Merge pull request #6511 from steelphase-forks/bleed
Creation of Mods.Common.
This commit is contained in:
@@ -294,7 +294,6 @@
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<Compile Include="Scripting\Properties\GuardProperties.cs" />
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<Compile Include="Scripting\Properties\PlayerProperties.cs" />
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<Compile Include="Power\ScalePowerWithHealth.cs" />
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<Compile Include="ServerTraits\ColorValidator.cs" />
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<Compile Include="Warheads\DestroyResourceWarhead.cs" />
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<Compile Include="Warheads\CreateEffectWarhead.cs" />
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<Compile Include="Warheads\CreateResourceWarhead.cs" />
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@@ -350,7 +349,6 @@
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<Compile Include="SelfHealing.cs" />
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<Compile Include="Sellable.cs" />
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<Compile Include="ServerTraits\LobbyCommands.cs" />
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<Compile Include="ServerTraits\MasterServerPinger.cs" />
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<Compile Include="ShroudPalette.cs" />
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<Compile Include="SmokeTrailWhenDamaged.cs" />
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<Compile Include="SpawnMPUnits.cs" />
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@@ -434,7 +432,6 @@
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<Compile Include="Activities\RepairBridge.cs" />
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<Compile Include="BridgeHut.cs" />
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<Compile Include="Lint\CheckSequences.cs" />
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<Compile Include="ServerTraits\PlayerPinger.cs" />
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<Compile Include="Widgets\Logic\SpawnSelectorTooltipLogic.cs" />
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<Compile Include="Widgets\Logic\ClientTooltipLogic.cs" />
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<Compile Include="Widgets\ColorMixerWidget.cs" />
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@@ -586,6 +583,10 @@
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<Project>{85B48234-8B31-4BE6-AF9C-665CC6866841}</Project>
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<Name>OpenRA.Irc</Name>
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</ProjectReference>
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<ProjectReference Include="..\OpenRA.Mods.Common\OpenRA.Mods.Common.csproj">
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<Project>{fe6c8cc0-2f07-442a-b29f-17617b3b7fc6}</Project>
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<Name>OpenRA.Mods.Common</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<BootstrapperPackage Include="Microsoft.Net.Client.3.5">
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@@ -620,4 +621,4 @@ copy "FuzzyLogicLibrary.dll" "$(SolutionDir)"
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cd "$(SolutionDir)"</PostBuildEvent>
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</PropertyGroup>
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<ItemGroup />
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</Project>
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</Project>
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@@ -1,208 +0,0 @@
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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.RA.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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@@ -16,6 +16,7 @@ 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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using OpenRA.Mods.Common.Server;
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namespace OpenRA.Mods.RA.Server
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{
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@@ -1,108 +0,0 @@
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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.Linq;
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using System.Net;
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using System.Text;
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using OpenRA.Server;
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using S = OpenRA.Server.Server;
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namespace OpenRA.Mods.RA.Server
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{
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public class MasterServerPinger : ServerTrait, ITick, INotifySyncLobbyInfo, IStartGame, IEndGame
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{
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const int MasterPingInterval = 60 * 3; // 3 minutes. server has a 5 minute TTL for games, so give ourselves a bit
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// of leeway.
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public int TickTimeout { get { return MasterPingInterval * 10000; } }
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public void Tick(S server)
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{
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if ((Game.RunTime - lastPing > MasterPingInterval * 1000) || isInitialPing)
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PingMasterServer(server);
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else
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lock (masterServerMessages)
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while (masterServerMessages.Count > 0)
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server.SendMessage(masterServerMessages.Dequeue());
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}
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public void LobbyInfoSynced(S server) { PingMasterServer(server); }
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public void GameStarted(S server) { PingMasterServer(server); }
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public void GameEnded(S server) { PingMasterServer(server); }
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int lastPing = 0;
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bool isInitialPing = true;
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volatile bool isBusy;
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Queue<string> masterServerMessages = new Queue<string>();
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public void PingMasterServer(S server)
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{
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if (isBusy || !server.Settings.AdvertiseOnline) return;
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lastPing = Game.RunTime;
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isBusy = true;
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var mod = server.ModData.Manifest.Mod;
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// important to grab these on the main server thread, not in the worker we're about to spawn -- they may be modified
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// by the main thread as clients join and leave.
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var numPlayers = server.LobbyInfo.Clients.Where(c1 => c1.Bot == null && c1.Slot != null).Count();
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var numBots = server.LobbyInfo.Clients.Where(c1 => c1.Bot != null).Count();
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var numSpectators = server.LobbyInfo.Clients.Where(c1 => c1.Bot == null && c1.Slot == null).Count();
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var passwordProtected = string.IsNullOrEmpty(server.Settings.Password) ? 0 : 1;
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var clients = server.LobbyInfo.Clients.Where(c1 => c1.Bot == null).Select(c => Convert.ToBase64String(Encoding.UTF8.GetBytes(c.Name))).ToArray();
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Action a = () =>
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{
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try
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{
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var url = "ping?port={0}&name={1}&state={2}&players={3}&bots={4}&mods={5}&map={6}&maxplayers={7}&spectators={8}&protected={9}&clients={10}";
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if (isInitialPing) url += "&new=1";
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using (var wc = new WebClient())
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{
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wc.Proxy = null;
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wc.DownloadData(
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server.Settings.MasterServer + url.F(
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server.Settings.ExternalPort, Uri.EscapeUriString(server.Settings.Name),
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(int)server.State,
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numPlayers,
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numBots,
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"{0}@{1}".F(mod.Id, mod.Version),
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server.LobbyInfo.GlobalSettings.Map,
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server.Map.PlayerCount,
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numSpectators,
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passwordProtected,
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string.Join(",", clients)));
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if (isInitialPing)
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{
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isInitialPing = false;
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lock (masterServerMessages)
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masterServerMessages.Enqueue("Master server communication established.");
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}
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}
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}
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catch (Exception ex)
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{
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Log.Write("server", ex.ToString());
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lock (masterServerMessages)
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masterServerMessages.Enqueue("Master server communication failed.");
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}
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isBusy = false;
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};
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a.BeginInvoke(null, null);
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}
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}
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}
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@@ -1,37 +0,0 @@
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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
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
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#endregion
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using System;
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using OpenRA.Server;
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using S = OpenRA.Server.Server;
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namespace OpenRA.Mods.RA.Server
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{
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public class PlayerPinger : ServerTrait, ITick
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{
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int PingInterval = 5000; // Ping every 5 seconds
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// TickTimeout is in microseconds
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public int TickTimeout { get { return PingInterval * 100; } }
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int lastPing = 0;
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bool isInitialPing = true;
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public void Tick(S server)
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{
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if ((Game.RunTime - lastPing > PingInterval) || isInitialPing)
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{
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isInitialPing = false;
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lastPing = Game.RunTime;
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foreach (var p in server.Conns)
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server.SendOrderTo(p, "Ping", Game.RunTime.ToString());
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}
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}
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}
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}
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Reference in New Issue
Block a user