Applevangelist 83866c3dd3 #NET Fixes
2023-02-17 15:02:11 +01:00

565 lines
17 KiB
Lua

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