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mirror of https://git.ngram.ca/OpenJam/rc-servers synced 2026-08-23 23:08:52 +00:00

Mitigate #59 with validation warning and reduce motion packets

This commit is contained in:
NG (Graham)
2025-12-16 20:22:46 -05:00
parent 08bce9155b
commit 274f68f223
2 changed files with 11 additions and 6 deletions

View File

@@ -39,8 +39,12 @@ impl super::config::SelfValidator for MultiplayerConfig {
message: "Game match may be lonely with only one player".to_owned(), message: "Game match may be lonely with only one player".to_owned(),
}); });
} }
// TODO campaigns if ((self.players_per_game as f32) / (self.fakes.len() as f32)) > 1.0 {
// TODO vehicles info.warn(super::config::ValidationMessage {
path: vec!["fakes".to_owned()],
message: "Game match may have broken vehicle flipping functionality due to more than 1 ClientAI per player".to_owned(),
});
}
// TODO // TODO
is_ok is_ok
} }
@@ -134,7 +138,7 @@ pub(super) fn default_fake_users() -> Vec<FakePlayerConf> {
}, },
implementation: ClientEmulation::ClientAI, implementation: ClientEmulation::ClientAI,
}, },
FakePlayerConf { /*FakePlayerConf {
team: None, team: None,
vehicle: super::garage::PrefabVehicle { vehicle: super::garage::PrefabVehicle {
name: Some("fake3".to_owned()), name: Some("fake3".to_owned()),
@@ -157,7 +161,7 @@ pub(super) fn default_fake_users() -> Vec<FakePlayerConf> {
}, },
}, },
implementation: ClientEmulation::ClientAI, implementation: ClientEmulation::ClientAI,
}, },*/
] ]
} }

View File

@@ -1068,8 +1068,9 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
log::error!("Failed to serialize motion data from user {}: {}", user_id, e); log::error!("Failed to serialize motion data from user {}: {}", user_id, e);
} else { } else {
let data = bytes::Bytes::copy_from_slice(ser.as_slice()); let data = bytes::Bytes::copy_from_slice(ser.as_slice());
for conn in self.users.read().await.values() { for (player_id, conn) in self.users.read().await.iter() {
if conn.user.user_id() == user_id { continue; } // fun fact: the game hard crashes if you omit this if *player_id == motion.player_id || conn.aliases.contains(player_id) || conn.aliases.contains(&motion.player_id) { continue; } // don't re-send to client AIs
// fun fact: the game sometimes hard crashes if you send its own motion data back to it
crate::events::log_lnl_send_failure(conn.connection.sender.send_data(crate::handler::EventData { crate::events::log_lnl_send_failure(conn.connection.sender.send_data(crate::handler::EventData {
message_ty: crate::data::MessageType::RobotMotion, message_ty: crate::data::MessageType::RobotMotion,
variant: 0, variant: 0,