579 lines
26 KiB
C#
579 lines
26 KiB
C#
using Ananta.SDK.Network;
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using Ananta.SDK.Rpc;
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using Ananta.SDK.Serialization;
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using Ananta.Server.Configuration;
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using Ananta.Server.Protocol.Client4229938;
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using Ananta.Server.RpcTypes.Client4229938;
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using SceneMethods = Ananta.Server.RpcTypes.Client4229938.Methods.GameScene;
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namespace Ananta.Server.Handlers.Game;
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/// <summary>
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/// S011 vehicle boarding story channel (build 4229938). Ported from the proven
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/// Server_V2 flow: the client only offers the F-enter prompt and drives the
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/// enter/exit animation phases once the S011 root node exists; without the root
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/// bootstrap, pressing F near a spawned vehicle sends nothing.
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/// Flow: root bootstrap (once per session) → client S011PlayerNetEnterVehicleRequest →
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/// enter child + controller + status 2 → phase 2 (status 3) → phase 3 (status 4,
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/// seated) → exit request → exit child + status 5 → phase 1 (status 0, done).
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/// Vehicle records live in the shared static SummonedVehicles registry (extended
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/// with seat state); the boarding transaction itself is per-session.
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/// Lock order everywhere: story state, then SummonedVehiclesSync.
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/// </summary>
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internal sealed partial class GameRouter
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{
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private const string VehicleStoryKey = "client4229938-vehicle-story";
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private const uint VehicleStoryRootNid = 1;
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private const uint VehicleStoryEnterNid = 2;
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private const uint VehicleStoryExitNid = 3;
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internal sealed class VehicleStoryState
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{
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internal object SyncRoot { get; } = new();
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internal bool RootSent;
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internal bool SeenAnyRpc;
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internal long HighestConfirmedRpcId = -1;
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internal SortedSet<long> PendingRpcIds { get; } = new();
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internal HashSet<long> CommittedRpcIds { get; } = new();
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internal ulong EnterVehicleId;
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internal byte EnterSeat;
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internal bool ExitInProgress;
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internal ulong CurrentVehicleId;
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internal int CurrentSeat = -1;
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internal ulong BoardingUnitId;
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}
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internal static VehicleStoryState GetVehicleStoryState(TcpSession session)
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{
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if (session.Items.TryGetValue(VehicleStoryKey, out var raw) && raw is VehicleStoryState existing)
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return existing;
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var created = new VehicleStoryState();
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session.Items[VehicleStoryKey] = created;
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return created;
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}
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internal static WorldEntryState? GetVehicleWorldState(TcpSession session)
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=> session.Items.TryGetValue(WorldStateKey, out var raw) && raw is WorldEntryState existing
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? existing
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: null;
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internal static (ulong VehicleId, int Seat) VehicleSeatSnapshot(TcpSession session)
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{
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var story = GetVehicleStoryState(session);
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lock (story.SyncRoot)
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return (story.CurrentVehicleId, story.CurrentSeat);
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}
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internal static async Task EnsureVehicleStoryRoot(RpcContext ctx)
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{
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if (!PrivateServerConfigStore.Current.Gameplay.Vehicles.Enabled)
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return;
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var story = GetVehicleStoryState(ctx.Session);
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long confirm;
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lock (story.SyncRoot)
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{
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if (story.RootSent)
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return;
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story.RootSent = true;
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story.BoardingUnitId = GetVehicleWorldState(ctx.Session)?.ActiveSpiritUnitId
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?? Profile.InitialUnitId;
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confirm = story.SeenAnyRpc ? Math.Max(0, story.HighestConfirmedRpcId) : -1;
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}
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await ctx.NotifyAsync(MethodId.SyncStoryCoreServerInfo,
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StoryS011Codec4229938.BuildRootBootstrap(VehicleStoryRootNid, confirm));
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ctx.Session.Log.Info($"[VEHICLE-STORY] S011 root ready nid={VehicleStoryRootNid} confirm={confirm}");
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}
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internal static void ResetVehicleStoryForEntity(TcpSession session, ulong entityId)
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{
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var story = GetVehicleStoryState(session);
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lock (story.SyncRoot)
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{
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if (story.CurrentVehicleId == entityId)
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{
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story.CurrentVehicleId = 0;
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story.CurrentSeat = -1;
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}
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if (story.EnterVehicleId == entityId)
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story.EnterVehicleId = 0;
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story.ExitInProgress = false;
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}
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}
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/// <summary>
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/// Fresh scene load (login / airport travel): the client builds a new story
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/// instance and drops all server-made nodes, so the S011 root must be sent
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/// again by the post-load finalization. Called from OnLoadingFinished for each
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/// accepted generation, next to the garage/aether one-shot resets. The early
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/// root pushed on the pre-load story hello (if any) is harmless — the client
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/// discards it with the old story instance.
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/// </summary>
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internal static void ResetVehicleStory(TcpSession session)
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{
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var story = GetVehicleStoryState(session);
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lock (story.SyncRoot)
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{
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story.RootSent = false;
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story.SeenAnyRpc = false;
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story.HighestConfirmedRpcId = -1;
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story.PendingRpcIds.Clear();
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story.CommittedRpcIds.Clear();
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story.EnterVehicleId = 0;
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story.EnterSeat = 0;
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story.ExitInProgress = false;
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story.CurrentVehicleId = 0;
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story.CurrentSeat = -1;
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}
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}
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[Handler(MethodId.SyncStoryCoreClientInfo, HandlerPacketKind.Notify)]
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private async Task SyncStoryCoreClientInfo(Connection conn, UxRpcMessage msg)
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{
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await EnsureVehicleStoryRoot(msg.Context);
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var story = GetVehicleStoryState(msg.Context.Session);
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lock (story.SyncRoot)
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story.BoardingUnitId = GetVehicleWorldState(msg.Context.Session)?.ActiveSpiritUnitId
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?? Profile.InitialUnitId;
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var commands = StoryVehicleCodec4229938.Parse(msg.Body, out var full);
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if (!full)
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conn.Log.Warn($"[VEHICLE-STORY] partial parse commands={commands.Count} bytes={msg.Body.Length} hex={BitConverter.ToString(msg.Body)}");
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foreach (var summary in commands)
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{
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// Non-heartbeat story traffic is rare; log it so new flows are visible.
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if (summary.Name != "Rpc3" || summary.RpcId < 0)
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conn.Log.Info($"[VEHICLE-STORY] cmd mark={summary.TypeMark} nid={summary.Nid} name={summary.Name} rpc={summary.RpcId} payload={summary.PayloadKind} vehicle={summary.PayloadVehicleId} seats=[{(summary.PayloadSeatIndices is null ? "" : string.Join(",", summary.PayloadSeatIndices))}] bool={summary.PayloadBool} int={summary.PayloadInt}");
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}
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foreach (var cmd in commands)
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{
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var duplicateCommitted = false;
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long duplicateConfirm = -1;
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if (cmd.HasRpcId && cmd.RpcId >= 0)
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{
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lock (story.SyncRoot)
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{
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story.SeenAnyRpc = true;
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if (cmd.RpcId <= story.HighestConfirmedRpcId)
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{
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duplicateCommitted = true;
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duplicateConfirm = story.HighestConfirmedRpcId;
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}
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else
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{
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story.PendingRpcIds.Add(cmd.RpcId);
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}
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}
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}
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if (duplicateCommitted)
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{
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await SendStoryAsync(conn.Session, StoryS011Codec4229938.BuildConfirmRpc(duplicateConfirm));
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continue;
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}
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if (cmd.TypeMark is 3 or 6)
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{
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await ConfirmVehicleStoryRpc(conn, story, cmd.HasRpcId ? cmd.RpcId : null);
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continue;
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}
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if (cmd.Name == "S011PlayerNetEnterVehicleRequest" && cmd.PayloadKind == "S011EnterVehicleRequest")
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await BeginVehicleEnter(conn, story, cmd);
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else if (cmd.Name == "S011PlayerNetExitVehicleRequest" && cmd.PayloadKind == "Bool")
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await BeginVehicleExit(conn, story, cmd.PayloadBool ?? true);
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else if (cmd.Nid == VehicleStoryEnterNid && cmd.Name == "MsgrChangePhaseRequest" && cmd.PayloadKind is "Byte" or "Int")
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await AdvanceVehicleEnter(conn, story, (int)(cmd.PayloadInt ?? 0));
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else if (cmd.Nid == VehicleStoryExitNid && cmd.Name == "MsgrChangePhaseRequest" && cmd.PayloadKind is "Byte" or "Int")
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await AdvanceVehicleExit(conn, story, (int)(cmd.PayloadInt ?? 0));
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await ConfirmVehicleStoryRpc(conn, story, cmd.HasRpcId ? cmd.RpcId : null);
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}
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}
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private async Task BeginVehicleEnter(Connection conn, VehicleStoryState story, StoryClientCommand4229938 cmd)
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{
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var vehicleId = cmd.PayloadVehicleId ?? 0;
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var seat = cmd.PayloadSeatIndices is { Count: > 0 } ? cmd.PayloadSeatIndices[0] : (byte)0;
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var pid = Profile.PlayerPid;
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ulong unitId;
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var ok = false;
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var lazyRegistered = false;
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lock (story.SyncRoot)
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{
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unitId = story.BoardingUnitId != 0 ? story.BoardingUnitId : Profile.InitialUnitId;
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lock (SummonedVehiclesSync)
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{
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// GM-console cars are spawned client-locally with client-side ids the
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// server has never seen: adopt them on first enter attempt instead of
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// leaving the client stuck with a hidden prompt. Seat layout is grown
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// from the requested index; real counts arrive via SyncSpawnVehicle.
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if (vehicleId != 0 && !SummonedVehicles.ContainsKey(vehicleId))
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{
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SummonedVehicles[vehicleId] = new SummonedVehicle
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{
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SeatCount = (int)Math.Min(16, Math.Max(2, (int)seat + 1)),
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Interactable = true,
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};
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lazyRegistered = true;
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}
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if (vehicleId != 0 && story.CurrentVehicleId == 0
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&& story.EnterVehicleId == 0 && !story.ExitInProgress
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&& SummonedVehicles.TryGetValue(vehicleId, out var vehicle) && vehicle.Interactable
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&& seat < vehicle.SeatCount
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&& !vehicle.SeatReservations.ContainsKey(seat) && !vehicle.SeatOccupants.ContainsKey(seat))
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{
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vehicle.SeatReservations[seat] = pid;
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story.EnterVehicleId = vehicleId;
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story.EnterSeat = seat;
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vehicle.ControllerPid = pid;
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ok = true;
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}
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}
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}
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if (!ok)
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{
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conn.Log.Warn($"[VEHICLE-STORY] enter rejected vehicle={vehicleId} seat={seat}");
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return;
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}
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await SendStoryAsync(conn.Session, StoryS011Codec4229938.BuildEnterChildBootstrap(VehicleStoryEnterNid, vehicleId, seat));
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await conn.NotifyAsync(MethodId.SyncChangeVehicleController, new SceneMethods.SyncChangeVehicleController
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{ VehicleInstanceId = vehicleId, ControllerPid = pid });
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await SendVehicleBoardingStatus(conn, unitId, vehicleId, seat, 2);
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conn.Log.Info($"[VEHICLE-STORY] enter begin vehicle={vehicleId} seat={seat} unit={unitId} status=2 lazy={lazyRegistered}");
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await ForceEnterVehicleAsync(conn.Session, vehicleId);
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}
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private async Task AdvanceVehicleEnter(Connection conn, VehicleStoryState story, int phase)
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{
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ulong vehicleId;
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byte seat;
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ulong unitId;
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lock (story.SyncRoot)
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{
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vehicleId = story.EnterVehicleId;
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seat = story.EnterSeat;
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unitId = story.BoardingUnitId != 0 ? story.BoardingUnitId : Profile.InitialUnitId;
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}
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if (vehicleId == 0)
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return;
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switch (phase)
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{
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case 0:
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case 1:
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return;
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case 2:
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{
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var committed = false;
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lock (SummonedVehiclesSync)
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{
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if (SummonedVehicles.TryGetValue(vehicleId, out var vehicle)
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&& vehicle.SeatReservations.TryGetValue(seat, out var owner) && owner == Profile.PlayerPid
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&& !vehicle.SeatOccupants.ContainsKey(seat))
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{
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vehicle.SeatReservations.Remove(seat);
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vehicle.SeatOccupants[seat] = Profile.PlayerPid;
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committed = true;
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}
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}
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if (!committed)
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{
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conn.Log.Warn($"[VEHICLE-STORY] enter phase=2 commit failed vehicle={vehicleId} seat={seat}");
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return;
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}
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await SendVehicleBoardingStatus(conn, unitId, vehicleId, seat, 3);
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conn.Log.Info($"[VEHICLE-STORY] enter phase=2 vehicle={vehicleId} seat={seat} status=3");
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return;
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}
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case 3:
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await SendVehicleBoardingStatus(conn, unitId, vehicleId, seat, 4);
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await SendStoryAsync(conn.Session, StoryS011Codec4229938.BuildDeleteNode(VehicleStoryEnterNid));
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lock (story.SyncRoot)
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{
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story.CurrentVehicleId = vehicleId;
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story.CurrentSeat = seat;
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story.EnterVehicleId = 0;
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lock (SummonedVehiclesSync)
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{
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if (SummonedVehicles.TryGetValue(vehicleId, out var v))
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v.ControllerPid = Profile.PlayerPid;
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}
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}
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conn.Log.Info($"[VEHICLE-STORY] enter complete vehicle={vehicleId} seat={seat} status=4");
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return;
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case 4:
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await SendVehicleBoardingStatus(conn, unitId, vehicleId, 0, 0);
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await conn.NotifyAsync(MethodId.SyncChangeVehicleController, new SceneMethods.SyncChangeVehicleController
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{ VehicleInstanceId = vehicleId, ControllerPid = 0 });
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await SendStoryAsync(conn.Session, StoryS011Codec4229938.BuildDeleteNode(VehicleStoryEnterNid));
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lock (story.SyncRoot)
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{
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story.EnterVehicleId = 0;
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lock (SummonedVehiclesSync)
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{
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if (SummonedVehicles.TryGetValue(vehicleId, out var v))
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{
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if (v.SeatReservations.TryGetValue(seat, out var reservedBy) && reservedBy == Profile.PlayerPid)
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v.SeatReservations.Remove(seat);
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if (v.SeatOccupants.TryGetValue(seat, out var occupiedBy) && occupiedBy == Profile.PlayerPid)
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v.SeatOccupants.Remove(seat);
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v.ControllerPid = 0;
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}
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}
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}
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conn.Log.Info($"[VEHICLE-STORY] enter cancelled vehicle={vehicleId}");
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return;
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}
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}
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private async Task BeginVehicleExit(Connection conn, VehicleStoryState story, bool stopBeforeLeave)
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{
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ulong vehicleId;
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byte seat;
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ulong unitId;
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lock (story.SyncRoot)
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{
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vehicleId = story.CurrentVehicleId;
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seat = (byte)Math.Max(0, story.CurrentSeat);
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unitId = story.BoardingUnitId != 0 ? story.BoardingUnitId : Profile.InitialUnitId;
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if (vehicleId == 0 || story.ExitInProgress)
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return;
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story.ExitInProgress = true;
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}
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await SendStoryAsync(conn.Session, StoryS011Codec4229938.BuildExitChildBootstrap(VehicleStoryExitNid, vehicleId, seat, stopBeforeLeave));
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await SendVehicleBoardingStatus(conn, unitId, vehicleId, seat, 5);
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conn.Log.Info($"[VEHICLE-STORY] exit begin vehicle={vehicleId} seat={seat} status=5");
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}
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private async Task AdvanceVehicleExit(Connection conn, VehicleStoryState story, int phase)
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{
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ulong vehicleId;
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byte seat;
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ulong unitId;
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lock (story.SyncRoot)
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{
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vehicleId = story.CurrentVehicleId;
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seat = (byte)Math.Max(0, story.CurrentSeat);
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unitId = story.BoardingUnitId != 0 ? story.BoardingUnitId : Profile.InitialUnitId;
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}
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if (vehicleId == 0)
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return;
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if (phase == 0)
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return;
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if (phase == 1)
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{
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await SendVehicleBoardingStatus(conn, unitId, vehicleId, 0, 0);
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await conn.NotifyAsync(MethodId.SyncChangeVehicleController, new SceneMethods.SyncChangeVehicleController
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{ VehicleInstanceId = vehicleId, ControllerPid = 0 });
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await SendStoryAsync(conn.Session, StoryS011Codec4229938.BuildDeleteNode(VehicleStoryExitNid));
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lock (story.SyncRoot)
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{
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story.CurrentVehicleId = 0;
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story.CurrentSeat = -1;
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story.ExitInProgress = false;
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lock (SummonedVehiclesSync)
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{
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if (SummonedVehicles.TryGetValue(vehicleId, out var v))
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{
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if (v.SeatOccupants.TryGetValue(seat, out var occupiedBy) && occupiedBy == Profile.PlayerPid)
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v.SeatOccupants.Remove(seat);
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if (v.SeatReservations.TryGetValue(seat, out var reservedBy) && reservedBy == Profile.PlayerPid)
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v.SeatReservations.Remove(seat);
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v.ControllerPid = 0;
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v.Interactable = true;
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}
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}
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}
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conn.Log.Info($"[VEHICLE-STORY] exit complete vehicle={vehicleId} status=0");
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}
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else if (phase == 2)
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{
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await SendVehicleBoardingStatus(conn, unitId, vehicleId, seat, 4);
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await SendStoryAsync(conn.Session, StoryS011Codec4229938.BuildDeleteNode(VehicleStoryExitNid));
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lock (story.SyncRoot)
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story.ExitInProgress = false;
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conn.Log.Info($"[VEHICLE-STORY] exit cancelled vehicle={vehicleId} status=4");
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}
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}
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[Handler(MethodId.AskClaimVehicleSeat, HandlerPacketKind.Invoke)]
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private async Task AskClaimVehicleSeatStory(Connection conn, UxRpcMessage msg)
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{
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ulong vehicleId = 0;
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byte selected = 0;
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if (msg.TryGetArgs<SceneMethods.AskClaimVehicleSeatArgs>(out var args) && args is not null)
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{
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vehicleId = args.VehicleEntityId;
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if (args.SeatIndices is { Count: > 0 })
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selected = args.SeatIndices[0];
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}
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else
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{
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vehicleId = LastSummonedEntity();
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}
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var story = GetVehicleStoryState(msg.Context.Session);
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lock (story.SyncRoot)
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{
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story.EnterVehicleId = vehicleId;
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story.EnterSeat = selected;
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}
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conn.Log.Info($"[VEHICLE-STORY] seat claim vehicle={vehicleId} seat={selected}");
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await conn.ReturnAsync(msg, selected);
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await ForceEnterVehicleAsync(conn.Session, vehicleId);
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}
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private Task SendVehicleBoardingStatus(Connection conn, ulong unitId, ulong vehicleId, byte seat, byte status)
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=> conn.NotifyAsync(MethodId.SyncUnitVehicleStatus, new SceneMethods.NewClientBoardingInfo
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{
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EntityId = unitId,
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Status = status,
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VehicleUId = vehicleId,
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SeatIndex = seat,
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ExtInfo = null,
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});
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|
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/// <summary>
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/// Server-forced enter (debug panel path): seats the player without any client
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/// F-press. Mirrors the enter-complete leg — move-to-seat, controller, boarding
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/// status seated, start/state-change/finish drive-state notifies — plus an S011
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/// enter child so the story side agrees, deleted right after like a phase-3 commit.
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/// </summary>
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internal static async Task<(bool Ok, string Message)> ForceEnterVehicleAsync(TcpSession session, ulong entityId = 0)
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{
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var story = GetVehicleStoryState(session);
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var unitId = GetVehicleWorldState(session)?.ActiveSpiritUnitId ?? Profile.InitialUnitId;
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var pid = Profile.PlayerPid;
|
|
ulong vehicleId = entityId != 0 ? entityId : LastSummonedEntity();
|
|
const byte seat = 0;
|
|
lock (story.SyncRoot)
|
|
{
|
|
lock (SummonedVehiclesSync)
|
|
{
|
|
if (vehicleId == 0 || !SummonedVehicles.TryGetValue(vehicleId, out var vehicle))
|
|
return (false, "no spawned vehicle (spawn one first)");
|
|
if (story.CurrentVehicleId != 0)
|
|
return (false, $"already in vehicle {story.CurrentVehicleId} (exit first)");
|
|
if (!vehicle.Interactable || vehicle.SeatOccupants.ContainsKey(seat))
|
|
return (false, "vehicle is not enterable right now");
|
|
vehicle.SeatReservations.Remove(seat);
|
|
vehicle.SeatOccupants[seat] = pid;
|
|
vehicle.ControllerPid = pid;
|
|
story.CurrentVehicleId = vehicleId;
|
|
story.CurrentSeat = seat;
|
|
story.EnterVehicleId = 0;
|
|
}
|
|
}
|
|
var drive = new SceneMethods.PlayerVehicleDriveStateInfo
|
|
{
|
|
Pid = pid, EnterOrLeave = true, VehicleEntityId = vehicleId, SeatIndex = seat,
|
|
IfForce = true, OpenDoorTypeId = 0, OpenDoorActionSpeed = 0, OpenDoorActionClipLength = 0,
|
|
};
|
|
try
|
|
{
|
|
var ct = CancellationToken.None;
|
|
await session.NotifyAsync(MethodId.SyncChangeVehicleInteractable, UxSerializer.Serialize(
|
|
new SceneMethods.SyncChangeVehicleInteractable { VehicleInstanceId = vehicleId, Interactable = false }), ct);
|
|
await session.NotifyAsync(MethodId.SyncPlayerMoveToDriveSeat, UxSerializer.Serialize(
|
|
new SceneMethods.SyncPlayerMoveToDriveSeat { Pid = pid, VehicleEntityId = vehicleId }), ct);
|
|
await session.NotifyAsync(MethodId.SyncUnitVehicleStatus, UxSerializer.Serialize(
|
|
new SceneMethods.NewClientBoardingInfo { EntityId = unitId, Status = 4, VehicleUId = vehicleId, SeatIndex = seat, ExtInfo = null }), ct);
|
|
await session.NotifyAsync(MethodId.SyncPlayerStartEnterOrExitVehicl, UxSerializer.Serialize(drive), ct);
|
|
await session.NotifyAsync(MethodId.SyncPlayerVehicleStateChange, UxSerializer.Serialize(drive), ct);
|
|
await session.NotifyAsync(MethodId.SyncChangeVehicleController, UxSerializer.Serialize(
|
|
new SceneMethods.SyncChangeVehicleController { VehicleInstanceId = vehicleId, ControllerPid = pid }), ct);
|
|
await session.NotifyAsync(MethodId.SyncPlayerFinishEnterOrExitVehic, UxSerializer.Serialize(drive), ct);
|
|
await SendStoryAsync(session, StoryS011Codec4229938.BuildEnterChildBootstrap(VehicleStoryEnterNid, vehicleId, seat));
|
|
session.Log.Info($"[VEHICLE-STORY] force enter vehicle={vehicleId} seat={seat} unit={unitId} status=4");
|
|
return (true, $"seated in vehicle {vehicleId} (seat 0) — drive with normal keys, exit with F or the Exit button");
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
return (false, $"enter failed: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
/// <summary>Server-forced exit (debug panel path).</summary>
|
|
internal static async Task<(bool Ok, string Message)> ForceExitVehicleAsync(TcpSession session)
|
|
{
|
|
var story = GetVehicleStoryState(session);
|
|
var unitId = GetVehicleWorldState(session)?.ActiveSpiritUnitId ?? Profile.InitialUnitId;
|
|
ulong vehicleId;
|
|
lock (story.SyncRoot)
|
|
{
|
|
vehicleId = story.CurrentVehicleId;
|
|
if (vehicleId == 0)
|
|
return (false, "not in a vehicle");
|
|
}
|
|
try
|
|
{
|
|
var ct = CancellationToken.None;
|
|
await session.NotifyAsync(MethodId.SyncPlayerExitVehicle, UxSerializer.Serialize(
|
|
new SceneMethods.SyncPlayerExitVehicle { VehicleEntityId = vehicleId, Force = true, StopBeforeLeave = true }), ct);
|
|
await session.NotifyAsync(MethodId.SyncUnitVehicleStatus, UxSerializer.Serialize(
|
|
new SceneMethods.NewClientBoardingInfo { EntityId = unitId, Status = 0, VehicleUId = vehicleId, SeatIndex = 0, ExtInfo = null }), ct);
|
|
await session.NotifyAsync(MethodId.SyncChangeVehicleController, UxSerializer.Serialize(
|
|
new SceneMethods.SyncChangeVehicleController { VehicleInstanceId = vehicleId, ControllerPid = 0 }), ct);
|
|
await session.NotifyAsync(MethodId.SyncChangeVehicleInteractable, UxSerializer.Serialize(
|
|
new SceneMethods.SyncChangeVehicleInteractable { VehicleInstanceId = vehicleId, Interactable = true }), ct);
|
|
await SendStoryAsync(session, StoryS011Codec4229938.BuildDeleteNode(VehicleStoryEnterNid));
|
|
await SendStoryAsync(session, StoryS011Codec4229938.BuildDeleteNode(VehicleStoryExitNid));
|
|
lock (story.SyncRoot)
|
|
{
|
|
story.CurrentVehicleId = 0;
|
|
story.CurrentSeat = -1;
|
|
story.EnterVehicleId = 0;
|
|
story.ExitInProgress = false;
|
|
lock (SummonedVehiclesSync)
|
|
{
|
|
if (SummonedVehicles.TryGetValue(vehicleId, out var v))
|
|
{
|
|
v.SeatOccupants.Clear();
|
|
v.SeatReservations.Clear();
|
|
v.ControllerPid = 0;
|
|
v.Interactable = true;
|
|
}
|
|
}
|
|
}
|
|
session.Log.Info($"[VEHICLE-STORY] force exit vehicle={vehicleId}");
|
|
return (true, $"exited vehicle {vehicleId}");
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
return (false, $"exit failed: {ex.Message}");
|
|
}
|
|
}
|
|
|
|
private async Task ConfirmVehicleStoryRpc(Connection conn, VehicleStoryState story, long? commitRpcId)
|
|
{
|
|
long highest;
|
|
lock (story.SyncRoot)
|
|
{
|
|
if (commitRpcId is long id && id >= 0)
|
|
story.CommittedRpcIds.Add(id);
|
|
highest = story.HighestConfirmedRpcId;
|
|
while (story.PendingRpcIds.Count > 0)
|
|
{
|
|
var next = highest + 1;
|
|
if (next >= 0 && story.CommittedRpcIds.Contains(next))
|
|
{
|
|
highest = next;
|
|
story.PendingRpcIds.Remove(next);
|
|
story.CommittedRpcIds.Remove(next);
|
|
}
|
|
else break;
|
|
}
|
|
if (highest <= story.HighestConfirmedRpcId)
|
|
return;
|
|
story.HighestConfirmedRpcId = highest;
|
|
}
|
|
await SendStoryAsync(conn.Session, StoryS011Codec4229938.BuildConfirmRpc(highest));
|
|
}
|
|
|
|
private static Task SendStoryAsync(TcpSession session, byte[] payload)
|
|
=> session.NotifyAsync(MethodId.SyncStoryCoreServerInfo, payload, CancellationToken.None);
|
|
}
|