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SyncedGameCommands.cpp
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SyncedGameCommands.cpp
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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "SyncedGameCommands.h"
#include "Action.h"
#include "Game.h"
#include "GlobalUnsynced.h"
#include "InMapDraw.h"
#include "SelectedUnitsHandler.h"
#include "SyncedActionExecutor.h"
#ifdef _WIN32
# include "winerror.h" // TODO someone on windows (MinGW? VS?) please check if this is required
#endif
#include "Game/Players/Player.h"
#include "Game/Players/PlayerHandler.h"
#include "Lua/LuaGaia.h"
#include "Lua/LuaRules.h"
#include "Lua/LuaUI.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Projectiles/ExplosionGenerator.h"
#include "Sim/Units/UnitDefHandler.h"
#include "Sim/Units/UnitHandler.h"
#include "Sim/Units/UnitLoader.h"
#include "Sim/Units/Unit.h"
#include "System/FileSystem/SimpleParser.h"
#include "System/Log/ILog.h"
#include "System/Util.h"
#include <string>
#include <vector>
#include <stdexcept>
namespace { // prevents linking problems in case of duplicate symbols
class CheatActionExecutor : public ISyncedActionExecutor {
public:
CheatActionExecutor() : ISyncedActionExecutor("Cheat",
"Enables/Disables cheating, which is required for a lot of other"
" commands to be usable") {}
bool Execute(const SyncedAction& action) const {
SetBoolArg(gs->cheatEnabled, action.GetArgs());
LogSystemStatus("Cheating", gs->cheatEnabled);
return true;
}
};
class NoHelpActionExecutor : public ISyncedActionExecutor {
public:
NoHelpActionExecutor() : ISyncedActionExecutor("NoHelp",
"Enables/Disables widgets (LuaUI control)") {}
bool Execute(const SyncedAction& action) const {
SetBoolArg(gs->noHelperAIs, action.GetArgs());
selectedUnitsHandler.PossibleCommandChange(NULL);
LogSystemStatus("LuaUI control", gs->noHelperAIs);
return true;
}
};
class NoSpecDrawActionExecutor : public ISyncedActionExecutor {
public:
NoSpecDrawActionExecutor() : ISyncedActionExecutor("NoSpecDraw",
"Allows/Disallows spectators to draw on the map") {}
bool Execute(const SyncedAction& action) const {
bool buf;
SetBoolArg(buf, action.GetArgs());
inMapDrawer->SetSpecMapDrawingAllowed(buf);
return true;
}
};
class GodModeActionExecutor : public ISyncedActionExecutor {
public:
GodModeActionExecutor() : ISyncedActionExecutor("GodMode",
"Enables/Disables god-mode, which allows all players "
"(even spectators) to control all units (even during "
"replays, which will DESYNC them)", true) {}
bool Execute(const SyncedAction& action) const {
SetBoolArg(gs->godMode, action.GetArgs());
CLuaUI::UpdateTeams();
LogSystemStatus("God-Mode", gs->godMode);
CPlayer::UpdateControlledTeams();
return true;
}
};
class GlobalLosActionExecutor : public ISyncedActionExecutor {
public:
GlobalLosActionExecutor() : ISyncedActionExecutor("GlobalLOS",
"Enables/Disables global line-of-sight, which makes the whole map"
" permanently visible to everyone or to a specific allyteam", true) {}
bool Execute(const SyncedAction& action) const {
const std::string& args = action.GetArgs();
const unsigned int argAllyTeam = atoi(args.c_str());
const unsigned int maxAllyTeam = teamHandler->ActiveAllyTeams();
// const unsigned int maxAllyTeams = sizeof(gs->globalLOS) / sizeof(gs->globalLOS[0]);
if (args.empty()) {
for (unsigned int n = 0; n < maxAllyTeam; n++) {
gs->globalLOS[n] = !gs->globalLOS[n];
}
LOG("[GlobalLosActionExecutor] global LOS toggled for all allyteams");
return true;
}
if (argAllyTeam < maxAllyTeam) {
gs->globalLOS[argAllyTeam] = !gs->globalLOS[argAllyTeam];
LOG("[GlobalLosActionExecutor] global LOS toggled for allyteam %u", argAllyTeam);
return true;
}
LOG("[GlobalLosActionExecutor] bad allyteam %u", argAllyTeam);
return false;
}
};
class NoCostActionExecutor : public ISyncedActionExecutor {
public:
NoCostActionExecutor() : ISyncedActionExecutor("NoCost",
"Enables/Disables everything-for-free, which allows everyone"
" to build everything for zero resource costs", true) {}
bool Execute(const SyncedAction& action) const {
const bool isFree = unitDefHandler->ToggleNoCost();
LogSystemStatus("Everything-for-free (no resource costs for building)",
isFree);
return true;
}
};
class GiveActionExecutor : public ISyncedActionExecutor {
public:
GiveActionExecutor() : ISyncedActionExecutor("Give",
"Places one or multiple units of a single or multiple types on the"
" map, instantly; by default to your own team", true) {}
bool Execute(const SyncedAction& action) const {
const std::vector<std::string>& parsedArgs = CSimpleParser::Tokenize(action.GetArgs(), 0);
unitLoader->ParseAndExecuteGiveUnitsCommand(parsedArgs, playerHandler->Player(action.GetPlayerID())->team);
return true;
}
};
class DestroyActionExecutor : public ISyncedActionExecutor {
public:
DestroyActionExecutor() : ISyncedActionExecutor("Destroy",
"Destroys one or multiple units by unit-ID, instantly", true) {}
bool Execute(const SyncedAction& action) const {
std::stringstream argsStream(action.GetArgs());
LOG("Killing units: %s", action.GetArgs().c_str());
unsigned int unitId;
do {
argsStream >> unitId;
if (!argsStream) {
break;
}
CUnit* unit = unitHandler->GetUnit(unitId);
if (unit != NULL) {
unit->KillUnit(NULL, false, false);
} else {
LOG("Wrong unitID: %i", unitId);
}
} while (true);
return true;
}
};
class NoSpectatorChatActionExecutor : public ISyncedActionExecutor {
public:
NoSpectatorChatActionExecutor() : ISyncedActionExecutor("NoSpectatorChat",
"Enables/Disables spectators to use the chat") {}
bool Execute(const SyncedAction& action) const {
SetBoolArg(game->noSpectatorChat, action.GetArgs());
LogSystemStatus("Spectators chat", !game->noSpectatorChat);
return true;
}
};
class ReloadCobActionExecutor : public ISyncedActionExecutor {
public:
ReloadCobActionExecutor() : ISyncedActionExecutor("ReloadCOB",
"Reloads COB scripts", true) {}
bool Execute(const SyncedAction& action) const {
game->ReloadCOB(action.GetArgs(), action.GetPlayerID());
return true;
}
};
class ReloadCegsActionExecutor : public ISyncedActionExecutor {
public:
ReloadCegsActionExecutor() : ISyncedActionExecutor("ReloadCEGs",
"Reloads CEG scripts", true) {}
bool Execute(const SyncedAction& action) const {
explGenHandler->ReloadGenerators(action.GetArgs());
return true;
}
};
class DevLuaActionExecutor : public ISyncedActionExecutor {
public:
DevLuaActionExecutor() : ISyncedActionExecutor("DevLua",
"Enables/Disables Lua dev-mode (can cause desyncs if enabled)",
true) {}
bool Execute(const SyncedAction& action) const {
bool devMode = CLuaHandle::GetDevMode();
SetBoolArg(devMode, action.GetArgs());
CLuaHandle::SetDevMode(devMode);
LogSystemStatus("Lua dev-mode (can cause desyncs if enabled)", devMode);
return true;
}
};
class EditDefsActionExecutor : public ISyncedActionExecutor {
public:
EditDefsActionExecutor() : ISyncedActionExecutor("EditDefs",
"Allows/Disallows editing of unit-, feature- and weapon-defs"
" through Lua", true) {}
bool Execute(const SyncedAction& action) const {
SetBoolArg(gs->editDefsEnabled, action.GetArgs());
LogSystemStatus("Unit-, Feature- & Weapon-Def editing",
gs->editDefsEnabled);
return true;
}
};
class LuaRulesActionExecutor : public ISyncedActionExecutor {
public:
LuaRulesActionExecutor() : ISyncedActionExecutor("LuaRules",
"Allows one to reload or disable Lua-rules, or alternatively to send"
" a chat message to Lua-rules") {}
bool Execute(const SyncedAction& action) const {
if (gs->frameNum <= 1) {
// TODO still needed???
LOG_L(L_WARNING, "/%s: cannot be called before gameframe #1", GetCommand().c_str());
return false;
}
// NOTE:
// previously only the host player (ID == 0) was allowed to issue these actions
// prior to some server changes they worked even in demos with that restriction,
// but this is no longer the case so we now let any player execute them (for MP
// it does not matter who does so since they are not meant to be used there ITFP
// and no less sync-safe)
if (action.GetArgs() == "reload" || action.GetArgs() == "enable") {
if (!gs->cheatEnabled) {
LOG_L(L_WARNING, "Cheating required to load synced scripts");
} else {
if (luaRules != NULL && action.GetArgs() == "enable") {
LOG_L(L_WARNING, "LuaRules is already loaded");
} else {
GML_MSTMUTEX_DOUNLOCK(sim); // temporarily unlock this mutex to prevent a deadlock
{
GML_STDMUTEX_LOCK(draw); // the draw thread accesses luaRules in too many places, so we lock the entire draw thread
CLuaRules::FreeHandler();
CLuaRules::LoadHandler();
}
GML_MSTMUTEX_DOLOCK(sim); // restore unlocked mutex
if (luaRules) {
LOG("LuaRules loaded");
} else {
LOG_L(L_ERROR, "LuaRules loading failed");
}
}
}
} else if (action.GetArgs() == "disable") {
if (!gs->cheatEnabled) {
LOG_L(L_WARNING, "Cheating required to disable synced scripts");
} else {
GML_MSTMUTEX_DOUNLOCK(sim); // temporarily unlock this mutex to prevent a deadlock
{
GML_STDMUTEX_LOCK(draw); // the draw thread accesses luaRules in too many places, so we lock the entire draw thread
CLuaRules::FreeHandler();
}
GML_MSTMUTEX_DOLOCK(sim); // restore unlocked mutex
LOG("LuaRules disabled");
}
} else if (luaRules) {
luaRules->GotChatMsg(action.GetArgs(), action.GetPlayerID());
}
return true;
}
};
class LuaGaiaActionExecutor : public ISyncedActionExecutor {
public:
LuaGaiaActionExecutor() : ISyncedActionExecutor("LuaGaia",
"Allows one to reload or disable Lua-Gaia, or alternatively to send"
" a chat message to Lua-Gaia") {}
bool Execute(const SyncedAction& action) const {
if (gs->frameNum <= 1) {
// TODO still needed???
LOG_L(L_WARNING, "/%s: cannot be called before gameframe #1", GetCommand().c_str());
return false;
}
if (!gs->useLuaGaia) {
return false;
}
if (action.GetArgs() == "reload" || action.GetArgs() == "enable") {
if (!gs->cheatEnabled) {
LOG_L(L_WARNING, "Cheating required to load synced scripts");
} else {
if (luaGaia != NULL && action.GetArgs() == "enable") {
LOG_L(L_WARNING, "LuaGaia is already loaded");
} else {
CLuaGaia::FreeHandler();
CLuaGaia::LoadHandler();
if (luaGaia) {
LOG("LuaGaia loaded");
} else {
LOG_L(L_ERROR, "LuaGaia loading failed");
}
}
}
} else if (action.GetArgs() == "disable") {
if (!gs->cheatEnabled) {
LOG_L(L_WARNING, "Cheating required to disable synced scripts");
} else {
CLuaGaia::FreeHandler();
LOG("LuaGaia disabled");
}
} else if (luaGaia) {
luaGaia->GotChatMsg(action.GetArgs(), action.GetPlayerID());
} else {
LOG("LuaGaia disabled");
}
return true;
}
};
#ifdef DEBUG
class DesyncActionExecutor : public ISyncedActionExecutor {
public:
DesyncActionExecutor() : ISyncedActionExecutor("Desync",
"Allows one to create an artificial desync of the local client with"
" the rest of the participating hosts", true) {}
bool Execute(const SyncedAction& action) const {
ASSERT_SYNCED(gu->myPlayerNum * 123.0f);
ASSERT_SYNCED(gu->myPlayerNum * 123);
ASSERT_SYNCED((short)(gu->myPlayerNum * 123 + 123));
//ASSERT_SYNCED(float3(gu->myPlayerNum, gu->myPlayerNum, gu->myPlayerNum));
for (int i = unitHandler->MaxUnits() - 1; i >= 0; --i) {
if (unitHandler->units[i]) {
if (action.GetPlayerID() == gu->myPlayerNum) {
++unitHandler->units[i]->midPos.x; // and desync...
++unitHandler->units[i]->midPos.x;
} else {
// execute the same amount of flops on any other player,
// but do not desync (it is a NOP)
++unitHandler->units[i]->midPos.x;
--unitHandler->units[i]->midPos.x;
}
break;
}
}
LOG_L(L_ERROR, "Desyncing in frame %d.", gs->frameNum);
return true;
}
};
#endif // defined DEBUG
class AtmActionExecutor : public ISyncedActionExecutor {
public:
AtmActionExecutor() : ISyncedActionExecutor("Atm",
"Gives 1000 metal and 1000 energy to the issuing players team",
true) {}
bool Execute(const SyncedAction& action) const {
const int team = playerHandler->Player(action.GetPlayerID())->team;
teamHandler->Team(team)->AddMetal(1000);
teamHandler->Team(team)->AddEnergy(1000);
return true;
}
};
class TakeActionExecutor : public ISyncedActionExecutor {
public:
TakeActionExecutor() : ISyncedActionExecutor("Take",
"Transfers all units of allied teams without any "
"active players to the team of the issuing player") {}
bool Execute(const SyncedAction& action) const {
const CPlayer* actionPlayer = playerHandler->Player(action.GetPlayerID());
if (actionPlayer->spectator && !gs->cheatEnabled) {
return false;
}
if (!game->playing) {
return true;
}
for (int a = 0; a < teamHandler->ActiveTeams(); ++a) {
if (!teamHandler->AlliedTeams(a, actionPlayer->team)) {
continue;
}
bool hasPlayer = false;
for (int b = 0; b < playerHandler->ActivePlayers(); ++b) {
const CPlayer* teamPlayer = playerHandler->Player(b);
if (!teamPlayer->active) { continue; }
if (teamPlayer->spectator) { continue; }
if (teamPlayer->team != a) { continue; }
hasPlayer = true;
break;
}
if (!hasPlayer) {
teamHandler->Team(a)->GiveEverythingTo(actionPlayer->team);
}
}
return true;
}
};
class SkipActionExecutor : public ISyncedActionExecutor {
public:
SkipActionExecutor() : ISyncedActionExecutor("Skip",
"Fast-forwards to a given frame, or stops fast-forwarding") {}
bool Execute(const SyncedAction& action) const {
if (action.GetArgs().find_first_of("start") == 0) {
std::istringstream buf(action.GetArgs().substr(6));
int targetFrame;
buf >> targetFrame;
game->StartSkip(targetFrame);
}
else if (action.GetArgs() == "end") {
game->EndSkip();
} else {
LOG_L(L_WARNING, "/%s: wrong syntax", GetCommand().c_str());
}
return true;
}
};
} // namespace (unnamed)
void SyncedGameCommands::AddDefaultActionExecutors() {
AddActionExecutor(new CheatActionExecutor());
AddActionExecutor(new NoHelpActionExecutor());
AddActionExecutor(new NoSpecDrawActionExecutor());
AddActionExecutor(new GodModeActionExecutor());
AddActionExecutor(new GlobalLosActionExecutor());
AddActionExecutor(new NoCostActionExecutor());
AddActionExecutor(new GiveActionExecutor());
AddActionExecutor(new DestroyActionExecutor());
AddActionExecutor(new NoSpectatorChatActionExecutor());
AddActionExecutor(new ReloadCobActionExecutor());
AddActionExecutor(new ReloadCegsActionExecutor());
AddActionExecutor(new DevLuaActionExecutor());
AddActionExecutor(new EditDefsActionExecutor());
AddActionExecutor(new LuaRulesActionExecutor());
AddActionExecutor(new LuaGaiaActionExecutor());
#ifdef DEBUG
AddActionExecutor(new DesyncActionExecutor());
#endif // defined DEBUG
AddActionExecutor(new AtmActionExecutor());
AddActionExecutor(new TakeActionExecutor());
AddActionExecutor(new SkipActionExecutor());
}
SyncedGameCommands* SyncedGameCommands::singleton = NULL;
void SyncedGameCommands::CreateInstance() {
if (singleton == NULL) {
singleton = new SyncedGameCommands();
} else {
throw std::logic_error("SyncedGameCommands singleton is already initialized");
}
}
void SyncedGameCommands::DestroyInstance() {
if (singleton != NULL) {
// SafeDelete
SyncedGameCommands* tmp = singleton;
singleton = NULL;
delete tmp;
} else {
// this might happen during shutdown after an unclean init
LOG_L(L_WARNING, "SyncedGameCommands singleton was not initialized or is already destroyed");
}
}