fixed
This commit is contained in:
@@ -3,7 +3,7 @@ if not TowBarMod.Config then TowBarMod.Config = {} end
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TowBarMod.Config.lowLevelAnimation = "RemoveGrass"
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TowBarMod.Config.rigidTowbarDistance = 1.0
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TowBarMod.Config.devMode = true
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TowBarMod.Config.devMode = false
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TowBarMod.Config.vanillaTowbarModelScaleMin = 1.5
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TowBarMod.Config.vanillaTowbarModelScaleMax = 2.0
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TowBarMod.Config.smallScaleTowbarIndexOffset = 2
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125
42.13/media/lua/client/TowBar/TowSyncClient.lua
Normal file
125
42.13/media/lua/client/TowBar/TowSyncClient.lua
Normal file
@@ -0,0 +1,125 @@
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if isServer() then return end
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if not TowBarMod then TowBarMod = {} end
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TowBarMod.Sync = TowBarMod.Sync or {}
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if TowBarMod.Sync._towSyncClientLoaded then return end
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TowBarMod.Sync._towSyncClientLoaded = true
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local function resolveVehicle(id)
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if not id then return nil end
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return getVehicleById(id)
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end
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local function ensureAttachment(vehicle, attachmentId)
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if not vehicle or not attachmentId then return false end
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local script = vehicle:getScript()
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if not script then return false end
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if script:getAttachmentById(attachmentId) ~= nil then return true end
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local wheelCount = script:getWheelCount()
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local yOffset = -0.5
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if wheelCount > 0 then
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local wheel = script:getWheel(0)
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if wheel and wheel:getOffset() then
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yOffset = wheel:getOffset():y() + 0.1
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end
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end
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local chassis = script:getPhysicsChassisShape()
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if not chassis then return false end
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local attach = ModelAttachment.new(attachmentId)
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if attachmentId == "trailer" then
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attach:getOffset():set(0, yOffset, -chassis:z() / 2 - 0.1)
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attach:setZOffset(-1)
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else
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attach:getOffset():set(0, yOffset, chassis:z() / 2 + 0.1)
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attach:setZOffset(1)
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end
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script:addAttachment(attach)
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return true
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end
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local function isLinked(vehicleA, vehicleB)
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if not vehicleA or not vehicleB then return false end
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return vehicleA:getVehicleTowing() == vehicleB and vehicleB:getVehicleTowedBy() == vehicleA
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end
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local function reconcilePairState(vehicleA, vehicleB, attachmentA, attachmentB)
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if TowBarMod.Utils and TowBarMod.Utils.updateAttachmentsForRigidTow then
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TowBarMod.Utils.updateAttachmentsForRigidTow(vehicleA, vehicleB, attachmentA, attachmentB)
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end
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local towingMd = vehicleA:getModData()
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local towedMd = vehicleB:getModData()
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local currentScript = vehicleB:getScriptName()
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if towingMd then
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towingMd["isTowingByTowBar"] = true
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vehicleA:transmitModData()
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end
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if towedMd then
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if towedMd.towBarOriginalScriptName == nil and currentScript ~= "notTowingA_Trailer" then
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towedMd.towBarOriginalScriptName = currentScript
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end
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if towedMd.towBarOriginalMass == nil then
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towedMd.towBarOriginalMass = vehicleB:getMass()
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end
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if towedMd.towBarOriginalBrakingForce == nil then
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towedMd.towBarOriginalBrakingForce = vehicleB:getBrakingForce()
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end
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towedMd["isTowingByTowBar"] = true
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towedMd["towed"] = true
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vehicleB:transmitModData()
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end
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vehicleB:setScriptName("notTowingA_Trailer")
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if TowBarMod.Hook and TowBarMod.Hook.setVehiclePostAttach then
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pcall(TowBarMod.Hook.setVehiclePostAttach, nil, vehicleB)
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end
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end
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local function applyAttachSync(args)
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if not args then return end
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local vehicleA = resolveVehicle(args.vehicleA)
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local vehicleB = resolveVehicle(args.vehicleB)
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if not vehicleA or not vehicleB then return end
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local attachmentA = args.attachmentA or "trailer"
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local attachmentB = args.attachmentB or "trailerfront"
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if not ensureAttachment(vehicleA, attachmentA) or not ensureAttachment(vehicleB, attachmentB) then
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return
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end
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if not isLinked(vehicleA, vehicleB) then
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vehicleA:addPointConstraint(nil, vehicleB, attachmentA, attachmentB)
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end
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reconcilePairState(vehicleA, vehicleB, attachmentA, attachmentB)
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end
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local function safeBreak(vehicle)
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if not vehicle then return end
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if vehicle:getVehicleTowing() == nil and vehicle:getVehicleTowedBy() == nil then return end
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vehicle:breakConstraint(true, true)
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end
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local function applyDetachSync(args)
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if not args then return end
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safeBreak(resolveVehicle(args.vehicleA))
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safeBreak(resolveVehicle(args.vehicleB))
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end
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local function onServerCommand(module, command, args)
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if module ~= "towbar" then return end
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if command == "forceAttachSync" then
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applyAttachSync(args)
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elseif command == "forceDetachSync" then
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applyDetachSync(args)
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end
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end
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Events.OnServerCommand.Add(onServerCommand)
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@@ -33,6 +33,19 @@ local function getTowBarItem(playerObj)
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return inventory:getItemFromTypeRecurse("TowBar.TowBar")
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end
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local function sendTowAttachCommand(playerObj, args)
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if not playerObj or not args then return end
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-- MP-safe/server-authoritative attach path (Landtrain style).
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if isClient() and isMultiplayer() then
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sendClientCommand(playerObj, "towbar", "attachTowBar", args)
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return
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end
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-- Keep vanilla attach path for SP/local behavior.
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sendClientCommand(playerObj, "vehicle", "attachTrailer", args)
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end
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local TowbarVariantSize = 24
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local TowbarNormalStart = 0
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local TowbarLargeStart = 24
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@@ -278,11 +291,38 @@ local function reattachTowBarPair(playerObj, towingVehicle, towedVehicle, requir
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attachmentA = attachmentA,
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attachmentB = attachmentB
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}
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sendClientCommand(playerObj, "vehicle", "attachTrailer", args)
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sendTowAttachCommand(playerObj, args)
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ISTimedActionQueue.add(TowBarScheduleAction:new(playerObj, 10, TowBarMod.Hook.setVehiclePostAttach, towedVehicle))
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return true
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end
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local function reattachTowBarPairAfterCleanDetach(playerObj, towingVehicle, towedVehicle, requireDriver)
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if not playerObj or not towingVehicle or not towedVehicle then
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return false
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end
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if requireDriver and not towingVehicle:isDriver(playerObj) then
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return false
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end
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local detachArgs = {
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towingVehicle = towingVehicle:getId(),
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vehicle = towedVehicle:getId()
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}
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sendClientCommand(playerObj, "towbar", "detachTowBar", detachArgs)
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-- World load/spawn can restore constraints in a bad state. Reattach one
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-- short tick later so the detach is fully applied first.
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ISTimedActionQueue.add(TowBarScheduleAction:new(
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playerObj,
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1,
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reattachTowBarPair,
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towingVehicle,
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towedVehicle,
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requireDriver
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))
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return true
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end
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local function recoverTowBarVehicleAfterLoad(playerObj, vehicle, retriesLeft)
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if not vehicle then return end
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@@ -295,8 +335,14 @@ local function recoverTowBarVehicleAfterLoad(playerObj, vehicle, retriesLeft)
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local localPlayer = playerObj or getPlayer()
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local towingVehicle = vehicle:getVehicleTowedBy()
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if towingVehicle then
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-- Apply rigid spacing as soon as the tow link exists to avoid a visible
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-- bumper-to-bumper snap while waiting for reattach recovery.
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TowBarMod.Hook.setVehiclePostAttach(nil, vehicle)
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end
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if localPlayer and towingVehicle then
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if reattachTowBarPair(localPlayer, towingVehicle, vehicle, false) then
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if reattachTowBarPairAfterCleanDetach(localPlayer, towingVehicle, vehicle, false) then
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return
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end
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end
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@@ -376,7 +422,7 @@ function TowBarMod.Hook.performAttachTowBar(playerObj, towingVehicle, towedVehic
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attachmentA = attachmentA,
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attachmentB = attachmentB
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}
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sendClientCommand(playerObj, "vehicle", "attachTrailer", args)
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sendTowAttachCommand(playerObj, args)
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ISTimedActionQueue.add(TowBarScheduleAction:new(playerObj, 10, TowBarMod.Hook.setVehiclePostAttach, towedVehicle))
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end
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@@ -3,6 +3,10 @@ if isClient() then return end
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local TowingCommands = {}
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local Commands = {}
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local TowBarItemType = "TowBar.TowBar"
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local SyncDelayTicks = 2
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local SnapshotIntervalTicks = 120
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local pendingSync = {}
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local snapshotTickCounter = 0
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TowingCommands.wantNoise = getDebug() or false
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@@ -12,6 +16,133 @@ local noise = function(msg)
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end
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end
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local function queueSync(kind, player, args)
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if not args then return end
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table.insert(pendingSync, {
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kind = kind,
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ticks = SyncDelayTicks,
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player = player,
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args = args
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})
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end
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local function resolveAttachmentA(args, vehicleA)
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if args and args.attachmentA then return args.attachmentA end
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if vehicleA and vehicleA:getTowAttachmentSelf() then return vehicleA:getTowAttachmentSelf() end
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return "trailer"
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end
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local function resolveAttachmentB(args, vehicleB)
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if args and args.attachmentB then return args.attachmentB end
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if vehicleB and vehicleB:getTowAttachmentSelf() then return vehicleB:getTowAttachmentSelf() end
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return "trailerfront"
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end
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local function isLinked(vehicleA, vehicleB)
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if not vehicleA or not vehicleB then return false end
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return vehicleA:getVehicleTowing() == vehicleB and vehicleB:getVehicleTowedBy() == vehicleA
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end
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local function hasTowBarState(vehicle)
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if not vehicle then return false end
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local md = vehicle:getModData()
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if not md then return false end
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return md["isTowingByTowBar"] == true
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end
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local function broadcastAttach(vehicleA, vehicleB, attachmentA, attachmentB)
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if not vehicleA or not vehicleB then return end
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sendServerCommand("towbar", "forceAttachSync", {
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vehicleA = vehicleA:getId(),
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vehicleB = vehicleB:getId(),
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attachmentA = attachmentA,
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attachmentB = attachmentB
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})
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end
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local function broadcastDetach(vehicleAId, vehicleBId)
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sendServerCommand("towbar", "forceDetachSync", {
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vehicleA = vehicleAId,
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vehicleB = vehicleBId
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})
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end
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local function processAttachSync(item)
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local args = item.args or {}
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local vehicleA = args.vehicleA and getVehicleById(args.vehicleA) or nil
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local vehicleB = args.vehicleB and getVehicleById(args.vehicleB) or nil
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if not vehicleA or not vehicleB then
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noise("attach sync skipped missing vehicles A=" .. tostring(args.vehicleA) .. " B=" .. tostring(args.vehicleB))
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return
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end
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local attachmentA = resolveAttachmentA(args, vehicleA)
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local attachmentB = resolveAttachmentB(args, vehicleB)
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if not isLinked(vehicleA, vehicleB) then
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vehicleA:addPointConstraint(item.player, vehicleB, attachmentA, attachmentB)
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end
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if isLinked(vehicleA, vehicleB) then
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broadcastAttach(vehicleA, vehicleB, attachmentA, attachmentB)
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end
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end
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local function processDetachSync(item)
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local args = item.args or {}
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local vehicleAId = args.towingVehicle or args.vehicleA or args.vehicle
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local vehicleBId = args.vehicleB
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broadcastDetach(vehicleAId, vehicleBId)
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end
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local function snapshotActiveTowbarLinksServer()
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local cell = getCell()
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if not cell then return end
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local list = cell:getVehicles()
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if not list then return end
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for i = 0, list:size() - 1 do
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local towingVehicle = list:get(i)
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local towedVehicle = towingVehicle and towingVehicle:getVehicleTowing() or nil
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if towingVehicle and towedVehicle and towedVehicle:getVehicleTowedBy() == towingVehicle then
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if hasTowBarState(towingVehicle) or hasTowBarState(towedVehicle) then
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local attachmentA = resolveAttachmentA(nil, towingVehicle)
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local towedMd = towedVehicle:getModData()
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local attachmentB = (towedMd and towedMd["towBarChangedAttachmentId"]) or resolveAttachmentB(nil, towedVehicle)
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if attachmentA == attachmentB then
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attachmentA = "trailer"
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attachmentB = "trailerfront"
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end
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broadcastAttach(towingVehicle, towedVehicle, attachmentA, attachmentB)
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end
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end
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end
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end
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local function processPendingSync()
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snapshotTickCounter = snapshotTickCounter + 1
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if snapshotTickCounter >= SnapshotIntervalTicks then
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snapshotTickCounter = 0
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snapshotActiveTowbarLinksServer()
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end
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if #pendingSync == 0 then return end
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local remaining = {}
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for i = 1, #pendingSync do
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local item = pendingSync[i]
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item.ticks = item.ticks - 1
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if item.ticks <= 0 then
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if item.kind == "attach" then
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processAttachSync(item)
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elseif item.kind == "detach" then
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processDetachSync(item)
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end
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else
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table.insert(remaining, item)
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end
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end
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pendingSync = remaining
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end
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function Commands.attachTowBar(player, args)
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local vehicleA = getVehicleById(args.vehicleA)
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local vehicleB = getVehicleById(args.vehicleB)
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@@ -92,6 +223,16 @@ Commands.attachConstraint = Commands.attachTowBar
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Commands.detachConstraint = Commands.detachTowBar
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TowingCommands.OnClientCommand = function(module, command, player, args)
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if module == "vehicle" and command == "attachTrailer" then
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queueSync("attach", player, args)
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elseif module == "vehicle" and command == "detachTrailer" then
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queueSync("detach", player, args)
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elseif module == "towbar" and command == "attachTowBar" then
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queueSync("attach", player, args)
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elseif module == "towbar" and command == "detachTowBar" then
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queueSync("detach", player, args)
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end
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if module == "towbar" and Commands[command] then
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local argStr = ""
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args = args or {}
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@@ -104,3 +245,4 @@ TowingCommands.OnClientCommand = function(module, command, player, args)
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end
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Events.OnClientCommand.Add(TowingCommands.OnClientCommand)
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Events.OnTick.Add(processPendingSync)
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Reference in New Issue
Block a user