#include "BehaviorContext.h" #include "Behavior.h" #include "BehaviorBranchContext.h" #include "EntityManager.h" #include "SkillComponent.h" #include "Game.h" #include "Logger.h" #include "dServer.h" #include "BitStreamUtils.h" #include #include "DestroyableComponent.h" #include "EchoSyncSkill.h" #include "PhantomPhysicsComponent.h" #include "QuickBuildComponent.h" #include "eReplicaComponentType.h" #include "TeamManager.h" #include "eConnectionType.h" BehaviorSyncEntry::BehaviorSyncEntry() { } BehaviorTimerEntry::BehaviorTimerEntry() { } BehaviorEndEntry::BehaviorEndEntry() { } uint32_t BehaviorContext::GetUniqueSkillId() const { auto* entity = Game::entityManager->GetEntity(this->originator); if (entity == nullptr) { LOG("Invalid entity for (%llu)!", this->originator); return 0; } auto* component = entity->GetComponent(); if (component == nullptr) { LOG("No skill component attached to (%llu)!", this->originator);; return 0; } return component->GetUniqueSkillId(); } void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* behavior, const BehaviorBranchContext& branchContext, const float duration, bool ignoreInterrupts) { auto entry = BehaviorSyncEntry(); entry.handle = syncId; entry.behavior = behavior; entry.branchContext = branchContext; entry.branchContext.isSync = true; entry.ignoreInterrupts = ignoreInterrupts; // Add 10 seconds + duration time to account for lag and give clients time to send their syncs to the server. constexpr float lagTime = 10.0f; entry.time = lagTime + duration; this->syncEntries.push_back(entry); } void BehaviorContext::RegisterTimerBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, const LWOOBJID second) { BehaviorTimerEntry entry; entry.time = branchContext.duration; entry.behavior = behavior; entry.branchContext = branchContext; entry.second = second; this->timerEntries.push_back(entry); } void BehaviorContext::RegisterEndBehavior(Behavior* behavior, const BehaviorBranchContext& branchContext, const LWOOBJID second) { BehaviorEndEntry entry; entry.behavior = behavior; entry.branchContext = branchContext; entry.second = second; entry.start = branchContext.start; this->endEntries.push_back(entry); } void BehaviorContext::ScheduleUpdate(const LWOOBJID id) { if (std::find(this->scheduledUpdates.begin(), this->scheduledUpdates.end(), id) != this->scheduledUpdates.end()) { return; } this->scheduledUpdates.push_back(id); } void BehaviorContext::ExecuteUpdates() { for (const auto& id : this->scheduledUpdates) { auto* entity = Game::entityManager->GetEntity(id); if (entity == nullptr) continue; Game::entityManager->SerializeEntity(entity); } this->scheduledUpdates.clear(); } bool BehaviorContext::SyncBehavior(const uint32_t syncId, RakNet::BitStream& bitStream) { BehaviorSyncEntry entry; auto found = false; /* * There may be more than one of each handle */ for (auto i = 0u; i < this->syncEntries.size(); ++i) { const auto syncEntry = this->syncEntries.at(i); if (syncEntry.handle == syncId) { found = true; entry = syncEntry; this->syncEntries.erase(this->syncEntries.begin() + i); break; } } if (!found) { LOG("Failed to find behavior sync entry with sync id (%i)!", syncId); return false; } auto* behavior = entry.behavior; const auto branch = entry.branchContext; if (behavior == nullptr) { LOG("Invalid behavior for sync id (%i)!", syncId); return false; } behavior->Sync(this, bitStream, branch); return true; } void BehaviorContext::Update(const float deltaTime) { for (auto i = 0u; i < this->timerEntries.size(); ++i) { auto entry = this->timerEntries.at(i); if (entry.time > 0) { entry.time -= deltaTime; this->timerEntries[i] = entry; } if (entry.time > 0) { continue; } entry.behavior->Timer(this, entry.branchContext, entry.second); } std::vector valid; for (const auto& entry : this->timerEntries) { if (entry.time <= 0) { continue; } valid.push_back(entry); } this->timerEntries = valid; } void BehaviorContext::SyncCalculation(const uint32_t syncId, const float time, Behavior* behavior, const BehaviorBranchContext& branch, const bool ignoreInterrupts) { BehaviorSyncEntry entry; entry.behavior = behavior; entry.time = time; entry.branchContext = branch; entry.handle = syncId; entry.ignoreInterrupts = ignoreInterrupts; this->syncEntries.push_back(entry); } void BehaviorContext::UpdatePlayerSyncs(float deltaTime) { uint32_t i = 0; while (i < this->syncEntries.size()) { auto& entry = this->syncEntries.at(i); entry.time -= deltaTime; if (entry.time >= 0.0f) { i++; continue; } if (this->skillUId != 0 && !clientInitalized) { EchoSyncSkill echo; echo.bDone = true; echo.uiSkillHandle = this->skillUId; echo.uiBehaviorHandle = entry.handle; RakNet::BitStream bitStream{}; entry.behavior->SyncCalculation(this, bitStream, entry.branchContext); echo.sBitStream.assign(reinterpret_cast(bitStream.GetData()), bitStream.GetNumberOfBytesUsed()); RakNet::BitStream message; BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG); message.Write(this->originator); echo.Serialize(message); Game::server->Send(message, UNASSIGNED_SYSTEM_ADDRESS, true); } this->syncEntries.erase(this->syncEntries.begin() + i); } } void BehaviorContext::InvokeEnd(const uint32_t id) { std::vector entries; for (const auto& entry : this->endEntries) { if (entry.start == id) { entry.behavior->End(this, entry.branchContext, entry.second); continue; } entries.push_back(entry); } this->endEntries = entries; } bool BehaviorContext::CalculateUpdate(const float deltaTime) { auto any = false; for (auto i = 0u; i < this->syncEntries.size(); ++i) { auto entry = this->syncEntries.at(i); if (entry.behavior->m_templateId == BehaviorTemplate::ATTACK_DELAY) { auto* self = Game::entityManager->GetEntity(originator); if (self) { auto* destroyableComponent = self->GetComponent(); if (destroyableComponent && destroyableComponent->GetHealth() <= 0) { continue; } } } if (entry.time > 0) { entry.time -= deltaTime; this->syncEntries[i] = entry; } if (entry.time > 0) { any = true; continue; } // Echo sync EchoSyncSkill echo; echo.bDone = true; echo.uiBehaviorHandle = entry.handle; echo.uiSkillHandle = this->skillUId; RakNet::BitStream bitStream{}; // Calculate sync entry.behavior->SyncCalculation(this, bitStream, entry.branchContext); if (!clientInitalized) { echo.sBitStream.assign(reinterpret_cast(bitStream.GetData()), bitStream.GetNumberOfBytesUsed()); // Write message RakNet::BitStream message; BitStreamUtils::WriteHeader(message, eConnectionType::CLIENT, eClientMessageType::GAME_MSG); message.Write(this->originator); echo.Serialize(message); Game::server->Send(message, UNASSIGNED_SYSTEM_ADDRESS, true); } ExecuteUpdates(); } std::vector valid; for (const auto& entry : this->syncEntries) { if (entry.time <= 0) { continue; } valid.push_back(entry); } this->syncEntries = valid; return any; } void BehaviorContext::Interrupt() { std::vector keptSync{}; for (const auto& entry : this->syncEntries) { if (!entry.ignoreInterrupts) continue; keptSync.push_back(entry); } this->syncEntries = keptSync; } void BehaviorContext::Reset() { for (const auto& entry : this->timerEntries) { entry.behavior->Timer(this, entry.branchContext, entry.second); } for (const auto& entry : this->endEntries) { entry.behavior->End(this, entry.branchContext, entry.second); } this->endEntries.clear(); this->timerEntries.clear(); this->syncEntries.clear(); this->scheduledUpdates.clear(); } void BehaviorContext::FilterTargets(std::vector& targets, std::forward_list& ignoreFactionList, std::forward_list& includeFactionList, bool targetSelf, bool targetEnemy, bool targetFriend, bool targetTeam) const { // if we aren't targeting anything, then clear the targets vector if (!targetSelf && !targetEnemy && !targetFriend && !targetTeam && ignoreFactionList.empty() && includeFactionList.empty()) { targets.clear(); return; } // if the caster is not there, return empty targets list auto* caster = Game::entityManager->GetEntity(this->caster); if (!caster) { LOG_DEBUG("Invalid caster for (%llu)!", this->originator); targets.clear(); return; } auto index = targets.begin(); while (index != targets.end()) { auto candidate = *index; // make sure we don't have a nullptr if (!candidate) { index = targets.erase(index); continue; } // handle targeting the caster if (candidate == caster) { // if we aren't targeting self, erase, otherise increment and continue if (!targetSelf) index = targets.erase(index); else index++; continue; } // make sure that the entity is targetable if (!CheckTargetingRequirements(candidate)) { index = targets.erase(index); continue; } // get factions to check against // CheckTargetingRequirements checks for a destroyable component // but we check again because bounds check are necessary auto candidateDestroyableComponent = candidate->GetComponent(); if (!candidateDestroyableComponent) { index = targets.erase(index); continue; } // if they are dead, then earse and continue if (candidateDestroyableComponent->GetIsDead()) { index = targets.erase(index); continue; } // if their faction is explicitly included, increment and continue auto candidateFactions = candidateDestroyableComponent->GetFactionIDs(); if (CheckFactionList(includeFactionList, candidateFactions)) { index++; continue; } // check if they are a team member if (targetTeam) { auto* team = TeamManager::Instance()->GetTeam(this->caster); if (team) { // if we find a team member keep it and continue to skip enemy checks if (std::find(team->members.begin(), team->members.end(), candidate->GetObjectID()) != team->members.end()) { index++; continue; } } } // if the caster doesn't have a destroyable component, return an empty targets list auto* casterDestroyableComponent = caster->GetComponent(); if (!casterDestroyableComponent) { targets.clear(); return; } // if we arent targeting a friend, and they are a friend OR // if we are not targeting enemies and they are an enemy OR. // if we are ignoring their faction is explicitly ignored // erase and continue auto isEnemy = casterDestroyableComponent->IsEnemy(candidate); if ((!targetFriend && !isEnemy) || (!targetEnemy && isEnemy) || CheckFactionList(ignoreFactionList, candidateFactions)) { index = targets.erase(index); continue; } index++; } return; } // some basic checks as well as the check that matters for this: if the quickbuild is complete bool BehaviorContext::CheckTargetingRequirements(const Entity* target) const { // if the target is a nullptr, then it's not valid if (!target) return false; // ignore quickbuilds that aren't completed auto* targetQuickbuildComponent = target->GetComponent(); if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eQuickBuildState::COMPLETED) return false; return true; } // returns true if any of the object factions are in the faction list bool BehaviorContext::CheckFactionList(std::forward_list& factionList, std::vector& objectsFactions) const { if (factionList.empty() || objectsFactions.empty()) return false; for (auto faction : factionList) { if (std::find(objectsFactions.begin(), objectsFactions.end(), faction) != objectsFactions.end()) return true; } return false; } BehaviorContext::BehaviorContext(const LWOOBJID originator, const bool calculation) { this->originator = originator; this->syncEntries = {}; this->timerEntries = {}; if (calculation) { this->skillUId = GetUniqueSkillId(); } else { this->skillUId = 0; } } BehaviorContext::~BehaviorContext() { Reset(); }