Not Really a Door Opener (#1063)

* the medical applicator will not long open doors from a distance unless we want it to do that

* fixing tests
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Fate-JH 2023-04-18 20:43:02 -04:00 committed by GitHub
parent f448cad13f
commit 5b0203850d
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8 changed files with 222 additions and 127 deletions

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@ -177,6 +177,8 @@ game {
variable = 30
}
}
doors-can-be-opened-by-med-app-from-this-distance = 5.05
}
anti-cheat {

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@ -540,7 +540,7 @@ class SessionData(
}
validObject(pkt.object_guid, decorator = "UseItem") match {
case Some(door: Door) =>
handleUseDoor(door)
handleUseDoor(door, equipment)
case Some(resourceSilo: ResourceSilo) =>
handleUseResourceSilo(resourceSilo, equipment)
case Some(panel: IFFLock) =>
@ -1245,8 +1245,17 @@ class SessionData(
}
}
private def handleUseDoor(door: Door): Unit = {
door.Actor ! CommonMessages.Use(player)
private def handleUseDoor(door: Door, equipment: Option[Equipment]): Unit = {
equipment match {
case Some(tool: Tool) if tool.Definition == GlobalDefinitions.medicalapplicator =>
val distance: Float = math.max(
Config.app.game.doorsCanBeOpenedByMedAppFromThisDistance,
door.Definition.initialOpeningDistance
)
door.Actor ! CommonMessages.Use(player, Some(distance))
case _ =>
door.Actor ! CommonMessages.Use(player)
}
}
private def handleUseResourceSilo(resourceSilo: ResourceSilo, equipment: Option[Equipment]): Unit = {

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@ -0,0 +1,81 @@
// Copyright (c) 2023 PSForever
package net.psforever.objects
import net.psforever.objects.serverobject.doors.Door
import net.psforever.types.Vector3
object Doors {
/**
* If a player was considered as holding the door open,
* check that if that player is still in the same zone as a door
* and is still standing within a certain distance of that door.
* If the target player no longer qualifies to hold the door open,
* search for a new player to hold the door open.
* If the target player did not initially exist (the door was closed),
* do not search any further.
* @param door door that is installed somewhere
* @param maximumDistance permissible square distance between the player and the door
* @return optional player;
* `None` if the no player can trigger the door
*/
def testForTargetHoldingDoorOpen(
door: Door,
maximumDistance: Float
): Option[Player] = {
door.Open
.flatMap {
testForSpecificTargetHoldingDoorOpen(_, door, maximumDistance * maximumDistance)
.orElse { testForAnyTargetHoldingDoorOpen(door, maximumDistance) }
}
}
/**
* Check that a player is in the same zone as a door
* and is standing within a certain distance of that door.
* @see `Vector3.MagnitudeSquared`
* @param player player who is standing somewhere
* @param door door that is installed somewhere
* @param maximumDistance permissible square distance between the player and the door
* before one can not influence the other
* @return optional player (same as parameter);
* `None` if the parameter player can not trigger the door
*/
def testForSpecificTargetHoldingDoorOpen(
player: Player,
door: Door,
maximumDistance: Float
): Option[Player] = {
if (player.Zone == door.Zone && Vector3.MagnitudeSquared(door.Position - player.Position) <= maximumDistance) {
Some(player)
} else {
None
}
}
/**
* Find a player, any player, that can hold the door open.
* Prop it open with a dead body if no one is available.
* @param door door that is installed somewhere
* @param maximumDistance permissible square distance between a player and the door
* before one can not influence the other
* @return optional player;
* `None` if no player can trigger the door
*/
private def testForAnyTargetHoldingDoorOpen(
door: Door,
maximumDistance: Float
): Option[Player] = {
//search for nearby players and nearby former players who would block open the door
val zone = door.Zone
val maximumDistanceSq = maximumDistance * maximumDistance
val bmap = zone.blockMap.sector(door.Position, maximumDistance)
(bmap.livePlayerList ++ bmap.corpseList)
.find { testForSpecificTargetHoldingDoorOpen(_, door, maximumDistanceSq).nonEmpty } match {
case out @ Some(newOpener) =>
door.Open = newOpener //another player is near the door, keep it open
out
case _ =>
None
}
}
}

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@ -1,7 +1,8 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects.serverobject.doors
import net.psforever.objects.Player
import akka.actor.ActorRef
import net.psforever.objects.{Default, Doors, Player}
import net.psforever.objects.serverobject.{CommonMessages, PlanetSideServerObject}
import net.psforever.objects.serverobject.affinity.{FactionAffinity, FactionAffinityBehavior}
import net.psforever.objects.serverobject.locks.IFFLock
@ -17,8 +18,9 @@ class DoorControl(door: Door)
extends PoweredAmenityControl
with FactionAffinityBehavior.Check {
def FactionObject: FactionAffinity = door
var isLocked: Boolean = false
var lockingMechanism: Door.LockingMechanismLogic = DoorControl.alwaysOpen
private var isLocked: Boolean = false
private var lockingMechanism: Door.LockingMechanismLogic = DoorControl.alwaysOpen
def commonBehavior: Receive = checkBehavior
.orElse {
@ -40,15 +42,16 @@ class DoorControl(door: Door)
def poweredStateLogic: Receive =
commonBehavior
.orElse {
case CommonMessages.Use(player, Some(customDistance: Float)) =>
testToOpenDoor(player, door, customDistance, sender())
case CommonMessages.Use(player, _) =>
if (lockingMechanism(player, door) && !isLocked) {
openDoor(player)
}
testToOpenDoor(player, door, door.Definition.initialOpeningDistance, sender())
case IFFLock.DoorOpenResponse(target: Player) if !isLocked =>
openDoor(target)
DoorControl.openDoor(target, door)
case _ => ;
case _ => ()
}
def unpoweredStateLogic: Receive = {
@ -56,30 +59,33 @@ class DoorControl(door: Door)
.orElse {
case CommonMessages.Use(player, _) if !isLocked =>
//without power, the door opens freely
openDoor(player)
DoorControl.openDoor(player, door)
case _ => ;
case _ => ()
}
}
def openDoor(player: Player): Unit = {
val zone = door.Zone
val doorGUID = door.GUID
if (!door.isOpen) {
//global open
door.Open = player
zone.LocalEvents ! LocalServiceMessage(
zone.id,
LocalAction.DoorOpens(Service.defaultPlayerGUID, zone, door)
)
}
else {
//the door should already open, but the requesting player does not see it as open
sender() ! LocalServiceResponse(
player.Name,
Service.defaultPlayerGUID,
LocalResponse.DoorOpens(doorGUID)
)
/**
* If the player is close enough to the door,
* the locking mechanism allows for the door to open,
* and the door is not bolted shut (locked),
* then tell the door that it should open.
* @param player player who is standing somewhere
* @param door door that is installed somewhere
* @param maximumDistance permissible square distance between the player and the door
* @param replyTo the player's session message reference
*/
private def testToOpenDoor(
player: Player,
door: Door,
maximumDistance: Float,
replyTo: ActorRef
): Unit = {
if (
Doors.testForSpecificTargetHoldingDoorOpen(player, door, maximumDistance * maximumDistance).contains(player) &&
lockingMechanism(player, door) && !isLocked
) {
DoorControl.openDoor(player, door, replyTo)
}
}
@ -89,5 +95,33 @@ class DoorControl(door: Door)
}
object DoorControl {
//noinspection ScalaUnusedSymbol
def alwaysOpen(obj: PlanetSideServerObject, door: Door): Boolean = true
/**
* If the door is not open, open this door, propped open by the given player.
* If the door is considered open, ensure the door is proper visible as open to the player.
* @param player the player
* @param door the door
* @param replyTo the player's session message reference
*/
private def openDoor(player: Player, door: Door, replyTo: ActorRef = Default.Actor): Unit = {
val zone = door.Zone
val doorGUID = door.GUID
if (!door.isOpen) {
//global open
door.Open = player
zone.LocalEvents ! LocalServiceMessage(
zone.id,
LocalAction.DoorOpens(Service.defaultPlayerGUID, zone, door)
)
} else {
//the door should already open, but the requesting player does not see it as open
replyTo ! LocalServiceResponse(
player.Name,
Service.defaultPlayerGUID,
LocalResponse.DoorOpens(doorGUID)
)
}
}
}

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@ -9,4 +9,9 @@ import net.psforever.objects.serverobject.structures.AmenityDefinition
class DoorDefinition(objectId: Int)
extends AmenityDefinition(objectId) {
Name = "door"
/** range wherein the door may first be opened
* (note: intentionally inflated as the initial check on the client occurs further than expected) */
var initialOpeningDistance: Float = 7.5f
/** range within which the door must detect a target player to remain open */
var continuousOpenDistance: Float = 5.05f
}

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@ -2,11 +2,10 @@
package net.psforever.services.local.support
import akka.actor.{Actor, Cancellable}
import net.psforever.objects.{Default, Player}
import net.psforever.objects.{Default, Doors}
import net.psforever.objects.serverobject.doors.Door
import net.psforever.objects.serverobject.structures.Building
import net.psforever.objects.zones.Zone
import net.psforever.types.{PlanetSideGUID, Vector3}
import net.psforever.types.PlanetSideGUID
import scala.annotation.tailrec
import scala.concurrent.duration._
@ -17,7 +16,6 @@ import scala.concurrent.duration._
* @see `LocalService`
*/
class DoorCloseActor() extends Actor {
/** The periodic `Executor` that checks for doors to be closed */
private var doorCloserTrigger: Cancellable = Default.Cancellable
@ -36,43 +34,11 @@ class DoorCloseActor() extends Actor {
case DoorCloseActor.TryCloseDoors() =>
doorCloserTrigger.cancel()
val now: Long = System.nanoTime
val now: Long = System.currentTimeMillis()
val (doorsToClose1, doorsLeftOpen1) = PartitionEntries(openDoors, now)
val (doorsToClose2, doorsLeftOpen2) = doorsToClose1.partition(entry => {
entry.door.Open match {
case Some(player) =>
// If the player that opened the door is far enough away, or they're dead,
var openerIsGone = Vector3.MagnitudeSquared(entry.door.Position - player.Position) > 25.5 || !player.isAlive
if (openerIsGone) {
// Check nobody else is nearby to hold the door opens
val playersToCheck: List[Player] =
if (
entry.door.Owner
.isInstanceOf[Building] && entry.door.Owner.asInstanceOf[Building].Definition.SOIRadius > 0
) {
entry.door.Owner.asInstanceOf[Building].PlayersInSOI
} else {
entry.zone.LivePlayers
}
playersToCheck
.filter(x => x.isAlive && Vector3.MagnitudeSquared(entry.door.Position - x.Position) < 25.5)
.headOption match {
case Some(newOpener) =>
// Another player is near the door, keep it open
entry.door.Open = newOpener
openerIsGone = false
case _ => ;
}
}
openerIsGone
case None =>
// Door should not be open. Mark it to be closed.
true
}
})
val (doorsToClose2, doorsLeftOpen2) = doorsToClose1.partition { entry =>
Doors.testForTargetHoldingDoorOpen(entry.door, entry.door.Definition.continuousOpenDistance).isEmpty
}
openDoors = (
doorsLeftOpen1 ++
doorsLeftOpen2.map(entry => DoorCloseActor.DoorEntry(entry.door, entry.zone, now))
@ -89,7 +55,7 @@ class DoorCloseActor() extends Actor {
doorCloserTrigger = context.system.scheduler.scheduleOnce(short_timeout, self, DoorCloseActor.TryCloseDoors())
}
case _ => ;
case _ => ()
}
/**
@ -144,9 +110,9 @@ class DoorCloseActor() extends Actor {
object DoorCloseActor {
/** The wait before an open door closes; as a Long for calculation simplicity */
private final val timeout_time: Long = 5000000000L //nanoseconds (5s)
private final val timeout_time: Long = 5000L //milliseconds (5s)
/** The wait before an open door closes; as a `FiniteDuration` for `Executor` simplicity */
private final val timeout: FiniteDuration = timeout_time nanoseconds
private final val timeout: FiniteDuration = timeout_time milliseconds
/**
* Message that carries information about a door that has been opened.
@ -155,7 +121,7 @@ object DoorCloseActor {
* @param time when the door was opened
* @see `DoorEntry`
*/
final case class DoorIsOpen(door: Door, zone: Zone, time: Long = System.nanoTime())
final case class DoorIsOpen(door: Door, zone: Zone, time: Long = System.currentTimeMillis())
/**
* Message that carries information about a door that needs to close.

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@ -46,7 +46,7 @@ object Config {
viaNonEmptyStringOpt[A](
v =>
e.values.toList.collectFirst {
case e if e.toString.toLowerCase == v.toLowerCase => e.asInstanceOf[A]
case e if e.toString.toLowerCase == v.toLowerCase => e
},
_.toString
)
@ -62,25 +62,23 @@ object Config {
// Raw config object - prefer app when possible
lazy val config: TypesafeConfig = source.config() match {
case Right(config) => config
case Left(failures) => {
case Left(failures) =>
logger.error("Loading config failed")
failures.toList.foreach { failure =>
logger.error(failure.toString)
}
sys.exit(1)
}
}
// Typed config object
lazy val app: AppConfig = source.load[AppConfig] match {
case Right(config) => config
case Left(failures) => {
case Left(failures) =>
logger.error("Loading config failed")
failures.toList.foreach { failure =>
logger.error(failure.toString)
}
sys.exit(1)
}
}
}
@ -159,7 +157,8 @@ case class GameConfig(
baseCertifications: Seq[Certification],
warpGates: WarpGateConfig,
cavernRotation: CavernRotationConfig,
savedMsg: SavedMessageEvents
savedMsg: SavedMessageEvents,
doorsCanBeOpenedByMedAppFromThisDistance: Float
)
case class NewAvatar(

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@ -1,7 +1,7 @@
// Copyright (c) 2017 PSForever
package objects
import akka.actor.{ActorSystem, Props}
import akka.actor.{ActorRef, ActorSystem, Props}
import akka.testkit.TestProbe
import base.ActorTest
import net.psforever.objects.avatar.Avatar
@ -12,15 +12,14 @@ import net.psforever.objects.{Default, GlobalDefinitions, Player}
import net.psforever.objects.serverobject.doors.{Door, DoorControl}
import net.psforever.objects.serverobject.structures.{Building, StructureType}
import net.psforever.objects.zones.{Zone, ZoneMap}
import net.psforever.packet.game.UseItemMessage
import net.psforever.services.local.{LocalAction, LocalServiceMessage}
import net.psforever.services.local.{LocalAction, LocalResponse, LocalServiceMessage, LocalServiceResponse}
import net.psforever.types._
import org.specs2.mutable.Specification
import scala.concurrent.duration._
class DoorTest extends Specification {
val player = Player(Avatar(0, "test", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
private val player: Player = Player(Avatar(0, "test", PlanetSideEmpire.TR, CharacterSex.Male, 0, CharacterVoice.Mute))
"Door" should {
"construct" in {
@ -49,19 +48,6 @@ class DoorTest extends Specification {
}
"be opened and closed (2; toggle)" in {
val msg = UseItemMessage(
PlanetSideGUID(6585),
PlanetSideGUID(0),
PlanetSideGUID(372),
4294967295L,
false,
Vector3(5.0f, 0.0f, 0.0f),
Vector3(0.0f, 0.0f, 0.0f),
11,
25,
0,
364
)
val door = Door(GlobalDefinitions.door)
door.Open.isEmpty mustEqual true
door.Open = player
@ -74,7 +60,7 @@ class DoorTest extends Specification {
}
}
class DoorControl1Test extends ActorTest {
class DoorControlConstructTest extends ActorTest {
"DoorControl" should {
"construct" in {
val door = Door(GlobalDefinitions.door)
@ -84,28 +70,11 @@ class DoorControl1Test extends ActorTest {
}
}
class DoorControl2Test extends ActorTest {
class DoorControlOpenTest extends ActorTest {
"DoorControl" should {
"open on use" in {
val (player, door) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
val probe = new TestProbe(system)
door.Zone.LocalEvents = probe.ref
val msg = UseItemMessage(
PlanetSideGUID(1),
PlanetSideGUID(0),
PlanetSideGUID(2),
0L,
false,
Vector3(0f, 0f, 0f),
Vector3(0f, 0f, 0f),
0,
0,
0,
0L
) //faked
assert(door.Open.isEmpty)
door.Actor ! CommonMessages.Use(player, Some(msg))
val (player, door, probe) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
door.Actor ! CommonMessages.Use(player)
val reply = probe.receiveOne(1000 milliseconds)
assert(reply match {
case LocalServiceMessage("test", LocalAction.DoorOpens(PlanetSideGUID(0), _, d)) => d eq door
@ -116,26 +85,55 @@ class DoorControl2Test extends ActorTest {
}
}
class DoorControl3Test extends ActorTest {
class DoorControlTooFarTest extends ActorTest {
"DoorControl" should {
"do nothing if given garbage" in {
val (_, door) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
"do not open if the player is too far away" in {
val (player, door, probe) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
player.Position = Vector3(10,0,0)
door.Actor ! CommonMessages.Use(player)
probe.expectNoMessage(Duration.create(500, "ms"))
assert(door.Open.isEmpty)
}
}
}
class DoorControlAlreadyOpenTest extends ActorTest {
"DoorControl" should {
"is already open" in {
val (player, door, probe) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
door.Open = player //door thinks it is open
door.Actor.tell(CommonMessages.Use(player), probe.ref)
val reply = probe.receiveOne(1000 milliseconds)
assert(reply match {
case LocalServiceResponse("test", _, LocalResponse.DoorOpens(guid)) => guid == door.GUID
case _ => false
})
}
}
}
class DoorControlGarbageDataTest extends ActorTest {
"DoorControl" should {
"do nothing if given garbage data" in {
val (_, door, probe) = DoorControlTest.SetUpAgents(PlanetSideEmpire.TR)
assert(door.Open.isEmpty)
door.Actor ! "trash"
expectNoMessage(Duration.create(500, "ms"))
probe.expectNoMessage(Duration.create(500, "ms"))
assert(door.Open.isEmpty)
}
}
}
object DoorControlTest {
def SetUpAgents(faction: PlanetSideEmpire.Value)(implicit system: ActorSystem): (Player, Door) = {
def SetUpAgents(faction: PlanetSideEmpire.Value)(implicit system: ActorSystem): (Player, Door, TestProbe) = {
val eventsProbe = new TestProbe(system)
val door = Door(GlobalDefinitions.door)
val guid = new NumberPoolHub(new MaxNumberSource(5))
val zone = new Zone("test", new ZoneMap("test"), 0) {
override def SetupNumberPools() = {}
val zone = new Zone(id = "test", new ZoneMap(name = "test"), zoneNumber = 0) {
override def SetupNumberPools(): Unit = {}
GUID(guid)
override def LocalEvents: ActorRef = eventsProbe.ref
}
guid.register(door, 1)
door.Actor = system.actorOf(Props(classOf[DoorControl], door), "door")
@ -149,7 +147,8 @@ object DoorControlTest {
)
door.Owner.Faction = faction
val player = Player(Avatar(0, "test", faction, CharacterSex.Male, 0, CharacterVoice.Mute))
player.Zone = zone
guid.register(player, 2)
(player, door)
(player, door, eventsProbe)
}
}