Make the rollback system VERY FUCKING GOD DAMN POWERFUL

This commit is contained in:
Perttu Ahola 2012-07-27 13:24:28 +03:00
parent 508b7b5e51
commit a9d8df83d2
6 changed files with 150 additions and 44 deletions

@ -520,6 +520,7 @@ minetest.register_chatcommand("rollback_check", {
dump(range).." seconds="..dump(seconds).."s)")
minetest.rollback_punch_callbacks[name] = function(pos, node, puncher)
local name = puncher:get_player_name()
minetest.chat_send_player(name, "Checking...")
local actor, act_p, act_seconds =
minetest.rollback_get_last_node_actor(pos, range, seconds)
if actor == "" then
@ -531,8 +532,10 @@ minetest.register_chatcommand("rollback_check", {
if act_p.x ~= pos.x or act_p.y ~= pos.y or act_p.z ~= pos.z then
nodedesc = minetest.pos_to_string(act_p)
end
minetest.chat_send_player(name, "Last actor on "..nodedesc.." was "..
actor..", "..dump(act_seconds).."s ago")
local nodename = minetest.env:get_node(act_p).name
minetest.chat_send_player(name, "Last actor on "..nodedesc..
" was "..actor..", "..dump(act_seconds)..
"s ago (node is now "..nodename..")")
end
end,
})
@ -557,9 +560,13 @@ minetest.register_chatcommand("rollback", {
dump(target_name).." since "..dump(seconds).." seconds.")
local success, log = minetest.rollback_revert_actions_by(
target_name, seconds)
if #log > 10 then
minetest.chat_send_player(name, "(log is too long to show)")
else
for _,line in ipairs(log) do
minetest.chat_send_player(name, line)
end
end
if success then
minetest.chat_send_player(name, "Reverting actions succeeded.")
else

@ -1621,12 +1621,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
DSTACK(__FUNCTION_NAME);
//TimeTaker timer("transformLiquids()");
/*
If something goes wrong, liquids are to blame
NOTE: Do not track liquids; it causes huge amounts of rollback log
*/
//RollbackScopeActor rollback_scope(m_gamedef->rollback(), "liquid");
u32 loopcount = 0;
u32 initial_size = m_transforming_liquid.size();
@ -1831,20 +1825,29 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
}
n0.setContent(new_node_content);
// Get old node for rollback
//RollbackNode rollback_oldnode(this, p0, m_gamedef);
// Find out whether there is a suspect for this action
std::string suspect;
if(m_gamedef->rollback()){
// Max. 5 seconds ago
suspect = m_gamedef->rollback()->getSuspect(p0, 5);
}
if(!suspect.empty()){
// Blame suspect
RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
// Get old node for rollback
RollbackNode rollback_oldnode(this, p0, m_gamedef);
// Set node
setNode(p0, n0);
// Report for rollback
/*if(m_gamedef->rollback())
{
// Report
RollbackNode rollback_newnode(this, p0, m_gamedef);
RollbackAction action;
action.setSetNode(p0, rollback_oldnode, rollback_newnode);
m_gamedef->rollback()->reportAction(action);
}*/
} else {
// Set node
setNode(p0, n0);
}
v3s16 blockpos = getNodeBlockPos(p0);
MapBlock *block = getBlockNoCreateNoEx(blockpos);

@ -28,10 +28,34 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#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<<")"
// 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 = +1 point)
f += 1.0 * intToFloat(suspect_p, 1).getDistanceFrom(intToFloat(action_p, 1));
// Time (1 second = -1 point)
f -= 1.0 * (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:
@ -44,10 +68,23 @@ 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, 5); // 5s timeframe
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);
@ -56,9 +93,45 @@ public:
{
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, int max_time)
{
if(m_current_actor != "")
return m_current_actor;
int cur_time = time(0);
int first_time = cur_time - max_time;
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;
// 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 > likely_suspect_nearness){
likely_suspect_nearness = f;
likely_suspect = *i;
}
}
// No likely suspect was found
if(likely_suspect_nearness == 0)
return "";
// Likely suspect was found
return likely_suspect.actor;
}
void flush()
{
@ -80,8 +153,12 @@ public:
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();
}
@ -90,7 +167,8 @@ public:
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;
@ -209,20 +287,7 @@ public:
// 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){
@ -281,6 +346,7 @@ private:
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;
};

@ -33,7 +33,9 @@ public:
// IRollbackReportManager
virtual void reportAction(const RollbackAction &action) = 0;
virtual std::string getActor() = 0;
virtual void setActor(const std::string &actor) = 0;
virtual bool isActorGuess() = 0;
virtual void setActor(const std::string &actor, bool is_guess) = 0;
virtual std::string getSuspect(v3s16 p, int max_time) = 0;
virtual ~IRollbackManager(){}
virtual void flush() = 0;

@ -289,6 +289,24 @@ bool RollbackAction::isImportant(IGameDef *gamedef) const
}
}
bool RollbackAction::getPosition(v3s16 *dst) const
{
switch(type){
case RollbackAction::TYPE_SET_NODE:
if(dst) *dst = p;
return true;
case RollbackAction::TYPE_MODIFY_INVENTORY_STACK: {
InventoryLocation loc;
loc.deSerialize(inventory_location);
if(loc.type != InventoryLocation::NODEMETA)
return false;
if(dst) *dst = loc.p;
return true; }
default:
return false;
}
}
bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gamedef) const
{
try{

@ -65,6 +65,7 @@ struct RollbackAction
int unix_time;
std::string actor;
bool actor_is_guess;
v3s16 p;
RollbackNode n_old;
@ -77,7 +78,9 @@ struct RollbackAction
std::string inventory_stack;
RollbackAction():
type(TYPE_NOTHING)
type(TYPE_NOTHING),
unix_time(0),
actor_is_guess(false)
{}
void setSetNode(v3s16 p_, const RollbackNode &n_old_,
@ -108,6 +111,8 @@ struct RollbackAction
// Eg. flowing water level changes are not important
bool isImportant(IGameDef *gamedef) const;
bool getPosition(v3s16 *dst) const;
bool applyRevert(Map *map, InventoryManager *imgr, IGameDef *gamedef) const;
};
@ -117,29 +122,34 @@ public:
virtual ~IRollbackReportSink(){}
virtual void reportAction(const RollbackAction &action) = 0;
virtual std::string getActor() = 0;
virtual void setActor(const std::string &actor) = 0;
virtual bool isActorGuess() = 0;
virtual void setActor(const std::string &actor, bool is_guess) = 0;
virtual std::string getSuspect(v3s16 p, int max_time) = 0;
};
class RollbackScopeActor
{
public:
RollbackScopeActor(IRollbackReportSink *sink, const std::string &actor):
RollbackScopeActor(IRollbackReportSink *sink, const std::string &actor,
bool is_guess=false):
m_sink(sink)
{
if(m_sink){
m_actor_was = m_sink->getActor();
m_sink->setActor(actor);
m_actor_was_guess = m_sink->isActorGuess();
m_sink->setActor(actor, is_guess);
}
}
~RollbackScopeActor()
{
if(m_sink){
m_sink->setActor(m_actor_was);
m_sink->setActor(m_actor_was, m_actor_was_guess);
}
}
private:
IRollbackReportSink *m_sink;
std::string m_actor_was;
bool m_actor_was_guess;
};
#endif