Make the rollback system VERY FUCKING GOD DAMN POWERFUL
parent
508b7b5e51
commit
a9d8df83d2
|
@ -520,6 +520,7 @@ minetest.register_chatcommand("rollback_check", {
|
|||
dump(range).." seconds="..dump(seconds).."s)")
|
||||
minetest.rollback_punch_callbacks[name] = function(pos, node, puncher)
|
||||
local name = puncher:get_player_name()
|
||||
minetest.chat_send_player(name, "Checking...")
|
||||
local actor, act_p, act_seconds =
|
||||
minetest.rollback_get_last_node_actor(pos, range, seconds)
|
||||
if actor == "" then
|
||||
|
@ -531,8 +532,10 @@ minetest.register_chatcommand("rollback_check", {
|
|||
if act_p.x ~= pos.x or act_p.y ~= pos.y or act_p.z ~= pos.z then
|
||||
nodedesc = minetest.pos_to_string(act_p)
|
||||
end
|
||||
minetest.chat_send_player(name, "Last actor on "..nodedesc.." was "..
|
||||
actor..", "..dump(act_seconds).."s ago")
|
||||
local nodename = minetest.env:get_node(act_p).name
|
||||
minetest.chat_send_player(name, "Last actor on "..nodedesc..
|
||||
" was "..actor..", "..dump(act_seconds)..
|
||||
"s ago (node is now "..nodename..")")
|
||||
end
|
||||
end,
|
||||
})
|
||||
|
@ -557,8 +560,12 @@ minetest.register_chatcommand("rollback", {
|
|||
dump(target_name).." since "..dump(seconds).." seconds.")
|
||||
local success, log = minetest.rollback_revert_actions_by(
|
||||
target_name, seconds)
|
||||
for _,line in ipairs(log) do
|
||||
minetest.chat_send_player(name, line)
|
||||
if #log > 10 then
|
||||
minetest.chat_send_player(name, "(log is too long to show)")
|
||||
else
|
||||
for _,line in ipairs(log) do
|
||||
minetest.chat_send_player(name, line)
|
||||
end
|
||||
end
|
||||
if success then
|
||||
minetest.chat_send_player(name, "Reverting actions succeeded.")
|
||||
|
|
35
src/map.cpp
35
src/map.cpp
|
@ -1621,12 +1621,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
|||
DSTACK(__FUNCTION_NAME);
|
||||
//TimeTaker timer("transformLiquids()");
|
||||
|
||||
/*
|
||||
If something goes wrong, liquids are to blame
|
||||
NOTE: Do not track liquids; it causes huge amounts of rollback log
|
||||
*/
|
||||
//RollbackScopeActor rollback_scope(m_gamedef->rollback(), "liquid");
|
||||
|
||||
u32 loopcount = 0;
|
||||
u32 initial_size = m_transforming_liquid.size();
|
||||
|
||||
|
@ -1830,21 +1824,30 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
|
|||
n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
|
||||
}
|
||||
n0.setContent(new_node_content);
|
||||
|
||||
// Get old node for rollback
|
||||
//RollbackNode rollback_oldnode(this, p0, m_gamedef);
|
||||
|
||||
// Set node
|
||||
setNode(p0, n0);
|
||||
|
||||
// Report for rollback
|
||||
/*if(m_gamedef->rollback())
|
||||
{
|
||||
// Find out whether there is a suspect for this action
|
||||
std::string suspect;
|
||||
if(m_gamedef->rollback()){
|
||||
// Max. 5 seconds ago
|
||||
suspect = m_gamedef->rollback()->getSuspect(p0, 5);
|
||||
}
|
||||
|
||||
if(!suspect.empty()){
|
||||
// Blame suspect
|
||||
RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
|
||||
// Get old node for rollback
|
||||
RollbackNode rollback_oldnode(this, p0, m_gamedef);
|
||||
// Set node
|
||||
setNode(p0, n0);
|
||||
// Report
|
||||
RollbackNode rollback_newnode(this, p0, m_gamedef);
|
||||
RollbackAction action;
|
||||
action.setSetNode(p0, rollback_oldnode, rollback_newnode);
|
||||
m_gamedef->rollback()->reportAction(action);
|
||||
}*/
|
||||
} else {
|
||||
// Set node
|
||||
setNode(p0, n0);
|
||||
}
|
||||
|
||||
v3s16 blockpos = getNodeBlockPos(p0);
|
||||
MapBlock *block = getBlockNoCreateNoEx(blockpos);
|
||||
|
|
102
src/rollback.cpp
102
src/rollback.cpp
|
@ -28,10 +28,34 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "util/serialize.h"
|
||||
#include "util/string.h"
|
||||
#include "strfnd.h"
|
||||
#include "util/numeric.h"
|
||||
#include "inventorymanager.h" // deserializing InventoryLocations
|
||||
|
||||
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
|
||||
|
||||
// Get nearness factor for subject's action for this action
|
||||
// Return value: 0 = impossible, >0 = factor
|
||||
static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
|
||||
v3s16 action_p, int action_t)
|
||||
{
|
||||
// Suspect cannot cause things in the past
|
||||
if(action_t < suspect_t)
|
||||
return 0; // 0 = cannot be
|
||||
// Start from 100
|
||||
int f = 100;
|
||||
// Distance (1 node = +1 point)
|
||||
f += 1.0 * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
|
||||
// Time (1 second = -1 point)
|
||||
f -= 1.0 * (action_t - suspect_t);
|
||||
// If is a guess, halve the points
|
||||
if(is_guess)
|
||||
f *= 0.5;
|
||||
// Limit to 0
|
||||
if(f < 0)
|
||||
f = 0;
|
||||
return f;
|
||||
}
|
||||
|
||||
class RollbackManager: public IRollbackManager
|
||||
{
|
||||
public:
|
||||
|
@ -44,10 +68,23 @@ public:
|
|||
return;
|
||||
RollbackAction action = action_;
|
||||
action.unix_time = time(0);
|
||||
// Figure out actor
|
||||
action.actor = m_current_actor;
|
||||
action.actor_is_guess = m_current_actor_is_guess;
|
||||
// If actor is not known, find out suspect or cancel
|
||||
if(action.actor.empty()){
|
||||
v3s16 p;
|
||||
if(!action.getPosition(&p))
|
||||
return;
|
||||
action.actor = getSuspect(p, 5); // 5s timeframe
|
||||
if(action.actor.empty())
|
||||
return;
|
||||
action.actor_is_guess = true;
|
||||
}
|
||||
infostream<<"RollbackManager::reportAction():"
|
||||
<<" time="<<action.unix_time
|
||||
<<" actor=\""<<action.actor<<"\""
|
||||
<<(action.actor_is_guess?" (guess)":"")
|
||||
<<" action="<<action.toString()
|
||||
<<std::endl;
|
||||
addAction(action);
|
||||
|
@ -56,9 +93,45 @@ public:
|
|||
{
|
||||
return m_current_actor;
|
||||
}
|
||||
void setActor(const std::string &actor)
|
||||
bool isActorGuess()
|
||||
{
|
||||
return m_current_actor_is_guess;
|
||||
}
|
||||
void setActor(const std::string &actor, bool is_guess)
|
||||
{
|
||||
m_current_actor = actor;
|
||||
m_current_actor_is_guess = is_guess;
|
||||
}
|
||||
std::string getSuspect(v3s16 p, int max_time)
|
||||
{
|
||||
if(m_current_actor != "")
|
||||
return m_current_actor;
|
||||
int cur_time = time(0);
|
||||
int first_time = cur_time - max_time;
|
||||
RollbackAction likely_suspect;
|
||||
float likely_suspect_nearness = 0;
|
||||
for(std::list<RollbackAction>::const_reverse_iterator
|
||||
i = m_action_latest_buffer.rbegin();
|
||||
i != m_action_latest_buffer.rend(); i++)
|
||||
{
|
||||
if(i->unix_time < first_time)
|
||||
break;
|
||||
// Find position of suspect or continue
|
||||
v3s16 suspect_p;
|
||||
if(!i->getPosition(&suspect_p))
|
||||
continue;
|
||||
float f = getSuspectNearness(i->actor_is_guess, suspect_p,
|
||||
i->unix_time, p, cur_time);
|
||||
if(f > likely_suspect_nearness){
|
||||
likely_suspect_nearness = f;
|
||||
likely_suspect = *i;
|
||||
}
|
||||
}
|
||||
// No likely suspect was found
|
||||
if(likely_suspect_nearness == 0)
|
||||
return "";
|
||||
// Likely suspect was found
|
||||
return likely_suspect.actor;
|
||||
}
|
||||
void flush()
|
||||
{
|
||||
|
@ -80,8 +153,12 @@ public:
|
|||
of<<" ";
|
||||
of<<serializeJsonString(i->actor);
|
||||
of<<" ";
|
||||
std::string action_s = i->toString();
|
||||
of<<action_s<<std::endl;
|
||||
of<<i->toString();
|
||||
if(i->actor_is_guess){
|
||||
of<<" ";
|
||||
of<<"actor_is_guess";
|
||||
}
|
||||
of<<std::endl;
|
||||
}
|
||||
m_action_todisk_buffer.clear();
|
||||
}
|
||||
|
@ -90,7 +167,8 @@ public:
|
|||
|
||||
RollbackManager(const std::string &filepath, IGameDef *gamedef):
|
||||
m_filepath(filepath),
|
||||
m_gamedef(gamedef)
|
||||
m_gamedef(gamedef),
|
||||
m_current_actor_is_guess(false)
|
||||
{
|
||||
infostream<<"RollbackManager::RollbackManager("<<filepath<<")"
|
||||
<<std::endl;
|
||||
|
@ -209,20 +287,7 @@ public:
|
|||
|
||||
// Find position of action or continue
|
||||
v3s16 action_p;
|
||||
|
||||
if(i->type == RollbackAction::TYPE_SET_NODE)
|
||||
{
|
||||
action_p = i->p;
|
||||
}
|
||||
else if(i->type == RollbackAction::TYPE_MODIFY_INVENTORY_STACK)
|
||||
{
|
||||
InventoryLocation loc;
|
||||
loc.deSerialize(i->inventory_location);
|
||||
if(loc.type != InventoryLocation::NODEMETA)
|
||||
continue;
|
||||
action_p = loc.p;
|
||||
}
|
||||
else
|
||||
if(!i->getPosition(&action_p))
|
||||
continue;
|
||||
|
||||
if(range == 0){
|
||||
|
@ -281,6 +346,7 @@ private:
|
|||
std::string m_filepath;
|
||||
IGameDef *m_gamedef;
|
||||
std::string m_current_actor;
|
||||
bool m_current_actor_is_guess;
|
||||
std::list<RollbackAction> m_action_todisk_buffer;
|
||||
std::list<RollbackAction> m_action_latest_buffer;
|
||||
};
|
||||
|
|
|
@ -33,7 +33,9 @@ public:
|
|||
// IRollbackReportManager
|
||||
virtual void reportAction(const RollbackAction &action) = 0;
|
||||
virtual std::string getActor() = 0;
|
||||
virtual void setActor(const std::string &actor) = 0;
|
||||
virtual bool isActorGuess() = 0;
|
||||
virtual void setActor(const std::string &actor, bool is_guess) = 0;
|
||||
virtual std::string getSuspect(v3s16 p, int max_time) = 0;
|
||||
|
||||
virtual ~IRollbackManager(){}
|
||||
virtual void flush() = 0;
|
||||
|
|
|
@ -289,6 +289,24 @@ bool RollbackAction::isImportant(IGameDef *gamedef) const
|
|||
}
|
||||
}
|
||||
|
||||
bool RollbackAction::getPosition(v3s16 *dst) const
|
||||
{
|
||||
switch(type){
|
||||
case RollbackAction::TYPE_SET_NODE:
|
||||
if(dst) *dst = p;
|
||||
return true;
|
||||
case RollbackAction::TYPE_MODIFY_INVENTORY_STACK: {
|
||||
InventoryLocation loc;
|
||||
loc.deSerialize(inventory_location);
|
||||
if(loc.type != InventoryLocation::NODEMETA)
|
||||
return false;
|
||||
if(dst) *dst = loc.p;
|
||||
return true; }
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gamedef) const
|
||||
{
|
||||
try{
|
||||
|
|
|
@ -65,6 +65,7 @@ struct RollbackAction
|
|||
|
||||
int unix_time;
|
||||
std::string actor;
|
||||
bool actor_is_guess;
|
||||
|
||||
v3s16 p;
|
||||
RollbackNode n_old;
|
||||
|
@ -77,7 +78,9 @@ struct RollbackAction
|
|||
std::string inventory_stack;
|
||||
|
||||
RollbackAction():
|
||||
type(TYPE_NOTHING)
|
||||
type(TYPE_NOTHING),
|
||||
unix_time(0),
|
||||
actor_is_guess(false)
|
||||
{}
|
||||
|
||||
void setSetNode(v3s16 p_, const RollbackNode &n_old_,
|
||||
|
@ -107,6 +110,8 @@ struct RollbackAction
|
|||
|
||||
// Eg. flowing water level changes are not important
|
||||
bool isImportant(IGameDef *gamedef) const;
|
||||
|
||||
bool getPosition(v3s16 *dst) const;
|
||||
|
||||
bool applyRevert(Map *map, InventoryManager *imgr, IGameDef *gamedef) const;
|
||||
};
|
||||
|
@ -117,29 +122,34 @@ public:
|
|||
virtual ~IRollbackReportSink(){}
|
||||
virtual void reportAction(const RollbackAction &action) = 0;
|
||||
virtual std::string getActor() = 0;
|
||||
virtual void setActor(const std::string &actor) = 0;
|
||||
virtual bool isActorGuess() = 0;
|
||||
virtual void setActor(const std::string &actor, bool is_guess) = 0;
|
||||
virtual std::string getSuspect(v3s16 p, int max_time) = 0;
|
||||
};
|
||||
|
||||
class RollbackScopeActor
|
||||
{
|
||||
public:
|
||||
RollbackScopeActor(IRollbackReportSink *sink, const std::string &actor):
|
||||
RollbackScopeActor(IRollbackReportSink *sink, const std::string &actor,
|
||||
bool is_guess=false):
|
||||
m_sink(sink)
|
||||
{
|
||||
if(m_sink){
|
||||
m_actor_was = m_sink->getActor();
|
||||
m_sink->setActor(actor);
|
||||
m_actor_was_guess = m_sink->isActorGuess();
|
||||
m_sink->setActor(actor, is_guess);
|
||||
}
|
||||
}
|
||||
~RollbackScopeActor()
|
||||
{
|
||||
if(m_sink){
|
||||
m_sink->setActor(m_actor_was);
|
||||
m_sink->setActor(m_actor_was, m_actor_was_guess);
|
||||
}
|
||||
}
|
||||
private:
|
||||
IRollbackReportSink *m_sink;
|
||||
std::string m_actor_was;
|
||||
bool m_actor_was_guess;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue