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11 Commits

Author SHA1 Message Date
David Markowitz
3a441cefb3 Remove bandwidth limit
will be fixed later (TM)
2023-07-15 01:21:50 -07:00
9375c36c7b fix: remove hardcoded rotations now that vehicles orient correctly (#1132) 2023-07-03 11:58:49 -05:00
Raine
5cc7479f29 Update credits (#1133) 2023-07-01 15:40:34 -07:00
David Markowitz
c4135eac46 Revert playerflags functions to uint instead of int (#1130)
Prevents issue with negative numbers resulting in bugs.
2023-06-26 00:51:28 -07:00
41898bef86 foot race player flag fix (#1125)
and include fixes
2023-06-23 08:50:15 -05:00
David Markowitz
787dac7cd9 Update Dockerfile (#1126)
Fixes #1124
2023-06-23 08:49:58 -05:00
David Markowitz
fe23c7c5f7 Allow default scripts (#1117)
Fix an issue where vanity script overwrote always
2023-06-20 10:40:16 -05:00
David Markowitz
132d31d3ab Fix vehicle serialization during races (#1122)
* Fix vehicle serialization during races

- Add missing frame stats reading
- correct the inversion of rotation
- correct serialization order
- use proper dirty flags

Tested that racers are no longer sideways on certain vertical slopes and stay in sync throughout the whole race.

* Update ClientPackets.cpp

* Update ClientPackets.cpp

* Update VehiclePhysicsComponent.h
2023-06-20 09:19:21 -05:00
David Markowitz
2d31b7e4bb Fix incorrect serialization of SendTeleport (#1121)
* Fix incorrect serialization of SendTeleport

- Fixes all incorrect teleports in the game
- remove hacks in mast teleport
- ...
- ......

Update GameMessages.cpp

* Remove stupid argument

there got it all out

* remove extra true
2023-06-18 00:00:36 -07:00
David Markowitz
f46bc33dd4 Fix prereq bug (#1118) 2023-06-17 19:20:05 -05:00
David Markowitz
0d6bd33f9e Remove unused problematic code (#1115) 2023-06-16 23:30:28 -05:00
19 changed files with 123 additions and 76 deletions

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@@ -338,7 +338,7 @@ This is a Work in Progress, but below are some quick links to documentaion for s
## Former Contributors
* TheMachine
* Matthew
* [Raine](https://github.com/Rainebannister)
* [Raine](https://github.com/uwainium)
* Bricknave
## Special Thanks

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@@ -418,7 +418,7 @@ void Character::WriteToDatabase() {
delete printer;
}
void Character::SetPlayerFlag(const int32_t flagId, const bool value) {
void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
// If the flag is already set, we don't have to recalculate it
if (GetPlayerFlag(flagId) == value) return;
@@ -465,7 +465,7 @@ void Character::SetPlayerFlag(const int32_t flagId, const bool value) {
GameMessages::SendNotifyClientFlagChange(m_ObjectID, flagId, value, m_ParentUser->GetSystemAddress());
}
bool Character::GetPlayerFlag(const int32_t flagId) const {
bool Character::GetPlayerFlag(const uint32_t flagId) const {
// Calculate the index first
const auto flagIndex = uint32_t(std::floor(flagId / 64));

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@@ -415,14 +415,14 @@ public:
* @param flagId the ID of the flag to set
* @param value the value to set for the flag
*/
void SetPlayerFlag(int32_t flagId, bool value);
void SetPlayerFlag(uint32_t flagId, bool value);
/**
* Gets the value for a certain character flag
* @param flagId the ID of the flag to get a value for
* @return the value of the flag given the ID (the default is false, obviously)
*/
bool GetPlayerFlag(int32_t flagId) const;
bool GetPlayerFlag(uint32_t flagId) const;
/**
* Notifies the character that they're now muted

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@@ -38,7 +38,7 @@
#include "CDObjectSkillsTable.h"
#include "CDSkillBehaviorTable.h"
InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document): Component(parent) {
InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document) : Component(parent) {
this->m_Dirty = true;
this->m_Equipped = {};
this->m_Pushed = {};
@@ -830,14 +830,22 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
const auto position = m_Parent->GetPosition();
for (auto* lauchPad : rocketLauchPads) {
if (Vector3::DistanceSquared(lauchPad->GetPosition(), position) > 13 * 13) continue;
for (auto* launchPad : rocketLauchPads) {
if (!launchPad) continue;
auto prereq = launchPad->GetVarAsString(u"rocketLaunchPreCondition");
if (!prereq.empty()) {
PreconditionExpression expression(prereq);
if (!expression.Check(m_Parent)) continue;
}
if (Vector3::DistanceSquared(launchPad->GetPosition(), position) > 13 * 13) continue;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr) characterComponent->SetLastRocketItemID(item->GetId());
lauchPad->OnUse(m_Parent);
launchPad->OnUse(m_Parent);
break;
}
@@ -987,17 +995,7 @@ void InventoryComponent::HandlePossession(Item* item) {
// Check to see if the mount is a vehicle, if so, flip it
auto* vehicleComponent = mount->GetComponent<VehiclePhysicsComponent>();
if (vehicleComponent) {
auto angles = startRotation.GetEulerAngles();
// Make it right side up
angles.x -= PI;
// Make it going in the direction of the player
angles.y -= PI;
startRotation = NiQuaternion::FromEulerAngles(angles);
mount->SetRotation(startRotation);
// We're pod racing now
characterComponent->SetIsRacing(true);
}
if (vehicleComponent) characterComponent->SetIsRacing(true);
// Setup the destroyable stats
auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();

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@@ -124,8 +124,7 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
// Make sure the player is at the correct position.
GameMessages::SendTeleport(player->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), true,
true);
startRotation, player->GetSystemAddress(), true);
// Spawn the vehicle entity.
@@ -243,11 +242,9 @@ void RacingControlComponent::LoadPlayerVehicle(Entity* player,
// Make sure everything has the correct position.
GameMessages::SendTeleport(player->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), true,
true);
startRotation, player->GetSystemAddress(), true);
GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition,
startRotation, player->GetSystemAddress(), true,
true);
startRotation, player->GetSystemAddress(), true);
}
void RacingControlComponent::OnRacingClientReady(Entity* player) {
@@ -634,7 +631,7 @@ void RacingControlComponent::Update(float deltaTime) {
GameMessages::SendTeleport(
player.playerID, player.respawnPosition,
player.respawnRotation,
playerEntity->GetSystemAddress(), true, true);
playerEntity->GetSystemAddress(), true);
vehicle->SetPosition(player.respawnPosition);
vehicle->SetRotation(player.respawnRotation);

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@@ -19,34 +19,47 @@ VehiclePhysicsComponent::~VehiclePhysicsComponent() {
}
void VehiclePhysicsComponent::SetPosition(const NiPoint3& pos) {
if (pos == m_Position) return;
m_DirtyPosition = true;
m_Position = pos;
}
void VehiclePhysicsComponent::SetRotation(const NiQuaternion& rot) {
if (rot == m_Rotation) return;
m_DirtyPosition = true;
m_Rotation = rot;
}
void VehiclePhysicsComponent::SetVelocity(const NiPoint3& vel) {
if (vel == m_Velocity) return;
m_DirtyPosition = true;
m_Velocity = vel;
}
void VehiclePhysicsComponent::SetAngularVelocity(const NiPoint3& vel) {
if (vel == m_AngularVelocity) return;
m_DirtyPosition = true;
m_AngularVelocity = vel;
}
void VehiclePhysicsComponent::SetIsOnGround(bool val) {
if (val == m_IsOnGround) return;
m_DirtyPosition = true;
m_IsOnGround = val;
}
void VehiclePhysicsComponent::SetIsOnRail(bool val) {
if (val == m_IsOnRail) return;
m_DirtyPosition = true;
m_IsOnRail = val;
}
void VehiclePhysicsComponent::SetRemoteInputInfo(const RemoteInputInfo& remoteInputInfo) {
if (m_RemoteInputInfo == remoteInputInfo) return;
this->m_RemoteInputInfo = remoteInputInfo;
m_DirtyRemoteInput = true;
}
void VehiclePhysicsComponent::SetDirtyPosition(bool val) {
m_DirtyPosition = val;
}
@@ -63,9 +76,15 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
outBitStream->Write(bIsInitialUpdate || m_DirtyPosition);
if (bIsInitialUpdate || m_DirtyPosition) {
outBitStream->Write(m_Position);
m_DirtyPosition = false;
outBitStream->Write(m_Position.x);
outBitStream->Write(m_Position.y);
outBitStream->Write(m_Position.z);
outBitStream->Write(m_Rotation);
outBitStream->Write(m_Rotation.x);
outBitStream->Write(m_Rotation.y);
outBitStream->Write(m_Rotation.z);
outBitStream->Write(m_Rotation.w);
outBitStream->Write(m_IsOnGround);
outBitStream->Write(m_IsOnRail);
@@ -73,20 +92,33 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
outBitStream->Write(bIsInitialUpdate || m_DirtyVelocity);
if (bIsInitialUpdate || m_DirtyVelocity) {
outBitStream->Write(m_Velocity);
outBitStream->Write(m_Velocity.x);
outBitStream->Write(m_Velocity.y);
outBitStream->Write(m_Velocity.z);
m_DirtyVelocity = false;
}
outBitStream->Write(bIsInitialUpdate || m_DirtyAngularVelocity);
if (bIsInitialUpdate || m_DirtyAngularVelocity) {
outBitStream->Write(m_AngularVelocity);
outBitStream->Write(m_AngularVelocity.x);
outBitStream->Write(m_AngularVelocity.y);
outBitStream->Write(m_AngularVelocity.z);
m_DirtyAngularVelocity = false;
}
outBitStream->Write0();
outBitStream->Write0(); // local_space_info. TODO: Implement this
outBitStream->Write0();
outBitStream->Write(m_DirtyRemoteInput || bIsInitialUpdate); // remote_input_info
if (m_DirtyRemoteInput || bIsInitialUpdate) {
outBitStream->Write(m_RemoteInputInfo.m_RemoteInputX);
outBitStream->Write(m_RemoteInputInfo.m_RemoteInputY);
outBitStream->Write(m_RemoteInputInfo.m_IsPowersliding);
outBitStream->Write(m_RemoteInputInfo.m_IsModified);
m_DirtyRemoteInput = false;
}
outBitStream->Write(0.0f);
outBitStream->Write(125.0f); // remote_input_ping TODO: Figure out how this should be calculated as it seems to be constant through the whole race.
if (!bIsInitialUpdate) {
outBitStream->Write0();
@@ -95,7 +127,7 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
if (bIsInitialUpdate) {
outBitStream->Write<uint8_t>(m_EndBehavior);
outBitStream->Write1();
outBitStream->Write1(); // is input locked?
}
outBitStream->Write0();
@@ -104,7 +136,6 @@ void VehiclePhysicsComponent::Serialize(RakNet::BitStream* outBitStream, bool bI
void VehiclePhysicsComponent::Update(float deltaTime) {
if (m_SoftUpdate > 5) {
EntityManager::Instance()->SerializeEntity(m_Parent);
m_SoftUpdate = 0;
} else {
m_SoftUpdate += deltaTime;

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@@ -5,6 +5,24 @@
#include "Component.h"
#include "eReplicaComponentType.h"
struct RemoteInputInfo {
void operator=(const RemoteInputInfo& other) {
m_RemoteInputX = other.m_RemoteInputX;
m_RemoteInputY = other.m_RemoteInputY;
m_IsPowersliding = other.m_IsPowersliding;
m_IsModified = other.m_IsModified;
}
bool operator==(const RemoteInputInfo& other) {
return m_RemoteInputX == other.m_RemoteInputX && m_RemoteInputY == other.m_RemoteInputY && m_IsPowersliding == other.m_IsPowersliding && m_IsModified == other.m_IsModified;
}
float m_RemoteInputX;
float m_RemoteInputY;
bool m_IsPowersliding;
bool m_IsModified;
};
/**
* Physics component for vehicles.
*/
@@ -94,6 +112,7 @@ public:
void SetDirtyPosition(bool val);
void SetDirtyVelocity(bool val);
void SetDirtyAngularVelocity(bool val);
void SetRemoteInputInfo(const RemoteInputInfo&);
private:
bool m_DirtyPosition;
@@ -110,4 +129,6 @@ private:
float m_SoftUpdate = 0;
uint32_t m_EndBehavior;
RemoteInputInfo m_RemoteInputInfo;
bool m_DirtyRemoteInput;
};

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@@ -120,7 +120,7 @@ void GameMessages::SendFireEventClientSide(const LWOOBJID& objectID, const Syste
SEND_PACKET;
}
void GameMessages::SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation, bool noGravTeleport) {
void GameMessages::SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation) {
CBITSTREAM;
CMSGHEADER;
bitStream.Write(objectID);
@@ -141,7 +141,6 @@ void GameMessages::SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, c
bitStream.Write(pos.y);
bitStream.Write(pos.z);
bitStream.Write(bUseNavmesh);
bitStream.Write(noGravTeleport);
bitStream.Write(rot.w != 1.0f);
if (rot.w != 1.0f) bitStream.Write(rot.w);

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@@ -40,7 +40,7 @@ enum class eRebuildState : uint32_t;
namespace GameMessages {
class PropertyDataMessage;
void SendFireEventClientSide(const LWOOBJID& objectID, const SystemAddress& sysAddr, std::u16string args, const LWOOBJID& object, int64_t param1, int param2, const LWOOBJID& sender);
void SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation = false, bool noGravTeleport = true);
void SendTeleport(const LWOOBJID& objectID, const NiPoint3& pos, const NiQuaternion& rot, const SystemAddress& sysAddr, bool bSetRotation = false);
void SendPlayAnimation(Entity* entity, const std::u16string& animationName, float fPriority = 0.0f, float fScale = 1.0f);
void SendPlayerReady(Entity* entity, const SystemAddress& sysAddr);
void SendPlayerAllowedRespawn(LWOOBJID entityID, bool doNotPromptRespawn, const SystemAddress& systemAddress);

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@@ -1267,18 +1267,6 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
return;
}
auto vehiclePhysicsComponent = newEntity->GetComponent<VehiclePhysicsComponent>();
if (vehiclePhysicsComponent) {
auto newRot = newEntity->GetRotation();
auto angles = newRot.GetEulerAngles();
// make it right side up
angles.x -= PI;
// make it going in the direction of the player
angles.y -= PI;
newRot = NiQuaternion::FromEulerAngles(angles);
newEntity->SetRotation(newRot);
}
EntityManager::Instance()->ConstructEntity(newEntity);
}

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@@ -119,7 +119,7 @@ void VanityUtilities::SpawnVanity() {
auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
if (scriptComponent != nullptr) {
if (scriptComponent && !npc.m_Script.empty()) {
scriptComponent->SetScript(npc.m_Script);
scriptComponent->SetSerialized(false);

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@@ -2,6 +2,7 @@
#include <string>
#include <vector>
#include <cstdint>
class RawChunk;
struct RawMesh;

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@@ -136,6 +136,33 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
inStream.Read(angVelocity.z);
}
// TODO figure out how to use these. Ignoring for now, but reading in if they exist.
bool hasLocalSpaceInfo{};
LWOOBJID objectId{};
NiPoint3 localSpacePosition{};
bool hasLinearVelocity{};
NiPoint3 linearVelocity{};
if (inStream.Read(hasLocalSpaceInfo) && hasLocalSpaceInfo) {
inStream.Read(objectId);
inStream.Read(localSpacePosition.x);
inStream.Read(localSpacePosition.y);
inStream.Read(localSpacePosition.z);
if (inStream.Read(hasLinearVelocity) && hasLinearVelocity) {
inStream.Read(linearVelocity.x);
inStream.Read(linearVelocity.y);
inStream.Read(linearVelocity.z);
}
}
bool hasRemoteInputInfo{};
RemoteInputInfo remoteInput{};
if (inStream.Read(hasRemoteInputInfo) && hasRemoteInputInfo) {
inStream.Read(remoteInput.m_RemoteInputX);
inStream.Read(remoteInput.m_RemoteInputY);
inStream.Read(remoteInput.m_IsPowersliding);
inStream.Read(remoteInput.m_IsModified);
}
bool updateChar = true;
if (possessorComponent != nullptr) {
@@ -150,9 +177,6 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
auto* vehiclePhysicsComponent = possassableEntity->GetComponent<VehiclePhysicsComponent>();
if (vehiclePhysicsComponent != nullptr) {
// This is flipped for whatever reason
rotation = NiQuaternion(rotation.z, rotation.y, rotation.x, rotation.w);
vehiclePhysicsComponent->SetPosition(position);
vehiclePhysicsComponent->SetRotation(rotation);
vehiclePhysicsComponent->SetIsOnGround(onGround);
@@ -161,6 +185,7 @@ void ClientPackets::HandleClientPositionUpdate(const SystemAddress& sysAddr, Pac
vehiclePhysicsComponent->SetDirtyVelocity(velocityFlag);
vehiclePhysicsComponent->SetAngularVelocity(angVelocity);
vehiclePhysicsComponent->SetDirtyAngularVelocity(angVelocityFlag);
vehiclePhysicsComponent->SetRemoteInputInfo(remoteInput);
} else {
// Need to get the mount's controllable physics
auto* controllablePhysicsComponent = possassableEntity->GetComponent<ControllablePhysicsComponent>();

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@@ -43,15 +43,7 @@ void MastTeleport::OnTimerDone(Entity* self, std::string timerName) {
GameMessages::SendTeleport(playerId, position, rotation, player->GetSystemAddress(), true);
// Hacky fix for odd rotations
auto mastName = self->GetVar<std::u16string>(u"MastName");
if (mastName == u"Elephant") {
GameMessages::SendOrientToAngle(playerId, true, (M_PI / 180) * 140.0f, player->GetSystemAddress());
} else if (mastName == u"Jail") {
GameMessages::SendOrientToAngle(playerId, true, (M_PI / 180) * 100.0f, player->GetSystemAddress());
} else if (mastName == u""){
GameMessages::SendOrientToAngle(playerId, true, (M_PI / 180) * 203.0f, player->GetSystemAddress());
}
GameMessages::SendTeleport(playerId, position, rotation, player->GetSystemAddress(), true);
const auto cinematic = GeneralUtils::UTF16ToWTF8(self->GetVar<std::u16string>(u"Cinematic"));
const auto leanIn = self->GetVar<float>(u"LeanIn");

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@@ -6,8 +6,7 @@ void BaseFootRaceManager::OnStartup(Entity* self) {
// TODO: Add to FootRaceStarter group
}
void BaseFootRaceManager::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
int32_t param2, int32_t param3) {
void BaseFootRaceManager::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
const auto splitArguments = GeneralUtils::SplitString(args, '_');
if (splitArguments.size() > 1) {
@@ -37,7 +36,7 @@ void BaseFootRaceManager::OnFireEventServerSide(Entity* self, Entity* sender, st
if (character != nullptr) {
character->SetPlayerFlag(115, false);
if (param2 != -1) // Certain footraces set a flag
character->SetPlayerFlag(static_cast<uint32_t>(param2), true);
character->SetPlayerFlag(param2, true);
}
StopActivity(self, player->GetObjectID(), 0, param1);

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@@ -3,6 +3,7 @@
#include <string>
#include <vector>
#include <cstdint>
class Command;
class Event;

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@@ -30,12 +30,6 @@ public:
struct SceneObjectDataChunk {
std::map<LWOOBJID, SceneObject> objects;
SceneObject& GetObject(LWOOBJID id) {
for (std::map<LWOOBJID, SceneObject>::iterator it = objects.begin(); it != objects.end(); ++it) {
if (it->first == id) return it->second;
}
}
const void PrintAllObjects() {
for (std::map<LWOOBJID, SceneObject>::iterator it = objects.begin(); it != objects.end(); ++it) {
std::cout << "\t ID: " << it->first << " LOT: " << it->second.lot << std::endl;

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@@ -1,4 +1,4 @@
FROM gcc:11 as build
FROM gcc:12 as build
WORKDIR /build
@@ -40,7 +40,7 @@ RUN echo "Build server" && \
cmake .. -DCMAKE_BUILD_RPATH_USE_ORIGIN=TRUE && \
make -j $BUILD_THREADS
FROM gcc:11 as runtime
FROM gcc:12 as runtime
RUN --mount=type=cache,id=runtime-apt-cache,target=/var/cache/apt \
apt update && \

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@@ -28,7 +28,8 @@ client_location=
# The maximum outgoing bandwidth in bits. If your clients are having
# issues with enemies taking a while to catch up to them, increse this value.
maximum_outgoing_bandwidth=80000
# This should be 80000 but we do not have proper delta encoding so we waste too many bits to utilize this properly.
maximum_outgoing_bandwidth=0
# The Maximum Translation Unit (MTU) size for packets. If players are
# getting stuck at 55% on the loading screen, lower this number to