DarkflameServer/dGame/dUtilities/Recorder.cpp
wincent 9e56725cff Initial changes.
* Recorder to recall player actions.
* Server precondtions to manage entity visiblity.
2023-10-22 17:36:08 +02:00

475 lines
14 KiB
C++

#include "Recorder.h"
#include "ControllablePhysicsComponent.h"
#include "GameMessages.h"
#include "InventoryComponent.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "ChatPackets.h"
#include "EntityManager.h"
#include "EntityInfo.h"
#include "ServerPreconditions.hpp"
using namespace Recording;
std::unordered_map<LWOOBJID, Recorder*> m_Recorders = {};
Recorder::Recorder() {
this->m_StartTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
this->m_IsRecording = false;
}
Recorder::~Recorder() {
}
void Recorder::AddRecord(Record* record)
{
if (!this->m_IsRecording) {
return;
}
Game::logger->Log("Recorder", "Adding record");
// Time since start of recording
record->m_Timestamp = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()) - this->m_StartTime;
this->m_MovementRecords.push_back(record);
}
void Recorder::Act(Entity* actor) {
Game::logger->Log("Recorder", "Acting %d steps", m_MovementRecords.size());
// Loop through all records
for (auto* record : m_MovementRecords) {
record->Act(actor);
}
}
Entity* Recording::Recorder::ActFor(Entity* actorTemplate, Entity* player) {
EntityInfo info;
info.lot = actorTemplate->GetLOT();
info.pos = actorTemplate->GetPosition();
info.rot = actorTemplate->GetRotation();
info.scale = 1;
info.spawner = nullptr;
info.spawnerID = player->GetObjectID();
info.spawnerNodeID = 0;
info.settings = {
new LDFData<std::vector<std::u16string>>(u"syncLDF", { u"custom_script_client" }),
new LDFData<std::u16string>(u"custom_script_client", u"scripts\\ai\\SPEC\\MISSION_MINIGAME_CLIENT.lua")
};
// Spawn it
auto* actor = Game::entityManager->CreateEntity(info);
// Hide the template from the player
ServerPreconditions::AddExcludeFor(player->GetObjectID(), actorTemplate->GetObjectID());
// Solo act for the player
ServerPreconditions::AddSoloActor(actor->GetObjectID(), player->GetObjectID());
Game::entityManager->ConstructEntity(actor);
Act(actor);
return actor;
}
void Recording::Recorder::StopActingFor(Entity* actor, Entity* actorTemplate, LWOOBJID playerID) {
// Remove the exclude for the player
ServerPreconditions::RemoveExcludeFor(playerID, actorTemplate->GetObjectID());
Game::entityManager->DestroyEntity(actor);
}
bool Recorder::IsRecording() const {
return this->m_IsRecording;
}
void Recorder::StartRecording(LWOOBJID actorID) {
const auto& it = m_Recorders.find(actorID);
// Delete the old recorder if it exists
if (it != m_Recorders.end()) {
delete it->second;
m_Recorders.erase(it);
}
Recorder* recorder = new Recorder();
m_Recorders.insert_or_assign(actorID, recorder);
recorder->m_IsRecording = true;
}
void Recorder::StopRecording(LWOOBJID actorID) {
auto iter = m_Recorders.find(actorID);
if (iter == m_Recorders.end()) {
return;
}
iter->second->m_IsRecording = false;
}
Recorder* Recorder::GetRecorder(LWOOBJID actorID) {
auto iter = m_Recorders.find(actorID);
if (iter == m_Recorders.end()) {
return nullptr;
}
return iter->second;
}
Recording::MovementRecord::MovementRecord(const NiPoint3& position, const NiQuaternion& rotation, const NiPoint3& velocity, const NiPoint3& angularVelocity, bool onGround, bool dirtyVelocity, bool dirtyAngularVelocity) {
this->position = position;
this->rotation = rotation;
this->velocity = velocity;
this->angularVelocity = angularVelocity;
this->onGround = onGround;
this->dirtyVelocity = dirtyVelocity;
this->dirtyAngularVelocity = dirtyAngularVelocity;
}
void Recording::MovementRecord::Act(Entity* actor) {
// Calculate the amount of seconds (as a float) since the start of the recording
float time = m_Timestamp.count() / 1000.0f;
auto r = *this;
actor->AddCallbackTimer(time, [actor, r] () {
auto* controllableComponent = actor->GetComponent<ControllablePhysicsComponent>();
if (controllableComponent) {
controllableComponent->SetPosition(r.position);
controllableComponent->SetRotation(r.rotation);
controllableComponent->SetVelocity(r.velocity);
controllableComponent->SetAngularVelocity(r.angularVelocity);
controllableComponent->SetIsOnGround(r.onGround);
controllableComponent->SetDirtyVelocity(r.dirtyVelocity);
controllableComponent->SetDirtyAngularVelocity(r.dirtyAngularVelocity);
}
Game::entityManager->SerializeEntity(actor);
});
}
void Recording::MovementRecord::Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) {
auto* element = document.NewElement("MovementRecord");
element->SetAttribute("x", position.x);
element->SetAttribute("y", position.y);
element->SetAttribute("z", position.z);
element->SetAttribute("qx", rotation.x);
element->SetAttribute("qy", rotation.y);
element->SetAttribute("qz", rotation.z);
element->SetAttribute("qw", rotation.w);
element->SetAttribute("vx", velocity.x);
element->SetAttribute("vy", velocity.y);
element->SetAttribute("vz", velocity.z);
element->SetAttribute("avx", angularVelocity.x);
element->SetAttribute("avy", angularVelocity.y);
element->SetAttribute("avz", angularVelocity.z);
element->SetAttribute("g", onGround);
element->SetAttribute("dv", dirtyVelocity);
element->SetAttribute("dav", dirtyAngularVelocity);
element->SetAttribute("t", m_Timestamp.count());
parent->InsertEndChild(element);
}
void Recording::MovementRecord::Deserialize(tinyxml2::XMLElement* element) {
position.x = element->FloatAttribute("x");
position.y = element->FloatAttribute("y");
position.z = element->FloatAttribute("z");
rotation.x = element->FloatAttribute("qx");
rotation.y = element->FloatAttribute("qy");
rotation.z = element->FloatAttribute("qz");
rotation.w = element->FloatAttribute("qw");
velocity.x = element->FloatAttribute("vx");
velocity.y = element->FloatAttribute("vy");
velocity.z = element->FloatAttribute("vz");
angularVelocity.x = element->FloatAttribute("avx");
angularVelocity.y = element->FloatAttribute("avy");
angularVelocity.z = element->FloatAttribute("avz");
onGround = element->BoolAttribute("g");
dirtyVelocity = element->BoolAttribute("dv");
dirtyAngularVelocity = element->BoolAttribute("dav");
m_Timestamp = std::chrono::milliseconds(element->Int64Attribute("t"));
}
Recording::SpeakRecord::SpeakRecord(const std::string& text) {
this->text = text;
}
void Recording::SpeakRecord::Act(Entity* actor) {
// Calculate the amount of seconds (as a float) since the start of the recording
float time = m_Timestamp.count() / 1000.0f;
auto r = *this;
actor->AddCallbackTimer(time, [actor, r] () {
GameMessages::SendNotifyClientZoneObject(
actor->GetObjectID(), u"sendToclient_bubble", 0, 0, actor->GetObjectID(), r.text, UNASSIGNED_SYSTEM_ADDRESS);
Game::entityManager->SerializeEntity(actor);
});
}
void Recording::SpeakRecord::Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) {
auto* element = document.NewElement("SpeakRecord");
element->SetAttribute("text", text.c_str());
element->SetAttribute("t", m_Timestamp.count());
parent->InsertEndChild(element);
}
void Recording::SpeakRecord::Deserialize(tinyxml2::XMLElement* element) {
text = element->Attribute("text");
m_Timestamp = std::chrono::milliseconds(element->Int64Attribute("t"));
}
Recording::AnimationRecord::AnimationRecord(const std::string& animation) {
this->animation = animation;
}
void Recording::AnimationRecord::Act(Entity* actor) {
// Calculate the amount of seconds (as a float) since the start of the recording
float time = m_Timestamp.count() / 1000.0f;
auto r = *this;
actor->AddCallbackTimer(time, [actor, r] () {
GameMessages::SendPlayAnimation(actor, GeneralUtils::ASCIIToUTF16(r.animation));
Game::entityManager->SerializeEntity(actor);
});
}
void Recording::AnimationRecord::Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) {
auto* element = document.NewElement("AnimationRecord");
element->SetAttribute("animation", animation.c_str());
element->SetAttribute("t", m_Timestamp.count());
parent->InsertEndChild(element);
}
void Recording::AnimationRecord::Deserialize(tinyxml2::XMLElement* element) {
animation = element->Attribute("animation");
m_Timestamp = std::chrono::milliseconds(element->Int64Attribute("t"));
}
Recording::EquipRecord::EquipRecord(LOT item) {
this->item = item;
}
void Recording::EquipRecord::Act(Entity* actor) {
// Calculate the amount of seconds (as a float) since the start of the recording
float time = m_Timestamp.count() / 1000.0f;
auto r = *this;
actor->AddCallbackTimer(time, [actor, r] () {
auto* inventoryComponent = actor->GetComponent<InventoryComponent>();
const LWOOBJID id = ObjectIDManager::Instance()->GenerateObjectID();
const auto& info = Inventory::FindItemComponent(r.item);
if (inventoryComponent) {
inventoryComponent->UpdateSlot(info.equipLocation, { id, r.item, 1, 0 });
}
Game::entityManager->SerializeEntity(actor);
});
}
void Recording::EquipRecord::Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) {
auto* element = document.NewElement("EquipRecord");
element->SetAttribute("item", item);
element->SetAttribute("t", m_Timestamp.count());
parent->InsertEndChild(element);
}
void Recording::EquipRecord::Deserialize(tinyxml2::XMLElement* element) {
item = element->IntAttribute("item");
m_Timestamp = std::chrono::milliseconds(element->Int64Attribute("t"));
}
Recording::UnequipRecord::UnequipRecord(LOT item) {
this->item = item;
}
void Recording::UnequipRecord::Act(Entity* actor) {
// Calculate the amount of seconds (as a float) since the start of the recording
float time = m_Timestamp.count() / 1000.0f;
auto r = *this;
actor->AddCallbackTimer(time, [actor, r] () {
auto* inventoryComponent = actor->GetComponent<InventoryComponent>();
const auto& info = Inventory::FindItemComponent(r.item);
if (inventoryComponent) {
inventoryComponent->RemoveSlot(info.equipLocation);
}
Game::entityManager->SerializeEntity(actor);
});
}
void Recording::UnequipRecord::Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) {
auto* element = document.NewElement("UnequipRecord");
element->SetAttribute("item", item);
element->SetAttribute("t", m_Timestamp.count());
parent->InsertEndChild(element);
}
void Recording::UnequipRecord::Deserialize(tinyxml2::XMLElement* element) {
item = element->IntAttribute("item");
m_Timestamp = std::chrono::milliseconds(element->Int64Attribute("t"));
}
void Recording::ClearEquippedRecord::Act(Entity* actor) {
// Calculate the amount of seconds (as a float) since the start of the recording
float time = m_Timestamp.count() / 1000.0f;
auto r = *this;
actor->AddCallbackTimer(time, [actor, r] () {
auto* inventoryComponent = actor->GetComponent<InventoryComponent>();
if (inventoryComponent) {
auto equipped = inventoryComponent->GetEquippedItems();
for (auto entry : equipped) {
inventoryComponent->RemoveSlot(entry.first);
}
}
Game::entityManager->SerializeEntity(actor);
});
}
void Recording::ClearEquippedRecord::Serialize(tinyxml2::XMLDocument& document, tinyxml2::XMLElement* parent) {
auto* element = document.NewElement("ClearEquippedRecord");
element->SetAttribute("t", m_Timestamp.count());
parent->InsertEndChild(element);
}
void Recording::ClearEquippedRecord::Deserialize(tinyxml2::XMLElement* element) {
m_Timestamp = std::chrono::milliseconds(element->Int64Attribute("t"));
}
void Recording::Recorder::SaveToFile(const std::string& filename) {
tinyxml2::XMLDocument document;
auto* root = document.NewElement("Recorder");
for (auto* record : m_MovementRecords) {
record->Serialize(document, root);
}
document.InsertFirstChild(root);
document.SaveFile(filename.c_str());
}
float Recording::Recorder::GetDuration() const {
// Return the highest timestamp
float duration = 0.0f;
for (auto* record : m_MovementRecords) {
duration = std::max(duration, record->m_Timestamp.count() / 1000.0f);
}
return duration;
}
Recorder* Recording::Recorder::LoadFromFile(const std::string& filename) {
tinyxml2::XMLDocument document;
if (document.LoadFile(filename.c_str()) != tinyxml2::XML_SUCCESS) {
return nullptr;
}
auto* root = document.FirstChildElement("Recorder");
if (!root) {
return nullptr;
}
Recorder* recorder = new Recorder();
for (auto* element = root->FirstChildElement(); element; element = element->NextSiblingElement()) {
const std::string name = element->Name();
if (name == "MovementRecord") {
MovementRecord* record = new MovementRecord();
record->Deserialize(element);
recorder->m_MovementRecords.push_back(record);
} else if (name == "SpeakRecord") {
SpeakRecord* record = new SpeakRecord();
record->Deserialize(element);
recorder->m_MovementRecords.push_back(record);
} else if (name == "AnimationRecord") {
AnimationRecord* record = new AnimationRecord();
record->Deserialize(element);
recorder->m_MovementRecords.push_back(record);
} else if (name == "EquipRecord") {
EquipRecord* record = new EquipRecord();
record->Deserialize(element);
recorder->m_MovementRecords.push_back(record);
} else if (name == "UnequipRecord") {
UnequipRecord* record = new UnequipRecord();
record->Deserialize(element);
recorder->m_MovementRecords.push_back(record);
} else if (name == "ClearEquippedRecord") {
ClearEquippedRecord* record = new ClearEquippedRecord();
record->Deserialize(element);
recorder->m_MovementRecords.push_back(record);
}
}
return recorder;
}
void Recording::Recorder::AddRecording(LWOOBJID actorID, Recorder* recorder) {
const auto& it = m_Recorders.find(actorID);
// Delete the old recorder if it exists
if (it != m_Recorders.end()) {
delete it->second;
m_Recorders.erase(it);
}
m_Recorders.insert_or_assign(actorID, recorder);
}