// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000,2001 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #include "Creator.h" #include "BaseMind.h" #include "common/BaseWorld.h" #include "common/log.h" #include "common/debug.h" #include "common/serialno.h" #include "common/compose.hpp" #include "common/Setup.h" #include "common/Tick.h" #include "common/Unseen.h" #include "common/Update.h" #include "common/custom.h" #include #include using Atlas::Objects::Root; using Atlas::Objects::Operation::Delete; using Atlas::Objects::Operation::Sight; using Atlas::Objects::Operation::Unseen; using Atlas::Objects::Entity::Anonymous; static const bool debug_flag = false; Creator::Creator(const std::string & id, long intId) : Character(id, intId) { debug( std::cout << "Creator::Creator" << std::endl << std::flush;); //Set a property rather than just setting the ephemeral flag directly. This way external entities can see that we're transient. setAttr("transient", -1); //Creators are always perceptive. setFlags(entity_perceptive); } Creator::~Creator() { } void Creator::operation(const Operation & op, OpVector & res) { debug( std::cout << "Creator::operation" << std::endl << std::flush;); // FIXME: Switch to using callOperation(), some more op handlers would // need to be implemented. Some might need to be blocked // to prevent anyone from messing with us, like SetOperation(). auto op_no = op->getClassNo(); switch(op_no) { case Atlas::Objects::Operation::CREATE_NO: CreateOperation(op, res); break; case Atlas::Objects::Operation::LOOK_NO: LookOperation(op, res); break; case Atlas::Objects::Operation::MOVE_NO: MoveOperation(op, res); break; case Atlas::Objects::Operation::DELETE_NO: DeleteOperation(op, res); break; case Atlas::Objects::Operation::TALK_NO: TalkOperation(op, res); break; default: if (op_no == Atlas::Objects::Operation::TICK_NO) { TickOperation(op, res); } else if (op_no == Atlas::Objects::Operation::RELAY_NO) { RelayOperation(op, res); return; } else if (op_no == Atlas::Objects::Operation::UPDATE_NO) { //Ignore update ops (which are related to movement), as we want //to be able to pass through stuff unhindered //These kind of operations are genereated from the world, and //thus have refno's generated by the simulation. To prevent //these from colliding with client serialno/refno we need to //clear the refno before sending to the client. op->removeAttr(Atlas::Objects::Operation::REFNO_ATTR); return; } break; } //TODO: figure out how to better handle "refno". The issue now is that operations originating from //the mind are intermingled with those generated from the simulation, resulting in refno collisions. sendMind(op, res); } void Creator::externalOperation(const Operation & op, Link &) { // If an admin connection specifies a TO on the op, we treat // it specially, and make sure it goes direct, otherwise // we handle it like a normal character. debug( std::cout << "Creator::externalOperation(" << op->getParents().front() << ")" << std::endl << std::flush;); if (op->isDefaultTo()) { debug( std::cout << "Creator handling op normally" << std::endl << std::flush;); filterExternalOperation(op); } else if (op->getTo() == getId() && op->isDefaultFutureSeconds()) { debug( std::cout << "Creator handling op " << std::endl << std::flush;); OpVector lres; OpVector eres; callOperation(op, lres); OpVector::const_iterator Iend = lres.end(); for (OpVector::const_iterator I = lres.begin(); I != Iend; ++I) { if (!op->isDefaultSerialno()) { (*I)->setRefno(op->getSerialno()); } sendMind(*I, eres); sendWorld(*I); // Don't delete lres as it has gone into World's queue // World will deal with it. } } else { LocatedEntity * to = BaseWorld::instance().getEntity(op->getTo()); if (to != 0) { //If there's a serial number, we expect a response, and we should relay the operation if (op->isDefaultSerialno()) { // Make it appear like it came from target itself; to->sendWorld(op); //Send a sight of the operation to the mind //NOTE: Is this really a good idea? There's no serial number set, so the op //will be handled by the client as a valid op, even though it might not in reality //always succeed (depending on game rules etc.). Sight sight; sight->setArgs1(op); sight->setTo(getId()); OpVector res; sendMind(sight, res); } else { relayOperationTo(op, *to); } } else { log(ERROR, String::compose("Creator operation from client " "is to unknown ID \"%1\"", op->getTo())); Anonymous unseen_arg; unseen_arg->setId(op->getTo()); Unseen unseen; unseen->setArgs1(unseen_arg); unseen->setTo(getId()); if (!op->isDefaultSerialno()) { unseen->setRefno(op->getSerialno()); } OpVector res; sendMind(unseen, res); // We are not interested in anything the external mind might return } } } void Creator::relayOperationTo(const Operation & op, LocatedEntity& to) { //Make the op appear to come from the destination entity. op->setFrom(to.getId()); Relay relay; relay.serialno = op->getSerialno(); relay.destination = to.getId(); long int serialNo = ++s_serialNumberNext; Atlas::Objects::Operation::Generic relayOp; relayOp->setType("relay", Atlas::Objects::Operation::RELAY_NO); relayOp->setTo(to.getId()); relayOp->setSerialno(serialNo); relayOp->setArgs1(op); m_relays.insert(std::make_pair(serialNo, relay)); sendWorld(relayOp); //Also send a future Relay op to ourselves to make sure that the registered relay in m_relays //is removed in the case that we don't get any response. Atlas::Objects::Operation::Generic pruneOp; pruneOp->setType("relay", Atlas::Objects::Operation::RELAY_NO); pruneOp->setTo(getId()); pruneOp->setFrom(getId()); pruneOp->setRefno(serialNo); pruneOp->setFutureSeconds(5); sendWorld(pruneOp); } void Creator::mindLookOperation(const Operation & op, OpVector & res) { // This overriden version allows the Creator to search the world for // entities by type or by name. //FIXME: This scheme makes for some strange operations, since the sight check will be //ignored if searching by type or name, but not by id. //I.e. there's no good way for an admin client to get info on an entity bypassing the sight check if the id the only known data. //We need to implement some mechanism which allows an admin to properly query all entities using the id of them. //We might just override the lookup here. Problem with that is however that it would interfere with the normal creator //entity interaction with the world. debug(std::cout << "Got look up from prived mind from [" << op->getFrom() << "] to [" << op->getTo() << "]" << std::endl << std::flush;); m_flags |= entity_perceptive; const std::vector & args = op->getArgs(); if (args.empty()) { op->setTo(BaseWorld::instance().getDefaultLocation().getId()); } else { const Root & arg = args.front(); if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { op->setTo(arg->getId()); } else if (arg->hasAttrFlag(Atlas::Objects::NAME_FLAG)) { // Search by name LocatedEntity * e = BaseWorld::instance().findByName(arg->getName()); if (e != nullptr) { //This will override the normal sights checking code, which is ok since we're an administrator Sight s; Anonymous sarg; e->addToEntity(sarg); s->setArgs1(sarg); s->setTo(getId()); if (!op->isDefaultSerialno()) { s->setRefno(op->getSerialno()); } sendMind(s, res); } else { Unseen u; u->setTo(getId()); u->setArgs1(arg); if (!op->isDefaultSerialno()) { u->setRefno(op->getSerialno()); } sendMind(u, res); return; } } else if (arg->hasAttrFlag(Atlas::Objects::PARENTS_FLAG)) { // Search by name if (!arg->getParents().empty()) { LocatedEntity * e = BaseWorld::instance().findByType(arg->getParents().front()); if (e != nullptr) { //This will override the normal sights checking code, which is ok since we're an administrator Sight s; Anonymous sarg; e->addToEntity(sarg); s->setArgs1(sarg); s->setTo(getId()); if (!op->isDefaultSerialno()) { s->setRefno(op->getSerialno()); } sendMind(s, res); return; } else { Unseen u; u->setTo(getId()); u->setArgs1(arg); if (!op->isDefaultSerialno()) { u->setRefno(op->getSerialno()); } sendMind(u, res); return; } } } // FIXME Need to ensure that a broadcast Look insn't sent, and // an Unseen is sent back, in once place if no match is found. // Probably most easlier done by checking TO on op by flag. } debug( std::cout <<" now to ["<getTo()<<"]"< & args = op->getArgs(); if (args.empty()) { log(ERROR, "Creator::mindSetOperation: set op has no argument"); return; } const Root & arg = args.front(); if (arg->hasAttrFlag(Atlas::Objects::ID_FLAG)) { op->setTo(arg->getId()); } else { op->setTo(getId()); } res.push_back(op); }