Working on redirect/connect/etc

This commit is contained in:
2026-06-05 17:52:46 -04:00
parent 8a46788512
commit 8d88c88fa0
5 changed files with 117 additions and 106 deletions

View File

@@ -121,14 +121,7 @@ public:
client->async_diff_ = true;
// Process the invocation in the master model.
//
// An invoke with the wrong actor_id is quietly a noop. This is
// to make leeway for clients who have recently been redirected, and
// who may not know their new actor_id yet.
//
if (inv.actor() == client->actor_id_) {
world_->invoke(client->client_id_, inv);
}
world_->invoke(client->client_id_, inv);
return true;
}
@@ -235,6 +228,13 @@ public:
while (handle_invocation(client));
if (client == nullptr) continue;
// Check for force disconnect.
int64_t actor_id = world_->connection_get_actor(client->client_id_);
if (actor_id == 0) {
delete_client(client);
continue;
}
// Possibly send a diff.
// Currently, it's configured to send about
// ten mini-diffs per second, and two full diffs

View File

@@ -293,36 +293,9 @@ LuaDefine(tangible_delete, "tan",
luaL_error(L, "Not a tangible.");
return 0;
}
if (tan->can_be_controlled_) {
luaL_error(L, "Cannot delete a player using tangible.delete, use tangible.deleteactor instead.");
return 0;
}
w->tangible_delete(tan->id());
return LS.result();
}
LuaDefine(tangible_deleteactor, "tan",
"|Delete an actor tangible, or mark it for deletion on logout."
"|"
"|This function is used to delete an actor tangible."
"|"
"|If the actor is not currently logged in, then the tangible is"
"|immediately deleted. If the actor is logged in, then the tangible"
"|is marked as delete_on_disconnect, and the force_disconnect flag"
"|is set. This will cause the actor to cleanly disconnect, and then"
"|the deletion will take place."
"|") {
LuaArg tanobj;
LuaDefStack LS(L, tanobj);
World *w = World::fetch_global_pointer(L);
Tangible *tan = w->tangible_get(LS, tanobj, true);
if ((tan == nullptr) || (!tan->can_be_controlled_)) {
luaL_error(L, "Tangible is not an actor.");
return 0;
}
if (tan->is_controlled_) {
tan->delete_on_disconnect_ = true;
tan->force_disconnect_ = true;
w->connection_redirect(tan, nullptr);
} else {
w->tangible_delete(tan->id());
}
@@ -351,7 +324,7 @@ LuaDefine(tangible_keepactor, "tan",
LuaDefStack LS(L, tanobj);
World *w = World::fetch_global_pointer(L);
Tangible *tan = w->tangible_get(LS, tanobj, true);
if ((tan == nullptr) || (!tan->can_be_controlled_)) {
if ((tan == nullptr) || (!tan->is_controlled_)) {
luaL_error(L, "Tangible is not an actor.");
return 0;
}
@@ -368,16 +341,18 @@ LuaDefine(tangible_redirect, "actor1, actor2",
"|client types his name and password, tangible.redirect is used "
"|to tell the client to control the real actor."
"|"
"|Actor1 must be currently logged in. Actor2 must be a valid actor "
"|tangible that is not curretly logged in."
"|If actor1 is not logged in, an error will be reported."
"|"
"|If actor2 is already logged in, they will be booted in order to "
"|enable actor1 to take control."
"|"
"|") {
LuaArg lactor1, lactor2;
LuaDefStack LS(L, lactor1, lactor2);
World *w = World::fetch_global_pointer(L);
Tangible *actor1 = w->tangible_get(LS, lactor1, true);
Tangible *actor2 = w->tangible_get(LS, lactor2, true);
int64_t client_id = w->connection_get_client(actor1->id());
eng::string error = w->connection_redirect(client_id, actor2->id());
eng::string error = w->connection_redirect(actor1, actor2);
if (!error.empty()) {
eng::ostringstream oss;
oss << "redirect from " << actor1->id() << " to " << actor2->id() << " failed: " << error;
@@ -387,6 +362,29 @@ LuaDefine(tangible_redirect, "actor1, actor2",
return LS.result();
}
LuaDefine(tangible_forcedisconnect, "actor",
"|Cause the client controlling actor to be disconnected"
"|"
"|This is a no-op if nobody is logged in to the specified actor."
"|") {
LuaArg lactor1, lactor2;
LuaDefStack LS(L, lactor1, lactor2);
World *w = World::fetch_global_pointer(L);
Tangible *actor = w->tangible_get(LS, lactor1, true);
if (actor->is_controlled_) {
eng::string error = w->connection_redirect(actor, nullptr);
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();
}
LuaDefine(tangible_build, "config",
"|Build a new tangible object."
"|"

View File

@@ -152,9 +152,7 @@ void Tangible::serialize(StreamBuffer *sb) {
anim_queue_.serialize(sb);
id_player_pool_.serialize(sb);
print_buffer_.serialize(sb);
sb->write_bool(can_be_controlled_);
sb->write_bool(is_controlled_);
sb->write_bool(force_disconnect_);
sb->write_bool(delete_on_disconnect_);
}
@@ -162,9 +160,7 @@ void Tangible::deserialize(StreamBuffer *sb) {
anim_queue_.deserialize(sb);
id_player_pool_.deserialize(sb);
print_buffer_.deserialize(sb);
can_be_controlled_ = sb->read_bool();
is_controlled_ = sb->read_bool();
force_disconnect_ = sb->read_bool();
delete_on_disconnect_ = sb->read_bool();
update_plane_item();
}
@@ -220,9 +216,7 @@ Tangible *World::tangible_make(const LuaCoreStack &LS0, LuaSlot database, int64_
t.reset(new Tangible(this, id));
// Set the login flags.
t->can_be_controlled_ = false;
t->is_controlled_ = false;
t->force_disconnect_ = false;
t->delete_on_disconnect_ = false;
// AnimQueue initializes itself to a valid default state.
@@ -302,6 +296,12 @@ void World::get_near(int64_t player_id, float radius, bool exclude_nowhere, bool
get_near(scan, into);
}
void World::connection_prepare(Tangible *tan) {
tan->configure_id_pool_for_actor();
tan->print_buffer_.clear();
}
int64_t World::connection_create() {
assert(stack_is_clear());
int64_t id = id_global_pool_.get_one();
@@ -312,17 +312,14 @@ int64_t World::connection_create() {
// Set the login flags.
if (is_authoritative()) {
tan->can_be_controlled_ = true;
tan->is_controlled_ = true;
tan->force_disconnect_ = false;
tan->delete_on_disconnect_ = true;
}
LS.makeclass(classtab, "login");
LS.getmetatable(mt, database);
LS.rawset(mt, "__index", classtab);
tan->configure_id_pool_for_actor();
tan->print_buffer_.clear();
connection_prepare(tan);
if (is_authoritative()) {
LS.rawget(func, classtab, "init");
@@ -336,46 +333,63 @@ int64_t World::connection_create() {
return id;
}
eng::string World::connection_delete(int64_t client_id) {
void World::connection_delete(int64_t client_id) {
auto iter = connections_.find(client_id);
if (iter == connections_.end()) return "no such client id";
if (iter == connections_.end()) return;
int64_t actor_id = iter->second;
connections_.erase(iter);
Tangible *tan = tangible_get(actor_id);
assert(tan != nullptr);
assert(tan->is_controlled_);
tan->is_controlled_ = false;
tan->force_disconnect_ = false;
if (tan->delete_on_disconnect_) {
util::dprintf("Deleted actor: %lld\n", actor_id);
tangible_delete(actor_id);
}
return "";
}
int64_t World::connection_get_actor(int64_t client_id) const {
auto iter = connections_.find(client_id);
if (iter == connections_.end()) return 0;
return iter->second;
if (iter != connections_.end()) return iter->second;
return 0;
}
int64_t World::connection_get_client(int64_t actor_id) const {
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;
if (pair.second == actor->id()) return pair.first;
}
return 0;
}
eng::string World::connection_redirect(int64_t client_id, int64_t new_id) {
Tangible *newtan = tangible_get(new_id);
if (newtan == nullptr) return "no such target tangible";
if (newtan->is_controlled_) return "target tangible is already controlled";
if (!newtan->can_be_controlled_) return "target tangible is not a potential actor";
eng::string delresult = connection_delete(client_id);
if (!delresult.empty()) return delresult;
newtan->is_controlled_ = true;
newtan->force_disconnect_ = false;
connections_[client_id] = new_id;
eng::string World::connection_redirect(Tangible *actor1, Tangible *actor2) {
if (actor1 == actor2) return "";
if (!actor1->is_controlled_) {
return "actor1 is not logged in, cannot redirect";
}
// If neccessary, bump actor2. Do not implement delete-on-disconnect,
// because actor2 isn't really "disconnected" yet.
if ((actor2 != nullptr) && (actor2->is_controlled_)) {
int64_t client_id2 = connection_get_client(actor2);
actor2->is_controlled_ = false;
connections_.erase(client_id2);
}
int64_t client_id1 = connection_get_client(actor1);
actor1->is_controlled_ = false;
connections_.erase(client_id1);
if (actor1->delete_on_disconnect_) {
tangible_delete(actor1->id());
}
if (actor2 != nullptr) {
connection_prepare(actor2);
actor2->is_controlled_ = true;
connections_[client_id1] = actor2->id();
}
return "";
}
@@ -781,8 +795,9 @@ HttpServerResponse World::http_serve(const HttpParser &request) {
void World::invoke(int64_t client_id, const Invocation &inv) {
if (client_id != 0) {
int64_t actor_id = connection_get_actor(client_id);
if (actor_id == 0) return;
auto iter = connections_.find(client_id);
if (iter == connections_.end()) return;
int64_t actor_id = iter->second;
if (inv.actor() != actor_id) return;
if (!Invocation::is_valid_network_kind(inv.kind())) return;
}

View File

@@ -78,16 +78,6 @@ public:
//
PrintBuffer print_buffer_;
// Can-Be-Controlled flag.
//
// This flag indicates whether the tangible can be controlled
// by a client. Clients will not be allowed to attach to tangibles
// who don't have this flag. If this flag is true, the
// tangible cannot be deleted using a mere 'tangible.delete', instead,
// you have to use 'tangible.deleteplayer'.
//
bool can_be_controlled_;
// Is Controlled Flag.
//
// This flag is set to true when a client is controlling this player.
@@ -97,13 +87,6 @@ public:
//
bool is_controlled_;
// Force disconnect flag.
//
// This flag is used to force the client to log out ASAP. This flag
// can only be set in master models.
//
bool force_disconnect_;
// Delete on Logout Flag.
//
// This flag can be set on a controlled player. When the player
@@ -411,33 +394,50 @@ public:
// Connection Management
//
//////////////////////////////////////////////////////////////////////////
// Prepare a tangible to be controlled.
//
// This does whatever initialization is necessary to turn an ordinary
// tangible into a player-controlled tangible.
//
void connection_prepare(Tangible *tan);
// Create a connection.
//
// This creates a login actor, and also records the existence of
// the connection. Returns the actor_id of the login actor, which
// is also the client id.
// This is used by the DrivenEngine to create the login
// actor. It also records the existence of the
// connection. Returns the actor_id of the login actor,
// which is also the client id.
//
int64_t connection_create();
// This is to be called after a client disconnects. This removes the
// connection. On error, return an error message.
// Delete a connection.
//
// This is used by the DrivenEngine to report that the specified
// client has been disconnected.
//
eng::string connection_delete(int64_t client_id);
void connection_delete(int64_t client_id);
// Get the current client_id for an actor_id.
// Returns 0 if the actor is not a connected actor.
//
int64_t connection_get_client(int64_t actor_id) const;
// Get the current actor_id for a client_id.
// Returns 0 if the client_id is not a connected client.
// Find out what actor the given client is controlling.
//
// This is used by the DrivenEngine to check if the given client has
// changed actor, or if it has been forced to disconnect.
//
int64_t connection_get_actor(int64_t client_id) const;
// Add a redirect. On error, return an error message.
// Connection get client.
//
eng::string connection_redirect(int64_t client_id, int64_t actor_id);
// Get the ID of the client that is controlling the specified actor.
//
int64_t connection_get_client(Tangible *tan) const;
// Connection redirection.
//
// This is used by lua code to force changes in connection status.
// It can be used to redirect a client, or disconnect a client
// if actor2 == nullptr.
//
eng::string connection_redirect(Tangible *actor1, Tangible *actor2);
// Close all connections.
//