mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 14:37:25 +00:00
4fe335cc66
* Update AMFDeserializeTests.cpp Redo Amf3 functionality Overhaul the whole thing due to it being outdated and clunky to use Sometimes you want to keep the value Update AMFDeserializeTests.cpp * Fix enum and constructors Correct enum to a class and simplify names. Add a proper default constructor * Update MasterServer.cpp * Fix bugs and add more tests * Refactor: AMF with templates in mind - Remove hard coded bodge - Use templates and generics to allow for much looser typing and strengthened implementation - Move code into header only implementation for portability Refactor: Convert AMF implementation to templates - Rip out previous implementation - Remove all extraneous terminology - Add proper overloads for all types of inserts - Fix up tests and codebase * Fix compiler errors * Check for null first * Add specialization for const char* * Update tests for new template specialization * Switch BitStream to use references * Rename files * Check enum bounds on deserialize I did this on a phone
457 lines
18 KiB
C++
457 lines
18 KiB
C++
#include "ControlBehaviors.h"
|
|
|
|
#include "Amf3.h"
|
|
#include "Entity.h"
|
|
#include "Game.h"
|
|
#include "GameMessages.h"
|
|
#include "ModelComponent.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, ModelComponent* 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->GetParent()->GetObjectID()));
|
|
// args.InsertValue("objectID", objectIDAsString);
|
|
|
|
// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorID", &args);
|
|
// ControlBehaviors::SendBehaviorListToClient(modelComponent->GetParent(), sysAddr, modelOwner);
|
|
// });
|
|
// }
|
|
}
|
|
|
|
void ControlBehaviors::SendBehaviorListToClient(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner) {
|
|
auto* modelComponent = modelEntity->GetComponent<ModelComponent>();
|
|
|
|
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->GetParent()->GetObjectID()));
|
|
|
|
GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", behaviorsToSerialize);
|
|
}
|
|
|
|
void ControlBehaviors::ModelTypeChanged(AMFArrayValue* arguments, ModelComponent* 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(ModelComponent* 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->GetParent()->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(ModelComponent* 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->GetParent(), 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<ModelComponent>();
|
|
|
|
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;
|
|
}
|