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Make the rollback system VERY FUCKING GOD DAMN POWERFUL
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commit
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6 changed files with 150 additions and 44 deletions
102
src/rollback.cpp
102
src/rollback.cpp
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@ -28,10 +28,34 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "util/serialize.h"
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#include "util/string.h"
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#include "strfnd.h"
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#include "util/numeric.h"
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#include "inventorymanager.h" // deserializing InventoryLocations
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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// Get nearness factor for subject's action for this action
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// Return value: 0 = impossible, >0 = factor
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static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
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v3s16 action_p, int action_t)
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{
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// Suspect cannot cause things in the past
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if(action_t < suspect_t)
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return 0; // 0 = cannot be
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// Start from 100
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int f = 100;
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// Distance (1 node = +1 point)
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f += 1.0 * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
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// Time (1 second = -1 point)
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f -= 1.0 * (action_t - suspect_t);
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// If is a guess, halve the points
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if(is_guess)
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f *= 0.5;
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// Limit to 0
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if(f < 0)
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f = 0;
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return f;
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}
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class RollbackManager: public IRollbackManager
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{
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public:
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@ -44,10 +68,23 @@ public:
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return;
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RollbackAction action = action_;
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action.unix_time = time(0);
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// Figure out actor
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action.actor = m_current_actor;
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action.actor_is_guess = m_current_actor_is_guess;
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// If actor is not known, find out suspect or cancel
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if(action.actor.empty()){
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v3s16 p;
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if(!action.getPosition(&p))
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return;
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action.actor = getSuspect(p, 5); // 5s timeframe
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if(action.actor.empty())
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return;
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action.actor_is_guess = true;
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}
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infostream<<"RollbackManager::reportAction():"
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<<" time="<<action.unix_time
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<<" actor=\""<<action.actor<<"\""
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<<(action.actor_is_guess?" (guess)":"")
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<<" action="<<action.toString()
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<<std::endl;
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addAction(action);
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@ -56,9 +93,45 @@ public:
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{
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return m_current_actor;
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}
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void setActor(const std::string &actor)
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bool isActorGuess()
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{
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return m_current_actor_is_guess;
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}
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void setActor(const std::string &actor, bool is_guess)
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{
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m_current_actor = actor;
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m_current_actor_is_guess = is_guess;
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}
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std::string getSuspect(v3s16 p, int max_time)
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{
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if(m_current_actor != "")
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return m_current_actor;
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int cur_time = time(0);
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int first_time = cur_time - max_time;
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RollbackAction likely_suspect;
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float likely_suspect_nearness = 0;
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for(std::list<RollbackAction>::const_reverse_iterator
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i = m_action_latest_buffer.rbegin();
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i != m_action_latest_buffer.rend(); i++)
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{
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if(i->unix_time < first_time)
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break;
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// Find position of suspect or continue
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v3s16 suspect_p;
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if(!i->getPosition(&suspect_p))
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continue;
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float f = getSuspectNearness(i->actor_is_guess, suspect_p,
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i->unix_time, p, cur_time);
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if(f > likely_suspect_nearness){
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likely_suspect_nearness = f;
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likely_suspect = *i;
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}
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}
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// No likely suspect was found
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if(likely_suspect_nearness == 0)
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return "";
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// Likely suspect was found
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return likely_suspect.actor;
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}
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void flush()
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{
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@ -80,8 +153,12 @@ public:
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of<<" ";
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of<<serializeJsonString(i->actor);
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of<<" ";
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std::string action_s = i->toString();
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of<<action_s<<std::endl;
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of<<i->toString();
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if(i->actor_is_guess){
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of<<" ";
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of<<"actor_is_guess";
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}
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of<<std::endl;
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}
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m_action_todisk_buffer.clear();
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}
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@ -90,7 +167,8 @@ public:
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RollbackManager(const std::string &filepath, IGameDef *gamedef):
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m_filepath(filepath),
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m_gamedef(gamedef)
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m_gamedef(gamedef),
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m_current_actor_is_guess(false)
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{
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infostream<<"RollbackManager::RollbackManager("<<filepath<<")"
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<<std::endl;
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@ -209,20 +287,7 @@ public:
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// Find position of action or continue
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v3s16 action_p;
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if(i->type == RollbackAction::TYPE_SET_NODE)
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{
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action_p = i->p;
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}
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else if(i->type == RollbackAction::TYPE_MODIFY_INVENTORY_STACK)
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{
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InventoryLocation loc;
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loc.deSerialize(i->inventory_location);
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if(loc.type != InventoryLocation::NODEMETA)
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continue;
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action_p = loc.p;
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}
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else
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if(!i->getPosition(&action_p))
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continue;
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if(range == 0){
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@ -281,6 +346,7 @@ private:
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std::string m_filepath;
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IGameDef *m_gamedef;
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std::string m_current_actor;
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bool m_current_actor_is_guess;
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std::list<RollbackAction> m_action_todisk_buffer;
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std::list<RollbackAction> m_action_latest_buffer;
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};
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