OpenRCT2/src/openrct2/actions/GameAction.cpp

510 lines
17 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2024 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#include "GameAction.h"
#include "../Context.h"
#include "../GameState.h"
#include "../ReplayManager.h"
#include "../core/Guard.hpp"
#include "../core/Memory.hpp"
#include "../core/MemoryStream.h"
#include "../entity/MoneyEffect.h"
#include "../localisation/Formatter.h"
#include "../localisation/Localisation.h"
#include "../network/network.h"
#include "../platform/Platform.h"
#include "../profiling/Profiling.h"
#include "../scenario/Scenario.h"
#include "../scripting/Duktape.hpp"
#include "../scripting/HookEngine.h"
#include "../scripting/ScriptEngine.h"
#include "../ui/UiContext.h"
#include "../ui/WindowManager.h"
#include "../world/Park.h"
#include "../world/Scenery.h"
#include <iterator>
using namespace OpenRCT2;
namespace GameActions
{
struct QueuedGameAction
{
uint32_t tick;
uint32_t uniqueId;
GameAction::Ptr action;
explicit QueuedGameAction(uint32_t t, std::unique_ptr<GameAction>&& ga, uint32_t id)
: tick(t)
, uniqueId(id)
, action(std::move(ga))
{
}
bool operator<(const QueuedGameAction& comp) const
{
// First sort by tick
if (tick < comp.tick)
return true;
if (tick > comp.tick)
return false;
// If the ticks are equal sort by commandIndex
return uniqueId < comp.uniqueId;
}
};
static std::multiset<QueuedGameAction> _actionQueue;
static uint32_t _nextUniqueId = 0;
static bool _suspended = false;
void SuspendQueue()
{
_suspended = true;
}
void ResumeQueue()
{
_suspended = false;
}
void Enqueue(const GameAction* ga, uint32_t tick)
{
auto action = Clone(ga);
Enqueue(std::move(action), tick);
}
void Enqueue(GameAction::Ptr&& ga, uint32_t tick)
{
if (ga->GetPlayer() == -1 && NetworkGetMode() != NETWORK_MODE_NONE)
{
// Server can directly invoke actions and will have no player id assigned
// as that normally happens when receiving them over network.
ga->SetPlayer(NetworkGetCurrentPlayerId());
}
_actionQueue.emplace(tick, std::move(ga), _nextUniqueId++);
}
void ProcessQueue()
{
if (_suspended)
{
// Do nothing if suspended, this is usually the case between connect and map loads.
return;
}
const uint32_t currentTick = GetGameState().CurrentTicks;
while (_actionQueue.begin() != _actionQueue.end())
{
// run all the game commands at the current tick
const QueuedGameAction& queued = *_actionQueue.begin();
if (NetworkGetMode() == NETWORK_MODE_CLIENT)
{
if (queued.tick < currentTick)
{
// This should never happen.
Guard::Assert(
false,
"Discarding game action %s (%u) from tick behind current tick, ID: %08X, Action Tick: %08X, Current "
"Tick: "
"%08X\n",
queued.action->GetName(), queued.action->GetType(), queued.uniqueId, queued.tick, currentTick);
}
else if (queued.tick > currentTick)
{
return;
}
}
// Remove ghost scenery so it doesn't interfere with incoming network command
switch (queued.action->GetType())
{
case GameCommand::PlaceWall:
case GameCommand::PlaceLargeScenery:
case GameCommand::PlaceBanner:
case GameCommand::PlaceScenery:
SceneryRemoveGhostToolPlacement();
break;
default:
break;
}
GameAction* action = queued.action.get();
action->SetFlags(action->GetFlags() | GAME_COMMAND_FLAG_NETWORKED);
Guard::Assert(action != nullptr);
GameActions::Result result = Execute(action);
if (result.Error == GameActions::Status::Ok && NetworkGetMode() == NETWORK_MODE_SERVER)
{
// Relay this action to all other clients.
NetworkSendGameAction(action);
}
_actionQueue.erase(_actionQueue.begin());
}
}
void ClearQueue()
{
_actionQueue.clear();
}
GameAction::Ptr Clone(const GameAction* action)
{
std::unique_ptr<GameAction> ga = GameActions::Create(action->GetType());
ga->SetCallback(action->GetCallback());
// Serialise action data into stream.
DataSerialiser dsOut(true);
action->Serialise(dsOut);
// Serialise into new action.
IStream& stream = dsOut.GetStream();
stream.SetPosition(0);
DataSerialiser dsIn(false, stream);
ga->Serialise(dsIn);
return ga;
}
static bool CheckActionInPausedMode(uint32_t actionFlags)
{
if (gGamePaused == 0)
return true;
if (GetGameState().Cheats.BuildInPauseMode)
return true;
if (actionFlags & GameActions::Flags::AllowWhilePaused)
return true;
return false;
}
static GameActions::Result QueryInternal(const GameAction* action, bool topLevel)
{
Guard::ArgumentNotNull(action);
uint16_t actionFlags = action->GetActionFlags();
if (topLevel && !CheckActionInPausedMode(actionFlags))
{
GameActions::Result result = GameActions::Result();
result.Error = GameActions::Status::GamePaused;
result.ErrorTitle = STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE;
result.ErrorMessage = STR_CONSTRUCTION_NOT_POSSIBLE_WHILE_GAME_IS_PAUSED;
return result;
}
auto result = action->Query();
if (result.Error == GameActions::Status::Ok)
{
if (!FinanceCheckAffordability(result.Cost, action->GetFlags()))
{
result.Error = GameActions::Status::InsufficientFunds;
result.ErrorTitle = STR_CANT_DO_THIS;
result.ErrorMessage = STR_NOT_ENOUGH_CASH_REQUIRES;
Formatter(result.ErrorMessageArgs.data()).Add<uint32_t>(result.Cost);
}
}
return result;
}
GameActions::Result Query(const GameAction* action)
{
return QueryInternal(action, true);
}
GameActions::Result QueryNested(const GameAction* action)
{
return QueryInternal(action, false);
}
static const char* GetRealm()
{
if (NetworkGetMode() == NETWORK_MODE_CLIENT)
return "cl";
if (NetworkGetMode() == NETWORK_MODE_SERVER)
return "sv";
return "sp";
}
struct ActionLogContext
{
MemoryStream output;
};
static void LogActionBegin(ActionLogContext& ctx, const GameAction* action)
{
MemoryStream& output = ctx.output;
char temp[128] = {};
snprintf(
temp, sizeof(temp), "[%s] Tick: %u, GA: %s (%08X) (", GetRealm(), GetGameState().CurrentTicks, action->GetName(),
EnumValue(action->GetType()));
output.Write(temp, strlen(temp));
DataSerialiser ds(true, ctx.output, true); // Logging mode.
// Write all parameters into output as text.
action->Serialise(ds);
}
static void LogActionFinish(ActionLogContext& ctx, const GameAction* action, const GameActions::Result& result)
{
MemoryStream& output = ctx.output;
char temp[128] = {};
if (result.Error != GameActions::Status::Ok)
{
snprintf(temp, sizeof(temp), ") Failed, %u", static_cast<uint32_t>(result.Error));
}
else
{
snprintf(temp, sizeof(temp), ") OK");
}
output.Write(temp, strlen(temp) + 1);
const char* text = static_cast<const char*>(output.GetData());
LOG_VERBOSE("%s", text);
NetworkAppendServerLog(text);
}
static GameActions::Result ExecuteInternal(const GameAction* action, bool topLevel)
{
Guard::ArgumentNotNull(action);
uint16_t actionFlags = action->GetActionFlags();
uint32_t flags = action->GetFlags();
// Some actions are not recorded in the replay.
const auto ignoreForReplays = (actionFlags & GameActions::Flags::IgnoreForReplays) != 0;
auto* replayManager = OpenRCT2::GetContext()->GetReplayManager();
if (replayManager != nullptr && (replayManager->IsReplaying() || replayManager->IsNormalising()))
{
// We only accept replay commands as long the replay is active.
if ((flags & GAME_COMMAND_FLAG_REPLAY) == 0 && !ignoreForReplays)
{
// TODO: Introduce proper error.
auto result = GameActions::Result();
result.Error = GameActions::Status::GamePaused;
result.ErrorTitle = STR_RIDE_CONSTRUCTION_CANT_CONSTRUCT_THIS_HERE;
result.ErrorMessage = STR_CONSTRUCTION_NOT_POSSIBLE_WHILE_GAME_IS_PAUSED;
return result;
}
}
GameActions::Result result = QueryInternal(action, topLevel);
#ifdef ENABLE_SCRIPTING
if (result.Error == GameActions::Status::Ok
&& ((NetworkGetMode() == NETWORK_MODE_NONE) || (flags & GAME_COMMAND_FLAG_NETWORKED)))
{
auto& scriptEngine = GetContext()->GetScriptEngine();
scriptEngine.RunGameActionHooks(*action, result, false);
// Script hooks may now have changed the game action result...
}
#endif
if (result.Error == GameActions::Status::Ok)
{
if (topLevel)
{
// Networked games send actions to the server to be run
if (NetworkGetMode() == NETWORK_MODE_CLIENT)
{
// As a client we have to wait or send it first.
if (!(actionFlags & GameActions::Flags::ClientOnly) && !(flags & GAME_COMMAND_FLAG_NETWORKED))
{
LOG_VERBOSE("[%s] GameAction::Execute %s (Out)", GetRealm(), action->GetName());
NetworkSendGameAction(action);
return result;
}
}
else if (NetworkGetMode() == NETWORK_MODE_SERVER || !gInUpdateCode)
{
// If player is the server it would execute right away as where clients execute the commands
// at the beginning of the frame, so we have to put them into the queue.
// This is also the case when its executed from the UI update.
if (!(actionFlags & GameActions::Flags::ClientOnly) && !(flags & GAME_COMMAND_FLAG_NETWORKED))
{
LOG_VERBOSE("[%s] GameAction::Execute %s (Queue)", GetRealm(), action->GetName());
Enqueue(action, GetGameState().CurrentTicks);
return result;
}
}
}
ActionLogContext logContext;
LogActionBegin(logContext, action);
// Execute the action, changing the game state
result = action->Execute();
#ifdef ENABLE_SCRIPTING
if (result.Error == GameActions::Status::Ok)
{
auto& scriptEngine = GetContext()->GetScriptEngine();
scriptEngine.RunGameActionHooks(*action, result, true);
// Script hooks may now have changed the game action result...
}
#endif
LogActionFinish(logContext, action, result);
// If not top level just give away the result.
if (!topLevel)
return result;
// Update money balance
if (result.Error == GameActions::Status::Ok && FinanceCheckMoneyRequired(flags) && result.Cost != 0)
{
FinancePayment(result.Cost, result.Expenditure);
MoneyEffect::Create(result.Cost, result.Position);
}
if (!(actionFlags & GameActions::Flags::ClientOnly) && result.Error == GameActions::Status::Ok)
{
if (NetworkGetMode() != NETWORK_MODE_NONE)
{
NetworkPlayerId_t playerId = action->GetPlayer();
int32_t playerIndex = NetworkGetPlayerIndex(playerId.id);
Guard::Assert(
playerIndex != -1, "Unable to find player %u for game action %u", playerId, action->GetType());
NetworkSetPlayerLastAction(playerIndex, action->GetType());
NetworkIncrementPlayerNumCommands(playerIndex);
if (result.Cost > 0)
{
NetworkAddPlayerMoneySpent(playerIndex, result.Cost);
}
if (!result.Position.IsNull())
{
NetworkSetPlayerLastActionCoord(playerIndex, result.Position);
}
}
else
{
bool commandExecutes = (flags & GAME_COMMAND_FLAG_GHOST) == 0 && (flags & GAME_COMMAND_FLAG_NO_SPEND) == 0;
bool recordAction = false;
if (replayManager != nullptr && !ignoreForReplays)
{
if (replayManager->IsRecording() && commandExecutes)
recordAction = true;
else if (replayManager->IsNormalising() && (flags & GAME_COMMAND_FLAG_REPLAY) != 0)
recordAction = true; // In normalisation we only feed back actions issued by the replay manager.
}
if (recordAction)
{
replayManager->AddGameAction(GetGameState().CurrentTicks, action);
}
}
}
// Allow autosave to commence
if (gLastAutoSaveUpdate == kAutosavePause)
{
gLastAutoSaveUpdate = Platform::GetTicks();
}
}
// Call callback for asynchronous events
auto cb = action->GetCallback();
if (cb != nullptr)
{
cb(action, &result);
}
// Only show errors when its not a ghost and not a preview and also top level action.
bool shouldShowError = !(flags & GAME_COMMAND_FLAG_GHOST) && !(flags & GAME_COMMAND_FLAG_NO_SPEND) && topLevel;
// In network mode the error should be only shown to the issuer of the action.
if (NetworkGetMode() != NETWORK_MODE_NONE)
{
// If the action was never networked and query fails locally the player id is not assigned.
// So compare only if the action went into the queue otherwise show errors by default.
const bool isActionFromNetwork = (action->GetFlags() & GAME_COMMAND_FLAG_NETWORKED) != 0;
if (isActionFromNetwork && action->GetPlayer() != NetworkGetCurrentPlayerId())
{
shouldShowError = false;
}
}
if (result.Error != GameActions::Status::Ok && shouldShowError)
{
auto windowManager = GetContext()->GetUiContext()->GetWindowManager();
windowManager->ShowError(result.GetErrorTitle(), result.GetErrorMessage());
}
return result;
}
GameActions::Result Execute(const GameAction* action)
{
return ExecuteInternal(action, true);
}
GameActions::Result ExecuteNested(const GameAction* action)
{
return ExecuteInternal(action, false);
}
} // namespace GameActions
const char* GameAction::GetName() const
{
return GameActions::GetName(_type);
}
bool GameAction::LocationValid(const CoordsXY& coords) const
{
auto result = MapIsLocationValid(coords);
if (!result)
return false;
#ifdef ENABLE_SCRIPTING
auto& hookEngine = GetContext()->GetScriptEngine().GetHookEngine();
if (hookEngine.HasSubscriptions(OpenRCT2::Scripting::HOOK_TYPE::ACTION_LOCATION))
{
auto ctx = GetContext()->GetScriptEngine().GetContext();
// Create event args object
auto obj = OpenRCT2::Scripting::DukObject(ctx);
obj.Set("x", coords.x);
obj.Set("y", coords.y);
obj.Set("player", _playerId);
obj.Set("type", EnumValue(_type));
auto flags = GetActionFlags();
obj.Set("isClientOnly", (flags & GameActions::Flags::ClientOnly) != 0);
obj.Set("result", true);
// Call the subscriptions
auto e = obj.Take();
hookEngine.Call(OpenRCT2::Scripting::HOOK_TYPE::ACTION_LOCATION, e, true);
auto scriptResult = OpenRCT2::Scripting::AsOrDefault(e["result"], true);
return scriptResult;
}
#endif
return true;
}