-- __ _ _______ _ __ -- / / /\ | | |__ __| | | \ \ -- / / / \ | |_ __ ___ | | ___ ___| |__ \ \ -- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > > -- \ \ / ____ \| | | | | | | | __/ (__| | | | / / -- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/ Quantum.Net = {} util.AddNetworkString( "quantum_menu_net" ) util.AddNetworkString( "quantum_menu_button_net" ) util.AddNetworkString( "quantum_item_action" ) util.AddNetworkString( "quantum_char_update") local function checkCacheTable( ply, cache_id, dt ) Quantum.Debug( "Checking cache tables (" .. tostring(ply) .. " | " .. tostring(cache_id) .. " | " .. tostring(dt) .. ")" ) local datatable = dt || {} if( ply.cache == nil ) then Quantum.Error( tostring(ply) .. " does not have a cache table, creating..." ) ply.cache = {} if( ply.cache ~= nil ) then Quantum.Debug( "Success! Created cache table for " .. tostring(ply) ) end else if( ply.cache[cache_id] == nil ) then Quantum.Debug( tostring(ply) .. " does not have a cache for '" .. tostring(cache_id) .. "'. Creating..." ) ply.cache[cache_id] = { id = cache_id, cache = datatable } if( ply.cache[cache_id] ~= nil && table.Count( ply.cache[cache_id] ) == 1 ) then Quantum.Debug( "Success! Created cache '" .. tostring(cache_id) .. "' for " .. tostring(ply) .. "." ) 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 else Quantum.Error( "Failed. Creation of cache '" .. tostring(cache_id) .. "' for " .. tostring(ply) .. " failed to validate or did not get created." ) ply.cache[cache_id] = nil -- remove the cache since it is "broken" end end end return ply.cache[cache_id] end local function CacheDatatableMethod( id, datatable, ply ) ply.cache[id] = checkCacheTable( ply, id, datatable ) -- check caching tables etc Quantum.Debug( "(" .. tostring(ply) .. " | " .. tostring(id) .. ") Removing known data in cache from datatable..." ) if( ply.cache[id] ~= nil ) then if( ply.cache[id].count > 1 ) then -- dont want to filter out data if this is the first time. for k, v in pairs( datatable ) do -- loop through the datatable for k2, v2 in pairs( table.GetKeys( ply.cache[id].cache ) ) do -- check each key with each key from the record cache if( tostring(k) == tostring(v2) ) then -- check if the keys are the same if( v == ply.cache[id].cache[tostring(v2)] ) then -- check if the value/contents are the same datatable[k] = nil -- if so then remove the key from the datatable else -- if the key's value has changed we dont remove it since the client needs to know about it ply.cache[id].cache[tostring(v2)] = v -- and then update the cache so we know about it next time end end end end end end --datatable.id = id -- give it the id so that the client side could handle it -- Always give the id since it is highly "valuable". -- Don't want the client mixing up the NPC, which this caching system could do if not handled correctly. return { id = id, cont = datatable } end local function initializeDatatable( id, datatable, ply ) Quantum.Debug( "(" .. tostring(ply) .. ") Initializing datatable for client net message.." ) return CacheDatatableMethod( id, datatable, ply ) end local function SendDatatableToClient( client, dt, type ) local datatable = initializeDatatable( type, dt, client ) -- before we actually send the stuff, cache it and remove unneeded stuff local net_start = net.Start( "quantum_menu_net" ) if( net_start ) then Quantum.Debug( "Sending net message to " .. tostring(client) .. "..." ) end if( table.Count(datatable) > 0 ) then -- if it's empty just dont send it because we will save 8 bits net.WriteTable( datatable ) -- send the data to the player end net.Send( client ) Quantum.Debug("Net message sent.") end function Quantum.Net.OpenMenu( pl, type, dt ) SendDatatableToClient( pl, dt, type ) end local funcs = { ["createChar"] = true, ["enterWorldChar"] = true } local netfuncs = { createChar = function( pl, args ) pl.charcount = Quantum.Server.Char.GetCharCount( pl ) if( #args.name > 16 ) then Quantum.Debug( "Player " .. tostring( pl ) .. " character name too long. Unable to create." ) return elseif( pl.charcount + 1 > Quantum.CharacterLimit ) then -- character limit Quantum.Debug( "Player " .. tostring( pl ) .. " tried to exceed their character limit." ) return end Quantum.Server.Char.Load( pl, pl.charcount + 1, args ) end, enterWorldChar = function( pl, args ) Quantum.Server.Char.SetCurrentCharacter( pl, args.index ) end } local function runNetFunc( pl, func, args ) if( funcs[func] ) then netfuncs[func]( pl, args ) else Quantum.Error( tostring(pl) .. " tried to run a non existant networked function! func: '" .. tostring( func ) .. "'" ) end end net.Receive( "quantum_menu_button_net", function( len, pl ) local funcid = net.ReadString() local args = net.ReadTable() runNetFunc( pl, funcid, args ) end) Quantum.Net.Inventory = {} 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 net.Start( "quantum_item_action" ) Quantum.WriteIntcode( Quantum.IntCode.SET_ITEM ) -- write the opcode first net.WriteInt( index, Quantum.calculateNeededBits( Quantum.Inventory.Size ) ) net.WriteString( itemid ) net.WriteInt( amount, Quantum.calculateNeededBits( Quantum.Inventory.MaxStackSize ) ) net.Send( pl ) end function Quantum.Net.Inventory.SetEquipItem( pl, index, equipslot ) net.Start( "quantum_item_action" ) Quantum.WriteIntcode( Quantum.IntCode.EQUIP_ITEM ) -- write the opcode first net.WriteInt( index, Quantum.calculateNeededBits( Quantum.Inventory.Size ) ) net.WriteString( "" ) net.WriteInt( equipslot, Quantum.calculateNeededBits( Quantum.Inventory.MaxStackSize ) ) net.Send( pl ) end function Quantum.Net.Inventory.Update( pl ) Quantum.Debug( "Updating " .. tostring(pl) .. " character." ) local charTbl = Quantum.Server.Char.GetCurrentCharacter( pl ) if( charTbl != nil ) then local char = { money = charTbl.money, model = charTbl.model, name = charTbl.name } net.Start( "quantum_char_update" ) net.WriteTable( Quantum.Server.Char.GetInventory( charTbl ) ) net.WriteTable( char ) net.WriteTable( charTbl.equipped ) net.Send( pl ) end end local intcodeFunctions = { [Quantum.IntCode.SET_ITEM] = function( pl, index, itemid, amount ) -- if the client is trying to set an item then kick the player Quantum.Warn( "Player [" .. pl:Nick() .. " | " .. pl:SteamID() .. "] tried to use a blacklisted Intcode function called from the client!" ) pl:Kick( "[Quantum Security] Tried to use a invalid Intcode function. Nice try." ) end, [Quantum.IntCode.DROP_ITEM] = function( pl, index, itemid, amount ) Quantum.Server.Inventory.DropItem( pl, index, amount ) end, [Quantum.IntCode.USE_ITEM] = function( pl, index, itemid, amount ) Quantum.Server.Inventory.UseItem( pl, index ) end, [Quantum.IntCode.EAT_ITEM] = function( pl, index, itemid, amount ) Quantum.Server.Inventory.EatItem( pl, index ) end, [Quantum.IntCode.EQUIP_ITEM] = function( pl, index, itemid, amount ) Quantum.Server.Inventory.EquipItem( pl, index ) end, [Quantum.IntCode.UNEQUIP_ITEM] = function( pl, equipslot, itemid, amount ) Quantum.Server.Inventory.UnEquipItem( pl, equipslot ) end } net.Receive( "quantum_item_action", function( len, pl ) local intcode = net.ReadInt( Quantum.IntCode.BIT_SIZE ) local par1 = net.ReadInt( Quantum.calculateNeededBits( Quantum.Inventory.Size ) ) local par2 = net.ReadString() local par3 = net.ReadInt( Quantum.calculateNeededBits( Quantum.Inventory.MaxStackSize ) ) intcodeFunctions[intcode]( pl, par1, par2, par3 ) end) local function UpdateAllPlayers() for i, pl in pairs( player.GetHumans() ) do Quantum.Net.Inventory.Update( pl ) end end if( Quantum.Server.Settings.DeveloperMode == false ) then UpdateAllPlayers() -- Update the players on auto-refresh / lua-refresh end