redirect code in place

This commit is contained in:
2026-06-02 02:42:28 -04:00
parent bfaf161d30
commit f0460cdc71
4 changed files with 99 additions and 11 deletions

View File

@@ -89,7 +89,29 @@ public:
sb->overwrite_int32(tw_1, tw_2 - tw_1); sb->overwrite_int32(tw_1, tw_2 - tw_1);
} }
void redirect(int64_t id1, int64_t id2) {
for (auto &client : clients_) {
if (client->actor_id_ == id1) {
bool ok = world_->redirected(id1, id2);
if (!ok) delete_client(client);
}
}
}
// Redirection is touchy: almost any world->invoke could
// call tangible.redirect. After that point, the world is
// relying on us not to control the wrong character.
void process_redirects() {
if (world_->have_redirects()) {
World::Redirects redirects = world_->fetch_redirects();
for (const auto &pair : redirects) {
redirect(pair.first, pair.second);
}
}
}
bool handle_invocation(UniqueClient &client) { bool handle_invocation(UniqueClient &client) {
if (client == nullptr) return false;
StreamBuffer *sb = client->channel_->in(); StreamBuffer *sb = client->channel_->in();
if (sb->empty()) return false; if (sb->empty()) return false;
int64_t tr_before = sb->total_reads(); int64_t tr_before = sb->total_reads();
@@ -131,6 +153,7 @@ public:
// //
if (inv.actor() == client->actor_id_) { if (inv.actor() == client->actor_id_) {
world_->invoke(inv); world_->invoke(inv);
process_redirects();
} }
return true; return true;
} }
@@ -183,8 +206,9 @@ public:
// Get the clock. // Get the clock.
double clock = get_clock(); double clock = get_clock();
// Execute any queued invocations. // Execute any delayed invocations. These always
// We just feed these directly into the master model. // come from the local command line. We just feed
// these directly into the master model.
for (const Invocation &inv : delayed_invocations_) { for (const Invocation &inv : delayed_invocations_) {
world_->invoke(inv); world_->invoke(inv);
} }
@@ -225,6 +249,11 @@ public:
if (next_tick_ < clock + 0.3) next_tick_ = clock + 0.3; if (next_tick_ < clock + 0.3) next_tick_ = clock + 0.3;
} }
// This handles any redirects triggered from the server command
// line or by the tick function.
process_redirects();
util::remove_nullptrs(clients_);
// Traverse all existing channels, process any communication. // Traverse all existing channels, process any communication.
for (UniqueClient &client : clients_) { for (UniqueClient &client : clients_) {
if (client->channel_->closed()) { if (client->channel_->closed()) {

View File

@@ -282,8 +282,8 @@ 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 player tangibles," "|This cannot be used to delete actor tangibles,"
"|To delete a player, use tangible.redirect" "|To delete a actor, use tangible.deleteactor"
"|") { "|") {
LuaArg tanobj; LuaArg tanobj;
LuaDefStack LS(L, tanobj); LuaDefStack LS(L, tanobj);
@@ -332,14 +332,16 @@ LuaDefine(tangible_deleteactor, "tan",
LuaDefine(tangible_keepactor, "tan", LuaDefine(tangible_keepactor, "tan",
"|Mark an actor tangible to not 'delete_on_disconnect'." "|Mark an actor tangible to not 'delete_on_disconnect'."
"|" "|"
"|When a client connects to the server, a login actor is created and the" "|When a client connects to the server, a new 'login' actor is "
"|client is put in control of the login actor. The client typically" "|created and the client is put in control of the login actor. "
"|controls the login actor just long enough to type his username and password." "|The login actor typically presents a login dialog. After the "
"|Then, he is redirected to the real actor." "|client types his name and password, tangible.redirect is used "
"|to tell the client to control the real actor."
"|" "|"
"|When the client is redirected to the real actor, the login actor is no longer" "|When the client is redirected to the real actor, the login "
"|needed. The login actor has the flag 'delete_on_disconnect', so when the" "|actor is no longer needed. The login actor has the "
"|client detaches from the login actor, it is garbage collected." "|flag 'delete_on_disconnect', so when the client detaches "
"|from the login actor, it is garbage collected."
"|" "|"
"|However, if the player clicks 'NEW PLAYER', then it is necessary to" "|However, if the player clicks 'NEW PLAYER', then it is necessary to"
"|convert the login actor into a permanent actor. The most important step is to" "|convert the login actor into a permanent actor. The most important step is to"
@@ -357,6 +359,38 @@ LuaDefine(tangible_keepactor, "tan",
return LS.result(); return LS.result();
} }
LuaDefine(tangible_redirect, "actor1, actor2",
"|Cause the client controlling actor1 to take a control of actor2"
"|"
"|When a client connects to the server, a new 'login' actor is "
"|created and the client is put in control of the login actor. "
"|The login actor typically presents a login dialog. After the "
"|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 not be. This "
"|function doesn't error check that the actors are valid: it just "
"|queues the redirect, then the system error checks later. This "
"|is because conditions can change. An invalid redirect will cause "
"|a disconnection."
"|") {
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);
if (!actor1->is_controlled_) {
luaL_error(L, "Actor1 is not a controlled actor.");
return 0;
}
if ((!actor2->can_be_controlled_) || (actor2->is_controlled_)) {
luaL_error(L, "Actor2 is not an uncontrolled actor.");
return 0;
}
w->add_redirect(actor1->id(), actor2->id());
return LS.result();
}
LuaDefine(tangible_build, "config", LuaDefine(tangible_build, "config",
"|Build a new tangible object." "|Build a new tangible object."
"|" "|"

View File

@@ -345,6 +345,17 @@ void World::disconnected(int64_t actor_id) {
} }
} }
bool World::redirected(int64_t actor_id, int64_t new_id) {
disconnected(actor_id);
Tangible *tan = tangible_get(new_id);
if (tan && (tan->can_be_controlled_) && (!tan->is_controlled_)) {
tan->is_controlled_ = true;
return true;
} else {
return false;
}
}
eng::string World::probe_lua_expr(int64_t actor_id, std::string_view lua) { eng::string World::probe_lua_expr(int64_t actor_id, std::string_view lua) {
assert(stack_is_clear()); assert(stack_is_clear());
lua_State *L = state(); lua_State *L = state();

View File

@@ -243,10 +243,24 @@ public:
// //
void disconnected(int64_t actor_id); void disconnected(int64_t actor_id);
// Notify the world that the front end has implemented a
// redirect. This can return null to indicate a last-minute
// failure, in which case the front end must disconnect.
//
bool redirected(int64_t actor_id, int64_t new_id);
// Add a redirect.
//
void add_redirect(int64_t a, int64_t b) { redirects_.emplace(a,b); }
// Fetch all redirects and clear the redirects table. // Fetch all redirects and clear the redirects table.
// //
Redirects fetch_redirects(); Redirects fetch_redirects();
// Return true if there are any redirects.
//
bool have_redirects() const { return !redirects_.empty(); }
// Probe an arbitrary lua expression. // Probe an arbitrary lua expression.
// //
// Any print-statements in the lua code are sent into // Any print-statements in the lua code are sent into