Make bots first-class players.

- Bots have their own Clients, with unique ClientIDs
 - Hosts can set bot team/color in the lobby
 - Bots are kicked when switching to a smaller map without enough slots
 - Order validator assumes that only client 0 has permission to issue bot orders
This commit is contained in:
Paul Chote
2011-06-19 02:39:34 +12:00
parent 0c9190a1af
commit 4f172d7ed8
12 changed files with 159 additions and 178 deletions

View File

@@ -34,8 +34,7 @@ namespace OpenRA.Network
public string FirstEmptySlot()
{
return Slots.FirstOrDefault(s => !s.Value.Closed && ClientInSlot(s.Key) == null
&& s.Value.Bot == null).Key;
return Slots.FirstOrDefault(s => !s.Value.Closed && ClientInSlot(s.Key) == null).Key;
}
public enum ClientState
@@ -55,12 +54,12 @@ namespace OpenRA.Network
public ClientState State;
public int Team;
public string Slot; // slot ID, or null for observer
public string Bot; // Bot type, null for real clients
}
public class Slot
{
public string PlayerReference; // playerReference to bind against.
public string Bot; // trait name of the bot to initialize in this slot, or null otherwise.
public bool Closed; // host has explicitly closed this slot.
public bool AllowBots;

View File

@@ -21,10 +21,9 @@ namespace OpenRA.Network
static Player FindPlayerByClient(this World world, Session.Client c)
{
/* todo: this is still a hack.
* the cases we're trying to avoid are the extra players on the host's client -- Neutral, other MapPlayers,
* bots,.. */
* the cases we're trying to avoid are the extra players on the host's client -- Neutral, other MapPlayers,..*/
return world.Players.FirstOrDefault(
p => (p.ClientIndex == c.Index && p.PlayerRef.Playable && !p.IsBot));
p => (p.ClientIndex == c.Index && p.PlayerRef.Playable));
}
public static void ProcessOrder(OrderManager orderManager, World world, int clientId, Order order)

View File

@@ -46,11 +46,13 @@ namespace OpenRA
PlayerRef = pr;
string botType = null;
// Real player or host-created bot
if (client != null)
{
ClientIndex = client.Index;
ColorRamp = client.ColorRamp;
PlayerName = client.Name;
botType = client.Bot;
Country = world.GetCountries()
.FirstOrDefault(c => client.Country == c.Race)
@@ -58,36 +60,21 @@ namespace OpenRA
}
else
{
// Map player or bot
// Map player
ClientIndex = 0; /* it's a map player, "owned" by host */
ColorRamp = pr.ColorRamp;
PlayerName = pr.Name;
NonCombatant = pr.NonCombatant;
IsBot = pr.Bot != null;
botType = pr.Bot;
Country = world.GetCountries()
.FirstOrDefault(c => pr.Race == c.Race)
?? world.GetCountries().Random(world.SharedRandom);
// Multiplayer bot
if (slot != null && slot.Bot != null)
{
IsBot = true;
botType = slot.Bot;
PlayerName = slot.Bot;
// pick a random color for the bot
var hue = (byte)world.SharedRandom.Next(255);
var sat = (byte)world.SharedRandom.Next(255);
var lum = (byte)world.SharedRandom.Next(51,255);
ColorRamp = new ColorRamp(hue, sat, lum, 10);
}
}
PlayerActor = world.CreateActor("Player", new TypeDictionary { new OwnerInit(this) });
// Enable the bot logic
// Enable the bot logic on the host
IsBot = botType != null;
if (IsBot && Game.IsHost)
{
var logic = PlayerActor.TraitsImplementing<IBot>()

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@@ -129,10 +129,11 @@ namespace OpenRA.Server
* for manual spawnpoint choosing.
* - 256 max players is a dirty hack
*/
int ChooseFreePlayerIndex()
public int ChooseFreePlayerIndex()
{
for (var i = 0; i < 256; i++)
if (conns.All(c => c.PlayerIndex != i) && preConns.All(c => c.PlayerIndex != i))
if (conns.All(c => c.PlayerIndex != i) && preConns.All(c => c.PlayerIndex != i)
&& lobbyInfo.Clients.All(c => c.Index != i))
return i;
throw new InvalidOperationException("Already got 256 players");

View File

@@ -18,10 +18,18 @@ namespace OpenRA.Traits
{
public bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order)
{
// Drop exploiting orders
if (order.Subject != null && order.Subject.Owner.ClientIndex != clientId)
if (order.Subject == null || order.Subject.Owner == null)
return true;
var subjectClient = order.Subject.Owner.ClientIndex;
// Hack: Assumes bots always run on clientId 0.
var isBotOrder = orderManager.LobbyInfo.Clients[subjectClient].Bot != null && clientId == 0;
// Drop exploiting orders
if (subjectClient != clientId && !isBotOrder)
{
Game.Debug("Detected exploit order from {0}: {1}".F(clientId, order.OrderString));
Game.Debug("Detected exploit order from client {0}: {1}".F(clientId, order.OrderString));
return false;
}