/*
-Minetest-c55
-Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
#include "nodedef.h"
#include "util/serialize.h"
#include "util/string.h"
-#include "strfnd.h"
+#include "util/numeric.h"
#include "inventorymanager.h" // deserializing InventoryLocations
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+#define POINTS_PER_NODE (16.0)
+
+// Get nearness factor for subject's action for this action
+// Return value: 0 = impossible, >0 = factor
+static float getSuspectNearness(bool is_guess, v3s16 suspect_p, int suspect_t,
+ v3s16 action_p, int action_t)
+{
+ // Suspect cannot cause things in the past
+ if(action_t < suspect_t)
+ return 0; // 0 = cannot be
+ // Start from 100
+ int f = 100;
+ // Distance (1 node = -x points)
+ f -= POINTS_PER_NODE * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
+ // Time (1 second = -x points)
+ f -= 1 * (action_t - suspect_t);
+ // If is a guess, halve the points
+ if(is_guess)
+ f *= 0.5;
+ // Limit to 0
+ if(f < 0)
+ f = 0;
+ return f;
+}
+
class RollbackManager: public IRollbackManager
{
public:
return;
RollbackAction action = action_;
action.unix_time = time(0);
+ // Figure out actor
action.actor = m_current_actor;
+ action.actor_is_guess = m_current_actor_is_guess;
+ // If actor is not known, find out suspect or cancel
+ if(action.actor.empty()){
+ v3s16 p;
+ if(!action.getPosition(&p))
+ return;
+ action.actor = getSuspect(p, 83, 1);
+ if(action.actor.empty())
+ return;
+ action.actor_is_guess = true;
+ }
infostream<<"RollbackManager::reportAction():"
<<" time="<<action.unix_time
<<" actor=\""<<action.actor<<"\""
+ <<(action.actor_is_guess?" (guess)":"")
<<" action="<<action.toString()
<<std::endl;
addAction(action);
{
return m_current_actor;
}
- void setActor(const std::string &actor)
+ bool isActorGuess()
+ {
+ return m_current_actor_is_guess;
+ }
+ void setActor(const std::string &actor, bool is_guess)
{
m_current_actor = actor;
+ m_current_actor_is_guess = is_guess;
+ }
+ std::string getSuspect(v3s16 p, float nearness_shortcut, float min_nearness)
+ {
+ if(m_current_actor != "")
+ return m_current_actor;
+ int cur_time = time(0);
+ int first_time = cur_time - (100-min_nearness);
+ RollbackAction likely_suspect;
+ float likely_suspect_nearness = 0;
+ for(std::list<RollbackAction>::const_reverse_iterator
+ i = m_action_latest_buffer.rbegin();
+ i != m_action_latest_buffer.rend(); i++)
+ {
+ if(i->unix_time < first_time)
+ break;
+ if(i->actor == "")
+ continue;
+ // Find position of suspect or continue
+ v3s16 suspect_p;
+ if(!i->getPosition(&suspect_p))
+ continue;
+ float f = getSuspectNearness(i->actor_is_guess, suspect_p,
+ i->unix_time, p, cur_time);
+ if(f >= min_nearness && f > likely_suspect_nearness){
+ likely_suspect_nearness = f;
+ likely_suspect = *i;
+ if(likely_suspect_nearness >= nearness_shortcut)
+ break;
+ }
+ }
+ // No likely suspect was found
+ if(likely_suspect_nearness == 0)
+ return "";
+ // Likely suspect was found
+ return likely_suspect.actor;
}
void flush()
{
of<<" ";
of<<serializeJsonString(i->actor);
of<<" ";
- std::string action_s = i->toString();
- of<<action_s<<std::endl;
+ of<<i->toString();
+ if(i->actor_is_guess){
+ of<<" ";
+ of<<"actor_is_guess";
+ }
+ of<<std::endl;
}
m_action_todisk_buffer.clear();
}
RollbackManager(const std::string &filepath, IGameDef *gamedef):
m_filepath(filepath),
- m_gamedef(gamedef)
+ m_gamedef(gamedef),
+ m_current_actor_is_guess(false)
{
infostream<<"RollbackManager::RollbackManager("<<filepath<<")"
<<std::endl;
// Find position of action or continue
v3s16 action_p;
-
- if(i->type == RollbackAction::TYPE_SET_NODE)
- {
- action_p = i->p;
- }
- else if(i->type == RollbackAction::TYPE_MODIFY_INVENTORY_STACK)
- {
- InventoryLocation loc;
- loc.deSerialize(i->inventory_location);
- if(loc.type != InventoryLocation::NODEMETA)
- continue;
- action_p = loc.p;
- }
- else
+ if(!i->getPosition(&action_p))
continue;
if(range == 0){
std::string m_filepath;
IGameDef *m_gamedef;
std::string m_current_actor;
+ bool m_current_actor_is_guess;
std::list<RollbackAction> m_action_todisk_buffer;
std::list<RollbackAction> m_action_latest_buffer;
};