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integration/luprex/core/cpp/world.cpp

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#include "world.hpp"
#include "idalloc.hpp"
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#include "animqueue.hpp"
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#include "gui.hpp"
#include "traceback.hpp"
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#include <iostream>
void World::store_global_pointer(lua_State *L, World *v) {
lua_pushstring(L, "world");
lua_pushlightuserdata(L, v);
lua_rawset(L, LUA_REGISTRYINDEX);
}
World *World::fetch_global_pointer(lua_State *L) {
lua_pushstring(L, "world");
lua_rawget(L, LUA_REGISTRYINDEX);
World *result = (World *)lua_touserdata(L, -1);
if (result == nullptr) {
luaL_error(L, "No world pointer stored.");
}
lua_pop(L, 1);
return result;
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}
World::~World() {
}
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World::World(util::WorldType wt) {
// Master world model by default.
world_type_ = wt;
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// Initialize the ID allocator in master mode.
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if (wt == util::WORLD_TYPE_MASTER || wt == util::WORLD_TYPE_STANDALONE) {
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id_global_pool_.init_master();
} else {
id_global_pool_.init_synch();
}
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// Prepare to manipulate the lua state.
LuaVar world;
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LuaStack LS(state(), world);
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// Put the world pointer into the lua registry.
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World::store_global_pointer(state(), this);
// Clear the global GUI pointer.
Gui::store_global_pointer(state(), nullptr);
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// Create the tangibles table in the registry.
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LS.rawset(LuaRegistry, "tangibles", LuaNewTable);
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// Initialize the SourceDB. At this stage, the sourcedb is
// empty, so it's just populating the lua builtins.
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source_db_.init(state());
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source_db_.rebuild();
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LS.result();
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assert (stack_is_clear());
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}
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Tangible::Tangible(World *w, int64_t id) : world_(w), anim_queue_(w->world_type_), id_player_pool_(&w->id_global_pool_) {
plane_item_.set_id(id);
plane_item_.track(&w->plane_map_);
}
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void Tangible::update_plane_item() {
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const AnimStep &aqback = anim_queue_.back();
plane_item_.set_pos(aqback.plane(), aqback.xyz().x, aqback.xyz().y, aqback.xyz().z);
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}
void Tangible::serialize(StreamBuffer *sb) {
anim_queue_.serialize(sb);
id_player_pool_.serialize(sb);
}
void Tangible::deserialize(StreamBuffer *sb) {
anim_queue_.deserialize(sb);
id_player_pool_.deserialize(sb);
update_plane_item();
}
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Tangible *World::tangible_get(int64_t id) {
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
return nullptr;
} else {
return iter->second.get();
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}
}
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const Tangible *World::tangible_get(int64_t id) const {
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
return nullptr;
} else {
return iter->second.get();
}
}
World::TanVector World::tangible_get_all(const IdVector &ids) const {
TanVector result(ids.size());
for (int i = 0; i < int(ids.size()); i++) {
result[i] = tangible_get(ids[i]);
}
return result;
}
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Tangible *World::tangible_get(lua_State *L, int idx) {
Tangible *result = nullptr;
int top = lua_gettop(L);
if (lua_istable(L, idx)) {
lua_getmetatable(L, idx);
if (lua_istable(L, -1)) {
lua_pushstring(L, "id");
lua_rawget(L, -2);
lua_Number id = lua_tonumber(L, -1);
result = tangible_get(int64_t(id));
}
}
lua_settop(L, top);
if (result == nullptr) {
luaL_error(L, "parameter is not a tangible");
}
return result;
}
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void World::tangible_delete(int64_t id) {
lua_State *L = state();
LuaVar tangibles, database;
LuaStack LS(L, tangibles, database);
// Fetch the C++ side of the tangible.
auto iter = tangibles_.find(id);
if (iter == tangibles_.end()) {
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LS.result();
return; // Nothing to delete.
}
// Fetch the lua side of the tangible.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(database, tangibles, id);
assert(LS.istable(database));
// Clear out the database.
LS.clearmetatable(database);
LS.cleartable(database);
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// Remove the lua portion from the tangibles table.
LS.rawset(tangibles, id, LuaNil);
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// Remove the C++ portion from the tangibles table.
tangibles_.erase(iter);
LS.result();
}
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void World::tangible_walkto(int64_t id, int64_t animid, float x, float y) {
Tangible *t = tangible_get(id);
assert(animid != 0);
assert(t != nullptr);
AnimStep step;
step.set_action("walkto");
step.set_x(x);
step.set_y(y);
t->anim_queue_.add(animid, step);
}
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std::string World::tangible_anim_debug_string(int64_t id) const {
const Tangible *t = tangible_get(id);
if (t == 0) return "no such tangible";
return t->anim_queue_.steps_debug_string();
}
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std::string World::tangible_ids_debug_string() const {
util::IdVector idv;
for (const auto &pair : tangibles_) {
idv.push_back(pair.first);
}
std::sort(idv.begin(), idv.end());
return util::id_vector_debug_string(idv);
}
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util::IdVector World::get_near(int64_t player_id, float radius, bool exclude_nowhere) const {
const Tangible *player = tangible_get(player_id);
if (player == nullptr) {
return IdVector();
}
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// Find out where's the center of the world.
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const AnimStep &aqback = player->anim_queue_.back();
if (exclude_nowhere && (aqback.plane() == "nowhere")) {
return IdVector();
}
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return plane_map_.scan_radius(aqback.plane(), aqback.xyz().x, aqback.xyz().y, radius, player_id);
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}
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Tangible *World::tangible_make(lua_State *L, int64_t id, bool pushdb) {
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// Get a state if we don't already have one.
if (L == nullptr) {
L = state();
assert(!pushdb);
}
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LuaVar tangibles, metatab;
LuaRet database;
LuaStack LS(L, tangibles, database, metatab);
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// Allocate an ID if we don't already have one.
if (id == 0) id = id_global_pool_.alloc_id_for_thread(L);
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// Create the C++ part of the structure.
std::unique_ptr<Tangible> &t = tangibles_[id];
assert (t == nullptr);
t.reset(new Tangible(this, id));
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// Create the tangible's database and metatable.
LS.set(database, LuaNewTable);
LS.set(metatab, LuaNewTable);
LS.setmetatable(database, metatab);
// Store the database into the tangibles table.
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawset(tangibles, id, database);
// Populate the database and metatable with initial stuff.
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LS.rawset(database, "inventory", LuaNewTable);
LS.rawset(metatab, "id", id);
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LS.rawset(metatab, "threads", LuaNewTable);
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// LS.rawset(metatab, "__metatable", LuaNil);
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LS.result();
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if (!pushdb) lua_pop(L, 1);
return t.get();
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}
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World::Redirects World::fetch_redirects() {
World::Redirects result = std::move(redirects_);
redirects_.clear();
return std::move(result);
}
int64_t World::create_login_actor() {
Tangible *tan = tangible_make(state(), 0, true);
LuaArg database;
LuaVar classtab, mt;
LuaStack LS(state(), database, classtab, mt);
LS.makeclass(classtab, "login");
LS.getmetatable(mt, database);
LS.rawset(mt, "__index", classtab);
LS.result();
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tan->configure_id_pool_for_actor();
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assert(stack_is_clear());
return tan->id();
}
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void World::update_gui(int64_t actor_id, int64_t place_id, Gui *gui) {
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assert(stack_is_clear());
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gui->clear();
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lua_State *L = state();
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LuaVar actor, place, ugui, func, tangibles, mt, index;
LuaStack LS(L, actor, place, ugui, func, tangibles, mt, index);
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// Get the actor and place.
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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LS.rawget(actor, tangibles, actor_id);
LS.rawget(place, tangibles, place_id);
if (!LS.istable(actor) || !LS.istable(place)) {
LS.result();
return;
}
// Get the interface closure.
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LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
LS.result();
return;
}
LS.rawget(index, mt, "__index");
if (!LS.istable(index)) {
LS.result();
return;
}
LS.rawget(func, index, "interface");
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if (!LS.isfunction(func)) {
LS.result();
return;
}
// Call the interface function.
lua_pushvalue(L, func.index());
lua_pushvalue(L, actor.index());
lua_pushvalue(L, place.index());
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Gui::store_global_pointer(L, gui);
int status = traceback_pcall(L, 2, 0);
Gui::store_global_pointer(L, nullptr);
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if (status != 0) {
gui->clear();
std::cerr << lua_tostring(L, -1);
LS.result();
return;
}
// And we're done.
LS.result();
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assert(stack_is_clear());
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}
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void World::invoke(const Invocation &inv) {
switch (inv.kind()) {
case Invocation::KIND_PLAN:
invoke_plan(inv.actor(), inv.place(), inv.action(), inv.data());
break;
default:
// Do nothing. Standard behavior for any invalid command is to
// simply do nothing at all. Perhaps eventually we may add a flag
// to the world model to indicate that we've detected an invalid
// command, to allow us to close the connection to a client that
// is misbehaving.
break;
}
}
void World::invoke_plan(int64_t actor_id, int64_t place_id, const std::string &action, const InvocationData &idata) {
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assert(stack_is_clear());
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// Validate that the action is legal.
Gui validation_gui;
update_gui(actor_id, place_id, &validation_gui);
if (!validation_gui.has_action(action)) {
return;
}
// Get the actor and place. Make sure both exist.
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Tangible *tactor = tangible_get(actor_id);
Tangible *tplace = tangible_get(place_id);
if ((tactor == nullptr) || (tplace == nullptr)) {
return;
}
// Get an ID batch for the thread, and take one for the thread itself.
int64_t id_batch = tactor->id_player_pool_.get_batch();
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int64_t tid = id_batch++;
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// Set up for Lua manipulation.
lua_State *L = state();
LuaVar actor, place, func, tangibles, mt, index, actions, thread, threads, message, invdata;
LuaStack LS(L, actor, place, func, tangibles, mt, index, actions, thread, threads, message, invdata);
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// Get the actor and place.
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(actor, tangibles, actor_id);
LS.rawget(place, tangibles, place_id);
if (!LS.istable(actor) || !LS.istable(place)) {
LS.result();
return;
}
// Get the action closure.
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
LS.result();
return;
}
LS.rawget(index, mt, "__index");
if (!LS.istable(index)) {
LS.result();
return;
}
LS.rawget(actions, index, "action");
if (!LS.istable(actions)) {
LS.result();
return;
}
LS.rawget(func, actions, action);
if (!LS.isfunction(func)) {
LS.result();
return;
}
// Convert the InvocationData into a lua table.
LS.newtable(invdata);
for (const auto &p : idata) {
LS.rawset(invdata, p.first, p.second);
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}
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// Create a new thread, set up function and parameters.
lua_State *CO = LS.newthread(thread);
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lua_pushvalue(L, func.index());
lua_pushvalue(L, actor.index());
lua_pushvalue(L, place.index());
lua_pushvalue(L, invdata.index());
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lua_xmove(L, CO, 4);
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// Store the thread into place's thread table.
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LS.rawget(threads, mt, "threads");
if (!LS.istable(threads)) {
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LS.result();
return;
}
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LS.rawset(threads, tid, thread);
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LS.result();
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// Push the thread's ID into the runnable thread queue,
// then run the thread queue.
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thread_sched_.add(0, tid, place_id);
run_scheduled_threads(0);
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assert(stack_is_clear());
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}
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void World::run_scheduled_threads(int64_t clk) {
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assert(stack_is_clear());
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lua_State *L = state();
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LuaVar tangibles, place, mt, threads, thread;
LuaStack LS(L, tangibles, place, mt, threads, thread);
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LS.rawget(tangibles, LuaRegistry, "tangibles");
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while (thread_sched_.ready(clk)) {
SchedEntry sched = thread_sched_.pop();
LS.rawget(place, tangibles, sched.place_id());
if (!LS.istable(place)) {
continue;
}
LS.getmetatable(mt, place);
if (!LS.istable(mt)) {
continue;
}
LS.rawget(threads, mt, "threads");
if (!LS.istable(threads)) {
continue;
}
LS.rawget(thread, threads, sched.thread_id());
if (!LS.isthread(thread)) {
continue;
}
// Resume the coroutine.
lua_State *CO = LS.ckthread(thread);
int top = lua_gettop(CO);
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int status = lua_resume(CO, nullptr, (top > 0) ? (top - 1) : 0);
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// Three possible outcomes: finished, yielded, or errored.
if (status == LUA_YIELD) {
// When the wait statement yields, it yields the desired timestamp.
if ((lua_gettop(CO) != 1) || (!lua_isnumber(CO, 1))) {
std::cerr << "Thread yielded incorrectly. Killing it." << std::endl;
LS.rawset(threads, sched.thread_id(), LuaNil);
} else {
lua_Number delay = lua_tonumber(CO, 1);
lua_settop(CO, 0);
std::cerr << "Thread wait = " << delay << std::endl;
thread_sched_.add(sched.clock() + int64_t(delay), sched.thread_id(), sched.place_id());
std::cerr << "Added to schedule." << std::endl;
}
} else if (status == LUA_OK) {
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// Successfully ran to completion. Remove from thread table.
std::cerr << "Thread ran to completion." << std::endl;
LS.rawset(threads, sched.thread_id(), LuaNil);
} else {
// Generated an error. Add a traceback, print, and kill the coroutine.
traceback_coroutine(CO);
std::cerr << lua_tostring(CO, -1);
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LS.rawset(threads, sched.thread_id(), LuaNil);
}
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}
LS.result();
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assert(stack_is_clear());
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}
void World::serialize(StreamBuffer *sb) {
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assert(stack_is_clear());
assert(redirects_.empty());
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// int64_t wc0 = sb->total_writes();
lua_snap_.serialize(sb);
id_global_pool_.serialize(sb);
thread_sched_.serialize(sb);
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sb->write_uint32(tangibles_.size());
for (const auto &p : tangibles_) {
sb->write_int64(p.first);
p.second->serialize(sb);
}
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// int64_t wc1 = sb->total_writes();
// std::cerr << "World serialized to " << wc1-wc0 << " bytes." << std::endl;
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assert(stack_is_clear());
}
void World::deserialize(StreamBuffer *sb) {
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assert(stack_is_clear());
redirects_.clear();
lua_snap_.deserialize(sb);
id_global_pool_.deserialize(sb);
thread_sched_.deserialize(sb);
// Mark all tangibles for deletion by setting ID to zero.
for (const auto &p : tangibles_) {
p.second->plane_item_.set_id(0);
}
// Deserialize tangibles.
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size_t ntan = sb->read_uint32();
for (size_t i = 0; i < ntan; i++) {
int64_t id = sb->read_int64();
std::unique_ptr<Tangible> &t = tangibles_[id];
if (t == nullptr) {
t.reset(new Tangible(this, id));
} else {
t->plane_item_.set_id(id);
}
t->deserialize(sb);
}
// Delete tangibles that didn't get deserialized.
for (auto iter = tangibles_.begin(); iter != tangibles_.end(); ) {
if (iter->second->plane_item_.id() == 0) {
tangibles_.erase(iter++);
} else {
++iter;
}
}
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assert(stack_is_clear());
}
void World::snapshot() {
snapshot_.clear();
serialize(&snapshot_);
}
void World::rollback() {
assert(!snapshot_.at_eof());
deserialize(&snapshot_);
}
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void World::difference_transmit(int64_t actor_id, const World *master, StreamBuffer *sb) {
StreamBuffer tsb;
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// Get the actor in both models. s_actor may be nil.
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const Tangible *s_actor = tangible_get(actor_id);
const Tangible *m_actor = master->tangible_get(actor_id);
assert(m_actor != nullptr);
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// Pass one: update the actor essentials. Create actor if doesn't exist.
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assert(tsb.at_eof());
diff_actor_essentials(m_actor, s_actor, &tsb);
tsb.copy_into(sb);
patch_actor_essentials(&tsb);
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// Get the list of tangibles visible in either model.
// Some tangibles may be missing in the master, some may be missing in the sync.
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util::IdVector visible = util::sort_union_id_vectors(
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master->get_near(actor_id, 100.0, true),
this->get_near(actor_id, 100.0, true));
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TanVector m_visible = master->tangible_get_all(visible);
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TanVector s_visible = tangible_get_all(visible);
assert(m_visible.size() == s_visible.size());
// Pass two: update visible animations.
assert(tsb.at_eof());
diff_visible_animations(m_visible, s_visible, &tsb);
tsb.copy_into(sb);
patch_visible_animations(&tsb);
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// Copy the version number from master animqueue to synch animqueue.
for (int i = 0; i < int(m_visible.size()); i++) {
const Tangible *m_tan = m_visible[i];
if (m_tan != nullptr) {
Tangible *s_tan = const_cast<Tangible *>(s_visible[i]);
if (s_tan == nullptr) {
s_tan = tangible_get(m_tan->id());
assert(s_tan != nullptr);
}
s_tan->anim_queue_.update_version(m_tan->anim_queue_);
}
}
assert(tsb.at_eof());
}
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void World::apply_differences(StreamBuffer *sb) {
patch_actor_essentials(sb);
patch_visible_animations(sb);
}
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void World::diff_actor_essentials(const Tangible *m_actor, const Tangible *s_actor, StreamBuffer *sb) {
sb->write_int64(m_actor->id());
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if (s_actor == nullptr) {
m_actor->id_player_pool_.serialize(sb);
m_actor->anim_queue_.serialize(sb);
} else {
s_actor->id_player_pool_.diff(m_actor->id_player_pool_, sb);
s_actor->anim_queue_.diff(m_actor->anim_queue_, sb);
}
}
void World::patch_actor_essentials(StreamBuffer *sb) {
int64_t actor_id = sb->read_int64();
Tangible *s_actor = tangible_get(actor_id);
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if (s_actor == nullptr) {
s_actor = tangible_make(nullptr, actor_id, false);
s_actor->id_player_pool_.deserialize(sb);
s_actor->anim_queue_.deserialize(sb);
} else {
s_actor->id_player_pool_.patch(sb);
s_actor->anim_queue_.patch(sb);
}
s_actor->update_plane_item();
}
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void World::diff_visible_animations(const TanVector &mvis, const TanVector &svis, StreamBuffer *sb) {
// For each tangible missing in the synchronous model, send the
// necessary information to create the tangible.
sb->write_int32(0);
int count_pos = sb->total_writes();
int count = 0;
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for (int i = 0; i < int(svis.size()); i++) {
const Tangible *mt = mvis[i];
const Tangible *st = svis[i];
if (st == nullptr) {
count += 1;
sb->write_int64(mt->id());
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mt->anim_queue_.serialize(sb);
}
}
sb->overwrite_int32(count_pos, count);
// For each tangible present in the synchronous model that doesn't
// exist in the master model, send command to delete it.
sb->write_int32(0);
count_pos = sb->total_writes();
count = 0;
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for (int i = 0; i < int(svis.size()); i++) {
const Tangible *mt = mvis[i];
const Tangible *st = svis[i];
if (mt == nullptr) {
count += 1;
sb->write_int64(st->id());
}
}
sb->overwrite_int32(count_pos, count);
// For each tangible present in both models, compare
// the animation queues.
sb->write_int32(0);
count_pos = sb->total_writes();
count = 0;
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for (int i = 0; i < int(svis.size()); i++) {
const Tangible *mt = mvis[i];
const Tangible *st = svis[i];
if ((mt != nullptr) && (st != nullptr)) {
if (st->anim_queue_.need_patch(mt->anim_queue_)) {
count++;
sb->write_int64(st->id());
st->anim_queue_.diff(mt->anim_queue_, sb);
}
}
}
sb->overwrite_int32(count_pos, count);
}
void World::patch_visible_animations(StreamBuffer *sb) {
// Receive create messages.
int count = sb->read_int32();
for (int i = 0; i < count; i++) {
int64_t id = sb->read_int64();
Tangible *t = tangible_make(state(), id, false);
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t->anim_queue_.deserialize(sb);
t->update_plane_item();
}
// Receive delete messages
count = sb->read_int32();
for (int i = 0; i < count; i++) {
int64_t id = sb->read_int64();
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tangible_delete(id);
}
// Receive update messages
count = sb->read_int32();
for (int i = 0; i < count; i++) {
int64_t id = sb->read_int64();
Tangible *t = tangible_get(id);
assert(t != nullptr);
t->anim_queue_.patch(sb);
}
}
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LuaDefine(tangible_animstate, "c") {
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LuaArg tanobj;
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LuaRet graphic, plane, x, y, z, facing;
LuaStack LS(L, tanobj, graphic, plane, x, y, z, facing);
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World *w = World::fetch_global_pointer(L);
Tangible *tan = w->tangible_get(L, tanobj.index());
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const AnimStep &aqback = tan->anim_queue_.back();
LS.set(graphic, aqback.graphic());
LS.set(plane, aqback.plane());
LS.set(x, aqback.xyz().x);
LS.set(y, aqback.xyz().y);
LS.set(z, aqback.xyz().z);
LS.set(facing, aqback.facing());
return LS.result();
}
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LuaDefine(tangible_animate, "c") {
LuaArg tanobj, config;
LuaStack LS(L, tanobj, config);
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World *w = World::fetch_global_pointer(L);
Tangible *tan = w->tangible_get(L, tanobj.index());
int64_t id = w->id_global_pool_.alloc_id_for_thread(L);
const AnimStep &prev = tan->anim_queue_.back();
AnimStep step;
step.from_lua(L, config.index(), prev);
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if (step.action() == "") {
luaL_error(L, "animation action must be specified");
}
tan->anim_queue_.add(id, step);
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tan->update_plane_item();
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return LS.result();
}
LuaDefine(tangible_setclass, "c") {
LuaArg tanobj, classname;
LuaVar classtab, mt;
LuaStack LS(L, tanobj, classname, classtab, mt);
World *w = World::fetch_global_pointer(L);
w->tangible_get(L, tanobj.index());
LS.getclass(classtab, classname);
LS.getmetatable(mt, tanobj);
LS.rawset(mt, "__index", classtab);
return LS.result();
}
LuaDefine(tangible_delete, "c") {
LuaArg tanobj;
LuaStack LS(L, tanobj);
World *w = World::fetch_global_pointer(L);
Tangible *tan = w->tangible_get(L, tanobj.index());
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assert(tan != nullptr); // this should be checked above.
if (tan->is_an_actor()) {
luaL_error(L, "Cannot delete a player using tangible.delete, use tangible.redirect instead.");
return 0;
}
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w->tangible_delete(tan->id());
return LS.result();
}
LuaDefine(tangible_build, "c") {
LuaArg config;
LuaVar classname, classtab, mt;
LuaRet database;
LuaStack LS(L, config, classname, classtab, database, mt);
LS.checktable(config);
// Get the class of the new tangible.
LS.rawget(classname, config, "class");
if (LS.isnil(classname)) {
luaL_error(L, "must specify a class name");
}
LS.getclass(classtab, classname);
// Parse the initial animation step.
AnimStep initstep, blank;
initstep.from_lua(L, config.index(), blank);
if (!initstep.has_xyz()) {
luaL_error(L, "You must specify (X,Y,Z) for new tangible");
}
if (!initstep.has_plane()) {
luaL_error(L, "You must specify plane for new tangible");
}
if (!initstep.has_graphic()) {
luaL_error(L, "You must specify graphic for new tangible");
}
// TODO: generate error if there's extra crap in the config table.
World *w = World::fetch_global_pointer(L);
Tangible *tan = w->tangible_make(L, 0, true);
lua_replace(L, database.index());
// Update the class of the new tangible.
LS.getmetatable(mt, database);
LS.rawset(mt, "__index", classtab);
// Update the animation queue and planemap of the new tangible.
int64_t stepid = w->id_global_pool_.alloc_id_for_thread(L);
tan->anim_queue_.add(stepid, initstep);
tan->update_plane_item();
return LS.result();
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}
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LuaDefine(tangible_get, "c") {
LuaArg id;
LuaVar tangibles;
LuaRet database;
LuaStack LS(L, id, tangibles, database);
int64_t nid = LS.ckinteger(id);
LS.rawget(tangibles, LuaRegistry, "tangibles");
LS.rawget(database, tangibles, id);
if (!LS.istable(database)) {
luaL_error(L, "Not a tangible ID: %d", nid);
}
return LS.result();
}
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LuaDefine(tangible_redirect, "c") {
LuaArg actor1, actor2, bldz;
LuaStack LS(L, actor1, actor2, bldz);
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World *w = World::fetch_global_pointer(L);
bool bulldoze = LS.ckboolean(bldz);
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Tangible *tan1 = w->tangible_get(L, actor1.index());
if (!tan1->is_an_actor()) {
luaL_error(L, "redirect source is not an actor");
}
if (LS.isnil(actor2)) {
w->redirects_[tan1->id()] = 0;
} else {
Tangible *tan2 = w->tangible_get(L, actor2.index());
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tan2->configure_id_pool_for_actor();
w->redirects_[tan1->id()] = tan2->id();
}
if (bulldoze) {
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w->tangible_delete(tan1->id());
}
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return LS.result();
}
LuaDefine(world_wait, "f") {
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if ((lua_gettop(L) != 1) || (lua_type(L, -1) != LUA_TNUMBER)) {
luaL_error(L, "Argument to wait must be a number.");
}
return lua_yield(L, 1);
}
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LuaDefine(world_getregistry, "f") {
lua_pushvalue(L, LUA_REGISTRYINDEX);
return 1;
}
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static bool worlds_identical(const std::unique_ptr<World> &w1, const std::unique_ptr<World> &w2) {
StreamBuffer sbw1, sbw2;
w1->serialize(&sbw1);
w2->serialize(&sbw2);
return sbw1.contents_equal(&sbw2);
}
LuaDefine(unittests_world, "c") {
std::unique_ptr<World> m, ss, cs;
StreamBuffer sb;
m.reset(new World(util::WORLD_TYPE_MASTER));
ss.reset(new World(util::WORLD_TYPE_S_SYNC));
cs.reset(new World(util::WORLD_TYPE_C_SYNC));
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// Create some tangibles, and add some animations.
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m->tangible_make(0, 123, false);
m->tangible_make(0, 345, false);
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m->tangible_walkto(123, 770, 3, 4);
m->tangible_walkto(345, 771, 6, 2);
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LuaAssertStrEq(L, m->tangible_ids_debug_string(), "123,345");
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LuaAssertStrEq(L, m->tangible_anim_debug_string(123),
"id=0 action= plane= x=0 y=0 z=0 facing=0 graphic=; "
"id=770 action=walkto x=3 y=4; ");
LuaAssertStrEq(L, m->tangible_anim_debug_string(345),
"id=0 action= plane= x=0 y=0 z=0 facing=0 graphic=; "
"id=771 action=walkto x=6 y=2; ");
// Now difference transmit all that to the client.
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ss->difference_transmit(123, m.get(), &sb);
cs->apply_differences(&sb);
LuaAssertStrEq(L, ss->tangible_ids_debug_string(), "123,345");
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LuaAssertStrEq(L, ss->tangible_anim_debug_string(123),
"id=0 action= plane= x=0 y=0 z=0 facing=0 graphic=; "
"id=770 action=walkto x=3 y=4; ");
LuaAssertStrEq(L, ss->tangible_anim_debug_string(345),
"id=0 action= plane= x=0 y=0 z=0 facing=0 graphic=; "
"id=771 action=walkto x=6 y=2; ");
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LuaAssert(L, worlds_identical(ss, cs));
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// Now add some more animation records to the master.
m->tangible_walkto(123, 772, 7, 3);
m->tangible_walkto(345, 773, 2, 5);
LuaAssertStrEq(L, m->tangible_anim_debug_string(123),
"id=0 action= plane= x=0 y=0 z=0 facing=0 graphic=; "
"id=770 action=walkto x=3 y=4; "
"id=772 action=walkto x=7 y=3; ");
LuaAssertStrEq(L, m->tangible_anim_debug_string(345),
"id=0 action= plane= x=0 y=0 z=0 facing=0 graphic=; "
"id=771 action=walkto x=6 y=2; "
"id=773 action=walkto x=2 y=5; ");
// Now difference transmit all that to the client again.
ss->difference_transmit(123, m.get(), &sb);
cs->apply_differences(&sb);
LuaAssertStrEq(L, ss->tangible_anim_debug_string(123),
"id=0 action= plane= x=0 y=0 z=0 facing=0 graphic=; "
"id=770 action=walkto x=3 y=4; "
"id=772 action=walkto x=7 y=3; ");
LuaAssertStrEq(L, ss->tangible_anim_debug_string(345),
"id=0 action= plane= x=0 y=0 z=0 facing=0 graphic=; "
"id=771 action=walkto x=6 y=2; "
"id=773 action=walkto x=2 y=5; ");
LuaAssert(L, worlds_identical(ss, cs));
// Delete tangible 345.
m->tangible_delete(345);
LuaAssertStrEq(L, m->tangible_ids_debug_string(), "123");
// And difference transmit
ss->difference_transmit(123, m.get(), &sb);
cs->apply_differences(&sb);
LuaAssertStrEq(L, ss->tangible_ids_debug_string(), "123");
LuaAssert(L, worlds_identical(ss, cs));
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return 0;
}