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-- __ _ _______ _ __
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-- / / /\ | | |__ __| | | \ \
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-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
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-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
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-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
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-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
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Quantum.Net = {}
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util.AddNetworkString( "quantum_menu_net" )
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util.AddNetworkString( "quantum_menu_button_net" )
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util.AddNetworkString( "quantum_item_action" )
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util.AddNetworkString( "quantum_char_update")
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local function checkCacheTable( ply, cache_id, dt )
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Quantum.Debug( "Checking cache tables (" .. tostring(ply) .. " | " .. tostring(cache_id) .. " | " .. tostring(dt) .. ")" )
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local datatable = dt || {}
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if( ply.cache == nil ) then
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Quantum.Error( tostring(ply) .. " does not have a cache table, creating..." )
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ply.cache = {}
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if( ply.cache ~= nil ) then Quantum.Debug( "Success! Created cache table for " .. tostring(ply) ) end
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else
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if( ply.cache[cache_id] == nil ) then
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Quantum.Debug( tostring(ply) .. " does not have a cache for '" .. tostring(cache_id) .. "'. Creating..." )
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ply.cache[cache_id] = {
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id = cache_id,
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cache = datatable
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}
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if( ply.cache[cache_id] ~= nil && table.Count( ply.cache[cache_id] ) == 1 ) then
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Quantum.Debug( "Success! Created cache '" .. tostring(cache_id) .. "' for " .. tostring(ply) .. "." )
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if( ply.cache[id].count == nil ) then ply.cache[id].count = 1 else ply.cache[id].count = ply.cache[id].count + 1 end -- keep count
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else
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Quantum.Error( "Failed. Creation of cache '" .. tostring(cache_id) .. "' for " .. tostring(ply) .. " failed to validate or did not get created." )
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ply.cache[cache_id] = nil -- remove the cache since it is "broken"
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end
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end
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end
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return ply.cache[cache_id]
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end
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local function CacheDatatableMethod( id, datatable, ply )
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ply.cache[id] = checkCacheTable( ply, id, datatable ) -- check caching tables etc
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Quantum.Debug( "(" .. tostring(ply) .. " | " .. tostring(id) .. ") Removing known data in cache from datatable..." )
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if( ply.cache[id] ~= nil ) then
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if( ply.cache[id].count > 1 ) then -- dont want to filter out data if this is the first time.
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for k, v in pairs( datatable ) do -- loop through the datatable
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for k2, v2 in pairs( table.GetKeys( ply.cache[id].cache ) ) do -- check each key with each key from the record cache
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if( tostring(k) == tostring(v2) ) then -- check if the keys are the same
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if( v == ply.cache[id].cache[tostring(v2)] ) then -- check if the value/contents are the same
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datatable[k] = nil -- if so then remove the key from the datatable
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else -- if the key's value has changed we dont remove it since the client needs to know about it
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ply.cache[id].cache[tostring(v2)] = v -- and then update the cache so we know about it next time
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end
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end
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end
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end
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end
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end
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--datatable.id = id -- give it the id so that the client side could handle it
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-- Always give the id since it is highly "valuable".
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-- Don't want the client mixing up the NPC, which this caching system could do if not handled correctly.
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return { id = id, cont = datatable }
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end
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local function initializeDatatable( id, datatable, ply )
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Quantum.Debug( "(" .. tostring(ply) .. ") Initializing datatable for client net message.." )
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return CacheDatatableMethod( id, datatable, ply )
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end
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local function SendDatatableToClient( client, dt, type )
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local datatable = initializeDatatable( type, dt, client ) -- before we actually send the stuff, cache it and remove unneeded stuff
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local net_start = net.Start( "quantum_menu_net" )
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if( net_start ) then Quantum.Debug( "Sending net message to " .. tostring(client) .. "..." ) end
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if( table.Count(datatable) > 0 ) then -- if it's empty just dont send it because we will save 8 bits
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net.WriteTable( datatable ) -- send the data to the player
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end
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net.Send( client )
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Quantum.Debug("Net message sent.")
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end
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function Quantum.Net.OpenMenu( pl, type, dt )
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SendDatatableToClient( pl, dt, type )
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end
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local funcs = {
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["createChar"] = true,
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["enterWorldChar"] = true
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}
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local netfuncs = {
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createChar = function( pl, args )
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pl.charcount = Quantum.Server.Char.GetCharCount( pl )
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if( #args.name > 16 ) then
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Quantum.Debug( "Player " .. tostring( pl ) .. " character name too long. Unable to create." )
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return
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elseif( pl.charcount + 1 > Quantum.CharacterLimit ) then -- character limit
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Quantum.Debug( "Player " .. tostring( pl ) .. " tried to exceed their character limit." )
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return
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end
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Quantum.Server.Char.Load( pl, pl.charcount + 1, args )
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end,
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enterWorldChar = function( pl, args )
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Quantum.Server.Char.SetCurrentCharacter( pl, args.index )
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end
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}
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local function runNetFunc( pl, func, args )
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if( funcs[func] ) then
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netfuncs[func]( pl, args )
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else
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Quantum.Error( tostring(pl) .. " tried to run a non existant networked function! func: '" .. tostring( func ) .. "'" )
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end
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end
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net.Receive( "quantum_menu_button_net", function( len, pl )
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local funcid = net.ReadString()
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local args = net.ReadTable()
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runNetFunc( pl, funcid, args )
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end)
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Quantum.Net.Inventory = {}
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function Quantum.Net.Inventory.SetItem( pl, index, itemid, amount ) -- sends a item to the client with amount of it, this is a DYNAMIC networking solution
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net.Start( "quantum_item_action" )
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Quantum.WriteIntcode( Quantum.IntCode.SET_ITEM ) -- write the opcode first
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net.WriteInt( index, Quantum.calculateNeededBits( Quantum.Inventory.Size ) )
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net.WriteString( itemid )
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net.WriteInt( amount, Quantum.calculateNeededBits( Quantum.Inventory.MaxStackSize ) )
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net.Send( pl )
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end
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function Quantum.Net.Inventory.Update( pl )
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Quantum.Debug( "Updating " .. tostring(pl) .. " character." )
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local charTbl = Quantum.Server.Char.GetCurrentCharacter( pl )
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local char = { money = charTbl.money, model = charTbl.model, name = charTbl.name }
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net.Start( "quantum_char_update" )
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net.WriteTable( Quantum.Server.Char.GetInventory( charTbl ) )
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net.WriteTable( char )
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net.WriteTable( charTbl.equipped )
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net.Send( pl )
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end
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local intcodeFunctions = {
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[Quantum.IntCode.SET_ITEM] = function( pl, index, itemid, amount ) -- if the client is trying to set an item then kick the player
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Quantum.Warn( "Player [" .. pl:Nick() .. " | " .. pl:SteamID() .. "] tried to use a blacklisted Intcode function called from the client!" )
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--pl:Kick( "[Quantum Security] Tried to use a invalid Intcode function. Nice try." )
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end,
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[Quantum.IntCode.DROP_ITEM] = function( pl, index, itemid, amount )
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Quantum.Server.Inventory.DropItem( pl, index, amount )
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end,
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[Quantum.IntCode.USE_ITEM] = function( pl, index, itemid, amount )
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Quantum.Server.Inventory.UseItem( pl, index )
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end,
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[Quantum.IntCode.EAT_ITEM] = function( pl, index, itemid, amount )
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Quantum.Server.Inventory.EatItem( pl, index )
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end,
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[Quantum.IntCode.EQUIP_ITEM] = function( pl, index, itemid, amount )
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Quantum.Server.Inventory.EquipItem( pl, index )
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end
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}
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net.Receive( "quantum_item_action", function( len, pl )
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local intcode = net.ReadInt( Quantum.IntCode.BIT_SIZE )
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local index = net.ReadInt( Quantum.calculateNeededBits( Quantum.Inventory.Size ) )
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local itemid = net.ReadString()
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local amount = net.ReadInt( Quantum.calculateNeededBits( Quantum.Inventory.MaxStackSize ) )
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print( "####", intcode, index, itemid, amount )
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intcodeFunctions[intcode]( pl, index, itemid, amount )
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end)
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local function UpdateAllPlayers()
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for i, pl in pairs( player.GetHumans() ) do
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Quantum.Net.Inventory.Update( pl )
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end
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end
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if( Quantum.Server.Settings.DeveloperMode == false ) then
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UpdateAllPlayers() -- Update the players on auto-refresh / lua-refresh
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end
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