Store job/shop values and vehicle switch states for late joiners (2.9.2)

WorldVars and VehicleControls were only relayed; players joining later only
got them with the next save pull. They are now stored in world.json (cleared
with a new save) and appended to the world snapshot (old clients ignore it).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-02 14:11:05 +02:00
co-authored by Claude Opus 5.5
parent 48446c46db
commit 06a58e08d5
4 changed files with 77 additions and 1 deletions
+61
View File
@@ -29,6 +29,10 @@ public sealed class WorldState
public Dictionary<string, string> Doors { get; set; } = new();
/// <summary>Fahrzeugzustand (Tank, Öl, Schrauben ...): Schlüssel -> Base64 [byte typ, wert].</summary>
public Dictionary<int, string> Vars { get; set; } = new();
/// <summary>Jobs/Laden (WorldVars): Schlüssel -> Base64 [byte typ, wert] - nur int/bool.</summary>
public Dictionary<int, string> JobVars { get; set; } = new();
/// <summary>Schalter an Fahrzeugen (Licht, Zündung, Motor ...): FSM-Schlüssel -> aktiver Zustand.</summary>
public Dictionary<int, string> Controls { get; set; } = new();
/// <summary>Von Admins gespawnte Items (SpawnItem-Nachrichten, Base64), damit später Beitretende sie auch haben.</summary>
public List<string> 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;
}
/// <summary>WorldVars (Jobs/Laden): int n, je [int key, byte typ (2 int / 3 bool), wert].</summary>
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;
}
/// <summary>VehicleControls: int n, je [int key, string zustand].</summary>
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); }
});
}
}