add random stream into Ep3 battle records
This commit is contained in:
+29
-30
@@ -4,6 +4,7 @@
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#include <phosg/Time.hh>
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#include "../Loggers.hh"
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#include "../Revision.hh"
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#include "../SendCommands.hh"
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using namespace std;
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@@ -29,6 +30,7 @@ void Server::PresenceEntry::clear() {
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Server::Server(shared_ptr<Lobby> lobby, Options&& options)
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: lobby(lobby),
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battle_record(lobby->battle_record),
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has_lobby(lobby != nullptr),
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options(std::move(options)),
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last_chosen_map(this->options.tournament ? this->options.tournament->get_map() : nullptr),
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@@ -99,10 +101,10 @@ void Server::init() {
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this->card_special = make_shared<CardSpecial>(this->shared_from_this());
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// Note: The original implementation calls the default PSOV2Encryption
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// constructor for opt_rand_crypt, which just uses 0 as the seed. It then
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// constructor for random_crypt, which just uses 0 as the seed. It then
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// re-seeds the generator later. We instead expect the caller to provide a
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// seeded generator, and we don't re-seed it at all.
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// this->opt_rand_crypt = make_shared<PSOV2Encryption>(0);
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// this->random_crypt = make_shared<PSOV2Encryption>(0);
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this->state_flags = make_shared<StateFlags>();
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@@ -252,8 +254,8 @@ void Server::send(const void* data, size_t size, uint8_t command, bool enable_ma
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for (auto watcher_l : l->watcher_lobbies) {
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send_command_if_not_loading(watcher_l, command, 0x00, data, size);
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}
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if (l->battle_record && l->battle_record->writable()) {
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l->battle_record->add_command(BattleRecord::Event::Type::BATTLE_COMMAND, data, size);
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if (this->battle_record && this->battle_record->writable()) {
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this->battle_record->add_command(BattleRecord::Event::Type::BATTLE_COMMAND, data, size);
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}
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} else if ((this->options.behavior_flags & BehaviorFlag::LOG_COMMANDS_IF_LOBBY_MISSING) &&
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@@ -271,19 +273,8 @@ void Server::send_6xB4x46() const {
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G_ServerVersionStrings_Ep3_6xB4x46 cmd;
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cmd.version_signature.encode(this->options.is_nte() ? VERSION_SIGNATURE_NTE : VERSION_SIGNATURE, 1);
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cmd.date_str1.encode(format_time(this->options.card_index->definitions_mtime() * 1000000), 1);
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string date_str2;
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if (this->options.opt_rand_crypt) {
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date_str2 = string_printf(
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"Random:%08" PRIX32 "+%08" PRIX32,
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this->options.opt_rand_crypt->seed(),
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this->options.opt_rand_crypt->absolute_offset());
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} else {
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date_str2 = "Random:<SYS>";
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}
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if (this->last_chosen_map) {
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date_str2 += string_printf(" Map:%08" PRIX32, this->last_chosen_map->map_number);
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}
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cmd.date_str2.encode(date_str2, 1);
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string build_date = format_time(BUILD_TIMESTAMP);
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cmd.date_str2.encode(string_printf("newserv %s compiled at %s", GIT_REVISION_HASH, build_date.c_str()), 1);
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this->send(cmd);
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}
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@@ -1083,16 +1074,24 @@ shared_ptr<const PlayerState> Server::get_player_state(uint8_t client_id) const
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return this->player_states[client_id];
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}
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uint32_t Server::get_random_raw() {
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le_uint32_t ret = random_from_optional_crypt(this->options.opt_rand_crypt);
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if (this->battle_record && this->battle_record->writable()) {
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this->battle_record->add_random_data(&ret, sizeof(ret));
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}
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return ret;
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}
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uint32_t Server::get_random(uint32_t max) {
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// The original implementation was essentially:
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// return (static_cast<double>(this->opt_rand_crypt->next() >> 16) / 65536.0) * max
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// return (static_cast<double>(this->random_source->next() >> 16) / 65536.0) * max
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// This is unnecessarily complicated and imprecise, so we instead just do:
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return random_from_optional_crypt(this->options.opt_rand_crypt) % max;
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return this->get_random_raw() % max;
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}
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float Server::get_random_float_0_1() {
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// This lacks some precision, but matches the original implementation.
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return (static_cast<double>(random_from_optional_crypt(this->options.opt_rand_crypt) >> 16) / 65536.0);
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return (static_cast<double>(this->get_random_raw() >> 16) / 65536.0);
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}
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uint32_t Server::get_round_num() const {
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@@ -1549,8 +1548,8 @@ void Server::setup_and_start_battle() {
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this->setup_phase = SetupPhase::STARTER_ROLLS;
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// Note: This is where original implementation re-seeds opt_rand_crypt (it
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// uses time() as the seed value).
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// Note: This is where original implementation re-seeds its random generator
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// (it uses time() as the seed value).
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for (size_t z = 0; z < 4; z++) {
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if (!this->check_presence_entry(z)) {
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@@ -1840,9 +1839,8 @@ void Server::on_server_data_input(shared_ptr<Client> sender_c, const string& dat
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throw runtime_error("unknown CAx subsubcommand");
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}
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auto l = this->lobby.lock();
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if (l && l->battle_record && l->battle_record->writable()) {
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l->battle_record->add_command(BattleRecord::Event::Type::SERVER_DATA_COMMAND, data.data(), data.size());
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if (this->battle_record && this->battle_record->writable()) {
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this->battle_record->add_command(BattleRecord::Event::Type::SERVER_DATA_COMMAND, data.data(), data.size());
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}
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if ((sender_c && (sender_c->version() == Version::GC_EP3_NTE)) || !header.mask_key) {
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@@ -2356,11 +2354,12 @@ void Server::handle_CAx1D_start_battle(shared_ptr<Client>, const string& data) {
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}
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if (should_start) {
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if (this->battle_record && this->battle_record->writable()) {
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this->battle_record->set_battle_start_timestamp();
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}
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auto l = this->lobby.lock();
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if (l) {
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if (l->battle_record) {
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l->battle_record->set_battle_start_timestamp();
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}
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// Note: Sega's implementation doesn't set EX results values here; they
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// did it at game join time instead. We do it here for code simplicity.
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if ((l->base_version != Version::GC_EP3_NTE) && l->ep3_ex_result_values) {
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@@ -2617,13 +2616,13 @@ void Server::send_6xB6x41_to_all_clients() const {
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}
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}
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if (l->battle_record && l->battle_record->writable()) {
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if (this->battle_record && this->battle_record->writable()) {
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// TODO: It's not great that we just pick the first one; ideally we'd put
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// all of them in the recording and send the appropriate one to the client
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// in the playback lobby
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for (string& data : map_commands_by_language) {
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if (!data.empty()) {
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l->battle_record->add_command(
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this->battle_record->add_command(
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BattleRecord::Event::Type::BATTLE_COMMAND, std::move(data));
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break;
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}
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