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565 lines
17 KiB
Lua
565 lines
17 KiB
Lua
--- **Wrapper** - DCS net functions.
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--
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-- Encapsules **multiplayer server** environment scripting functions from [net](https://wiki.hoggitworld.com/view/DCS_singleton_net)
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--
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-- ===
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--
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-- ### Author: **applevangelist**
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--
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-- ===
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--
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-- @module Wrapper.Net
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-- @image Utils_Profiler.jpg
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do
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--- The NET class
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-- @type NET
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-- @field #string ClassName
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-- @field #string Version
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-- @field #string lid
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-- @field #number BlockTime
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-- @field #table BlockedPilots
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-- @field #table KnownPilots
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-- @field #string BlockMessage
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-- @field #string UnblockMessage
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-- @field #table BlockedUCIDs
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-- @extends Core.Fsm#FSM
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--- Encapsules multiplayer environment scripting functions from [net](https://wiki.hoggitworld.com/view/DCS_singleton_net)
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-- with some added FSM functions and options to block/unblock players in MP environments.
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--
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-- @field #NET
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NET = {
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ClassName = "NET",
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Version = "0.0.4",
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BlockTime = 600,
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BlockedPilots = {},
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BlockedUCIDs = {},
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KnownPilots = {},
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BlockMessage = nil,
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UnblockMessage = nil,
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lid = nil,
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}
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--- Instantiate a new NET object.
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-- @param #NET self
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-- @return #NET self
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function NET:New()
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-- Inherit base.
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local self = BASE:Inherit(self, FSM:New()) -- #NET
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self.BlockTime = 600
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self.BlockedPilots = {}
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self.KnownPilots = {}
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self:SetBlockMessage()
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self:SetUnblockMessage()
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self:HandleEvent(EVENTS.PlayerEnterUnit,self._EventHandler)
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self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
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self:HandleEvent(EVENTS.PlayerLeaveUnit,self._EventHandler)
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self:HandleEvent(EVENTS.PilotDead,self._EventHandler)
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self:HandleEvent(EVENTS.Ejection,self._EventHandler)
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self:HandleEvent(EVENTS.Crash,self._EventHandler)
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self:HandleEvent(EVENTS.SelfKillPilot,self._EventHandler)
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-- Start State.
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self:SetStartState("Running")
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("*", "Run", "Running") -- Start FSM.
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self:AddTransition("*", "PlayerJoined", "*")
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self:AddTransition("*", "PlayerLeft", "*")
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self:AddTransition("*", "PlayerDied", "*")
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self:AddTransition("*", "PlayerEjected", "*")
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self:AddTransition("*", "PlayerBlocked", "*")
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self:AddTransition("*", "PlayerUnblocked", "*")
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self.lid = string.format("NET %s | ",self.Version)
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--- FSM Function OnAfterPlayerJoined.
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-- @function [parent=#NET] OnAfterPlayerJoined
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-- @param #NET self
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-- @param #string From State.
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-- @param #string Event Trigger.
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-- @param #string To State.
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-- @param Wrapper.Unit#UNIT Client Unit Object.
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-- @param #string Name Name of joining Pilot.
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-- @return #NET self
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--- FSM Function OnAfterPlayerLeft.
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-- @function [parent=#NET] OnAfterPlayerLeft
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-- @param #NET self
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-- @param #string From State.
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-- @param #string Event Trigger.
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-- @param #string To State.
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-- @param Wrapper.Unit#UNIT Client Unit Object, might be nil.
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-- @param #string Name Name of leaving Pilot.
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-- @return #NET self
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--- FSM Function OnAfterPlayerEjected.
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-- @function [parent=#NET] OnAfterPlayerEjected
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-- @param #NET self
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-- @param #string From State.
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-- @param #string Event Trigger.
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-- @param #string To State.
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-- @param Wrapper.Unit#UNIT Client Unit Object, might be nil.
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-- @param #string Name Name of leaving Pilot.
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-- @return #NET self
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--- FSM Function OnAfterPlayerDied.
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-- @function [parent=#NET] OnAfterPlayerDied
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-- @param #NET self
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-- @param #string From State.
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-- @param #string Event Trigger.
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-- @param #string To State.
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-- @param Wrapper.Unit#UNIT Client Unit Object, might be nil.
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-- @param #string Name Name of dead Pilot.
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-- @return #NET self
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--- FSM Function OnAfterPlayerBlocked.
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-- @function [parent=#NET] OnAfterPlayerBlocked
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-- @param #NET self
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-- @param #string From State.
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-- @param #string Event Trigger.
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-- @param #string To State.
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-- @param Wrapper.Client#CLIENT Client Client Object, might be nil.
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-- @param #string Name Name of blocked Pilot.
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-- @param #number Seconds Blocked for this number of seconds
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-- @return #NET self
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--- FSM Function OnAfterPlayerUnblocked.
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-- @function [parent=#NET] OnAfterPlayerUnblocked
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-- @param #NET self
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-- @param #string From State.
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-- @param #string Event Trigger.
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-- @param #string To State.
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-- @param Wrapper.Client#CLIENT Client Client Object, might be nil.
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-- @param #string Name Name of unblocked Pilot.
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-- @return #NET self
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return self
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end
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--- [Internal] Event Handler
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-- @param #NET self
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-- @param Core.Event#EVENTDATA EventData
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-- @return #NET self
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function NET:_EventHandler(EventData)
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self:T(self.lid .. " _EventHandler")
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self:T2({Event = EventData.id})
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local data = EventData -- Core.Event#EVENTDATA EventData
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if data.id and data.IniUnit and (data.IniPlayerName or data.IniUnit:GetPlayerName()) then
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-- Get PlayerName
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local name = data.IniPlayerName and data.IniPlayerName or data.IniUnit:GetPlayerName()
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local ucid = self:GetPlayerUCID(nil,name)
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self:T(self.lid.."Event for: "..name.." | UCID: "..ucid)
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-- Joining
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if data.id == EVENTS.PlayerEnterUnit or data.id == EVENTS.PlayerEnterAircraft then
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-- Check for known pilots
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local TNow = timer.getTime()
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if self.BlockedPilots[name] and TNow < self.BlockedPilots[name] then
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-- block pilot by name
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self:ReturnToSpectators(data.IniUnit)
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elseif self.BlockedUCIDs[ucid] and TNow < self.BlockedUCIDs[ucid] then
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-- block pilot by ucid
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self:ReturnToSpectators(data.IniUnit)
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else
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self.KnownPilots[name] = true
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self.BlockedPilots[name] = nil
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self.BlockedUCIDs[ucid] = nil
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self:__PlayerJoined(1,data.IniUnit,name)
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return self
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end
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end
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-- Leaving
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if data.id == EVENTS.PlayerLeaveUnit and self.KnownPilots[name] then
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self:__PlayerLeft(1,data.IniUnit,name)
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self.KnownPilots[name] = false
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return self
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end
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-- Ejected
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if data.id == EVENTS.Ejection and self.KnownPilots[name] then
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self:__PlayerEjected(1,data.IniUnit,name)
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self.KnownPilots[name] = false
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return self
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end
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-- Dead, Crash, Suicide
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if (data.id == EVENTS.PilotDead or data.id == EVENTS.SelfKillPilot or data.id == EVENTS.Crash) and self.KnownPilots[name] then
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self:__PlayerDied(1,data.IniUnit,name)
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self.KnownPilots[name] = false
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return self
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end
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end
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return self
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end
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--- Block a player.
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client CLIENT object.
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-- @param #string PlayerName (optional) Name of the player.
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-- @param #number Seconds (optional) Number of seconds the player has to wait before rejoining.
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-- @param #string Message (optional) Message to be sent via chat.
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-- @return #NET self
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function NET:BlockPlayer(Client,PlayerName,Seconds,Message)
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local name
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if Client then
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name = Client:GetPlayerName()
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elseif PlayerName then
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name = PlayerName
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else
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self:F(self.lid.."Block: No Client or PlayerName given or nothing found!")
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return self
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end
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local ucid = self:GetPlayerUCID(Client,name)
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local addon = Seconds or self.BlockTime
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self.BlockedPilots[name] = timer.getTime()+addon
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self.BlockedUCIDs[ucid] = timer.getTime()+addon
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local message = Message or self.BlockMessage
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if Client then
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self:SendChatToPlayer(message,Client)
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else
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self:SendChat(name..": "..message)
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end
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self:__PlayerBlocked(1,Client,name,Seconds)
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self:ReturnToSpectators(Client)
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return self
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end
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--- Unblock a player.
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client CLIENT object
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-- @param #string PlayerName (optional) Name of the player.
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-- @param #string Message (optional) Message to be sent via chat.
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-- @return #NET self
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function NET:UnblockPlayer(Client,PlayerName,Message)
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local name
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if Client then
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name = Client:GetPlayerName()
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elseif PlayerName then
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name = PlayerName
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else
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self:F(self.lid.."Unblock: No PlayerName given or not found!")
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return self
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end
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local ucid = self:GetPlayerUCID(Client,name)
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self.BlockedPilots[name] = nil
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self.BlockedUCIDs[ucid] = nil
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local message = Message or self.UnblockMessage
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if Client then
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self:SendChatToPlayer(message,Client)
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else
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self:SendChat(name..": "..message)
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end
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self:__PlayerUnblocked(1,Client,name)
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return self
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end
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--- Set block chat message.
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-- @param #NET self
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-- @param #string Text The message
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-- @return #NET self
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function NET:SetBlockMessage(Text)
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self.BlockMessage = Text or "You are blocked from joining. Wait time is: "..self.BlockTime.." seconds!"
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return self
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end
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--- Set block time in seconds.
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-- @param #NET self
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-- @param #number Seconds Numnber of seconds this block will last. Defaults to 600.
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-- @return #NET self
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function NET:SetBlockTime(Seconds)
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self.BlockTime = Seconds or 600
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return self
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end
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--- Set unblock chat message.
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-- @param #NET self
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-- @param #string Text The message
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-- @return #NET self
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function NET:SetUnblockMessage(Text)
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self.UnblockMessage = Text or "You are unblocked now and can join again."
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return self
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end
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--- Send chat message.
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-- @param #NET self
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-- @param #string Message Message to send
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-- @param #boolean ToAll (Optional)
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-- @return #NET self
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function NET:SendChat(Message,ToAll)
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if Message then
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net.send_chat(Message, ToAll)
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end
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return self
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end
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--- Find the PlayerID by name
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-- @param #NET self
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-- @param #string Name The player name whose ID to find
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-- @return #number PlayerID or nil
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function NET:GetPlayerIDByName(Name)
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local playerList = self:GetPlayerList()
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for i=1,#playerList do
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local playerName = net.get_name(i)
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if playerName == Name then
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return playerList[i]
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end
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end
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return nil
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end
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--- Find the PlayerID from a CLIENT object.
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client The client
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-- @return #number PlayerID or nil
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function NET:GetPlayerIDFromClient(Client)
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local name = Client:GetPlayerName()
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local id = self:GetPlayerIDByName(name)
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return id
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end
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--- Send chat message to a specific player.
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-- @param #NET self
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-- @param #string Message The text message
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-- @param Wrapper.Client#CLIENT ToClient Client receiving the message
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-- @param Wrapper.Client#CLIENT FromClient (Optional) Client sending the message
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-- @return #NET self
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function NET:SendChatToPlayer(Message, ToClient, FromClient)
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local PlayerId = self:GetPlayerIDFromClient(ToClient)
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local FromId = self:GetPlayerIDFromClient(FromClient)
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if Message and PlayerId and FromId then
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net.send_chat_to(Message, tonumber(PlayerId) , tonumber(FromId))
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elseif Message and PlayerId then
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net.send_chat_to(Message, tonumber(PlayerId))
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end
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return self
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end
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--- Load a specific mission.
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-- @param #NET self
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-- @param #string Path and Mission
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-- @return #boolean success
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-- @usage
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-- mynet:LoadMission(lfs.writeDir() .. 'Missions\\' .. 'MyTotallyAwesomeMission.miz')
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function NET:LoadMission(Path)
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local outcome = false
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if Path then
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outcome = net.load_mission(Path)
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end
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return outcome
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end
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--- Load next mission. Returns false if at the end of list.
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-- @param #NET self
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-- @return #boolean success
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function NET:LoadNextMission()
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local outcome = false
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outcome = net.load_next_mission()
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return outcome
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end
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--- Return a table of players currently connected to the server.
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-- @param #NET self
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-- @return #table PlayerList
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function NET:GetPlayerList()
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local plist = nil
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plist = net.get_player_list()
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return plist
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end
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--- Returns the playerID of the local player. Always returns 1 for server.
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-- @param #NET self
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-- @return #number ID
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function NET:GetMyPlayerID()
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return net.get_my_player_id()
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end
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--- Returns the playerID of the server. Currently always returns 1.
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-- @param #NET self
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-- @return #number ID
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function NET:GetServerID()
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return net.get_server_id()
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end
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--- Return a table of attributes for a given client. If optional attribute is present, only that value is returned.
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client The client.
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-- @param #string Attribute (Optional) The attribute to obtain. List see below.
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-- @return #table PlayerInfo or nil if it cannot be found
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-- @usage
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-- Table holds these attributes:
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--
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-- 'id' : playerID
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-- 'name' : player name
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-- 'side' : 0 - spectators, 1 - red, 2 - blue
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-- 'slot' : slotID of the player or
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-- 'ping' : ping of the player in ms
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-- 'ipaddr': IP address of the player, SERVER ONLY
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-- 'ucid' : Unique Client Identifier, SERVER ONLY
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--
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function NET:GetPlayerInfo(Client,Attribute)
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local PlayerID = self:GetPlayerIDFromClient(Client)
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if PlayerID then
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return net.get_player_info(tonumber(PlayerID), Attribute)
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else
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return nil
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end
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end
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--- Get player UCID from player CLIENT object or player name. Provide either one.
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client The client object to be used.
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-- @param #string Name Player name to be used.
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-- @return #boolean success
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function NET:GetPlayerUCID(Client,Name)
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local PlayerID = nil
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if Client then
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PlayerID = self:GetPlayerIDFromClient(Client)
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elseif Name then
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PlayerID = self:GetPlayerIDByName(Name)
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else
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self:E(self.lid.."Neither client nor name provided!")
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end
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local ucid = net.get_player_info(tonumber(PlayerID), 'ucid')
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return ucid
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end
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--- Kicks a player from the server. Can display a message to the user.
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client The client
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-- @param #string Message (Optional) The message to send.
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-- @return #boolean success
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function NET:Kick(Client,Message)
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local PlayerID = self:GetPlayerIDFromClient(Client)
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if PlayerID and tonumber(PlayerID) ~= 1 then
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return net.kick(tonumber(PlayerID), Message)
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else
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return false
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end
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end
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--- Return a statistic for a given client.
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client The client
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-- @param #number StatisticID The statistic to obtain
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-- @return #number Statistic or nil
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-- @usage
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-- StatisticIDs are:
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--
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-- net.PS_PING (0) - ping (in ms)
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-- net.PS_CRASH (1) - number of crashes
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-- net.PS_CAR (2) - number of destroyed vehicles
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-- net.PS_PLANE (3) - ... planes/helicopters
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-- net.PS_SHIP (4) - ... ships
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-- net.PS_SCORE (5) - total score
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-- net.PS_LAND (6) - number of landings
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-- net.PS_EJECT (7) - of ejects
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--
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-- mynet:GetPlayerStatistic(Client,7) -- return number of ejects
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function NET:GetPlayerStatistic(Client,StatisticID)
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local PlayerID = self:GetPlayerIDFromClient(Client)
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local stats = StatisticID or 0
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if stats > 7 or stats < 0 then stats = 0 end
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if PlayerID then
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return net.get_stat(tonumber(PlayerID),stats)
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else
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return nil
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end
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end
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--- Return the name of a given client. Same a CLIENT:GetPlayerName().
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client The client
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-- @return #string Name or nil if not obtainable
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function NET:GetName(Client)
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local PlayerID = self:GetPlayerIDFromClient(Client)
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if PlayerID then
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return net.get_name(tonumber(PlayerID))
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else
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return nil
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end
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end
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--- Returns the SideId and SlotId of a given client.
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client The client
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-- @return #number SideID i.e. 0 : spectators, 1 : Red, 2 : Blue
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-- @return #number SlotID
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function NET:GetSlot(Client)
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local PlayerID = self:GetPlayerIDFromClient(Client)
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if PlayerID then
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local side,slot = net.get_slot(tonumber(PlayerID))
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return side,slot
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else
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return nil,nil
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end
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end
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--- Force the slot for a specific client.
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client The client
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-- @param #number SideID i.e. 0 : spectators, 1 : Red, 2 : Blue
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-- @param #number SlotID Slot number
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-- @return #boolean Success
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function NET:ForceSlot(Client,SideID,SlotID)
|
|
local PlayerID = self:GetPlayerIDFromClient(Client)
|
|
if PlayerID then
|
|
return net.force_player_slot(tonumber(PlayerID), SideID, SlotID )
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
--- Force a client back to spectators.
|
|
-- @param #NET self
|
|
-- @param Wrapper.Client#CLIENT Client The client
|
|
-- @return #boolean Succes
|
|
function NET:ReturnToSpectators(Client)
|
|
local outcome = self:ForceSlot(Client,0)
|
|
return outcome
|
|
end
|
|
|
|
--- Converts a lua value to a JSON string.
|
|
-- @param #string Lua Anything lua
|
|
-- @return #table Json
|
|
function NET.Lua2Json(Lua)
|
|
return net.lua2json(Lua)
|
|
end
|
|
|
|
--- Converts a JSON string to a lua value.
|
|
-- @param #string Json Anything JSON
|
|
-- @return #table Lua
|
|
function NET.Lua2Json(Json)
|
|
return net.json2lua(Json)
|
|
end
|
|
|
|
--- Executes a lua string in a given lua environment in the game.
|
|
-- @param #NET self
|
|
-- @param #string State The state in which to execute - see below.
|
|
-- @param #string DoString The lua string to be executed.
|
|
-- @return #string Output
|
|
-- @usage
|
|
-- States are:
|
|
-- 'config': the state in which $INSTALL_DIR/Config/main.cfg is executed, as well as $WRITE_DIR/Config/autoexec.cfg - used for configuration settings
|
|
-- 'mission': holds current mission
|
|
-- 'export': runs $WRITE_DIR/Scripts/Export.lua and the relevant export API
|
|
function NET:DoStringIn(State,DoString)
|
|
return net.dostring_in(State,DoString)
|
|
end
|
|
|
|
--- Write an "INFO" entry to the DCS log file, with the message Message.
|
|
-- @param #NET self
|
|
-- @param #string Message The message to be logged.
|
|
-- @return #NET self
|
|
function NET:Log(Message)
|
|
net.log(Message)
|
|
return self
|
|
end
|
|
|
|
-------------------------------------------------------------------------------
|
|
-- End of NET
|
|
-------------------------------------------------------------------------------
|
|
end
|