Recheck storage slots after spawn preload and streaming handoff
This commit is contained in:
+35
-16
@@ -2,11 +2,11 @@
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from policy_harness import ROOT, body, run
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source = ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_SpawnClientScene.c'
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keys = ('bool ERR_SpawnSceneReady(', 'bool ERR_SpawnSceneMayFinish(',
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keys = ('bool ERR_SpawnSceneReady(', 'bool ERR_SpawnSceneMayFinish(', 'bool ERR_SpawnSceneVerified(',
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'protected void ERR_AcknowledgeSpawnScene(',
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'protected void ERR_ClearClientSpawnScene(',
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'protected void ERR_CheckClientSpawnScene(',
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'protected void ERR_CancelClientSpawnScene(')
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'protected void ERR_CancelClientSpawnScene(', 'protected void ERR_ConfirmClientSpawnScene(')
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methods = '\n'.join(body(source, key) for key in keys)
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methods = methods.replace('protected ', '').replace('Replication.IsServer()', 'Replication::IsServer()')
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methods = methods.replace('ERR_GameMode.Get()', 'Mode::Get()')
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@@ -15,7 +15,8 @@ methods = methods.replace('component.GetEntity()', 'component->GetEntity()')
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methods = methods.replace('foreach (RplId id :', 'for (RplId id :')
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methods = methods.replace('GetGame().GetWorld().GetWorldTime()', 'game.now')
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methods = methods.replace('GetGame().GetCallqueue().Remove(ERR_CheckClientSpawnScene)', 'game.removes++')
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methods = methods.replace('Rpc(ERR_AcknowledgeSpawnScene, token)', 'SendAck(token)')
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methods = methods.replace('GetGame().GetCallqueue().CallLater(ERR_CheckClientSpawnScene, 100, true)', 'game.starts++')
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methods = methods.replace('Rpc(ERR_AcknowledgeSpawnScene, token, m_ERRClientSceneFinal)', 'SendAck(token, m_ERRClientSceneFinal)')
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run(r'''
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#include <cassert>
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#include <vector>
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@@ -24,39 +25,57 @@ using RplId=int;
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struct RplComponent{bool entity=true;bool GetEntity(){return entity;}};
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namespace Replication{bool server=true;std::map<int,RplComponent*> items;bool IsServer(){return server;}RplComponent* FindItem(int id){return items.count(id)?items[id]:nullptr;}}
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struct Mode{static bool present;static bool Get(){return present;}};bool Mode::present=true;
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struct Game{float now=0;int removes=0;}game;Game* GetGame(){return &game;}
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struct Nodes:std::vector<int>{using std::vector<int>::operator=;void Clear(){clear();}int Count(){return size();}};
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struct Game{float now=0;int removes=0,starts=0;}game;Game* GetGame(){return &game;}
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struct Nodes:std::vector<int>{using std::vector<int>::operator=;void Clear(){clear();}int Count(){return size();}bool IsEmpty(){return empty();}};
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template<typename... T>void PrintFormat(const char*,T...){}
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struct Probe{
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int m_ERRSceneToken=4,m_ERRClientSceneToken=4,acks=0,lastAck=0;
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bool m_ERRScenePending=false,m_ERRSceneAcknowledged=false,m_ERRSceneTimedOut=false,m_ERRClientScenePending=false;
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bool m_ERRSceneReleased=false,m_ERRSceneVerified=false,m_ERRClientSceneFinal=false,lastFinal=false;float m_ERRClientSceneStableSince=-1;
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float m_ERRSceneDeadline=1000,m_ERRSceneStartedAt=0;Nodes m_ERRClientSceneNodes,m_ERRClientStockOwners,m_ERRClientStockItems;
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bool stockReady=true;bool ERR_ClientStockReady(){return stockReady;}void ERR_RefreshSceneInventory(){}
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int GetPlayerId(){return 1;}void SendAck(int token){acks++;lastAck=token;}
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int GetPlayerId(){return 1;}void SendAck(int token,bool finalCheck){acks++;lastAck=token;lastFinal=finalCheck;}
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'''+methods+r'''
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};
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int main(){
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Probe server;assert(!server.ERR_SpawnSceneReady());
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server.ERR_AcknowledgeSpawnScene(4);assert(!server.m_ERRSceneAcknowledged);
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server.ERR_AcknowledgeSpawnScene(4,false);assert(!server.m_ERRSceneAcknowledged);
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server.m_ERRScenePending=true;assert(!server.ERR_SpawnSceneMayFinish());
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server.ERR_AcknowledgeSpawnScene(3);assert(!server.ERR_SpawnSceneReady());
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Replication::server=false;server.ERR_AcknowledgeSpawnScene(4);assert(!server.ERR_SpawnSceneReady());Replication::server=true;
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server.ERR_AcknowledgeSpawnScene(4);assert(server.ERR_SpawnSceneReady()&&server.ERR_SpawnSceneMayFinish());
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server.ERR_AcknowledgeSpawnScene(3,false);assert(!server.ERR_SpawnSceneReady());
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Replication::server=false;server.ERR_AcknowledgeSpawnScene(4,false);assert(!server.ERR_SpawnSceneReady());Replication::server=true;
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server.ERR_AcknowledgeSpawnScene(4,false);assert(server.ERR_SpawnSceneReady()&&server.ERR_SpawnSceneMayFinish());
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server.m_ERRSceneAcknowledged=false;game.now=999;assert(!server.ERR_SpawnSceneMayFinish());
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game.now=1000;assert(server.ERR_SpawnSceneMayFinish()&&server.m_ERRSceneTimedOut&&!server.ERR_SpawnSceneReady());
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server.ERR_AcknowledgeSpawnScene(4);assert(!server.ERR_SpawnSceneReady());
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server.ERR_AcknowledgeSpawnScene(4,false);assert(!server.ERR_SpawnSceneReady());
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Probe client;client.m_ERRClientScenePending=true;client.m_ERRClientSceneNodes={11,22,33};
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RplComponent root,wall,gate;Replication::items[11]=&root;
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for(int i=0;i<100;i++){client.ERR_CheckClientSpawnScene();}assert(client.acks==0&&client.m_ERRClientScenePending);
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Replication::items[22]=&wall;client.ERR_CheckClientSpawnScene();assert(client.acks==0);
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gate.entity=false;Replication::items[33]=&gate;client.ERR_CheckClientSpawnScene();assert(client.acks==0);
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gate.entity=true;client.stockReady=false;client.ERR_CheckClientSpawnScene();assert(client.acks==0&&client.m_ERRClientScenePending);
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client.stockReady=true;client.ERR_CheckClientSpawnScene();assert(client.acks==1&&client.lastAck==4&&!client.m_ERRClientScenePending&&client.m_ERRClientSceneNodes.empty());
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client.stockReady=true;client.ERR_CheckClientSpawnScene();assert(client.acks==1&&client.lastAck==4&&!client.m_ERRClientScenePending&&!client.m_ERRClientSceneNodes.empty());
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client.ERR_CheckClientSpawnScene();assert(client.acks==1);
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// The first reply cannot finalize. Final replies before release are ignored.
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Probe handshake;handshake.m_ERRScenePending=true;
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handshake.ERR_AcknowledgeSpawnScene(4,true);assert(!handshake.ERR_SpawnSceneVerified());
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handshake.ERR_AcknowledgeSpawnScene(4,false);handshake.ERR_AcknowledgeSpawnScene(4,true);assert(!handshake.ERR_SpawnSceneVerified());
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handshake.m_ERRSceneReleased=true;handshake.ERR_AcknowledgeSpawnScene(3,true);assert(!handshake.ERR_SpawnSceneVerified());
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handshake.ERR_AcknowledgeSpawnScene(4,true);assert(handshake.ERR_SpawnSceneVerified());
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Probe finalTimeout;finalTimeout.m_ERRScenePending=true;finalTimeout.m_ERRSceneAcknowledged=true;
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finalTimeout.ERR_SpawnSceneMayFinish();assert(finalTimeout.m_ERRSceneTimedOut&&!finalTimeout.ERR_SpawnSceneVerified());
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// A replica disappearing after preload resets the continuous final check.
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client.ERR_ConfirmClientSpawnScene(3);assert(!client.m_ERRClientSceneFinal&&game.starts==0);
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client.ERR_ConfirmClientSpawnScene(4);assert(client.m_ERRClientSceneFinal&&client.m_ERRClientScenePending&&game.starts==1);game.now=2000;
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client.ERR_CheckClientSpawnScene();game.now=2500;client.ERR_CheckClientSpawnScene();assert(client.acks==1);
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gate.entity=false;client.ERR_CheckClientSpawnScene();gate.entity=true;game.now=2600;client.ERR_CheckClientSpawnScene();
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game.now=3500;client.ERR_CheckClientSpawnScene();assert(client.acks==1);
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client.stockReady=false;client.ERR_CheckClientSpawnScene();client.stockReady=true;game.now=3600;client.ERR_CheckClientSpawnScene();
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game.now=4599;client.ERR_CheckClientSpawnScene();assert(client.acks==1);
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game.now=4600;client.ERR_CheckClientSpawnScene();assert(client.acks==2&&client.lastFinal);
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client.m_ERRClientScenePending=true;client.m_ERRClientSceneToken=5;client.m_ERRClientSceneNodes={99};
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client.ERR_CancelClientSpawnScene(4);assert(client.m_ERRClientScenePending);
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client.ERR_CancelClientSpawnScene(5);assert(!client.m_ERRClientScenePending&&client.m_ERRClientSceneNodes.empty());
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client.m_ERRClientScenePending=true;Mode::present=false;client.ERR_CheckClientSpawnScene();assert(!client.m_ERRClientScenePending&&client.acks==1);
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client.m_ERRClientScenePending=true;Mode::present=false;client.ERR_CheckClientSpawnScene();assert(!client.m_ERRClientScenePending&&client.acks==2);
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}
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''')
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finalizer = ROOT/'addons/core/Scripts/Game/ERR/00_Core/ERR_SpawnFinalization.c'
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@@ -70,7 +89,7 @@ for old, new in [('override ', ''), ('SCR_SpawnRequestComponent requestComponent
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run(r'''
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#include <cassert>
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enum class SCR_ESpawnResult{OK,SPAWN_NOT_ALLOWED,CANNOT_ASSIGN};
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struct Request{bool ready=false,mayFinish=false;int ends=0;bool ERR_SpawnSceneReady(){return ready;}bool ERR_SpawnSceneMayFinish(){return mayFinish;}bool preloadRequired=true;bool ERR_TakeScenePreload(){if(!ready||!preloadRequired)return false;preloadRequired=false;return true;}void ERR_EndSpawnScene(){ends++;}};
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struct Request{bool ready=false,mayFinish=false,verified=false;bool ERR_SpawnSceneVerified(){return ready&&verified;}bool ERR_VerifySceneRelease(){return !ready||verified;}int ends=0;bool ERR_SpawnSceneReady(){return ready;}bool ERR_SpawnSceneMayFinish(){return mayFinish;}bool preloadRequired=true;bool ERR_TakeScenePreload(){if(!ready||!preloadRequired)return false;preloadRequired=false;return true;}void ERR_EndSpawnScene(){ends++;}};
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struct Data{};struct Actor{};struct Ticket{};
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struct Mode{static bool current;static bool Get(){return current;}};bool Mode::current=true;
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struct Logic{Ticket ticket;bool hasTicket=true,allowed=true;Ticket* TakeSpawnTicket(Request*,Data*,Actor*){return hasTicket?&ticket:nullptr;}bool MayFinalizeSpawn(Ticket*){return allowed;}};
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@@ -86,7 +105,7 @@ int main(){
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// Timeout can end the pending request, but cannot assign an actor.
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assert(h.FinalizeRequest_S(&request,&data,&actor)==SCR_ESpawnResult::SPAWN_NOT_ALLOWED&&h.assignments==0&&h.rejects==1&&request.ends==1);
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request.ready=true;assert(!h.CanFinalize_S(&request,&data,&actor)&&h.preloadStarts==1);
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h.preloadReady=true;assert(h.CanFinalize_S(&request,&data,&actor)&&h.preloadStarts==1);
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h.preloadReady=true;assert(!h.CanFinalize_S(&request,&data,&actor));request.verified=true;assert(h.CanFinalize_S(&request,&data,&actor)&&h.preloadStarts==1);
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h.storage.allowed=false;
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assert(h.FinalizeRequest_S(&request,&data,&actor)==SCR_ESpawnResult::SPAWN_NOT_ALLOWED&&h.assignments==0&&h.rejects==2);
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h.storage.allowed=true;assert(h.FinalizeRequest_S(&request,&data,&actor)==SCR_ESpawnResult::OK&&h.assignments==1&&request.ends==3);
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@@ -108,7 +127,7 @@ struct Items:std::vector<int>{using std::vector<int>::vector;void Clear(){clear(
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struct Controller{int GetControlledEntity(){return 42;}};
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struct Probe{
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Items m_ERRSceneEntities{1,2},m_ERRSceneRoots,m_ERRSceneStockOwners,m_ERRSceneStockItems;
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bool m_ERRSceneObserver=true,m_ERRScenePending=true,m_ERRSceneAcknowledged=true,m_ERRSceneTimedOut=true,m_ERRScenePreloadRequired=true;
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bool m_ERRSceneReleased=true,m_ERRSceneVerified=true;bool m_ERRSceneObserver=true,m_ERRScenePending=true,m_ERRSceneAcknowledged=true,m_ERRSceneTimedOut=true,m_ERRScenePreloadRequired=true;
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int m_ERRSceneToken=7,restored=0,cancelled=0,observed=0;Controller controller;bool connected=true;
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Controller* GetPlayerController(){return connected?&controller:nullptr;}
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void ERR_StreamScene(int,bool normal){assert(normal);restored++;}
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