DarkflameServer/dGame/dPropertyBehaviors/ControlBehaviors.cpp
EmosewaMC ec00f5fd9d holy mother of const
Use const everywhere that makes sense
return const variables when it makes sense
const functions and variables again, where it makes sense
No raw access and modifications to protected members
Move template definitions to tcc file

idk how I feel about this one
2023-06-09 01:04:42 -07:00

457 lines
18 KiB
C++

#include "ControlBehaviors.h"
#include "Amf3.h"
#include "Entity.h"
#include "Game.h"
#include "GameMessages.h"
#include "ModelBehaviorComponent.h"
#include "../../dWorldServer/ObjectIDManager.h"
#include "dLogger.h"
#include "BehaviorStates.h"
#include "AssetManager.h"
#include "BlockDefinition.h"
#include "User.h"
#include "tinyxml2.h"
#include "CDClientDatabase.h"
// Message includes
#include "Action.h"
#include "AddActionMessage.h"
#include "AddStripMessage.h"
#include "AddMessage.h"
#include "MigrateActionsMessage.h"
#include "MoveToInventoryMessage.h"
#include "MergeStripsMessage.h"
#include "RearrangeStripMessage.h"
#include "RemoveActionsMessage.h"
#include "RemoveStripMessage.h"
#include "RenameMessage.h"
#include "SplitStripMessage.h"
#include "UpdateActionMessage.h"
#include "UpdateStripUiMessage.h"
void ControlBehaviors::RequestUpdatedID(int32_t behaviorID, ModelBehaviorComponent* modelComponent, Entity* modelOwner, const SystemAddress& sysAddr) {
// auto behavior = modelComponent->FindBehavior(behaviorID);
// if (behavior->GetBehaviorID() == -1 || behavior->GetShouldSetNewID()) {
// ObjectIDManager::Instance()->RequestPersistentID(
// [behaviorID, behavior, modelComponent, modelOwner, sysAddr](uint32_t persistentId) {
// behavior->SetShouldGetNewID(false);
// behavior->SetIsTemplated(false);
// behavior->SetBehaviorID(persistentId);
// // This updates the behavior ID of the behavior should this be a new behavior
// AMFArrayValue args;
// AMFStringValue* behaviorIDString = new AMFStringValue();
// behaviorIDString->SetValue(std::to_string(persistentId));
// args.InsertValue("behaviorID", behaviorIDString);
// AMFStringValue* objectIDAsString = new AMFStringValue();
// objectIDAsString->SetValue(std::to_string(modelComponent->GetOwningEntity()->GetObjectID()));
// args.InsertValue("objectID", objectIDAsString);
// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorID", &args);
// ControlBehaviors::SendBehaviorListToClient(modelComponent->GetOwningEntity(), sysAddr, modelOwner);
// });
// }
}
void ControlBehaviors::SendBehaviorListToClient(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner) {
auto modelComponent = modelEntity->GetComponent<ModelBehaviorComponent>();
if (!modelComponent) return;
AMFArrayValue behaviorsToSerialize;
/**
* The behaviors AMFArray will have up to 5 elements in the dense portion.
* Each element in the dense portion will be made up of another AMFArray
* with the following information mapped in the associative portion
* "id": Behavior ID cast to an AMFString
* "isLocked": AMFTrue or AMFFalse of whether or not the behavior is locked
* "isLoot": AMFTrue or AMFFalse of whether or not the behavior is a custom behavior (true if custom)
* "name": The name of the behavior formatted as an AMFString
*/
behaviorsToSerialize.Insert("behaviors");
behaviorsToSerialize.Insert("objectID", std::to_string(modelComponent->GetOwningEntity()->GetObjectID()));
GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", behaviorsToSerialize);
}
void ControlBehaviors::ModelTypeChanged(AMFArrayValue* arguments, ModelBehaviorComponent* ModelComponent) {
auto* modelTypeAmf = arguments->Get<double>("ModelType");
if (!modelTypeAmf) return;
uint32_t modelType = static_cast<uint32_t>(modelTypeAmf->GetValue());
//TODO Update the model type here
}
void ControlBehaviors::ToggleExecutionUpdates() {
//TODO do something with this info
}
void ControlBehaviors::AddStrip(AMFArrayValue* arguments) {
AddStripMessage addStripMessage(arguments);
}
void ControlBehaviors::RemoveStrip(AMFArrayValue* arguments) {
RemoveStripMessage removeStrip(arguments);
}
void ControlBehaviors::MergeStrips(AMFArrayValue* arguments) {
MergeStripsMessage mergeStripsMessage(arguments);
}
void ControlBehaviors::SplitStrip(AMFArrayValue* arguments) {
SplitStripMessage splitStripMessage(arguments);
}
void ControlBehaviors::UpdateStripUI(AMFArrayValue* arguments) {
UpdateStripUiMessage updateStripUiMessage(arguments);
}
void ControlBehaviors::AddAction(AMFArrayValue* arguments) {
AddActionMessage addActionMessage(arguments);
}
void ControlBehaviors::MigrateActions(AMFArrayValue* arguments) {
MigrateActionsMessage migrateActionsMessage(arguments);
}
void ControlBehaviors::RearrangeStrip(AMFArrayValue* arguments) {
RearrangeStripMessage rearrangeStripMessage(arguments);
}
void ControlBehaviors::Add(AMFArrayValue* arguments) {
AddMessage addMessage(arguments);
}
void ControlBehaviors::RemoveActions(AMFArrayValue* arguments) {
RemoveActionsMessage removeActionsMessage(arguments);
}
void ControlBehaviors::Rename(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
RenameMessage renameMessage(arguments);
}
// TODO This is also supposed to serialize the state of the behaviors in progress but those aren't implemented yet
void ControlBehaviors::SendBehaviorBlocksToClient(ModelBehaviorComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
// uint32_t behaviorID = ControlBehaviors::GetBehaviorIDFromArgument(arguments);
// auto modelBehavior = modelComponent->FindBehavior(behaviorID);
// if (!modelBehavior) return;
// modelBehavior->VerifyStates();
// auto states = modelBehavior->GetBehaviorStates();
// // Begin serialization.
// /**
// * for each state
// * strip id
// * ui info
// * x
// * y
// * actions
// * action1
// * action2
// * ...
// * behaviorID of strip
// * objectID of strip
// */
// LWOOBJID targetObjectID = LWOOBJID_EMPTY;
// behaviorID = 0;
// AMFArrayValue behaviorInfo;
// AMFArrayValue* stateSerialize = new AMFArrayValue();
// for (auto it = states.begin(); it != states.end(); it++) {
// Game::logger->Log("PropertyBehaviors", "Begin serialization of state %i!\n", it->first);
// AMFArrayValue* state = new AMFArrayValue();
// AMFDoubleValue* stateAsDouble = new AMFDoubleValue();
// stateAsDouble->SetValue(it->first);
// state->InsertValue("id", stateAsDouble);
// AMFArrayValue* strips = new AMFArrayValue();
// auto stripsInState = it->second->GetStrips();
// for (auto strip = stripsInState.begin(); strip != stripsInState.end(); strip++) {
// Game::logger->Log("PropertyBehaviors", "Begin serialization of strip %i!\n", strip->first);
// AMFArrayValue* thisStrip = new AMFArrayValue();
// AMFDoubleValue* stripID = new AMFDoubleValue();
// stripID->SetValue(strip->first);
// thisStrip->InsertValue("id", stripID);
// AMFArrayValue* uiArray = new AMFArrayValue();
// AMFDoubleValue* yPosition = new AMFDoubleValue();
// yPosition->SetValue(strip->second->GetYPosition());
// uiArray->InsertValue("y", yPosition);
// AMFDoubleValue* xPosition = new AMFDoubleValue();
// xPosition->SetValue(strip->second->GetXPosition());
// uiArray->InsertValue("x", xPosition);
// thisStrip->InsertValue("ui", uiArray);
// targetObjectID = modelComponent->GetOwningEntity()->GetObjectID();
// behaviorID = modelBehavior->GetBehaviorID();
// AMFArrayValue* stripSerialize = new AMFArrayValue();
// for (auto behaviorAction : strip->second->GetActions()) {
// Game::logger->Log("PropertyBehaviors", "Begin serialization of action %s!\n", behaviorAction->actionName.c_str());
// AMFArrayValue* thisAction = new AMFArrayValue();
// AMFStringValue* actionName = new AMFStringValue();
// actionName->SetValue(behaviorAction->actionName);
// thisAction->InsertValue("Type", actionName);
// if (behaviorAction->parameterValueString != "")
// {
// AMFStringValue* valueAsString = new AMFStringValue();
// valueAsString->SetValue(behaviorAction->parameterValueString);
// thisAction->InsertValue(behaviorAction->parameterName, valueAsString);
// }
// else if (behaviorAction->parameterValueDouble != 0.0)
// {
// AMFDoubleValue* valueAsDouble = new AMFDoubleValue();
// valueAsDouble->SetValue(behaviorAction->parameterValueDouble);
// thisAction->InsertValue(behaviorAction->parameterName, valueAsDouble);
// }
// stripSerialize->PushBackValue(thisAction);
// }
// thisStrip->InsertValue("actions", stripSerialize);
// strips->PushBackValue(thisStrip);
// }
// state->InsertValue("strips", strips);
// stateSerialize->PushBackValue(state);
// }
// behaviorInfo.InsertValue("states", stateSerialize);
// AMFStringValue* objectidAsString = new AMFStringValue();
// objectidAsString->SetValue(std::to_string(targetObjectID));
// behaviorInfo.InsertValue("objectID", objectidAsString);
// AMFStringValue* behaviorIDAsString = new AMFStringValue();
// behaviorIDAsString->SetValue(std::to_string(behaviorID));
// behaviorInfo.InsertValue("BehaviorID", behaviorIDAsString);
// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorBlocks", &behaviorInfo);
}
void ControlBehaviors::UpdateAction(AMFArrayValue* arguments) {
UpdateActionMessage updateActionMessage(arguments);
auto* blockDefinition = GetBlockInfo(updateActionMessage.GetAction().GetType());
if (!blockDefinition) {
Game::logger->Log("ControlBehaviors", "Received undefined block type %s. Ignoring.", updateActionMessage.GetAction().GetType().c_str());
return;
}
if (updateActionMessage.GetAction().GetValueParameterString().size() > 0) {
if (updateActionMessage.GetAction().GetValueParameterString().size() < blockDefinition->GetMinimumValue() ||
updateActionMessage.GetAction().GetValueParameterString().size() > blockDefinition->GetMaximumValue()) {
Game::logger->Log("ControlBehaviors", "Updated block %s is out of range. Ignoring update", updateActionMessage.GetAction().GetType().c_str());
return;
}
} else {
if (updateActionMessage.GetAction().GetValueParameterDouble() < blockDefinition->GetMinimumValue() ||
updateActionMessage.GetAction().GetValueParameterDouble() > blockDefinition->GetMaximumValue()) {
Game::logger->Log("ControlBehaviors", "Updated block %s is out of range. Ignoring update", updateActionMessage.GetAction().GetType().c_str());
return;
}
}
}
void ControlBehaviors::MoveToInventory(ModelBehaviorComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
// This closes the UI menu should it be open while the player is removing behaviors
AMFArrayValue args;
args.Insert("visible", false);
GameMessages::SendUIMessageServerToSingleClient(modelOwner, modelOwner->GetParentUser()->GetSystemAddress(), "ToggleBehaviorEditor", args);
MoveToInventoryMessage moveToInventoryMessage(arguments);
SendBehaviorListToClient(modelComponent->GetOwningEntity(), sysAddr, modelOwner);
}
void ControlBehaviors::ProcessCommand(Entity* modelEntity, const SystemAddress& sysAddr, AMFArrayValue* arguments, std::string command, Entity* modelOwner) {
if (!isInitialized || !modelEntity || !modelOwner || !arguments) return;
auto modelComponent = modelEntity->GetComponent<ModelBehaviorComponent>();
if (!modelComponent) return;
if (command == "sendBehaviorListToClient")
SendBehaviorListToClient(modelEntity, sysAddr, modelOwner);
else if (command == "modelTypeChanged")
ModelTypeChanged(arguments, modelComponent);
else if (command == "toggleExecutionUpdates")
ToggleExecutionUpdates();
else if (command == "addStrip")
AddStrip(arguments);
else if (command == "removeStrip")
RemoveStrip(arguments);
else if (command == "mergeStrips")
MergeStrips(arguments);
else if (command == "splitStrip")
SplitStrip(arguments);
else if (command == "updateStripUI")
UpdateStripUI(arguments);
else if (command == "addAction")
AddAction(arguments);
else if (command == "migrateActions")
MigrateActions(arguments);
else if (command == "rearrangeStrip")
RearrangeStrip(arguments);
else if (command == "add")
Add(arguments);
else if (command == "removeActions")
RemoveActions(arguments);
else if (command == "rename")
Rename(modelEntity, sysAddr, modelOwner, arguments);
else if (command == "sendBehaviorBlocksToClient")
SendBehaviorBlocksToClient(modelComponent, sysAddr, modelOwner, arguments);
else if (command == "moveToInventory")
MoveToInventory(modelComponent, sysAddr, modelOwner, arguments);
else if (command == "updateAction")
UpdateAction(arguments);
else
Game::logger->Log("ControlBehaviors", "Unknown behavior command (%s)\n", command.c_str());
}
ControlBehaviors::ControlBehaviors() {
auto blocksDefStreamBuffer = Game::assetManager->GetFileAsBuffer("ui\\ingame\\blocksdef.xml");
if (!blocksDefStreamBuffer.m_Success) {
Game::logger->Log("ControlBehaviors", "failed to open blocksdef");
return;
}
std::istream blocksBuffer(&blocksDefStreamBuffer);
if (!blocksBuffer.good()) {
Game::logger->Log("ControlBehaviors", "Blocks buffer is not good!");
return;
}
tinyxml2::XMLDocument m_Doc;
std::string read{};
std::string buffer{};
bool commentBlockStart = false;
while (std::getline(blocksBuffer, read)) {
// tinyxml2 should handle comment blocks but the client has one that fails the processing.
// This preprocessing just removes all comments from the read file out of an abundance of caution.
if (read.find("<!--") != std::string::npos) {
commentBlockStart = true;
}
if (read.find("-->") != std::string::npos) {
commentBlockStart = false;
continue;
}
if (!commentBlockStart) buffer += read;
}
auto ret = m_Doc.Parse(buffer.c_str());
if (ret == tinyxml2::XML_SUCCESS) {
Game::logger->LogDebug("ControlBehaviors", "Successfully parsed the blocksdef file!");
} else {
Game::logger->Log("Character", "Failed to parse BlocksDef xmlData due to error %i!", ret);
return;
}
auto* blockLibrary = m_Doc.FirstChildElement();
if (!blockLibrary) {
Game::logger->Log("ControlBehaviors", "No Block Library child element found.");
return;
}
// Now parse the blocksdef for the cheat detection server side.
// The client does these checks, but a bad actor can bypass the client checks
auto* blockSections = blockLibrary->FirstChildElement();
while (blockSections) {
auto* block = blockSections->FirstChildElement();
std::string blockName{};
while (block) {
blockName = block->Name();
BlockDefinition* blockDefinition = new BlockDefinition();
std::string name{};
std::string typeName{};
auto* argument = block->FirstChildElement("Argument");
if (argument) {
auto* defaultDefinition = argument->FirstChildElement("DefaultValue");
if (defaultDefinition) blockDefinition->SetDefaultValue(defaultDefinition->GetText());
auto* typeDefinition = argument->FirstChildElement("Type");
if (typeDefinition) typeName = typeDefinition->GetText();
auto* nameDefinition = argument->FirstChildElement("Name");
if (nameDefinition) name = nameDefinition->GetText();
// Now we parse the blocksdef file for the relevant information
if (typeName == "String") {
blockDefinition->SetMaximumValue(50); // The client has a hardcoded limit of 50 characters in a string field
} else if (typeName == "Float" || typeName == "Integer") {
auto* maximumDefinition = argument->FirstChildElement("Maximum");
if (maximumDefinition) blockDefinition->SetMaximumValue(std::stof(maximumDefinition->GetText()));
auto* minimumDefinition = argument->FirstChildElement("Minimum");
if (minimumDefinition) blockDefinition->SetMinimumValue(std::stof(minimumDefinition->GetText()));
} else if (typeName == "Enumeration") {
auto* values = argument->FirstChildElement("Values");
if (values) {
auto* value = values->FirstChildElement("Value");
while (value) {
if (value->GetText() == blockDefinition->GetDefaultValue()) blockDefinition->GetDefaultValue() = std::to_string(blockDefinition->GetMaximumValue());
blockDefinition->SetMaximumValue(blockDefinition->GetMaximumValue() + 1);
value = value->NextSiblingElement("Value");
}
blockDefinition->SetMaximumValue(blockDefinition->GetMaximumValue() - 1); // Maximum value is 0 indexed
} else {
values = argument->FirstChildElement("EnumerationSource");
if (!values) {
Game::logger->Log("ControlBehaviors", "Failed to parse EnumerationSource from block (%s)", blockName.c_str());
continue;
}
auto* serviceNameNode = values->FirstChildElement("ServiceName");
if (!serviceNameNode) {
Game::logger->Log("ControlBehaviors", "Failed to parse ServiceName from block (%s)", blockName.c_str());
continue;
}
std::string serviceName = serviceNameNode->GetText();
if (serviceName == "GetBehaviorSoundList") {
auto res = CDClientDatabase::ExecuteQuery("SELECT MAX(id) as countSounds FROM UGBehaviorSounds;");
blockDefinition->SetMaximumValue(res.getIntField("countSounds"));
blockDefinition->SetDefaultValue("0");
} else {
Game::logger->Log("ControlBehaviors", "Unsupported Enumeration ServiceType (%s)", serviceName.c_str());
continue;
}
}
} else {
Game::logger->Log("ControlBehaviors", "Unsupported block value type (%s)!", typeName.c_str());
continue;
}
}
blockTypes.insert(std::make_pair(blockName, blockDefinition));
block = block->NextSiblingElement();
}
blockSections = blockSections->NextSiblingElement();
}
isInitialized = true;
Game::logger->LogDebug("ControlBehaviors", "Created all base block classes");
for (auto b : blockTypes) {
Game::logger->LogDebug("ControlBehaviors", "block name is %s default %s min %f max %f", b.first.c_str(), b.second->GetDefaultValue().c_str(), b.second->GetMinimumValue(), b.second->GetMaximumValue());
}
}
BlockDefinition* ControlBehaviors::GetBlockInfo(const BlockName& blockName) {
auto blockDefinition = blockTypes.find(blockName);
return blockDefinition != blockTypes.end() ? blockDefinition->second : nullptr;
}