diff --git a/GameServer.cs b/GameServer.cs
index 73db570..23c5980 100644
--- a/GameServer.cs
+++ b/GameServer.cs
@@ -448,6 +448,8 @@ public sealed class GameServer
case MsgType.MoneyDelta: world.ApplyMoney(m.Payload); break;
case MsgType.DoorState: world.ApplyDoor(m.Payload); break;
case MsgType.VarSync: world.ApplyVars(m.Payload); break;
+ case MsgType.WorldVars: world.ApplyJobVars(m.Payload); break;
+ case MsgType.VehicleControls: world.ApplyControls(m.Payload); break;
case MsgType.SpawnItem:
if (!c.IsAdmin) return; // nur Admins dürfen Items spawnen
world.AddSpawn(m.Payload);
diff --git a/MSCO.Server.csproj b/MSCO.Server.csproj
index 35ff671..239b9f1 100644
--- a/MSCO.Server.csproj
+++ b/MSCO.Server.csproj
@@ -7,7 +7,7 @@
enable
MSCO.Server
MSCO.Server
- 2.9.1
+ 2.9.2
MBM
MSCO Dedicated Server
true
diff --git a/Tests/Program.cs b/Tests/Program.cs
index afee727..75c4b8e 100644
--- a/Tests/Program.cs
+++ b/Tests/Program.cs
@@ -68,6 +68,11 @@ try
Check(relay != null, "Object states are relayed to Bob");
alice.Send(MsgType.VarSync, Wire.Build(w => { w.Write(2); w.Write(42); w.Write((byte)1); w.Write(3.5f); w.Write(43); w.Write((byte)3); w.Write(true); }));
await bob.WaitFor(MsgType.VarSync);
+ // Jobs/Laden und Schalter (Licht an, Motor läuft) werden gespeichert, damit später Beitretende sie haben
+ alice.Send(MsgType.WorldVars, Wire.Build(w => { w.Write(2); w.Write(7); w.Write((byte)2); w.Write(5); w.Write(8); w.Write((byte)3); w.Write(true); }));
+ await bob.WaitFor(MsgType.WorldVars);
+ alice.Send(MsgType.VehicleControls, Wire.Build(w => { w.Write(1); w.Write(99); w.Write("Lights"); }));
+ await bob.WaitFor(MsgType.VehicleControls);
var carol = await TestClient.Join("Carol", 0, null);
carol.Send(MsgType.Ready, Array.Empty());
var snap2 = Snapshot.Parse(await carol.WaitFor(MsgType.WorldSnapshot));
@@ -76,6 +81,8 @@ try
Check(!snap2.ObjectIds.Contains(333), "Pose far below the map is rejected");
Check(!snap2.ObjectIds.Contains(444), "Invalid quaternion is rejected");
Check(snap2.Vars == 2, "Vehicle values are stored and sent to new players (" + snap2.Vars + ")");
+ Check(snap2.JobVars == 2 && snap2.Controls.TryGetValue(99, out string lightState) && lightState == "Lights",
+ "Job/shop values and switch states (lights, engine) are stored for players joining later");
Console.WriteLine("== Server full");
var eve = await TestClient.Join("Eve", 0, null);
@@ -583,6 +590,8 @@ sealed class Snapshot
public List Destroyed = new();
public Dictionary Needs = new();
public int Vars = -1;
+ public int JobVars = -1;
+ public Dictionary Controls = new();
public static Snapshot Parse(byte[] data)
{
@@ -612,6 +621,10 @@ sealed class Snapshot
int needs = r.ReadInt32();
for (int i = 0; i < needs; i++) s.Needs[r.ReadString()] = r.ReadSingle();
}
+ s.JobVars = r.ReadInt32();
+ for (int i = 0; i < s.JobVars; i++) { r.ReadInt32(); byte t = r.ReadByte(); r.ReadBytes(t == 3 ? 1 : 4); }
+ int controls = r.ReadInt32();
+ for (int i = 0; i < controls; i++) { int key = r.ReadInt32(); s.Controls[key] = r.ReadString(); }
s.Ok = r.BaseStream.Position == r.BaseStream.Length;
s.Info = $"{objects} objects, {events} events, money {money}, {doors} doors, {s.Vars} vars";
}
diff --git a/WorldState.cs b/WorldState.cs
index 058ba9e..012a84a 100644
--- a/WorldState.cs
+++ b/WorldState.cs
@@ -29,6 +29,10 @@ public sealed class WorldState
public Dictionary Doors { get; set; } = new();
/// Fahrzeugzustand (Tank, Öl, Schrauben ...): Schlüssel -> Base64 [byte typ, wert].
public Dictionary Vars { get; set; } = new();
+ /// Jobs/Laden (WorldVars): Schlüssel -> Base64 [byte typ, wert] - nur int/bool.
+ public Dictionary JobVars { get; set; } = new();
+ /// Schalter an Fahrzeugen (Licht, Zündung, Motor ...): FSM-Schlüssel -> aktiver Zustand.
+ public Dictionary Controls { get; set; } = new();
/// Von Admins gespawnte Items (SpawnItem-Nachrichten, Base64), damit später Beitretende sie auch haben.
public List Spawns { get; set; } = new();
public const int MaxSpawns = 2000;
@@ -76,6 +80,8 @@ public sealed class WorldState
MoneyDelta = 0f;
Doors.Clear();
Vars.Clear();
+ JobVars.Clear();
+ Controls.Clear();
Appeared.Clear();
Destroyed.Clear();
Dirty = true;
@@ -93,6 +99,8 @@ public sealed class WorldState
MoneyDelta = 0f;
Doors.Clear();
Vars.Clear();
+ JobVars.Clear();
+ Controls.Clear();
Dirty = true;
}
@@ -183,6 +191,47 @@ public sealed class WorldState
Dirty = true;
}
+ /// WorldVars (Jobs/Laden): int n, je [int key, byte typ (2 int / 3 bool), wert].
+ public void ApplyJobVars(byte[] payload)
+ {
+ ChangesSinceSave++;
+ using var r = new BinaryReader(new MemoryStream(payload));
+ int count = r.ReadInt32();
+ if (count < 0 || count > 10000) return;
+ for (int i = 0; i < count; i++)
+ {
+ int key = r.ReadInt32();
+ byte type = r.ReadByte();
+ if (type != 2 && type != 3) return;
+ byte[] value = r.ReadBytes(type == 3 ? 1 : 4);
+ var all = new byte[value.Length + 1];
+ all[0] = type;
+ value.CopyTo(all, 1);
+ if (JobVars.Count >= MaxVars && !JobVars.ContainsKey(key)) continue;
+ JobVars[key] = Convert.ToBase64String(all);
+ }
+ Dirty = true;
+ }
+
+ /// VehicleControls: int n, je [int key, string zustand].
+ public void ApplyControls(byte[] payload)
+ {
+ using var r = new BinaryReader(new MemoryStream(payload));
+ int count = r.ReadInt32();
+ if (count < 0 || count > 10000) return;
+ for (int i = 0; i < count; i++)
+ {
+ int key = r.ReadInt32();
+ string state = r.ReadString();
+ if (state.Length > 100) continue;
+ if (Controls.Count >= MaxControls && !Controls.ContainsKey(key)) continue;
+ Controls[key] = state;
+ }
+ Dirty = true;
+ }
+
+ public const int MaxControls = 5000;
+
// Obergrenzen, damit ein fehlerhafter oder manipulierter Client world.json nicht endlos aufbläht
public const int MaxEvents = 50_000;
public const int MaxVars = 50_000;
@@ -330,6 +379,18 @@ public sealed class WorldState
w.Write(needs.Count);
foreach (var kv in needs) { w.Write(kv.Key); w.Write(kv.Value); }
}
+
+ // Jobs/Laden: int n, je [int key, byte typ, wert]
+ w.Write(JobVars.Count);
+ foreach (var kv in JobVars)
+ {
+ w.Write(kv.Key);
+ w.Write(Convert.FromBase64String(kv.Value));
+ }
+
+ // Schalter (Licht, Zündung, Motor ...): int n, je [int key, string zustand]
+ w.Write(Controls.Count);
+ foreach (var kv in Controls) { w.Write(kv.Key); w.Write(kv.Value); }
});
}
}