/exiting)
if (!IsSyncerPersistent() && pController && IS_PLAYER(pController) && pController->GetVehicleAction() == CPlayer::VEHICLEACTION_NONE)
{
// if we need to change syncer to the controller
if (pSyncer != pController)
{
// Tell old syncer to stop syncing
if (pSyncer)
StopSync(pVehicle);
// Set the controlling player as syncer (for 'ElementSyncer' scripting functions/events)
StartSync(static_cast<CPlayer*>(pController), pVehicle);
}
}
else
{
// This vehicle got a syncer?
if (pSyncer)
{
// He isn't close enough to the vehicle and in the right dimension?
if (!IsSyncerPersistent() &&
(!IsPointNearPoint3D(pSyncer->GetPosition(), pVehicle->GetPosition(), (float)g_TickRateSettings.iUnoccupiedVehicleSyncerDistance)) ||
(pVehicle->GetDimension() != pSyncer->GetDimension()))
{
// Stop him from syncing it
StopSync(pVehicle);
if (!pVehicle->IsBeingDeleted())
{
// Find a new syncer for it
FindSyncer(pVehicle);
}
}
}
else
{
// Try to find a syncer for it
FindSyncer(pVehicle);
}
}
pVehicle->HandleDimensionResync();
}
// Resync all unoccupied vehicles with same dimension as player
// Called when a player changes dimension
void CUnoccupiedVehicleSync::ResyncForPlayer(CPlayer* pPlayer)
{
for (CVehicle* vehicle : m_pVehicleManager->GetVehicles())
{
if (vehicle->GetDimension() == pPlayer->GetDimension() && !vehicle->GetFirstOccupant() && vehicle->IsUnoccupiedSyncable())
{
pPlayer->Send(CVehicleResyncPacket(vehicle));
}
}
}
void CUnoccupiedVehicleSync::FindSyncer(CVehicle* pVehicle)
{
assert(pVehicle->IsUnoccupiedSyncable());
// This vehicle got any passengers?
CPed* pPassenger = pVehicle->GetFirstOccupant();
if (pPassenger && IS_PLAYER(pPassenger) && !pPassenger->IsBeingDeleted())
{
// Tell him to start syncing it
StartSync(static_cast<CPlayer*>(pPassenger), pVehicle);
}
else
{
// Find a player close enough to him
CPlayer* pPlayer = FindPlayerCloseToVehicle(pVehicle, g_TickRateSettings.iUnoccupiedVehicleSyncerDistance - 20.0f);
if (pPlayer)
{
// Tell him to start syncing it
StartSync(pPlayer, pVehicle);
}
}
}
void CUnoccupiedVehicleSync::StartSync(CPlayer* pPlayer, CVehicle* pVehicle)
{
if (!pVehicle->IsUnoccupiedSyncable())
return;
// Tell the player
pPlayer->Send(CUnoccupiedVehicleStartSyncPacket(pVehicle));
// Mark him as the syncing player
pVehicle->SetSyncer(pPlayer);
// Call the onElementStartSync event
CLuaArguments Arguments;
Arguments.PushElement(pPlayer); // New syncer
pVehicle->CallEvent("onElementStartSync", Arguments);
}
void CUnoccupiedVehicleSync::StopSync(CVehicle* pVehicle)
{
// Tell the player that used to sync it
CPlayer* pSyncer = pVehicle->GetSyncer();
pSyncer->Send(CUnoccupiedVehicleStopSyncPacket(pVehicle->GetID()));
// Unmark him as the syncing player
pVehicle->SetSyncer(NULL);
SetSyncerAsPersistent(false);
// Call the onElementStopSync event
CLuaArguments Arguments;
Arguments.PushElement(pSyncer); // Old syncer
pVehicle->CallEvent("onElementStopSync", Arguments);
}
CPlayer* CUnoccupiedVehicleSync::FindPlayerCloseToVehicle(CVehicle* pVehicle, float fMaxDistance)
{
// Grab the vehicle position
CVector vecVehiclePosition = pVehicle->GetPosition();
// See if any players are close enough
CPlayer* pLastPlayerSyncing = NULL;
CPlayer* pPlayer = NULL;
list<CPlayer*>::const_iterator iter = m_pPlayerManager->IterBegin();
for (; iter != m_pPlayerManager->IterEnd(); ++iter)
{
pPlayer = *iter;
// Is he joined?
if (pPlayer->IsJoined() && !pPlayer->IsBeingDeleted())
{
// He's near enough?
if (!IsSyncerPersistent() && IsPointNearPoint3D(vecVehiclePosition, pPlayer->GetPosition(), fMaxDistance))
{
// Same dimension?
if (pPlayer->GetDimension() == pVehicle->GetDimension())
{
// He syncs less vehicles than the previous player close enough?
if (!pLastPlayerSyncing || pPlayer->CountSyncingVehicles() < pLastPlayerSyncing->CountSyncingVehicles())
{
pLastPlayerSyncing = pPlayer;
}
}
}
}
}
// Return the player we found that syncs the least number of vehicles
return pLastPlayerSyncing;
}
void CUnoccupiedVehicleSync::Packet_UnoccupiedVehicleSync(CUnoccupiedVehicleSyncPacket& Packet)
{
// Grab the player
CPlayer* pPlayer = Packet.GetSourcePlayer();
if (pPlayer && pPlayer->IsJoined())
{
// Apply the data for each vehicle in the packet
std::vector<CUnoccupiedVehicleSyncPacket::SyncData>::iterator iter = Packet.IterBegin();
for (; iter != Packet.IterEnd(); ++iter)
{
CUnoccupiedVehicleSyncPacket::SyncData& data = *iter;
SUnoccupiedVehicleSync& vehicle = data.syncStructure;
// Grab the vehicle this packet is for
CElement* pVehicleElement = CElementIDs::GetElement(vehicle.data.vehicleID);
if (pVehicleElement && IS_VEHICLE(pVehicleElement))
{
// Convert to a CVehicle
CVehicle* pVehicle = static_cast<CVehicle*>(pVehicleElement);
// Is the player syncing this vehicle and there is no driver? Also only process
// this packet if the time context matches.
if (pVehicle->GetSyncer() == pPlayer && pVehicle->CanUpdateSync(vehicle.data.ucTimeContext))
{
// Is there no player driver, or is he exiting?
CPed* pOccupant = pVehicle->GetOccupant(0);
if (!pOccupant || !IS_PLAYER(pOccupant) || pOccupant->GetVehicleAction() == CPed::VEHICLEACTION_EXITING)
{
// Apply the data to the vehicle
if (vehicle.data.bSyncPosition)
{
const CVector& vecLastPosition = pVehicle->GetPosition();
if (fabs(vecLastPosition.fX - vehicle.data.vecPosition.fX) <= FLOAT_EPSILON &&
fabs(vecLastPosition.fY - vehicle.data.vecPosition.fY) <= FLOAT_EPSILON &&
fabs(vecLastPosition.fZ - vehicle.data.vecPosition.fZ) <= 0.1f)
{
vehicle.data.bSyncPosition = false;
}
pVehicle->SetPosition(vehicle.data.vecPosition);
}
if (vehicle.data.bSyncRotation)
{
CVector vecLastRotation;
pVehicle->GetRotation(vecLastRotation);
if (GetSmallestWrapUnsigned(vecLastRotation.fX - vehicle.data.vecRotation.fX, 360) <= MIN_ROTATION_DIFF &&
GetSmallestWrapUnsigned(vecLastRotation.fY - vehicle.data.vecRotation.fY, 360) <= MIN_ROTATION_DIFF &&
GetSmallestWrapUnsigned(vecLastRotation.fZ - vehicle.data.vecRotation.fZ, 360) <= MIN_ROTATION_DIFF)
{
vehicle.data.bSyncRotation = false;
}
pVehicle->SetRotationDegrees(vehicle.data.vecRotation);
}
if (vehicle.data.bSyncVelocity)
{
if (fabs(vehicle.data.vecVelocity.fX) <= FLOAT_EPSILON && fabs(vehicle.data.vecVelocity.fY) <= FLOAT_EPSILON &&
fabs(vehicle.data.vecVelocity.fZ) <= 0.1f)
{
vehicle.data.bSyncVelocity = false;
}
pVehicle->SetVelocity(vehicle.data.vecVelocity);
}
if (vehicle.data.bSyncTurnVelocity)
{
pVehicle->SetTurnSpeed(vehicle.data.vecTurnVelocity);
}
// Less health than last time?
if (vehicle.data.bSyncHealth)
{
float fPreviousHealth = pVehicle->GetLastSyncedHealth();
if (vehicle.data.fHealth < fPreviousHealth)
{
// Grab the delta health
float fDeltaHealth = fPreviousHealth - vehicle.data.fHealth;
if (fDeltaHealth > FLOAT_EPSILON)
{
// Call the onVehicleDamage event
CLuaArguments Arguments;
Arguments.PushNumber(fDeltaHealth);
pVehicle->CallEvent("onVehicleDamage", Arguments);
}
}
pVehicle->SetHealth(vehicle.data.fHealth);
// Stops sync + fixVehicle/setElementHealth conflicts triggering onVehicleDamage by having a separate stored float keeping track of
// ONLY what comes in via sync
// - Caz
pVehicle->SetLastSyncedHealth(vehicle.data.fHealth);
}
if (vehicle.data.bSyncTrailer)
{
CVehicle* pTrailer = GetElementFromId<CVehicle>(vehicle.data.trailer);
// Trailer attach/detach
if (pTrailer)
{
CVehicle* pCurrentTrailer = pVehicle->GetTowedVehicle();
// Is this a new trailer, attached?
if (pCurrentTrailer != pTrailer)
{
// If theres a trailer already attached
if (pCurrentTrailer)
{
// Tell everyone to detach them
CVehicleTrailerPacket DetachPacket(pVehicle, pCurrentTrailer, false);
m_pPlayerManager->BroadcastOnlyJoined(DetachPacket);
// Execute the attach trailer script function
CLuaArguments Arguments;
Arguments.PushElement(pVehicle);
pCurrentTrailer->CallEvent("onTrailerDetach", Arguments);
pVehicle->SetTowedVehicle(NULL);
pCurrentTrailer->SetTowedByVehicle(NULL);
}
// If something else is towing this trailer
CVehicle* pCurrentVehicle = pTrailer->GetTowedByVehicle();
if (pCurrentVehicle)
{
// Tell everyone to detach them
CVehicleTrailerPacket DetachPacket(pCurrentVehicle, pTrailer, false);
m_pPlayerManager->BroadcastOnlyJoined(DetachPacket);
// Execute the attach trailer script function
CLuaArguments Arguments;
Arguments.PushElement(pCurrentVehicle);
pTrailer->CallEvent("onTrailerDetach", Arguments);
pCurrentVehicle->SetTowedVehicle(NULL);
pTrailer->SetTowedByVehicle(NULL);
}
pVehicle->SetTowedVehicle(pTrailer);
pTrailer->SetTowedByVehicle(pVehicle);
// Tell everyone to attach the new one
CVehicleTrailerPacket AttachPacket(pVehicle, pTrailer, true);
m_pPlayerManager->BroadcastOnlyJoined(AttachPacket);
// Execute the attach trailer script function
CLuaArguments Arguments;
Arguments.PushElement(pVehicle);
bool bContinue = pTrailer->CallEvent("onTrailerAttach", Arguments);
if (!bContinue)
{
// Detach them
pVehicle->SetTowedVehicle(NULL);
pTrailer->SetTowedByVehicle(NULL);
CVehicleTrailerPacket DetachPacket(pVehicle, pTrailer, false);
DetachPacket.SetSourceElement(pPlayer);
m_pPlayerManager->BroadcastOnlyJoined(DetachPacket);
}
}
}
else
{
// If there was a trailer before
CVehicle* pCurrentTrailer = pVehicle->GetTowedVehicle();
if (pCurrentTrailer)
{
pVehicle->SetTowedVehicle(NULL);
pCurrentTrailer->SetTowedByVehicle(NULL);
// Tell everyone else to detach them
CVehicleTrailerPacket DetachPacket(pVehicle, pCurrentTrailer, false);
m_pPlayerManager->BroadcastOnlyJoined(DetachPacket);
// Execute the detach trailer script function
CLuaArguments Arguments;
Arguments.PushElement(pVehicle);
pCurrentTrailer->CallEvent("onTrailerDetach", Arguments);
}
}
}
bool bEngineOn = pVehicle->IsEngineOn();
bool bDerailed = pVehicle->IsDerailed();
bool bInWater = pVehicle->IsInWater();
// Turn the engine on if it's on
pVehicle->SetEngineOn(vehicle.data.bEngineOn);
// Derailed state
pVehicle->SetDerailed(vehicle.data.bDerailed);
// Set our In Water State
pVehicle->SetInWater(vehicle.data.bIsInWater);
// Run colpoint checks on vehicle
g_pGame->GetColManager()->DoHitDetection(pVehicle->GetPosition(), pVehicle);
// Send this sync if something important changed or one of the flags has changed since last sync.
data.bSend = vehicle.HasChanged() ||
(bEngineOn != vehicle.data.bEngineOn || bDerailed != vehicle.data.bDerailed || bInWater != vehicle.data.bIsInWater);
if (data.bSend)
{
pVehicle->OnRelayUnoccupiedSync();
}
}
}
}
}
// Tell everyone in the same dimension
m_pPlayerManager->BroadcastDimensionOnlyJoined(Packet, pPlayer->GetDimension(), pPlayer);
}
}
void CUnoccupiedVehicleSync::Packet_UnoccupiedVehiclePushSync(CUnoccupiedVehiclePushPacket& Packet)
{
// Grab the player
CPlayer* pPlayer = Packet.GetSourcePlayer();
if (pPlayer && pPlayer->IsJoined())
{
// Grab the vehicle this packet is for
CElement* pVehicleElement = CElementIDs::GetElement(Packet.vehicle.data.vehicleID);
if (pVehicleElement && IS_VEHICLE(pVehicleElement))
{
// Convert to a CVehicle
CVehicle* pVehicle = static_cast<CVehicle*>(pVehicleElement);
CPlayer* pSyncer = pVehicle->GetSyncer();
const bool bCanClaimSync = !pSyncer || (!IsSyncerPersistent() && pPlayer->GetContactElement() == pVehicle);
// Push sync is collision-driven, but the packet only carries a vehicle ID.
// Require server-accepted contact before replacing an existing syncer.
if (pVehicle->IsUnoccupiedSyncable() && pSyncer != pPlayer && bCanClaimSync && pVehicle->GetTimeSinceLastPush() >= MIN_PUSH_ANTISPAM_RATE &&
IsPointNearPoint3D(pVehicle->GetPosition(), pPlayer->GetPosition(), static_cast<float>(g_TickRateSettings.iVehicleContactSyncRadius)) &&
pVehicle->GetDimension() == pPlayer->GetDimension())
{
// Is there no player driver?
CPed* pOccupant = pVehicle->GetOccupant(0);
if (!pOccupant || !IS_PLAYER(pOccupant))
{
// Assign the pusher as syncer.
OverrideSyncer(pVehicle, pPlayer);
// Reset our push time
pVehicle->ResetLastPushTime();
}
}
}
}
}