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894 lines (781 loc) · 36 KB
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using System;
using System.IO;
using Ben10Mod.Content.Buffs.Abilities;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Ben10Mod.Common.Networking;
internal static class CombatRuntimePacketHandler {
private const string GhostFreakTransformationId = "Ben10Mod:GhostFreak";
internal static void Handle(global::Ben10Mod.Ben10Mod.MessageType messageType, BinaryReader reader, int whoAmI) {
switch (messageType) {
case global::Ben10Mod.Ben10Mod.MessageType.RequestCombatRuntimeBootstrap:
HandleBootstrapRequest(reader, whoAmI);
break;
case global::Ben10Mod.Ben10Mod.MessageType.SyncCombatRuntimeState:
HandleRuntimeStateSync(reader);
break;
case global::Ben10Mod.Ben10Mod.MessageType.RequestCombatActionIntent:
HandleActionIntent(reader, whoAmI);
break;
case global::Ben10Mod.Ben10Mod.MessageType.ReportCombatEnergyCeiling:
HandleEnergyCeilingReport(reader, whoAmI);
break;
}
}
internal static bool TryAuthorizeAction(
Player player,
CombatRequestKind requestKind,
ushort sequence,
float energyCost,
int cooldownTicks,
int cooldownBuffType = 0,
bool reserveEffect = false) {
if (Main.netMode != NetmodeID.Server || player == null || !player.active)
return false;
OmnitrixPlayer omp = player.GetModPlayer<OmnitrixPlayer>();
CombatRuntimeStatePlayer runtime = player.GetModPlayer<CombatRuntimeStatePlayer>();
if (!runtime.HasAuthoritativeEnergy) {
runtime.ObserveRejected(requestKind, sequence);
RollbackServerPredictedBuffs(player, requestKind);
SyncActionResult(player, requestKind, sequence, accepted: false);
return false;
}
if (cooldownBuffType > 0 && player.HasBuff(cooldownBuffType)) {
runtime.ObserveRejected(requestKind, sequence);
RollbackServerPredictedBuffs(player, requestKind);
SyncActionResult(player, requestKind, sequence, accepted: false);
return false;
}
int guardedCooldown = Math.Max(
CombatRequestPolicy.MinimumAcceptedRequestIntervalTicks,
cooldownTicks);
CombatRuntimeAuthorizationResult result = runtime.Authorization.TryAuthorize(
requestKind,
sequence,
Main.GameUpdateCount,
guardedCooldown,
energyCost,
omp.omnitrixEnergy,
reserveEffect);
if (result != CombatRuntimeAuthorizationResult.Accepted) {
RollbackServerPredictedBuffs(player, requestKind);
SyncActionResult(player, requestKind, sequence, accepted: false);
return false;
}
// The pure ledger made the affordability decision from this same server-owned controller.
// Terraria processes packets on one thread, so the spend remains atomic with authorization.
if (!omp.TrySpendOmnitrixEnergy(energyCost)) {
RollbackServerPredictedBuffs(player, requestKind);
SyncActionResult(player, requestKind, sequence, accepted: false);
return false;
}
if (cooldownBuffType > 0 && cooldownTicks > 0) {
player.AddBuff(cooldownBuffType, cooldownTicks);
NetMessage.SendData(MessageID.PlayerBuffs, -1, -1, null, player.whoAmI);
}
SyncActionResult(
player,
requestKind,
sequence,
accepted: true,
authoritativeCharge: energyCost);
return true;
}
internal static bool CanAuthorizeAction(
Player player,
CombatRequestKind requestKind,
ushort sequence,
float energyCost) {
if (Main.netMode != NetmodeID.Server || player == null || !player.active)
return false;
CombatRuntimeStatePlayer runtime = player.GetModPlayer<CombatRuntimeStatePlayer>();
if (!runtime.HasAuthoritativeEnergy)
return false;
float availableEnergy = player.GetModPlayer<OmnitrixPlayer>().omnitrixEnergy;
return runtime.Authorization.PreviewAuthorization(
requestKind,
sequence,
Main.GameUpdateCount,
energyCost,
availableEnergy) ==
CombatRuntimeAuthorizationResult.Accepted;
}
internal static void RejectAction(Player player, CombatRequestKind requestKind, ushort sequence) {
if (Main.netMode != NetmodeID.Server || player == null || !player.active)
return;
player.GetModPlayer<CombatRuntimeStatePlayer>().ObserveRejected(requestKind, sequence);
RollbackServerPredictedBuffs(player, requestKind);
SyncActionResult(player, requestKind, sequence, accepted: false);
}
internal static bool TryConsumeCommittedAction(
Player player,
CombatRequestKind requestKind,
ushort sequence) {
return Main.netMode == NetmodeID.Server &&
player != null &&
player.active &&
player.GetModPlayer<CombatRuntimeStatePlayer>()
.Authorization.TryConsumeCommittedEffect(requestKind, sequence, Main.GameUpdateCount);
}
internal static void SendActionIntent(CombatRequestKind requestKind, ushort sequence) {
if (Main.netMode != NetmodeID.MultiplayerClient || sequence == 0)
return;
ModPacket packet = ModContent.GetInstance<global::Ben10Mod.Ben10Mod>().GetPacket();
packet.Write((byte)global::Ben10Mod.Ben10Mod.MessageType.RequestCombatActionIntent);
packet.Write((byte)requestKind);
packet.Write(sequence);
packet.Send();
}
private static void HandleBootstrapRequest(BinaryReader reader, int whoAmI) {
float requestedEnergy = reader.ReadSingle();
bool clientConfirmedZeroCapacity = reader.ReadBoolean();
if (Main.netMode != NetmodeID.Server ||
!float.IsFinite(requestedEnergy) ||
requestedEnergy < 0f ||
whoAmI < 0 ||
whoAmI >= Main.maxPlayers)
return;
Player player = Main.player[whoAmI];
if (!player.active)
return;
player.GetModPlayer<CombatRuntimeStatePlayer>().ReceiveBootstrap(
requestedEnergy,
clientConfirmedZeroCapacity);
}
private static void HandleRuntimeStateSync(BinaryReader reader) {
int playerIndex = reader.ReadByte();
CombatRequestKind requestKind = (CombatRequestKind)reader.ReadByte();
ushort sequence = reader.ReadUInt16();
bool accepted = reader.ReadBoolean();
bool energySnapshotValid = reader.ReadBoolean();
ulong energySnapshotRevision = reader.ReadUInt64();
float authoritativeEnergy = reader.ReadSingle();
float authoritativeCharge = reader.ReadSingle();
int authoritativeCooldownRemaining = reader.ReadInt32();
if (Main.netMode != NetmodeID.MultiplayerClient ||
playerIndex < 0 ||
playerIndex >= Main.maxPlayers ||
(!float.IsFinite(authoritativeCharge) || authoritativeCharge < 0f) ||
(!accepted && authoritativeCharge > 0f) ||
(energySnapshotValid &&
!CombatRequestPolicy.IsValidEnergySnapshot(
energySnapshotValid,
energySnapshotRevision,
authoritativeEnergy)) ||
authoritativeCooldownRemaining < 0)
return;
Player player = Main.player[playerIndex];
if (!player.active || playerIndex != Main.myPlayer)
return;
player.GetModPlayer<CombatRuntimeStatePlayer>().ApplyActionResult(
requestKind,
sequence,
accepted,
energySnapshotValid,
energySnapshotRevision,
authoritativeEnergy,
authoritativeCharge,
authoritativeCooldownRemaining);
}
private static void HandleEnergyCeilingReport(BinaryReader reader, int whoAmI) {
uint reportRevision = reader.ReadUInt32();
float reportedEnergy = reader.ReadSingle();
if (Main.netMode != NetmodeID.Server ||
!float.IsFinite(reportedEnergy) ||
reportedEnergy < 0f ||
!CombatRequestValidator.TryGetActivePlayer(whoAmI, out Player player))
return;
player.GetModPlayer<CombatRuntimeStatePlayer>()
.ReceiveEnergyCeilingReport(reportRevision, reportedEnergy);
}
private static void HandleActionIntent(BinaryReader reader, int whoAmI) {
CombatRequestKind requestKind = (CombatRequestKind)reader.ReadByte();
ushort sequence = reader.ReadUInt16();
if (Main.netMode != NetmodeID.Server ||
!CombatRequestValidator.TryGetActivePlayer(whoAmI, out Player player))
return;
if (player.dead) {
RejectAction(player, requestKind, sequence);
return;
}
if (requestKind != CombatRequestKind.GhostFreakPossession) {
RejectAction(player, requestKind, sequence);
return;
}
OmnitrixPlayer omp = player.GetModPlayer<OmnitrixPlayer>();
if (!CombatRequestValidator.HasExpectedTransformation(player, omp, GhostFreakTransformationId) ||
omp.inPossessionMode ||
player.CCed ||
player.noItems ||
!CombatRequestValidator.IsHoldingPlumbersBadge(player)) {
RejectAction(player, requestKind, sequence);
return;
}
int energyCost = omp.CurrentTransformation?.GetUltimateAbilityCost(omp) ?? 0;
int cooldown = omp.CurrentTransformation?.GetUltimateAbilityCooldown(omp) ?? 0;
TryAuthorizeAction(
player,
requestKind,
sequence,
energyCost,
cooldown,
ModContent.BuffType<UltimateAbilityCooldown>(),
reserveEffect: true);
}
private static void SyncActionResult(
Player player,
CombatRequestKind requestKind,
ushort sequence,
bool accepted,
float authoritativeCharge = 0f) {
if (Main.netMode != NetmodeID.Server || player == null || !player.active)
return;
CombatRuntimeStatePlayer runtime = player.GetModPlayer<CombatRuntimeStatePlayer>();
bool energySnapshotValid = runtime.HasAuthoritativeEnergy;
ulong energySnapshotRevision = energySnapshotValid
? runtime.NextEnergySnapshotRevision()
: 0;
ModPacket packet = ModContent.GetInstance<global::Ben10Mod.Ben10Mod>().GetPacket();
packet.Write((byte)global::Ben10Mod.Ben10Mod.MessageType.SyncCombatRuntimeState);
packet.Write((byte)player.whoAmI);
packet.Write((byte)requestKind);
packet.Write(sequence);
packet.Write(accepted);
packet.Write(energySnapshotValid);
packet.Write(energySnapshotRevision);
packet.Write(player.GetModPlayer<OmnitrixPlayer>().omnitrixEnergy);
packet.Write(accepted ? Math.Max(0f, authoritativeCharge) : 0f);
packet.Write(GetAuthoritativeCooldownRemaining(player, requestKind));
packet.Send(player.whoAmI);
}
internal static void SyncEnergySnapshot(Player player) {
SyncActionResult(
player,
CombatRequestKind.Count,
sequence: 0,
accepted: false);
}
private static int GetAuthoritativeCooldownRemaining(
Player player,
CombatRequestKind requestKind) {
int ledgerRemaining = player.GetModPlayer<CombatRuntimeStatePlayer>()
.Authorization.GetRemainingCooldownTicks(requestKind, Main.GameUpdateCount);
if (ledgerRemaining > 0)
return ledgerRemaining;
int cooldownBuffType = GetCombatCooldownBuffType(requestKind);
int buffIndex = cooldownBuffType > 0
? player.FindBuffIndex(cooldownBuffType)
: -1;
return buffIndex >= 0 ? Math.Max(0, player.buffTime[buffIndex]) : 0;
}
private static int GetCombatCooldownBuffType(CombatRequestKind requestKind) {
return requestKind switch {
CombatRequestKind.BuzzShockTeleport => ModContent.BuffType<PrimaryAbilityCooldown>(),
CombatRequestKind.EchoEchoShift => ModContent.BuffType<SecondaryAbilityCooldown>(),
CombatRequestKind.UltimateEchoEchoRelay => ModContent.BuffType<TertiaryAbilityCooldown>(),
CombatRequestKind.AmpFibianPhaseShift => ModContent.BuffType<PrimaryAbilityCooldown>(),
CombatRequestKind.GhostFreakPossession => ModContent.BuffType<UltimateAbilityCooldown>(),
_ => 0
};
}
private static void RollbackServerPredictedBuffs(Player player, CombatRequestKind requestKind) {
OmnitrixPlayer omp = player.GetModPlayer<OmnitrixPlayer>();
string expectedTransformationId = requestKind switch {
CombatRequestKind.BuzzShockTeleport => "Ben10Mod:BuzzShock",
CombatRequestKind.EchoEchoShift => "Ben10Mod:EchoEcho",
CombatRequestKind.UltimateEchoEchoRelay => "Ben10Mod:UltimateEchoEcho",
CombatRequestKind.AmpFibianPhaseShift => "Ben10Mod:AmpFibian",
CombatRequestKind.GhostFreakPossession => GhostFreakTransformationId,
_ => string.Empty
};
if (string.IsNullOrEmpty(expectedTransformationId) ||
!CombatRequestValidator.HasExpectedTransformation(player, omp, expectedTransformationId))
return;
CombatRuntimeStatePlayer runtime = player.GetModPlayer<CombatRuntimeStatePlayer>();
int authoritativeCooldownRemaining =
runtime.Authorization.GetRemainingCooldownTicks(requestKind, Main.GameUpdateCount);
bool changed = false;
void ClearBuff(int buffType) {
if (buffType <= 0 || !player.HasBuff(buffType))
return;
player.ClearBuff(buffType);
changed = true;
}
void ReconcileCooldown(int buffType) {
if (authoritativeCooldownRemaining <= 0)
return;
bool hadBuff = buffType > 0 && player.HasBuff(buffType);
if (hadBuff)
player.ClearBuff(buffType);
player.AddBuff(buffType, authoritativeCooldownRemaining);
changed = true;
}
switch (requestKind) {
case CombatRequestKind.BuzzShockTeleport:
ClearBuff(ModContent.BuffType<PrimaryAbility>());
ReconcileCooldown(ModContent.BuffType<PrimaryAbilityCooldown>());
omp.PrimaryAbilityEnabled = false;
omp.PrimaryAbilityWasEnabled = false;
omp.primaryAbilityTransformationId = string.Empty;
break;
case CombatRequestKind.EchoEchoShift:
ClearBuff(ModContent.BuffType<SecondaryAbility>());
ReconcileCooldown(ModContent.BuffType<SecondaryAbilityCooldown>());
omp.SecondaryAbilityEnabled = false;
omp.SecondaryAbilityWasEnabled = false;
omp.secondaryAbilityTransformationId = string.Empty;
break;
case CombatRequestKind.UltimateEchoEchoRelay:
ReconcileCooldown(ModContent.BuffType<TertiaryAbilityCooldown>());
break;
case CombatRequestKind.AmpFibianPhaseShift:
ReconcileCooldown(ModContent.BuffType<PrimaryAbilityCooldown>());
break;
case CombatRequestKind.GhostFreakPossession:
ReconcileCooldown(ModContent.BuffType<UltimateAbilityCooldown>());
break;
}
if (changed)
NetMessage.SendData(MessageID.PlayerBuffs, -1, -1, null, player.whoAmI);
}
}
public sealed class CombatRuntimeStatePlayer : ModPlayer {
private const int ClientBootstrapWaitTicks = 60;
private const int ServerBootstrapZeroCapacityGraceTicks = 120;
private const int ReservedPredictionLifetimeTicks = 5;
private readonly ushort[] _nextClientSequences = new ushort[(int)CombatRequestKind.Count];
private readonly PredictedAction[] _predictedActions = new PredictedAction[(int)CombatRequestKind.Count];
private bool _clientBootstrapSent;
private int _clientBootstrapWaitTicks;
private bool _serverEnergyInitialized;
private bool _hasPendingBootstrap;
private float _pendingBootstrapEnergy;
private bool _pendingBootstrapAllowsZeroCapacity;
private ulong _pendingBootstrapReceivedTick;
private ulong _nextServerEnergySnapshotRevision;
private ulong _lastAppliedEnergySnapshotRevision;
private bool _hasPendingEnergySnapshot;
private ulong _pendingEnergySnapshotRevision;
private float _pendingEnergySnapshot;
private bool _clientEnergyCeilingDirty;
private bool _clientEnergyCeilingNeedsPostPredictionFlush;
private uint _nextClientEnergyCeilingRevision;
private bool _serverHasEnergyCeilingRevision;
private uint _serverEnergyCeilingRevision;
private bool _hasPendingServerEnergyCeiling;
private float _pendingServerEnergyCeiling;
internal CombatRuntimeAuthorizationState Authorization { get; } = new();
internal bool HasAuthoritativeEnergy => _serverEnergyInitialized;
public override void Initialize() {
Array.Clear(_nextClientSequences, 0, _nextClientSequences.Length);
Array.Clear(_predictedActions, 0, _predictedActions.Length);
_clientBootstrapSent = false;
_clientBootstrapWaitTicks = 0;
_serverEnergyInitialized = false;
_hasPendingBootstrap = false;
_pendingBootstrapEnergy = 0f;
_pendingBootstrapAllowsZeroCapacity = false;
_pendingBootstrapReceivedTick = 0;
_nextServerEnergySnapshotRevision = 0;
_lastAppliedEnergySnapshotRevision = 0;
_hasPendingEnergySnapshot = false;
_pendingEnergySnapshotRevision = 0;
_pendingEnergySnapshot = 0f;
_clientEnergyCeilingDirty = false;
_clientEnergyCeilingNeedsPostPredictionFlush = false;
_nextClientEnergyCeilingRevision = 0;
_serverHasEnergyCeilingRevision = false;
_serverEnergyCeilingRevision = 0;
_hasPendingServerEnergyCeiling = false;
_pendingServerEnergyCeiling = 0f;
Authorization.Reset();
}
public override void PostUpdate() {
if (Main.netMode == NetmodeID.MultiplayerClient && Player.whoAmI == Main.myPlayer) {
OmnitrixPlayer omp = Player.GetModPlayer<OmnitrixPlayer>();
if (!_clientBootstrapSent) {
_clientBootstrapWaitTicks++;
if (omp.omnitrixEnergyMax > 0f ||
_clientBootstrapWaitTicks >= ClientBootstrapWaitTicks)
EnsureBootstrap(energyAlreadySpent: 0f);
}
CancelOrphanedReservedPredictions(omp);
FlushClientEnergyCeiling();
return;
}
if (Main.netMode == NetmodeID.Server && _hasPendingBootstrap)
TryFinalizeBootstrap();
}
internal ushort BeginPredictedAction(CombatRequestKind requestKind, float energyAlreadySpent) {
return BeginPredictedAction(requestKind, energyAlreadySpent, requestSent: true);
}
internal ushort ReservePredictedAction(CombatRequestKind requestKind, float energyAlreadySpent) {
return BeginPredictedAction(requestKind, energyAlreadySpent, requestSent: false);
}
private ushort BeginPredictedAction(
CombatRequestKind requestKind,
float energyAlreadySpent,
bool requestSent) {
if (Main.netMode != NetmodeID.MultiplayerClient ||
Player.whoAmI != Main.myPlayer ||
!TryGetIndex(requestKind, out int requestIndex))
return 0;
// Keep one in-flight prediction per action kind so an earlier acknowledgement cannot be
// orphaned by a later sequence overwriting its refund/rollback record.
if (_predictedActions[requestIndex].Active)
return 0;
FlushClientEnergyCeiling(energyAlreadySpent);
EnsureBootstrap(energyAlreadySpent);
ushort next = _nextClientSequences[requestIndex];
next = next == ushort.MaxValue ? (ushort)1 : (ushort)(next + 1);
if (next == 0)
next = 1;
_nextClientSequences[requestIndex] = next;
_predictedActions[requestIndex] = new PredictedAction {
Active = true,
Sequence = next,
EnergyCost = Math.Max(0f, float.IsFinite(energyAlreadySpent) ? energyAlreadySpent : 0f),
RequestSent = requestSent,
CreatedTick = Main.GameUpdateCount
};
return next;
}
internal ushort CommitReservedPredictedAction(CombatRequestKind requestKind) {
if (Main.netMode != NetmodeID.MultiplayerClient ||
Player.whoAmI != Main.myPlayer ||
!TryGetIndex(requestKind, out int requestIndex))
return 0;
PredictedAction prediction = _predictedActions[requestIndex];
if (!prediction.Active || prediction.RequestSent)
return 0;
prediction.RequestSent = true;
_predictedActions[requestIndex] = prediction;
return prediction.Sequence;
}
internal bool CancelReservedPredictedAction(CombatRequestKind requestKind) {
if (Main.netMode != NetmodeID.MultiplayerClient ||
Player.whoAmI != Main.myPlayer ||
!TryGetIndex(requestKind, out int requestIndex))
return false;
PredictedAction prediction = _predictedActions[requestIndex];
if (!prediction.Active || prediction.RequestSent)
return false;
_predictedActions[requestIndex] = default;
OmnitrixPlayer omp = Player.GetModPlayer<OmnitrixPlayer>();
omp.RollbackPredictedCombatAction(
requestKind,
prediction.SelectionRollbackArmed,
prediction.ExpectedSelection,
prediction.ExpectedBaseSelection,
prediction.ExpectedSelectionRevision);
ApplyPredictedEnergyCorrection(
omp,
prediction.EnergyCost);
SchedulePostPredictionEnergyCeilingFlush();
TryApplyPendingEnergySnapshot(omp);
return true;
}
internal void CaptureSelectionRollback(CombatRequestKind requestKind) {
if (Main.netMode != NetmodeID.MultiplayerClient ||
Player.whoAmI != Main.myPlayer ||
!TryGetIndex(requestKind, out int requestIndex))
return;
PredictedAction prediction = _predictedActions[requestIndex];
if (!prediction.Active)
return;
OmnitrixPlayer omp = Player.GetModPlayer<OmnitrixPlayer>();
prediction.SelectionRollbackArmed = true;
prediction.ExpectedSelection = omp.setAttack;
prediction.ExpectedBaseSelection = omp.AttackSelectionState.Base;
prediction.ExpectedSelectionRevision = omp.AttackSelectionState.SelectionRevision;
_predictedActions[requestIndex] = prediction;
}
internal void ReceiveBootstrap(float requestedEnergy, bool clientConfirmedZeroCapacity) {
if (Main.netMode != NetmodeID.Server ||
_serverEnergyInitialized ||
_hasPendingBootstrap ||
!float.IsFinite(requestedEnergy) ||
requestedEnergy < 0f)
return;
_pendingBootstrapEnergy = requestedEnergy;
_pendingBootstrapAllowsZeroCapacity = clientConfirmedZeroCapacity;
_pendingBootstrapReceivedTick = Main.GameUpdateCount;
_hasPendingBootstrap = true;
TryFinalizeBootstrap();
}
internal void MarkClientEnergyCeilingDirty() {
if (Main.netMode == NetmodeID.MultiplayerClient &&
Player.whoAmI == Main.myPlayer)
_clientEnergyCeilingDirty = true;
}
internal void ReceiveEnergyCeilingReport(uint reportRevision, float reportedEnergy) {
if (Main.netMode != NetmodeID.Server ||
!float.IsFinite(reportedEnergy) ||
reportedEnergy < 0f ||
!CombatRequestPolicy.IsNewerEnergyReportRevision(
reportRevision,
_serverEnergyCeilingRevision,
_serverHasEnergyCeilingRevision))
return;
_serverHasEnergyCeilingRevision = true;
_serverEnergyCeilingRevision = reportRevision;
if (!_serverEnergyInitialized) {
// Reports are absolute balance observations. The newest revision supersedes an older
// one; bootstrap still applies it as a lowering-only ceiling.
_hasPendingServerEnergyCeiling = true;
_pendingServerEnergyCeiling = reportedEnergy;
return;
}
ApplyServerEnergyCeiling(reportedEnergy);
CombatRuntimePacketHandler.SyncEnergySnapshot(Player);
}
internal ulong NextEnergySnapshotRevision() {
if (Main.netMode != NetmodeID.Server)
return 0;
if (_nextServerEnergySnapshotRevision < ulong.MaxValue)
_nextServerEnergySnapshotRevision++;
return _nextServerEnergySnapshotRevision;
}
internal void ObserveRejected(CombatRequestKind requestKind, ushort sequence) {
Authorization.ObserveRejected(requestKind, sequence);
}
internal void ApplyActionResult(
CombatRequestKind requestKind,
ushort sequence,
bool accepted,
bool energySnapshotValid,
ulong energySnapshotRevision,
float authoritativeEnergy,
float authoritativeCharge,
int authoritativeCooldownRemaining) {
if (!float.IsFinite(authoritativeCharge) ||
authoritativeCharge < 0f ||
(!accepted && authoritativeCharge > 0f) ||
(energySnapshotValid &&
!CombatRequestPolicy.IsValidEnergySnapshot(
energySnapshotValid,
energySnapshotRevision,
authoritativeEnergy)) ||
authoritativeCooldownRemaining < 0)
return;
OmnitrixPlayer omp = Player.GetModPlayer<OmnitrixPlayer>();
if (TryGetIndex(requestKind, out int requestIndex) && sequence != 0) {
PredictedAction prediction = _predictedActions[requestIndex];
if (prediction.Active && prediction.Sequence == sequence) {
_predictedActions[requestIndex] = default;
if (!accepted) {
// The rollback helper guards transformation identity and requires the exact
// post-shot selection revision, so it cannot take ownership from later input.
omp.RollbackPredictedCombatAction(
requestKind,
prediction.SelectionRollbackArmed,
prediction.ExpectedSelection,
prediction.ExpectedBaseSelection,
prediction.ExpectedSelectionRevision);
}
float correction = CombatRequestPolicy.GetPredictedEnergyCorrection(
prediction.EnergyCost,
authoritativeCharge);
ApplyPredictedEnergyCorrection(omp, correction);
omp.ReconcileAuthoritativeCombatCooldown(
requestKind,
authoritativeCooldownRemaining);
SchedulePostPredictionEnergyCeilingFlush();
}
}
if (energySnapshotValid)
StorePendingEnergySnapshot(energySnapshotRevision, authoritativeEnergy);
TryApplyPendingEnergySnapshot(omp);
}
private void FlushClientEnergyCeiling(float additionalPredictedDebit = 0f) {
if (!_clientEnergyCeilingDirty ||
Main.netMode != NetmodeID.MultiplayerClient ||
Player.whoAmI != Main.myPlayer)
return;
OmnitrixPlayer omp = Player.GetModPlayer<OmnitrixPlayer>();
float reconstructedEnergy = omp.omnitrixEnergy +
Math.Max(
0f,
float.IsFinite(additionalPredictedDebit)
? additionalPredictedDebit
: 0f);
for (int i = 0; i < _predictedActions.Length; i++) {
if (_predictedActions[i].Active)
reconstructedEnergy += _predictedActions[i].EnergyCost;
}
if (!float.IsFinite(reconstructedEnergy))
reconstructedEnergy = omp.omnitrixEnergy;
if (omp.omnitrixEnergyMax > 0f)
reconstructedEnergy = Math.Min(reconstructedEnergy, omp.omnitrixEnergyMax);
reconstructedEnergy = Math.Max(0f, reconstructedEnergy);
_nextClientEnergyCeilingRevision =
_nextClientEnergyCeilingRevision == uint.MaxValue
? 1u
: _nextClientEnergyCeilingRevision + 1u;
ModPacket packet = ModContent.GetInstance<global::Ben10Mod.Ben10Mod>().GetPacket();
packet.Write((byte)global::Ben10Mod.Ben10Mod.MessageType.ReportCombatEnergyCeiling);
packet.Write(_nextClientEnergyCeilingRevision);
packet.Write(reconstructedEnergy);
packet.Send();
if (HasActivePredictedActions() || additionalPredictedDebit > 0f)
_clientEnergyCeilingNeedsPostPredictionFlush = true;
_clientEnergyCeilingDirty = false;
}
private static void ApplyPredictedEnergyCorrection(OmnitrixPlayer omp, float correction) {
if (!float.IsFinite(correction) || Math.Abs(correction) < 0.0001f)
return;
if (correction > 0f) {
omp.RestoreOmnitrixEnergy(correction);
return;
}
omp.omnitrixEnergy = Math.Max(0f, omp.omnitrixEnergy + correction);
}
private void StorePendingEnergySnapshot(ulong revision, float authoritativeEnergy) {
if (revision == 0 ||
!float.IsFinite(authoritativeEnergy) ||
authoritativeEnergy < 0f ||
revision <= _lastAppliedEnergySnapshotRevision ||
(_hasPendingEnergySnapshot && revision <= _pendingEnergySnapshotRevision))
return;
_hasPendingEnergySnapshot = true;
_pendingEnergySnapshotRevision = revision;
_pendingEnergySnapshot = authoritativeEnergy;
}
private void TryApplyPendingEnergySnapshot(OmnitrixPlayer omp) {
if (!_hasPendingEnergySnapshot || HasActivePredictedActions())
return;
// Remaining legacy OE mutations are owner-local. A snapshot may lower the local value but
// must not raise it until those writers have migrated to the server.
omp.omnitrixEnergy = CombatRequestPolicy.ClampEnergyToAuthoritativeCeiling(
omp.omnitrixEnergy,
_pendingEnergySnapshot);
_lastAppliedEnergySnapshotRevision = _pendingEnergySnapshotRevision;
_hasPendingEnergySnapshot = false;
_pendingEnergySnapshotRevision = 0;
_pendingEnergySnapshot = 0f;
}
private bool HasActivePredictedActions() {
for (int i = 0; i < _predictedActions.Length; i++) {
if (_predictedActions[i].Active)
return true;
}
return false;
}
private void SchedulePostPredictionEnergyCeilingFlush() {
if (!_clientEnergyCeilingNeedsPostPredictionFlush ||
HasActivePredictedActions())
return;
_clientEnergyCeilingNeedsPostPredictionFlush = false;
_clientEnergyCeilingDirty = true;
}
private void CancelOrphanedReservedPredictions(OmnitrixPlayer omp) {
ulong currentTick = Main.GameUpdateCount;
for (int i = 0; i < _predictedActions.Length; i++) {
PredictedAction prediction = _predictedActions[i];
if (!prediction.Active ||
prediction.RequestSent ||
currentTick == prediction.CreatedTick)
continue;
CombatRequestKind requestKind = (CombatRequestKind)i;
ulong age = currentTick > prediction.CreatedTick
? currentTick - prediction.CreatedTick
: ulong.MaxValue;
if (age <= ReservedPredictionLifetimeTicks &&
IsReservedPredictionStillOwned(requestKind, omp))
continue;
// No request was sent, so local rollback and refund are sufficient.
CancelReservedPredictedAction(requestKind);
}
}
private bool IsReservedPredictionStillOwned(
CombatRequestKind requestKind,
OmnitrixPlayer omp) {
if (!Player.active || Player.dead || !omp.IsTransformed)
return false;
return requestKind switch {
CombatRequestKind.BuzzShockTeleport =>
string.Equals(
omp.currentTransformationId,
"Ben10Mod:BuzzShock",
StringComparison.Ordinal),
CombatRequestKind.EchoEchoShift =>
string.Equals(
omp.currentTransformationId,
"Ben10Mod:EchoEcho",
StringComparison.Ordinal),
_ => true
};
}
private void EnsureBootstrap(float energyAlreadySpent) {
if (_clientBootstrapSent ||
Main.netMode != NetmodeID.MultiplayerClient ||
Player.whoAmI != Main.myPlayer)
return;
OmnitrixPlayer omp = Player.GetModPlayer<OmnitrixPlayer>();
float reconstructedEnergy = omp.omnitrixEnergy +
Math.Max(0f, float.IsFinite(energyAlreadySpent) ? energyAlreadySpent : 0f);
if (omp.omnitrixEnergyMax > 0f)
reconstructedEnergy = Math.Min(reconstructedEnergy, omp.omnitrixEnergyMax);
ModPacket packet = ModContent.GetInstance<global::Ben10Mod.Ben10Mod>().GetPacket();
packet.Write((byte)global::Ben10Mod.Ben10Mod.MessageType.RequestCombatRuntimeBootstrap);
packet.Write(reconstructedEnergy);
packet.Write(
omp.omnitrixEnergyMax <= 0f &&
_clientBootstrapWaitTicks >= ClientBootstrapWaitTicks);
packet.Send();
_clientBootstrapSent = true;
}
private void TryFinalizeBootstrap() {
if (!_hasPendingBootstrap || _serverEnergyInitialized)
return;
OmnitrixPlayer omp = Player.GetModPlayer<OmnitrixPlayer>();
float maximumEnergy = omp.omnitrixEnergyMax;
ulong currentTick = Main.GameUpdateCount;
ulong ticksPending = currentTick >= _pendingBootstrapReceivedTick
? currentTick - _pendingBootstrapReceivedTick
: 0;
if (!CombatRequestPolicy.ShouldFinalizeEnergyBootstrap(
maximumEnergy,
_pendingBootstrapAllowsZeroCapacity,
ticksPending,
ServerBootstrapZeroCapacityGraceTicks))
return;
omp.omnitrixEnergy = float.IsFinite(maximumEnergy) && maximumEnergy > 0f
? Math.Min(_pendingBootstrapEnergy, maximumEnergy)
: 0f;
_pendingBootstrapEnergy = 0f;
_pendingBootstrapAllowsZeroCapacity = false;
_pendingBootstrapReceivedTick = 0;
_hasPendingBootstrap = false;
_serverEnergyInitialized = true;
if (_hasPendingServerEnergyCeiling) {
ApplyServerEnergyCeiling(_pendingServerEnergyCeiling);
_hasPendingServerEnergyCeiling = false;
_pendingServerEnergyCeiling = 0f;
}
CombatRuntimePacketHandler.SyncEnergySnapshot(Player);
}
private void ApplyServerEnergyCeiling(float reportedEnergy) {
OmnitrixPlayer omp = Player.GetModPlayer<OmnitrixPlayer>();
omp.omnitrixEnergy = CombatRequestPolicy.ApplyReportedEnergyCeiling(
omp.omnitrixEnergy,
reportedEnergy,
omp.omnitrixEnergyMax);
}
private static bool TryGetIndex(CombatRequestKind requestKind, out int requestIndex) {
requestIndex = (int)requestKind;
return requestIndex >= 0 && requestIndex < (int)CombatRequestKind.Count;
}
private struct PredictedAction {
internal bool Active;
internal ushort Sequence;
internal float EnergyCost;
internal bool RequestSent;
internal ulong CreatedTick;
internal bool SelectionRollbackArmed;
internal OmnitrixPlayer.AttackSelection ExpectedSelection;
internal OmnitrixPlayer.AttackSelection ExpectedBaseSelection;
internal ulong ExpectedSelectionRevision;
}
}