Create Mods.Common
Create a small base for Mods.Common and update solution and makefile to use it
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OpenRA.Mods.Common/ServerTraits/ColorValidator.cs
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208
OpenRA.Mods.Common/ServerTraits/ColorValidator.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Server;
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using S = OpenRA.Server.Server;
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namespace OpenRA.Mods.Common.Server
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{
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public class ColorValidator : ServerTrait, IClientJoined
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{
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// The bigger the color threshold, the less permitive is the algorithm
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const int ColorThreshold = 0x40;
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const byte ColorLowerBound = 0x33;
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const byte ColorHigherBound = 0xFF;
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public static bool ValidateColorAgainstOtherPlayers(Color askedColor, int playerIndex, IEnumerable<Session.Client> lobbyClients, out Color forbiddenColor)
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{
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// Get lobby players colors, except from the actual target player
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var playerColors = lobbyClients
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.Where(lobbyClient => lobbyClient.Index != playerIndex)
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.Select(lobbyClient => lobbyClient.Color.RGB);
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// Calculate the difference between each player's color and target color and get the closest forbidden color (if invalid)
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return ValidateColorAgainstForbidden(askedColor, playerColors, out forbiddenColor);
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}
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public static bool ValidateColorAgainstTileset(Color askedColor, TileSet tileSet, out Color forbiddenColor)
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{
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// Get colors from the current map terrain info
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var forbiddenColors = tileSet.TerrainInfo.Select(terrainInfo => terrainInfo.Color);
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// Calculate the difference between each forbidden color and target color and get the closest forbidden color (if invalid)
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return ValidateColorAgainstForbidden(askedColor, forbiddenColors, out forbiddenColor);
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}
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private static bool ValidateColorAgainstForbidden(Color askedColor, IEnumerable<Color> forbiddenColors, out Color forbiddenColor)
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{
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var blockingColors =
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forbiddenColors
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.Where(playerColor => GetColorDelta(askedColor, playerColor) < ColorThreshold)
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.Select(playerColor => new { Delta = GetColorDelta(askedColor, playerColor), Color = playerColor });
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// Return the player that holds with the lowest difference
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if (blockingColors.Any())
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{
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forbiddenColor = blockingColors.MinBy(aa => aa.Delta).Color;
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return false;
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}
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forbiddenColor = default(Color);
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return true;
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}
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public static Color? GetColorAlternative(Color askedColor, Color forbiddenColor)
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{
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Color? color = null;
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// Vector between the 2 colors
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var vector = new double[]
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{
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askedColor.R - forbiddenColor.R,
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askedColor.G - forbiddenColor.G,
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askedColor.B - forbiddenColor.B
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};
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// Reduce vector by it's biggest value (more calculations, but more accuracy too)
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var vectorMax = vector.Max(vv => Math.Abs(vv));
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if (vectorMax == 0)
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vectorMax = 1; // Avoid divison by 0
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vector[0] /= vectorMax;
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vector[1] /= vectorMax;
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vector[2] /= vectorMax;
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// Color weights
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var rmean = (double)(askedColor.R + forbiddenColor.R) / 2;
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var weightVector = new[]
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{
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2.0 + rmean / 256,
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4.0,
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2.0 + (255 - rmean) / 256,
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};
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var ii = 1;
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var alternativeColor = new int[3];
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do
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{
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// If we reached the limit (The ii >= 255 prevents too much calculations)
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if ((alternativeColor[0] == ColorLowerBound && alternativeColor[1] == ColorLowerBound && alternativeColor[2] == ColorLowerBound)
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|| (alternativeColor[0] == ColorHigherBound && alternativeColor[1] == ColorHigherBound && alternativeColor[2] == ColorHigherBound)
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|| ii >= 255)
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{
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color = null;
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break;
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}
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// Apply vector to forbidden color
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alternativeColor[0] = forbiddenColor.R + (int)(vector[0] * weightVector[0] * ii);
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alternativeColor[1] = forbiddenColor.G + (int)(vector[1] * weightVector[1] * ii);
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alternativeColor[2] = forbiddenColor.B + (int)(vector[2] * weightVector[2] * ii);
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// Be sure it doesnt go out of bounds (0x33 is the lower limit for HSL picker)
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alternativeColor[0] = alternativeColor[0].Clamp(ColorLowerBound, ColorHigherBound);
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alternativeColor[1] = alternativeColor[1].Clamp(ColorLowerBound, ColorHigherBound);
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alternativeColor[2] = alternativeColor[2].Clamp(ColorLowerBound, ColorHigherBound);
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// Get the alternative color attempt
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color = Color.FromArgb(alternativeColor[0], alternativeColor[1], alternativeColor[2]);
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++ii;
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} while (GetColorDelta(color.Value, forbiddenColor) < ColorThreshold);
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return color;
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}
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public static double GetColorDelta(Color colorA, Color colorB)
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{
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var rmean = (colorA.R + colorB.R) / 2.0;
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var r = colorA.R - colorB.R;
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var g = colorA.G - colorB.G;
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var b = colorA.B - colorB.B;
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var weightR = 2.0 + rmean / 256;
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var weightG = 4.0;
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var weightB = 2.0 + (255 - rmean) / 256;
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return Math.Sqrt(weightR * r * r + weightG * g * g + weightB * b * b);
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}
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public static HSLColor ValidatePlayerColorAndGetAlternative(S server, HSLColor askedColor, int playerIndex, Connection connectionToEcho = null)
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{
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var askColor = askedColor;
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Color invalidColor;
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if (!ValidatePlayerNewColor(server, askColor.RGB, playerIndex, out invalidColor, connectionToEcho))
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{
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var altColor = GetColorAlternative(askColor.RGB, invalidColor);
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if (altColor == null || !ValidatePlayerNewColor(server, altColor.Value, playerIndex))
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{
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// Pick a random color
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do
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{
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var hue = (byte)server.Random.Next(255);
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var sat = (byte)server.Random.Next(255);
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var lum = (byte)server.Random.Next(51, 255);
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askColor = new HSLColor(hue, sat, lum);
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} while (!ValidatePlayerNewColor(server, askColor.RGB, playerIndex));
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}
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else
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askColor = HSLColor.FromRGB(altColor.Value.R, altColor.Value.G, altColor.Value.B);
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}
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return askColor;
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}
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public static bool ValidatePlayerNewColor(S server, Color askedColor, int playerIndex, out Color forbiddenColor, Connection connectionToEcho = null)
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{
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// Validate color against the current map tileset
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if (!ValidateColorAgainstTileset(askedColor, Game.modData.DefaultRules.TileSets[server.Map.Tileset], out forbiddenColor))
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{
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if (connectionToEcho != null)
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server.SendOrderTo(connectionToEcho, "Message", "Requested color was too similar to the map terrain, and has been adjusted.");
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return false;
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}
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// Validate color against the other players colors
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if (!ValidateColorAgainstOtherPlayers(askedColor, playerIndex, server.LobbyInfo.Clients, out forbiddenColor))
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{
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if (connectionToEcho != null)
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server.SendOrderTo(connectionToEcho, "Message", "Requested color was too similar to another player, and has been adjusted.");
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return false;
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}
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// Else is valid!
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forbiddenColor = default(Color);
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return true;
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}
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public static bool ValidatePlayerNewColor(S server, Color askedColor, int playerIndex, Connection connectionToEcho = null)
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{
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Color forbiddenColor;
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return ValidatePlayerNewColor(server, askedColor, playerIndex, out forbiddenColor, connectionToEcho);
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}
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#region IClientJoined
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public void ClientJoined(S server, Connection conn)
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{
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var client = server.GetClient(conn);
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// Validate if color is allowed and get an alternative if it isn't
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client.Color = ColorValidator.ValidatePlayerColorAndGetAlternative(server, client.Color, client.Index);
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}
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#endregion
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}
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}
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