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
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,
})
dump(target_name).." since "..dump(seconds).." seconds.")
local success, log = minetest.rollback_revert_actions_by(
target_name, seconds)
- for _,line in ipairs(log) do
- minetest.chat_send_player(name, line)
+ 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.")
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();
n0.param2 = ~(LIQUID_LEVEL_MASK | LIQUID_FLOW_DOWN_MASK);
}
n0.setContent(new_node_content);
-
- // Get old node for rollback
- //RollbackNode rollback_oldnode(this, p0, m_gamedef);
-
- // Set node
- setNode(p0, n0);
- // Report for rollback
- /*if(m_gamedef->rollback())
- {
+ // 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
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);
#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:
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);
{
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()
{
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;
};
// 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;
}
}
+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{
int unix_time;
std::string actor;
+ bool actor_is_guess;
v3s16 p;
RollbackNode n_old;
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_,
// 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;
};
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