Better login handling

This commit is contained in:
2026-06-08 14:23:55 -04:00
parent 8d88c88fa0
commit 536abb2231
4 changed files with 38 additions and 71 deletions

View File

@@ -13,5 +13,5 @@ RestoreOpenAssetTabsOnRestart=AlwaysRestore
AutoSaveWarningInSeconds=0 AutoSaveWarningInSeconds=0
[/Script/Integration.lxProjectSettings] [/Script/Integration.lxProjectSettings]
ActiveServer=/Game/Luprex/KnownServers/SS_Standalone.SS_Standalone ActiveServer=/Game/Luprex/KnownServers/SS_Localhost.SS_Localhost

View File

@@ -282,8 +282,6 @@ LuaDefine(tangible_getclass, "tan",
LuaDefine(tangible_delete, "tan", LuaDefine(tangible_delete, "tan",
"|Delete the specified tangible." "|Delete the specified tangible."
"|" "|"
"|This cannot be used to delete actor tangibles,"
"|To delete a actor, use tangible.deleteactor"
"|") { "|") {
LuaArg tanobj; LuaArg tanobj;
LuaDefStack LS(L, tanobj); LuaDefStack LS(L, tanobj);
@@ -293,12 +291,7 @@ LuaDefine(tangible_delete, "tan",
luaL_error(L, "Not a tangible."); luaL_error(L, "Not a tangible.");
return 0; return 0;
} }
if (tan->is_controlled_) { w->tangible_delete(tan->id());
tan->delete_on_disconnect_ = true;
w->connection_redirect(tan, nullptr);
} else {
w->tangible_delete(tan->id());
}
return LS.result(); return LS.result();
} }
@@ -324,10 +317,6 @@ LuaDefine(tangible_keepactor, "tan",
LuaDefStack LS(L, tanobj); LuaDefStack LS(L, tanobj);
World *w = World::fetch_global_pointer(L); World *w = World::fetch_global_pointer(L);
Tangible *tan = w->tangible_get(LS, tanobj, true); Tangible *tan = w->tangible_get(LS, tanobj, true);
if ((tan == nullptr) || (!tan->is_controlled_)) {
luaL_error(L, "Tangible is not an actor.");
return 0;
}
tan->delete_on_disconnect_ = false; tan->delete_on_disconnect_ = false;
return LS.result(); return LS.result();
} }
@@ -352,13 +341,11 @@ LuaDefine(tangible_redirect, "actor1, actor2",
World *w = World::fetch_global_pointer(L); World *w = World::fetch_global_pointer(L);
Tangible *actor1 = w->tangible_get(LS, lactor1, true); Tangible *actor1 = w->tangible_get(LS, lactor1, true);
Tangible *actor2 = w->tangible_get(LS, lactor2, true); Tangible *actor2 = w->tangible_get(LS, lactor2, true);
eng::string error = w->connection_redirect(actor1, actor2); if (actor1->client_id_ == 0) {
if (!error.empty()) { luaL_error(L, "actor1 is not currently logged in.");
eng::ostringstream oss;
oss << "redirect from " << actor1->id() << " to " << actor2->id() << " failed: " << error;
luaL_error(L, "%s", oss.str().c_str());
return LS.result(); return LS.result();
} }
w->connection_redirect(actor1, actor2);
return LS.result(); return LS.result();
} }
@@ -371,14 +358,8 @@ LuaDefine(tangible_forcedisconnect, "actor",
LuaDefStack LS(L, lactor1, lactor2); LuaDefStack LS(L, lactor1, lactor2);
World *w = World::fetch_global_pointer(L); World *w = World::fetch_global_pointer(L);
Tangible *actor = w->tangible_get(LS, lactor1, true); Tangible *actor = w->tangible_get(LS, lactor1, true);
if (actor->is_controlled_) { if (actor->client_id_ != 0) {
eng::string error = w->connection_redirect(actor, nullptr); w->connection_delete(actor->client_id_);
if (!error.empty()) {
eng::ostringstream oss;
oss << "forcedisconnect of " << actor->id() << " failed: " << error;
luaL_error(L, "%s", oss.str().c_str());
return LS.result();
}
} }
return LS.result(); return LS.result();
} }

View File

@@ -152,7 +152,7 @@ void Tangible::serialize(StreamBuffer *sb) {
anim_queue_.serialize(sb); anim_queue_.serialize(sb);
id_player_pool_.serialize(sb); id_player_pool_.serialize(sb);
print_buffer_.serialize(sb); print_buffer_.serialize(sb);
sb->write_bool(is_controlled_); sb->write_int64(client_id_);
sb->write_bool(delete_on_disconnect_); sb->write_bool(delete_on_disconnect_);
} }
@@ -160,7 +160,7 @@ void Tangible::deserialize(StreamBuffer *sb) {
anim_queue_.deserialize(sb); anim_queue_.deserialize(sb);
id_player_pool_.deserialize(sb); id_player_pool_.deserialize(sb);
print_buffer_.deserialize(sb); print_buffer_.deserialize(sb);
is_controlled_ = sb->read_bool(); client_id_ = sb->read_int64();
delete_on_disconnect_ = sb->read_bool(); delete_on_disconnect_ = sb->read_bool();
update_plane_item(); update_plane_item();
} }
@@ -216,7 +216,7 @@ Tangible *World::tangible_make(const LuaCoreStack &LS0, LuaSlot database, int64_
t.reset(new Tangible(this, id)); t.reset(new Tangible(this, id));
// Set the login flags. // Set the login flags.
t->is_controlled_ = false; t->client_id_ = 0;
t->delete_on_disconnect_ = false; t->delete_on_disconnect_ = false;
// AnimQueue initializes itself to a valid default state. // AnimQueue initializes itself to a valid default state.
@@ -252,6 +252,7 @@ void World::tangible_delete(int64_t id) {
if (iter == tangibles_.end()) { if (iter == tangibles_.end()) {
return; // Nothing to delete. return; // Nothing to delete.
} }
Tangible *tan = iter->second.get();
// Fetch the lua side of the tangible. // Fetch the lua side of the tangible.
LS.maketan(database, id); LS.maketan(database, id);
@@ -266,6 +267,9 @@ void World::tangible_delete(int64_t id) {
LS.rawset(metatab, "id", id); LS.rawset(metatab, "id", id);
LS.rawset(metatab, "__metatable", false); LS.rawset(metatab, "__metatable", false);
// If the tangible is in the connections table, remove it.
if (tan->client_id_ != 0) connections_.erase(tan->client_id_);
// Remove the C++ portion from the tangibles table. // Remove the C++ portion from the tangibles table.
tangibles_.erase(iter); tangibles_.erase(iter);
} }
@@ -312,7 +316,7 @@ int64_t World::connection_create() {
// Set the login flags. // Set the login flags.
if (is_authoritative()) { if (is_authoritative()) {
tan->is_controlled_ = true; tan->client_id_ = id;
tan->delete_on_disconnect_ = true; tan->delete_on_disconnect_ = true;
} }
@@ -337,11 +341,11 @@ void World::connection_delete(int64_t client_id) {
auto iter = connections_.find(client_id); auto iter = connections_.find(client_id);
if (iter == connections_.end()) return; if (iter == connections_.end()) return;
int64_t actor_id = iter->second; int64_t actor_id = iter->second;
connections_.erase(iter);
Tangible *tan = tangible_get(actor_id); Tangible *tan = tangible_get(actor_id);
assert(tan != nullptr); assert(tan != nullptr);
assert(tan->is_controlled_); assert(tan->client_id_ == client_id);
tan->is_controlled_ = false; connections_.erase(iter);
tan->client_id_ = 0;
if (tan->delete_on_disconnect_) { if (tan->delete_on_disconnect_) {
util::dprintf("Deleted actor: %lld\n", actor_id); util::dprintf("Deleted actor: %lld\n", actor_id);
tangible_delete(actor_id); tangible_delete(actor_id);
@@ -354,32 +358,22 @@ int64_t World::connection_get_actor(int64_t client_id) const {
return 0; return 0;
} }
int64_t World::connection_get_client(Tangible *actor) const {
if (!actor->is_controlled_) return 0;
for (const auto &pair : connections_) {
if (pair.second == actor->id()) return pair.first;
}
return 0;
}
eng::string World::connection_redirect(Tangible *actor1, Tangible *actor2) { void World::connection_redirect(Tangible *actor1, Tangible *actor2) {
if (actor1 == actor2) return ""; if ((actor1 == nullptr) || (actor2 == nullptr) || (actor1 == actor2)) return;
if (!actor1->is_controlled_) { int64_t client_id1 = actor1->client_id_;
return "actor1 is not logged in, cannot redirect"; if (client_id1 == 0) return;
}
// If neccessary, bump actor2. Do not implement delete-on-disconnect, // If neccessary, bump actor2. Do not implement delete-on-disconnect,
// because actor2 isn't really "disconnected" yet. // because actor2 isn't really "disconnected" yet.
if ((actor2 != nullptr) && (actor2->is_controlled_)) { if ((actor2 != nullptr) && (actor2->client_id_ != 0)) {
int64_t client_id2 = connection_get_client(actor2); connections_.erase(actor2->client_id_);
actor2->is_controlled_ = false; actor2->client_id_ = 0;
connections_.erase(client_id2);
} }
int64_t client_id1 = connection_get_client(actor1); connections_.erase(actor1->client_id_);
actor1->is_controlled_ = false; actor1->client_id_ = 0;
connections_.erase(client_id1);
if (actor1->delete_on_disconnect_) { if (actor1->delete_on_disconnect_) {
tangible_delete(actor1->id()); tangible_delete(actor1->id());
@@ -387,10 +381,9 @@ eng::string World::connection_redirect(Tangible *actor1, Tangible *actor2) {
if (actor2 != nullptr) { if (actor2 != nullptr) {
connection_prepare(actor2); connection_prepare(actor2);
actor2->is_controlled_ = true; actor2->client_id_ = client_id1;
connections_[client_id1] = actor2->id(); connections_[client_id1] = actor2->id();
} }
return "";
} }
void World::connection_close_all() { void World::connection_close_all() {

View File

@@ -78,14 +78,13 @@ public:
// //
PrintBuffer print_buffer_; PrintBuffer print_buffer_;
// Is Controlled Flag. // Client ID
// //
// This flag is set to true when a client is controlling this player. // This variable is set to nonzero when a client is controlling this
// It gets set back to false when the client logs out or attaches // player. If this is set, then the connections_ table contains a map
// to a different player. If this is set, then the connections_ // from a client ID to this actor.
// table contains a map from a client ID to this actor.
// //
bool is_controlled_; int64_t client_id_ = 0;
// Delete on Logout Flag. // Delete on Logout Flag.
// //
@@ -421,23 +420,17 @@ public:
// Find out what actor the given client is controlling. // Find out what actor the given client is controlling.
// //
// This is used by the DrivenEngine to check if the given client has // This is used by the DrivenEngine to check if the given client has
// changed actor, or if it has been forced to disconnect. // changed actor, or if it has been forced to disconnect. Returns
// zero if the client is not controlling anything.
// //
int64_t connection_get_actor(int64_t client_id) const; int64_t connection_get_actor(int64_t client_id) const;
// Connection get client.
//
// Get the ID of the client that is controlling the specified actor.
//
int64_t connection_get_client(Tangible *tan) const;
// Connection redirection. // Connection redirection.
// //
// This is used by lua code to force changes in connection status. // This is used by lua code to cause the client who is controlling
// It can be used to redirect a client, or disconnect a client // actor1 to control actor2 instead.
// if actor2 == nullptr.
// //
eng::string connection_redirect(Tangible *actor1, Tangible *actor2); void connection_redirect(Tangible *actor1, Tangible *actor2);
// Close all connections. // Close all connections.
// //