Resolve random players and spawn points in server replays.
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@@ -17,6 +17,7 @@ using Eluant.ObjectBinding;
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using OpenRA.Network;
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using OpenRA.Primitives;
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using OpenRA.Scripting;
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using OpenRA.Support;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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@@ -100,19 +101,19 @@ namespace OpenRA
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readonly StanceColors stanceColors;
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static FactionInfo ChooseFaction(World world, string name, bool requireSelectable = true)
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public static FactionInfo ResolveFaction(string factionName, IEnumerable<FactionInfo> factionInfos, MersenneTwister playerRandom, bool requireSelectable = true)
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{
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var selectableFactions = world.Map.Rules.Actors["world"].TraitInfos<FactionInfo>()
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var selectableFactions = factionInfos
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.Where(f => !requireSelectable || f.Selectable)
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.ToList();
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var selected = selectableFactions.FirstOrDefault(f => f.InternalName == name)
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?? selectableFactions.Random(world.SharedRandom);
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var selected = selectableFactions.FirstOrDefault(f => f.InternalName == factionName)
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?? selectableFactions.Random(playerRandom);
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// Don't loop infinite
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for (var i = 0; i <= 10 && selected.RandomFactionMembers.Any(); i++)
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{
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var faction = selected.RandomFactionMembers.Random(world.SharedRandom);
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var faction = selected.RandomFactionMembers.Random(playerRandom);
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selected = selectableFactions.FirstOrDefault(f => f.InternalName == faction);
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if (selected == null)
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@@ -122,7 +123,13 @@ namespace OpenRA
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return selected;
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}
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static FactionInfo ChooseDisplayFaction(World world, string factionName)
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static FactionInfo ResolveFaction(World world, string factionName, MersenneTwister playerRandom, bool requireSelectable)
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{
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var factionInfos = world.Map.Rules.Actors["world"].TraitInfos<FactionInfo>();
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return ResolveFaction(factionName, factionInfos, playerRandom, requireSelectable);
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}
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static FactionInfo ResolveDisplayFaction(World world, string factionName)
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{
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var factions = world.Map.Rules.Actors["world"].TraitInfos<FactionInfo>().ToArray();
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@@ -141,7 +148,7 @@ namespace OpenRA
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return client.Name;
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}
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public Player(World world, Session.Client client, PlayerReference pr)
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public Player(World world, Session.Client client, PlayerReference pr, MersenneTwister playerRandom)
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{
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World = world;
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InternalName = pr.Name;
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@@ -157,11 +164,11 @@ namespace OpenRA
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PlayerName = ResolvePlayerName(client, world.LobbyInfo.Clients, world.Map.Rules.Actors["player"].TraitInfos<IBotInfo>());
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BotType = client.Bot;
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Faction = ChooseFaction(world, client.Faction, !pr.LockFaction);
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DisplayFaction = ChooseDisplayFaction(world, client.Faction);
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Faction = ResolveFaction(world, client.Faction, playerRandom, !pr.LockFaction);
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DisplayFaction = ResolveDisplayFaction(world, client.Faction);
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var assignSpawnPoints = world.WorldActor.TraitOrDefault<IAssignSpawnPoints>();
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HomeLocation = assignSpawnPoints?.AssignHomeLocation(world, client) ?? pr.HomeLocation;
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HomeLocation = assignSpawnPoints?.AssignHomeLocation(world, client, playerRandom) ?? pr.HomeLocation;
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SpawnPoint = assignSpawnPoints?.SpawnPointForPlayer(this) ?? client.SpawnPoint;
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DisplaySpawnPoint = client.SpawnPoint;
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}
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@@ -175,8 +182,8 @@ namespace OpenRA
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Playable = pr.Playable;
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Spectating = pr.Spectating;
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BotType = pr.Bot;
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Faction = ChooseFaction(world, pr.Faction, false);
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DisplayFaction = ChooseDisplayFaction(world, pr.Faction);
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Faction = ResolveFaction(world, pr.Faction, playerRandom, false);
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DisplayFaction = ResolveDisplayFaction(world, pr.Faction);
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HomeLocation = pr.HomeLocation;
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SpawnPoint = DisplaySpawnPoint = 0;
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}
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@@ -1203,8 +1203,9 @@ namespace OpenRA.Server
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// HACK: NonCombatant and non-Playable players are set to null to simplify replay tracking
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// The null padding is needed to keep the player indexes in sync with world.Players on the clients
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// This will need to change if future code wants to use worldPlayers for other purposes
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var playerRandom = new MersenneTwister(LobbyInfo.GlobalSettings.RandomSeed);
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foreach (var cmpi in Map.Rules.Actors["world"].TraitInfos<ICreatePlayersInfo>())
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cmpi.CreateServerPlayers(Map, LobbyInfo, worldPlayers);
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cmpi.CreateServerPlayers(Map, LobbyInfo, worldPlayers, playerRandom);
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if (recorder != null)
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{
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@@ -18,6 +18,7 @@ using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Network;
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using OpenRA.Primitives;
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using OpenRA.Support;
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namespace OpenRA.Traits
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{
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@@ -365,21 +366,28 @@ namespace OpenRA.Traits
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}
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[RequireExplicitImplementation]
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public interface ICreatePlayers { void CreatePlayers(World w); }
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public interface ICreatePlayers { void CreatePlayers(World w, MersenneTwister playerRandom); }
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[RequireExplicitImplementation]
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public interface ICreatePlayersInfo : ITraitInfoInterface
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{
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void CreateServerPlayers(MapPreview map, Session lobbyInfo, List<GameInformation.Player> players);
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void CreateServerPlayers(MapPreview map, Session lobbyInfo, List<GameInformation.Player> players, MersenneTwister playerRandom);
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}
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[RequireExplicitImplementation]
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public interface IAssignSpawnPoints
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{
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CPos AssignHomeLocation(World world, Session.Client client);
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CPos AssignHomeLocation(World world, Session.Client client, MersenneTwister playerRandom);
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int SpawnPointForPlayer(Player player);
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}
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[RequireExplicitImplementation]
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public interface IAssignSpawnPointsInfo : ITraitInfoInterface
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{
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object InitializeState(MapPreview map, Session lobbyInfo);
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int AssignSpawnPoint(object state, Session lobbyInfo, Session.Client client, MersenneTwister playerRandom);
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}
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public interface IBotInfo : ITraitInfoInterface
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{
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string Type { get; }
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@@ -211,8 +211,10 @@ namespace OpenRA
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LongBitSet<PlayerBitMask>.Reset();
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// Add players
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// Create an isolated RNG to simplify synchronization between client and server player faction/spawn assignments
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var playerRandom = new MersenneTwister(orderManager.LobbyInfo.GlobalSettings.RandomSeed);
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foreach (var cmp in WorldActor.TraitsImplementing<ICreatePlayers>())
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cmp.CreatePlayers(this);
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cmp.CreatePlayers(this, playerRandom);
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// Set defaults for any unset stances
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foreach (var p in Players)
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