1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 /* Minetest Copyright (C) 2018 nerzhul, Loic Blot <loic.blot@unix-experience.fr> 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 the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of/* 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 the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include "irr_v3d.h" #include <string> #include <iostream> #include <list> #include "exceptions.h" #include "inventory.h" class Map; class IGameDef; struct MapNode; class InventoryManager; struct RollbackNode { std::string name; int param1 = 0; int param2 = 0; std::string meta; bool operator == (const RollbackNode &other) { return (name == other.name && param1 == other.param1 && param2 == other.param2 && meta == other.meta); } bool operator != (const RollbackNode &other) { return !(*this == other); } RollbackNode() = default; RollbackNode(Map *map, v3s16 p, IGameDef *gamedef); }; struct RollbackAction { enum Type{ TYPE_NOTHING, TYPE_SET_NODE, TYPE_MODIFY_INVENTORY_STACK, } type = TYPE_NOTHING; time_t unix_time = 0; std::string actor; bool actor_is_guess = false; v3s16 p; RollbackNode n_old; RollbackNode n_new; std::string inventory_location; std::string inventory_list; u32 inventory_index; bool inventory_add; ItemStack inventory_stack; RollbackAction() = default; void setSetNode(v3s16 p_, const RollbackNode &n_old_, const RollbackNode &n_new_) { type = TYPE_SET_NODE; p = p_; n_old = n_old_; n_new = n_new_; } void setModifyInventoryStack(const std::string &inventory_location_, const std::string &inventory_list_, u32 index_, bool add_, const ItemStack &inventory_stack_) { type = TYPE_MODIFY_INVENTORY_STACK; inventory_location = inventory_location_; inventory_list = inventory_list_; inventory_index = index_; inventory_add = add_; inventory_stack = inventory_stack_; } // String should not contain newlines or nulls std::string toString() const; // 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; }; class IRollbackManager { public: virtual void reportAction(const RollbackAction &action) = 0; virtual std::string getActor() = 0; virtual bool isActorGuess() = 0; virtual void setActor(const std::string &actor, bool is_guess) = 0; virtual std::string getSuspect(v3s16 p, float nearness_shortcut, float min_nearness) = 0; virtual ~IRollbackManager() = default;; virtual void flush() = 0; // Get all actors that did something to position p, but not further than // <seconds> in history virtual std::list<RollbackAction> getNodeActors(v3s16 pos, int range, time_t seconds, int limit) = 0; // Get actions to revert <seconds> of history made by <actor> virtual std::list<RollbackAction> getRevertActions(const std::string &actor, time_t seconds) = 0; }; class RollbackScopeActor { public: RollbackScopeActor(IRollbackManager * rollback_, const std::string & actor, bool is_guess = false) : rollback(rollback_) { if (rollback) { old_actor = rollback->getActor(); old_actor_guess = rollback->isActorGuess(); rollback->setActor(actor, is_guess); } } ~RollbackScopeActor() { if (rollback) { rollback->setActor(old_actor, old_actor_guess); } } private: IRollbackManager * rollback; std::string old_actor; bool old_actor_guess; };