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