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

Add basic client AI support

This commit is contained in:
NG (Graham)
2025-09-27 12:36:49 -04:00
parent 91fc2db868
commit e55bd6d288
29 changed files with 652 additions and 317 deletions

View File

@@ -1,13 +1,28 @@
pub(super) struct UserConnection {
pub(super) user: std::sync::Arc<Box<dyn oj_rc_core::persist::user::MultiplayerUser + Send + Sync + 'static>>,
pub(super) connection: UserSender,
aliases: Vec<u8>,
}
pub(super) struct UserDescriptor {
pub(super) state: std::sync::Arc<UserState>,
pub(super) machine: MachineState,
pub(super) descriptor: oj_rc_core::persist::user::PlayerDescriptor,
pub(super) descriptor: std::sync::Arc<oj_rc_core::persist::user::PlayerDescriptor>,
pub(super) counters: UserData,
}
#[allow(dead_code)]
impl UserDescriptor {
fn new(descriptor: oj_rc_core::persist::user::PlayerDescriptor) -> Self {
Self {
state: std::sync::Arc::new(UserState::new()),
machine: MachineState::new(),
descriptor: std::sync::Arc::new(descriptor),
counters: UserData::new(),
}
}
}
/*#[allow(dead_code)]
pub(super) struct FakeUser {
pub(super) state: std::sync::Arc<UserState>,
pub(super) machine: MachineState,
@@ -27,7 +42,7 @@ impl FakeUser {
counters: UserData::new(),
}
}
}
}*/
#[derive(Clone)]
pub(super) struct UserSender {
@@ -188,8 +203,9 @@ impl ConnectionMode {
}
pub(super) struct GenericGamemodeEngine<L: super::CustomGameLogic> {
pub users: tokio::sync::RwLock<std::collections::HashMap<u8, UserConnection>>,
pub user_id_map: tokio::sync::RwLock<std::collections::HashMap<i32, u8>>,
pub users: tokio::sync::RwLock<std::collections::HashMap<u8, std::sync::Arc<UserConnection>>>,
descriptors: std::collections::HashMap<u8, UserDescriptor>,
user_id_map: std::collections::HashMap<i32, u8>,
//pub recv: tokio::sync::Mutex<tokio::sync::mpsc::Receiver<super::GameMessage>>,
//pub send: tokio::sync::mpsc::Sender<super::GameMessage>,
//pub game_guid: String,
@@ -198,9 +214,9 @@ pub(super) struct GenericGamemodeEngine<L: super::CustomGameLogic> {
pub map_config: std::sync::Arc<oj_rc_core::persist::config::MapConfig>,
pub game_descriptor: oj_rc_core::persist::user::GameDescriptor,
pub game_duration: std::time::Duration,
pub players_info: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>,
//pub players_info: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>,
pub custom_logic_handler: L,
pub fake_users: std::collections::HashMap<u8, FakeUser>,
//pub fake_users: std::collections::HashMap<u8, FakeUser>,
pub fakes_handler: super::fake::Handler,
}
@@ -217,21 +233,28 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
fakes_handler: super::fake::Handler,
) -> Self {
let fake_users = players.iter()
/*let fake_users = players.iter()
.filter(|player| player.user_id.is_none())
.map(|player| (player.team as u8, FakeUser::new(player.to_owned())))
.collect();*/
let descriptors = players.iter()
.map(|player| (player.player_id as u8, UserDescriptor::new(player.to_owned())))
.collect();
let user_id_map = players.iter()
.filter_map(|player| player.user_id.map(|id| (id, player.team as u8)))
.collect();
Self {
users: tokio::sync::RwLock::new(std::collections::HashMap::new()),
user_id_map: tokio::sync::RwLock::new(std::collections::HashMap::new()),
descriptors,
user_id_map,
is_complete: std::sync::atomic::AtomicBool::new(false),
game_start: std::sync::atomic::AtomicI64::new(i64::MIN),
map_config: std::sync::Arc::new(map),
game_descriptor: game,
game_duration: std::time::Duration::from_secs((config.game_time_minutes as u64) * 60),
players_info: std::sync::Arc::new(players),
custom_logic_handler: custom,
fake_users,
fakes_handler,
}
}
@@ -241,15 +264,27 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
&self.game_descriptor.guid
}
pub(super) async fn user_key_by_user_id(&self, user_id: i32) -> Option<u8> {
self.user_id_map.read().await.get(&user_id).copied()
pub(super) fn user_key_by_user_id(&self, user_id: i32) -> Option<u8> {
self.user_id_map.get(&user_id).copied()
}
pub(super) fn user_descriptor(&self, player_id: u8) -> Option<&'_ UserDescriptor> {
self.descriptors.get(&player_id)
}
pub(super) fn user_descriptors(&self) -> &'_ std::collections::HashMap<u8, UserDescriptor> {
&self.descriptors
}
/*pub(super) async fn user_connection(&self, player_id: u8) -> Option<&'_ UserConnection> {
self.users.read().await.get(&player_id)
}*/
pub(super) async fn rebroadcast<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, user_id: i32, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T, in_game: bool) {
for conn in self.users.read().await.values() {
for (player_id, conn) in self.users.read().await.iter() {
if user_id == conn.user.user_id() { continue; }
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
let mode = ConnectionMode::from_u8(self.user_descriptor(*player_id).unwrap().state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = crate::handlers::RlnlSender::new(&conn.connection.sender);
@@ -263,10 +298,10 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
}
pub(super) async fn rebroadcast_dataless(&self, user_id: i32, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, in_game: bool) {
for conn in self.users.read().await.values() {
for (player_id, conn) in self.users.read().await.iter() {
if user_id == conn.user.user_id() { continue; }
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
let mode = ConnectionMode::from_u8(self.user_descriptor(*player_id).unwrap().state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = crate::handlers::RlnlSender::new(&conn.connection.sender);
@@ -279,9 +314,9 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
}
pub(super) async fn broadcast<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T, in_game: bool) {
for conn in self.users.read().await.values() {
for (player_id, conn) in self.users.read().await.iter() {
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
let mode = ConnectionMode::from_u8(self.user_descriptor(*player_id).unwrap().state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = conn.connection.rlnl();
@@ -295,9 +330,9 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
}
pub(super) async fn broadcast_dataless(&self, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, in_game: bool) {
for conn in self.users.read().await.values() {
for (player_id, conn) in self.users.read().await.iter() {
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
let mode = ConnectionMode::from_u8(self.user_descriptor(*player_id).unwrap().state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = conn.connection.rlnl();
@@ -328,7 +363,19 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
game_start != i64::MIN && game_end <= chrono::Utc::now().timestamp()
}
/*pub(super) async fn send_to_player<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, player_id: u8, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T) {
pub(super) fn players_info(&self) -> Vec<std::sync::Arc<oj_rc_core::persist::user::PlayerDescriptor>> {
self.descriptors.values()
.map(|p| p.descriptor.clone())
.collect()
}
pub(super) fn real_player_count(&self) -> usize {
self.descriptors.values()
.filter(|p| p.descriptor.user_id.is_some())
.count()
}
pub(super) async fn send_to_player<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, player_id: u8, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T) {
if let Some(player) = self.users.read().await.get(&player_id) {
crate::events::log_lnl_send_failure(player.connection.rlnl().send_data(
data,
@@ -337,7 +384,7 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
&player.connection.connection,
).await);
}
}*/
}
pub(super) fn spawn(self) -> tokio::sync::mpsc::Sender<super::GameMessage> {
let (tx, rx) = tokio::sync::mpsc::channel(super::CHANNEL_BOUND);
@@ -438,24 +485,22 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
inner: None,
})).unwrap_or_default();
} else {
let mut users = self.users.write().await;
//tokio::time::sleep(std::time::Duration::from_secs(1)).await;
//let id = users.len() as u8;
let user_id = user.user_id();
let player_info = self.players_info.iter().find(|p| p.user_id == Some(user_id)).unwrap();
let id = player_info.player_id;
let player_info = self.descriptors.values().find(|p| p.descriptor.user_id == Some(user_id)).unwrap();
let id = player_info.descriptor.player_id;
let aliases = self.fakes_handler.get_client_ais().await.into_iter().find(|(key, _val)| *key == id).map(|(_key, val)| val).unwrap_or_default();
log::info!("AIs running on new player {}: {:?}", id, aliases);
let new_user = UserConnection {
user,
connection: UserSender {
connection,
sender,
},
state: std::sync::Arc::new(UserState::new()),
machine: MachineState::new(),
descriptor: player_info.to_owned(),
counters: UserData::new(),
aliases,
};
if self.custom_logic_handler.on_player_join(self, &new_user, &self.players_info).await {
if self.custom_logic_handler.on_player_join(self, &new_user, player_info).await {
//self.spawn_send_loading_events(&new_user, id, self.players_info.clone());
crate::events::log_lnl_send_failure(new_user.connection.rlnl().send_data(
&rlnl::events::ingame::PlayerId { player: id },
@@ -464,28 +509,55 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
&new_user.connection.connection
).await);
log::debug!("User {} is validated to play game {}", new_user.user.user_id(), game_guid);
self.user_id_map.write().await.insert(new_user.user.user_id(), id);
users.insert(id, new_user);
let new_user = std::sync::Arc::new(new_user);
let mut users = self.users.write().await;
users.insert(id, new_user.clone());
for fake_id in new_user.aliases.iter() {
if let Some(player_desc) = self.user_descriptor(*fake_id) {
if self.custom_logic_handler.on_player_join(self, &new_user, player_desc).await {
users.insert(*fake_id, new_user.clone());
}
} else {
log::warn!("Non-existent fake player id {} was encountered while connecting, ignoring", *fake_id);
}
}
}
response.send(None).unwrap_or_default();
}
}
async fn on_end_connection(&self, user_id: i32) -> bool {
if let Some(player_id) = self.user_key_by_user_id(user_id).await {
if let Some(player_id) = self.user_key_by_user_id(user_id) {
let conn_opt = self.users.write().await.remove(&player_id);
if let Some(conn) = conn_opt {
if self.custom_logic_handler.on_player_end(self, &conn).await {
conn.state.mode.store(ConnectionMode::Disconnected.to_u8(), std::sync::atomic::Ordering::Relaxed);
if !self.is_complete.load(std::sync::atomic::Ordering::Relaxed) {
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::OnAnotherClientDisconnected,
literustlib::packet::Property::ReliableOrdered,
&rlnl::events::ingame::PlayerId { player: player_id },
true,
).await;
} else {
let user_info = self.user_descriptor(player_id).unwrap();
if self.custom_logic_handler.on_player_end(self, &conn, user_info).await {
user_info.state.mode.store(ConnectionMode::Disconnected.to_u8(), std::sync::atomic::Ordering::Relaxed);
let mut disconnecting_players = Vec::with_capacity(conn.aliases.len() + 1);
disconnecting_players.push(player_id);
for fake_id in conn.aliases.iter() {
if let Some(user_desc) = self.user_descriptor(*fake_id) {
user_desc.state.mode.store(ConnectionMode::Disconnected.to_u8(), std::sync::atomic::Ordering::Relaxed);
let conn_opt = self.users.write().await.remove(&fake_id);
if let Some(conn) = conn_opt {
if self.custom_logic_handler.on_player_end(self, &conn, user_desc).await {
disconnecting_players.push(*fake_id);
}
}
}
}
let is_game_complete = self.is_complete.load(std::sync::atomic::Ordering::Relaxed);
for disconnecter in disconnecting_players {
if !is_game_complete {
self.broadcast(
rlnl::event_code::NetworkEvent::OnAnotherClientDisconnected,
literustlib::packet::Property::ReliableOrdered,
&rlnl::events::ingame::PlayerId { player: disconnecter },
true,
).await;
}
}
if is_game_complete {
// in every other case this packet would've already been sent
// this makes the end-of-match "continue" button send you back to the main menu a bit sooner
// (otherwise it waits for the multiplayer server to disconnect via timeout)
@@ -495,8 +567,10 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
&conn.connection.connection,
).await);
}
let mut has_active_connections = false;
for user in self.users.read().await.values() {
for user in self.descriptors.values() {
if user.descriptor.user_id.is_none() { continue; } // skip non-players
let mode = ConnectionMode::from_u8(user.state.mode.load(std::sync::atomic::Ordering::Relaxed));
has_active_connections |= !matches!(mode, ConnectionMode::Disconnected);
}
@@ -519,7 +593,7 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
async fn on_request_leave(&self, user_id: i32) {
log::info!("User {} wants to leave game {}", user_id, self.game_guid());
if let Some(player_id) = self.user_key_by_user_id(user_id).await {
if let Some(player_id) = self.user_key_by_user_id(user_id) {
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::MachineDestroyedConfirmed,
@@ -545,14 +619,15 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
user_name: rlnl::types::BinaryWriterString(user_name),
progress,
};
for conn in self.users.read().await.values() {
for (player_id, conn) in self.users.read().await.iter() {
let user_desc = self.user_descriptor(*player_id).unwrap();
if user_id == conn.user.user_id() {
let progress_percent = ((progress * 100.0).ceil() as u8).clamp(0, 100);
log::info!("User {} is loaded {}% into game {}", user_id, progress_percent, self.game_guid());
conn.state.progress.store(progress_percent, std::sync::atomic::Ordering::Relaxed);
user_desc.state.progress.store(progress_percent, std::sync::atomic::Ordering::Relaxed);
continue;
}
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
let mode = ConnectionMode::from_u8(user_desc.state.mode.load(std::sync::atomic::Ordering::Relaxed));
match mode {
ConnectionMode::Loading | ConnectionMode::Disconnected => {},
ConnectionMode::WaitingForSync | ConnectionMode::Sync | ConnectionMode::WaitingToStart => {
@@ -572,40 +647,24 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
async fn on_request_loading_progress(&self, user_id: i32) {
log::info!("Got request loading progress");
if let Some(user_key) = self.user_key_by_user_id(user_id).await {
if let Some(user_key) = self.user_key_by_user_id(user_id) {
if let Some(user_info) = self.users.read().await.get(&user_key) {
self.spawn_send_loading_events(user_info, user_key, self.players_info.clone());
let mut client_ai_map = self.fakes_handler.get_client_ais().await;
self.spawn_send_loading_events(user_info, user_key, self.players_info(), client_ai_map.remove(&user_key).unwrap_or_default());
let sender = user_info.connection.rlnl();
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() { continue; }
/*crate::events::log_lnl_send_failure(sender.send_data(
&user_info.1,
rlnl::event_code::NetworkEvent::BroadcastLoadingProgress,
literustlib::packet::Property::ReliableOrdered,
&user_info.0.connection,
).await);*/
for user_desc in self.descriptors.values() {
if Some(user_id) == user_desc.descriptor.user_id { continue; }
let event = rlnl::events::loading::LoadingProgress {
user_name: rlnl::types::BinaryWriterString(conn.user.user_name().to_owned()),
progress: (conn.state.progress.load(std::sync::atomic::Ordering::Relaxed) as f32) / 100.0,
//user_name: rlnl::types::BinaryWriterString(conn.user.user_name().to_owned()),
user_name: rlnl::types::BinaryWriterString(user_desc.descriptor.public_id.clone()),
progress: (user_desc.state.progress.load(std::sync::atomic::Ordering::Relaxed) as f32) / 100.0,
};
crate::events::log_lnl_send_failure(sender.send_data(
&event,
rlnl::event_code::NetworkEvent::BroadcastLoadingProgress,
literustlib::packet::Property::ReliableOrdered,
&user_info.connection.connection,
).await)
}
for fake in self.fake_users.values() {
let event = rlnl::events::loading::LoadingProgress {
user_name: rlnl::types::BinaryWriterString(fake.descriptor.public_id.clone()),
progress: (fake.state.progress.load(std::sync::atomic::Ordering::Relaxed) as f32) / 100.0,
};
crate::events::log_lnl_send_failure(sender.send_data(
&event,
rlnl::event_code::NetworkEvent::BroadcastLoadingProgress,
literustlib::packet::Property::ReliableOrdered,
&user_info.connection.connection,
).await)
).await);
}
} else {
log::error!("Failed to find player {} in connected users for match {}", user_key, self.game_guid());
@@ -621,7 +680,7 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
category: oj_rc_core::data::weapon_list::ItemCategory,
size: oj_rc_core::data::cube_list::ItemTier
) {
if let Some(conn) = self.users.read().await.get(&machine_id) {
if let Some(conn) = self.user_descriptor(machine_id) {
let category_u32 = category as u32;
let size_u32 = size as u32;
conn.machine.selected_weapon.category.store(category_u32, std::sync::atomic::Ordering::Relaxed);
@@ -644,39 +703,44 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
async fn on_request_loading_sync(&self, user_id: i32) {
// wait for all users to be ready before transitioning to loading sync
let mut ready_count = 0;
for user in self.users.read().await.values() {
for (player_id, user) in self.users.read().await.iter() {
let user_desc = self.user_descriptor(*player_id).unwrap();
if user.user.user_id() == user_id {
if !matches!(ConnectionMode::from_u8(user.state.mode.load(std::sync::atomic::Ordering::Relaxed)), ConnectionMode::Loading | ConnectionMode::Disconnected) {
if !matches!(ConnectionMode::from_u8(user_desc.state.mode.load(std::sync::atomic::Ordering::Relaxed)), ConnectionMode::Loading | ConnectionMode::Disconnected) {
log::warn!("Got RequestLoadingSync after user {} was already in/past WaitingForSync stage", user_id);
continue;
}
log::info!("User {} is awaiting sync", user_id);
user.state.mode.store(ConnectionMode::WaitingForSync.to_u8(), std::sync::atomic::Ordering::Relaxed);
user_desc.state.mode.store(ConnectionMode::WaitingForSync.to_u8(), std::sync::atomic::Ordering::Relaxed);
ready_count += 1;
} else if matches!(ConnectionMode::from_u8(user.state.mode.load(std::sync::atomic::Ordering::Relaxed)), ConnectionMode::WaitingForSync) {
} else if matches!(ConnectionMode::from_u8(user_desc.state.mode.load(std::sync::atomic::Ordering::Relaxed)), ConnectionMode::WaitingForSync) {
ready_count += 1;
}
}
let player_count = self.players_info.iter().filter(|x| x.user_id.is_some()).count();
let player_count = self.real_player_count();
if ready_count == player_count {
log::info!("All players ({}) awaiting sync for game {}", player_count, self.game_guid());
for (user_key, conn) in self.users.read().await.iter() {
let extra_packets = self.custom_logic_handler.extra_sync_events(self, conn).await;
self.spawn_send_sync_events(conn, conn.user.user_id(), *user_key, self.players_info.clone(), extra_packets, self.map_config.clone());
let user_info = self.user_descriptor(*user_key).unwrap();
let extra_packets = self.custom_logic_handler.extra_sync_events(self, conn, user_info).await;
self.spawn_send_sync_events(conn, conn.user.user_id(), *user_key, self.players_info(), extra_packets, self.map_config.clone());
let user_desc = self.user_descriptor(*user_key).unwrap();
user_desc.state.mode.store(ConnectionMode::Sync.to_u8(), std::sync::atomic::Ordering::Relaxed);
}
}
}
async fn on_load_complete(&self, user_id: i32) {
if let Some(user_key) = self.user_key_by_user_id(user_id).await {
if let Some(user_key) = self.user_key_by_user_id(user_id) {
if let Some(conn) = self.users.read().await.get(&user_key) {
let user_desc = self.user_descriptor(user_key).unwrap();
log::info!("Loading complete for game {}, user {} (player {})", self.game_guid(), user_id, user_key);
conn.state.progress.store(100, std::sync::atomic::Ordering::Relaxed);
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
user_desc.state.progress.store(100, std::sync::atomic::Ordering::Relaxed);
let mode = ConnectionMode::from_u8(user_desc.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::Sync) {
log::warn!("Player {} completed loading but is in mode {:?} (should be Sync)", conn.descriptor.player_id, mode);
log::warn!("Player {} completed loading but is in mode {:?} (should be Sync)", user_desc.descriptor.player_id, mode);
}
conn.state.mode.store(ConnectionMode::WaitingToStart.to_u8(), std::sync::atomic::Ordering::Relaxed);
user_desc.state.mode.store(ConnectionMode::WaitingToStart.to_u8(), std::sync::atomic::Ordering::Relaxed);
self.spawn_initial_ingame_events(conn, user_id);
} else {
log::warn!("Invalid LoadComplete user key {} for game {}", user_key, self.game_guid());
@@ -688,13 +752,14 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
}
// wait for all users to be ready for starting game start countdown
let mut all_users_loading_complete = true;
for conn in self.users.read().await.values() {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
for player_info in self.descriptors.values() {
if player_info.descriptor.user_id.is_none() { continue; } // skip non-user players
let mode = ConnectionMode::from_u8(player_info.state.mode.load(std::sync::atomic::Ordering::Relaxed));
all_users_loading_complete &= matches!(mode, ConnectionMode::WaitingToStart);
}
// trigger game start
if all_users_loading_complete {
let player_count = self.players_info.iter().filter(|x| x.user_id.is_some()).count();
let player_count = self.real_player_count();
log::info!("All players ({}) are ready for game {}", player_count, self.game_guid());
tokio::time::sleep(Self::END_OF_SYNC_DELAY).await;
self.fakes_handler.on_ready(
@@ -705,8 +770,9 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
let game_start = chrono::Utc::now() + Self::COUNTDOWN_DURATION;
if self.custom_logic_handler.on_countdown_start(self, game_start).await {
let mut senders = Vec::new();
for conn in self.users.read().await.values() {
senders.push((conn.connection.clone(), conn.state.clone()));
for (player_id, conn) in self.users.read().await.iter() {
let user_desc = self.user_descriptor(*player_id).unwrap();
senders.push((conn.connection.clone(), user_desc.state.clone()));
}
self.game_start.store(game_start.timestamp(), std::sync::atomic::Ordering::Relaxed);
super::countdown::match_countdown(senders, game_start);
@@ -742,7 +808,7 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
log::info!("Player {} was destroyed by player {} (user {}) in game {}", remote_player, killer_player, user_id, self.game_guid());
if self.custom_logic_handler.on_vehicle_destroyed(self, killer_player, remote_player).await {
// the kill tracking is initiated separately by the client with kill bonus event
if let Some(killed) = self.users.read().await.get(&remote_player) {
if let Some(killed) = self.user_descriptor(remote_player) {
killed.counters.deaths.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
let data = killed.counters.get_generic_packet(remote_player, rlnl::types::IngameStatId::RobotDestroyed, None);
self.broadcast(
@@ -756,7 +822,7 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
}
async fn on_self_destruct(&self, user_id: i32, is_classic: bool) {
if let Some(player_id) = self.user_key_by_user_id(user_id).await {
if let Some(player_id) = self.user_key_by_user_id(user_id) {
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::MachineDestroyedConfirmed,
@@ -780,7 +846,8 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
literustlib::packet::Property::ReliableOrdered,
&conn.connection.connection
).await);
conn.state.mode.store(ConnectionMode::Disconnected.to_u8(), std::sync::atomic::Ordering::Relaxed);
let user_desc = self.user_descriptor(player_id).unwrap();
user_desc.state.mode.store(ConnectionMode::Disconnected.to_u8(), std::sync::atomic::Ordering::Relaxed);
conn.connection.connection.disconnect();
}
}
@@ -789,7 +856,7 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
}
async fn on_flipping_started(&self, user_id: i32) {
if let Some(user_key) = self.user_key_by_user_id(user_id).await {
if let Some(user_key) = self.user_key_by_user_id(user_id) {
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::AlignmentRectifierStarted,
@@ -802,7 +869,8 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
async fn on_map_ping(&self, _user_id: i32, ping: rlnl::events::ingame::MapPing) {
for (id, conn) in self.users.read().await.iter() {
if (*id as i32) != ping.sender && conn.descriptor.team == ping.team_id {
let user_desc = self.user_descriptor(*id).unwrap();
if (*id as i32) != ping.sender && user_desc.descriptor.team == ping.team_id {
crate::events::log_lnl_send_failure(conn.connection.rlnl().send_data(
&ping,
rlnl::event_code::NetworkEvent::MapPingEvent,
@@ -820,7 +888,8 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
) {
if self.custom_logic_handler.on_kill_bonus(self, shooter, shootee).await {
if let Some(to_reward) = self.users.read().await.get(&shooter) {
to_reward.counters.kills.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
let to_reward_desc = self.user_descriptor(shooter).unwrap();
to_reward_desc.counters.kills.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
crate::events::log_lnl_send_failure(to_reward.connection.rlnl().send_data(
&rlnl::events::ingame::Kill {
killee_player_id: shootee,
@@ -830,7 +899,7 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
literustlib::packet::Property::ReliableOrdered,
&to_reward.connection.connection
).await);
let data = to_reward.counters.get_generic_packet(shooter, rlnl::types::IngameStatId::Kill, None);
let data = to_reward_desc.counters.get_generic_packet(shooter, rlnl::types::IngameStatId::Kill, None);
self.broadcast(
rlnl::event_code::NetworkEvent::UpdateGameStats,
literustlib::packet::Property::ReliableOrdered,
@@ -849,7 +918,8 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
let lock = self.users.read().await;
for shooter in shooters {
if let Some(to_reward) = lock.get(&shooter) {
to_reward.counters.assists.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
let to_reward_desc = self.user_descriptor(shooter).unwrap();
to_reward_desc.counters.assists.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
crate::events::log_lnl_send_failure(to_reward.connection.rlnl().send_data(
&rlnl::events::ingame::Kill {
killee_player_id: shootee,
@@ -859,7 +929,7 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
literustlib::packet::Property::ReliableOrdered,
&to_reward.connection.connection
).await);
let data = to_reward.counters.get_generic_packet(shooter, rlnl::types::IngameStatId::KillAssist, None);
let data = to_reward_desc.counters.get_generic_packet(shooter, rlnl::types::IngameStatId::KillAssist, None);
self.broadcast(
rlnl::event_code::NetworkEvent::UpdateGameStats,
literustlib::packet::Property::ReliableOrdered,
@@ -874,12 +944,11 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
_user_id: i32,
info: rlnl::events::ingame::DestroyedHealedCubesBonus
) {
let lock = self.users.read().await;
for shooter in info.shooters {
if let Some(to_reward) = lock.get(&shooter.shooting_player_id) {
if let Some(to_reward) = self.user_descriptor(shooter.shooting_player_id) {
let mut total_cubes = 0;
for target in shooter.shooter_targets {
if let Some(to_punish) = lock.get(&target.target_player_id) {
if let Some(to_punish) = self.user_descriptor(target.target_player_id) {
let mut total_cubes_received = 0;
for cubes in target.cube_amounts {
// TODO use cube_id for something!?
@@ -905,12 +974,11 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
_user_id: i32,
info: rlnl::events::ingame::DestroyedHealedCubesBonus,
) {
let lock = self.users.read().await;
for shooter in info.shooters {
if let Some(to_reward) = lock.get(&shooter.shooting_player_id) {
if let Some(to_reward) = self.user_descriptor(shooter.shooting_player_id) {
let mut total_cubes = 0;
for target in shooter.shooter_targets {
if let Some(to_punish) = lock.get(&target.target_player_id) {
if let Some(to_punish) = self.user_descriptor(target.target_player_id) {
let mut total_cubes_received = 0;
for cubes in target.cube_amounts {
// TODO use cube_id for something!?
@@ -984,10 +1052,10 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
let (x4, y4, z4) = (x + coords[0], y + coords[1], z + coords[2]);
//log::debug!("Player {} world CoM is at (x, y, z) ({}, {}, {})", motion.player_id, x4, y4, z4);
if self.custom_logic_handler.on_motion(self, &motion, (x4, y4, z4)).await {
if let Some(conn) = self.users.read().await.get(&motion.player_id) {
conn.machine.location.x.store(x4, std::sync::atomic::Ordering::Relaxed);
conn.machine.location.y.store(y4, std::sync::atomic::Ordering::Relaxed);
conn.machine.location.z.store(z4, std::sync::atomic::Ordering::Relaxed);
if let Some(user_desc) = self.user_descriptor(motion.player_id) {
user_desc.machine.location.x.store(x4, std::sync::atomic::Ordering::Relaxed);
user_desc.machine.location.y.store(y4, std::sync::atomic::Ordering::Relaxed);
user_desc.machine.location.z.store(z4, std::sync::atomic::Ordering::Relaxed);
use byteserde::ser_heap::ByteSerializeHeap;
let mut ser = byteserde::ser_heap::ByteSerializerHeap::default();
if let Err(e) = motion.byte_serialize_heap(&mut ser) {
@@ -1011,19 +1079,19 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
}
}
fn spawn_send_loading_events(&self, user: &UserConnection, player_id: u8, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>) {
fn spawn_send_loading_events(&self, user: &UserConnection, player_id: u8, players: Vec<std::sync::Arc<oj_rc_core::persist::user::PlayerDescriptor>>, client_ais: Vec<u8>) {
let connection = user.connection.clone();
let user_id = user.user.user_id();
tokio::spawn(Self::send_loading_events_wrapper(connection, player_id, user_id, players));
tokio::spawn(Self::send_loading_events_wrapper(connection, player_id, user_id, players, client_ais));
}
async fn send_loading_events_wrapper(connection: UserSender, player_id: u8, user_id: i32, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>) {
if let Err(e) = Self::send_loading_events(&connection, player_id, players).await {
async fn send_loading_events_wrapper(connection: UserSender, player_id: u8, user_id: i32, players: Vec<std::sync::Arc<oj_rc_core::persist::user::PlayerDescriptor>>, client_ais: Vec<u8>) {
if let Err(e) = Self::send_loading_events(&connection, player_id, players, client_ais).await {
log::error!("Failed to send Loading events for user {} ({}): {}", user_id, player_id, e);
}
}
async fn send_loading_events(user: &UserSender, _player_id: u8, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>) -> std::io::Result<()> {
async fn send_loading_events(user: &UserSender, _player_id: u8, players: Vec<std::sync::Arc<oj_rc_core::persist::user::PlayerDescriptor>>, client_ais: Vec<u8>) -> std::io::Result<()> {
//tokio::time::sleep(std::time::Duration::from_millis(1)).await;
let sender = user.rlnl();
/*sender.send_data(
@@ -1048,8 +1116,8 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
).await?;
sender.send_data(
&rlnl::events::loading::PlayerIDs {
num_ids: 0,
players: vec![],
num_ids: client_ais.len() as i32,
players: client_ais.into_iter().map(|x| x as i32).collect(),
},
rlnl::event_code::NetworkEvent::HostAIs,
literustlib::packet::Property::ReliableOrdered,
@@ -1058,19 +1126,19 @@ impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
Ok(())
}
fn spawn_send_sync_events(&self, user: &UserConnection, user_id: i32, player_id: u8, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>, extra_packets: Vec<super::RlnlPacket>, map: std::sync::Arc<oj_rc_core::persist::config::MapConfig>) {
fn spawn_send_sync_events(&self, user: &UserConnection, user_id: i32, player_id: u8, players: Vec<std::sync::Arc<oj_rc_core::persist::user::PlayerDescriptor>>, extra_packets: Vec<super::RlnlPacket>, map: std::sync::Arc<oj_rc_core::persist::config::MapConfig>) {
let connection = user.connection.clone();
tokio::spawn(Self::send_sync_events_wrapper(connection, user_id, player_id, players, extra_packets, map));
user.state.mode.store(ConnectionMode::Sync.to_u8(), std::sync::atomic::Ordering::Relaxed);
//user.state.mode.store(ConnectionMode::Sync.to_u8(), std::sync::atomic::Ordering::Relaxed);
}
async fn send_sync_events_wrapper(connection: UserSender, user_id: i32, player_id: u8, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>, extra_packets: Vec<super::RlnlPacket>, map: std::sync::Arc<oj_rc_core::persist::config::MapConfig>) {
async fn send_sync_events_wrapper(connection: UserSender, user_id: i32, player_id: u8, players: Vec<std::sync::Arc<oj_rc_core::persist::user::PlayerDescriptor>>, extra_packets: Vec<super::RlnlPacket>, map: std::sync::Arc<oj_rc_core::persist::config::MapConfig>) {
if let Err(e) = Self::send_sync_events(connection, player_id, players, extra_packets, map).await {
log::error!("Failed to send Sync events for user {}: {}", user_id, e);
}
}
async fn send_sync_events(connection: UserSender, _player_id: u8, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>, extra_packets: Vec<super::RlnlPacket>, map: std::sync::Arc<oj_rc_core::persist::config::MapConfig>) -> std::io::Result<()> {
async fn send_sync_events(connection: UserSender, _player_id: u8, players: Vec<std::sync::Arc<oj_rc_core::persist::user::PlayerDescriptor>>, extra_packets: Vec<super::RlnlPacket>, map: std::sync::Arc<oj_rc_core::persist::config::MapConfig>) -> std::io::Result<()> {
let num_players = players.len() as u8;
let sender = connection.rlnl();
sender.send_empty(