Files
psopeeps-newserv/src/Episode3/BattleRecord.cc
T
2023-10-25 17:14:04 -07:00

374 lines
11 KiB
C++

#include "BattleRecord.hh"
#include <phosg/Time.hh>
#include "../CommandFormats.hh"
#include "../SendCommands.hh"
using namespace std;
namespace Episode3 {
BattleRecord::Event::Event(StringReader& r) {
this->type = r.get<Event::Type>();
this->timestamp = r.get_u64l();
switch (this->type) {
case Event::Type::PLAYER_JOIN:
this->players.emplace_back(r.get<PlayerEntry>());
break;
case Event::Type::PLAYER_LEAVE:
this->leaving_client_id = r.get_u8();
break;
case Event::Type::SET_INITIAL_PLAYERS: {
uint8_t count = r.get_u8();
while (this->players.size() < count) {
this->players.emplace_back(r.get<PlayerEntry>());
}
break;
}
case Event::Type::CHAT_MESSAGE:
this->guild_card_number = r.get_u32l();
[[fallthrough]];
case Event::Type::GAME_COMMAND:
case Event::Type::BATTLE_COMMAND:
case Event::Type::EP3_GAME_COMMAND:
this->data = r.read(r.get_u16l());
break;
default:
throw logic_error("unknown event type");
}
}
void BattleRecord::Event::serialize(StringWriter& w) const {
w.put(this->type);
w.put_u64l(this->timestamp);
switch (this->type) {
case Event::Type::PLAYER_JOIN:
if (this->players.size() != 1) {
throw logic_error("player join event does not contain 1 player entry");
}
w.put(this->players[0]);
break;
case Event::Type::PLAYER_LEAVE:
w.put_u8(this->leaving_client_id);
break;
case Event::Type::SET_INITIAL_PLAYERS:
w.put_u8(this->players.size());
for (const auto& player : this->players) {
w.put(player);
}
break;
case Event::Type::CHAT_MESSAGE:
w.put_u32l(this->guild_card_number);
[[fallthrough]];
case Event::Type::GAME_COMMAND:
case Event::Type::BATTLE_COMMAND:
case Event::Type::EP3_GAME_COMMAND:
w.put_u16l(this->data.size());
w.write(this->data);
break;
default:
throw logic_error("unknown event type");
}
}
BattleRecord::BattleRecord(uint32_t behavior_flags)
: is_writable(true),
behavior_flags(behavior_flags),
battle_start_timestamp(0),
battle_end_timestamp(0) {}
BattleRecord::BattleRecord(const string& data)
: is_writable(false),
behavior_flags(0),
battle_start_timestamp(0),
battle_end_timestamp(0) {
StringReader r(data);
uint64_t signature = r.get_u64l();
if (signature != this->SIGNATURE) {
throw runtime_error("incorrect battle record signature");
}
this->battle_start_timestamp = r.get_u64l();
this->battle_end_timestamp = r.get_u64l();
this->behavior_flags = r.get_u32l();
while (!r.eof()) {
this->events.emplace_back(r);
}
}
string BattleRecord::serialize() const {
StringWriter w;
w.put_u64l(this->SIGNATURE);
w.put_u64l(this->battle_start_timestamp);
w.put_u64l(this->battle_end_timestamp);
w.put_u32l(this->behavior_flags);
for (const auto& ev : this->events) {
ev.serialize(w);
}
return std::move(w.str());
}
bool BattleRecord::writable() const {
return this->is_writable;
}
bool BattleRecord::battle_in_progress() const {
return (this->battle_start_timestamp != 0);
}
const BattleRecord::Event* BattleRecord::get_first_event() const {
if (this->events.empty()) {
return nullptr;
}
return &this->events.front();
}
void BattleRecord::add_player(
const PlayerLobbyDataDCGC& lobby_data,
const PlayerInventory& inventory,
const PlayerDispDataDCPCV3& disp,
uint32_t level) {
if (!this->is_writable) {
throw logic_error("cannot write to battle record");
}
if (this->battle_start_timestamp != 0) {
throw runtime_error("cannot add player during battle");
}
Event& ev = this->events.emplace_back();
ev.type = Event::Type::PLAYER_JOIN;
ev.timestamp = now();
auto& player = ev.players.emplace_back();
player.lobby_data = lobby_data;
player.inventory = inventory;
player.disp = disp;
player.level = level;
}
void BattleRecord::delete_player(uint8_t client_id) {
if (!this->is_writable) {
throw logic_error("cannot write to battle record");
}
Event& ev = this->events.emplace_back();
ev.type = Event::Type::PLAYER_LEAVE;
ev.timestamp = now();
ev.leaving_client_id = client_id;
}
void BattleRecord::add_command(Event::Type type, const void* data, size_t size) {
if (!this->is_writable) {
throw logic_error("cannot write to battle record");
}
Event& ev = this->events.emplace_back();
ev.type = type;
ev.timestamp = now();
ev.data.assign(reinterpret_cast<const char*>(data), size);
}
void BattleRecord::add_command(Event::Type type, string&& data) {
if (!this->is_writable) {
throw logic_error("cannot write to battle record");
}
Event& ev = this->events.emplace_back();
ev.type = type;
ev.timestamp = now();
ev.data = std::move(data);
}
void BattleRecord::add_chat_message(
uint32_t guild_card_number, string&& data) {
if (!this->is_writable) {
throw logic_error("cannot write to battle record");
}
Event& ev = this->events.emplace_back();
ev.type = Event::Type::CHAT_MESSAGE;
ev.timestamp = now();
ev.guild_card_number = guild_card_number;
ev.data = std::move(data);
}
bool BattleRecord::is_map_definition_event(const Event& ev) {
if (ev.type == Event::Type::BATTLE_COMMAND) {
auto& header = check_size_t<G_CardBattleCommandHeader>(ev.data, 0xFFFF);
if (header.subcommand == 0xB6) {
auto& header = check_size_t<G_MapSubsubcommand_GC_Ep3_6xB6>(ev.data, 0xFFFF);
if (header.subsubcommand == 0x41) {
return true;
}
}
}
return false;
}
void BattleRecord::set_battle_start_timestamp() {
if (this->battle_start_timestamp != 0) {
throw logic_error("battle start timestamp is already set");
}
this->battle_start_timestamp = now();
// First, find the correct map definition subcommand to keep, and execute
// player join/leave events to get the present players
size_t num_map_events = 0;
PlayerEntry players[4];
bool players_present[4];
for (auto& ev : this->events) {
if (ev.type == Event::Type::PLAYER_JOIN) {
if (ev.players.size() != 1) {
throw logic_error("player join event does not contain 1 player entry");
}
auto& player = ev.players[0];
if (player.lobby_data.client_id >= 4) {
throw runtime_error("invalid client ID");
}
players[player.lobby_data.client_id] = player;
players_present[player.lobby_data.client_id] = true;
} else if (ev.type == Event::Type::PLAYER_LEAVE) {
if (ev.leaving_client_id >= 4) {
throw logic_error("invalid client ID");
}
players_present[ev.leaving_client_id] = false;
} else if (ev.type == Event::Type::SET_INITIAL_PLAYERS) {
throw logic_error("BattleRecord::set_battle_start_timestamp called twice");
} else if (this->is_map_definition_event(ev)) {
num_map_events++;
}
}
deque<Event> new_events;
// Generate the initial players event
Event initial_ev;
initial_ev.type = Event::Type::SET_INITIAL_PLAYERS;
initial_ev.timestamp = this->battle_start_timestamp;
for (size_t z = 0; z < 4; z++) {
if (players_present[z]) {
initial_ev.players.emplace_back(players[z]);
}
}
new_events.emplace_back(std::move(initial_ev));
// Skip all events before the last map definition event, and only retain
// battle commands between then and now (since these battle commands will all
// be replayed at once)
auto it = this->events.begin();
for (; it != this->events.end(); it++) {
if (this->is_map_definition_event(*it)) {
num_map_events--;
if (num_map_events == 0) {
break;
}
}
}
for (; it != this->events.end(); it++) {
if (it->type == Event::Type::BATTLE_COMMAND) {
new_events.emplace_back(std::move(*it));
}
}
this->events = std::move(new_events);
}
void BattleRecord::set_battle_end_timestamp() {
this->battle_end_timestamp = now();
}
BattleRecordPlayer::BattleRecordPlayer(
shared_ptr<const BattleRecord> rec,
shared_ptr<struct event_base> base)
: record(rec),
event_it(this->record->events.begin()),
play_start_timestamp(0),
base(base),
next_command_ev(event_new(this->base.get(), -1, EV_TIMEOUT, &BattleRecordPlayer::dispatch_schedule_events, this), event_free) {}
shared_ptr<const BattleRecord> BattleRecordPlayer::get_record() const {
return this->record;
}
void BattleRecordPlayer::set_lobby(std::shared_ptr<Lobby> l) {
this->lobby = l;
}
void BattleRecordPlayer::start() {
if (this->play_start_timestamp == 0) {
this->play_start_timestamp = now();
this->schedule_events();
}
}
void BattleRecordPlayer::dispatch_schedule_events(
evutil_socket_t, short, void* ctx) {
reinterpret_cast<BattleRecordPlayer*>(ctx)->schedule_events();
}
void BattleRecordPlayer::schedule_events() {
// If the lobby is destroyed, we can't replay anything - just return without
// rescheduling
auto l = this->lobby.lock();
if (!l) {
return;
}
for (;;) {
uint64_t relative_ts = now() - this->play_start_timestamp + this->record->battle_start_timestamp;
if (this->event_it == this->record->events.end()) {
if (relative_ts >= this->record->battle_end_timestamp) {
// If the record is complete and the end timestamp has been reached,
// send exit commands to all players in the lobby, and don't reschedule
// the event (it will be deleted along with the Player when the lobby is
// destroyed, when the last client leaves)
send_command(l, 0xED, 0x00);
} else {
// There are no more events to play, but the battle has not officially
// ended yet - reschedule the event for the end time
auto tv = usecs_to_timeval(this->record->battle_end_timestamp - relative_ts);
event_add(this->next_command_ev.get(), &tv);
}
break;
} else {
if (this->event_it->timestamp <= relative_ts) {
// Play the next event
auto& ev = *this->event_it;
switch (ev.type) {
case BattleRecord::Event::Type::PLAYER_JOIN:
// Technically we can support this, but it should never happen
throw runtime_error("player join event during battle replay");
case BattleRecord::Event::Type::PLAYER_LEAVE:
send_player_leave_notification(l, ev.leaving_client_id);
break;
case BattleRecord::Event::Type::SET_INITIAL_PLAYERS:
// This should have been handled before the lobby was even created
break;
case BattleRecord::Event::Type::BATTLE_COMMAND:
send_command(l, (ev.data.size() >= 0x400) ? 0x6C : 0xC9, 0x00, ev.data);
break;
case BattleRecord::Event::Type::GAME_COMMAND:
send_command(l, (ev.data.size() >= 0x400) ? 0x6C : 0x60, 0x00, ev.data);
break;
case BattleRecord::Event::Type::EP3_GAME_COMMAND:
send_command(l, 0xC9, 0x00, ev.data);
break;
case BattleRecord::Event::Type::CHAT_MESSAGE:
send_prepared_chat_message(l, ev.guild_card_number, ev.data);
break;
}
this->event_it++;
} else {
// The next event should not occur yet, so reschedule for the time when
// it should occur
auto tv = usecs_to_timeval(this->event_it->timestamp - relative_ts);
event_add(this->next_command_ev.get(), &tv);
break;
}
}
}
}
} // namespace Episode3