Serious-Engine/Sources/Engine/Network/SessionState.cpp

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "stdh.h"
#include <Engine/Build.h>
#include <Engine/Network/Network.h>
#include <Engine/Network/Server.h>
#include <Engine/Network/NetworkMessage.h>
#include <Engine/Network/Diff.h>
#include <Engine/Base/ErrorTable.h>
#include <Engine/Base/Translation.h>
#include <Engine/Base/ProgressHook.h>
#include <Engine/Base/CRCTable.h>
#include <Engine/Base/Shell.h>
#include <Engine/Network/SessionState.h>
#include <Engine/Network/PlayerSource.h>
#include <Engine/Entities/EntityClass.h>
#include <Engine/Math/Float.h>
#include <Engine/Network/PlayerTarget.h>
#include <Engine/Network/NetworkProfile.h>
#include <Engine/World/PhysicsProfile.h>
#include <Engine/Network/CommunicationInterface.h>
#include <Engine/Network/Compression.h>
#include <Engine/Entities/InternalClasses.h>
#include <Engine/Base/Console.h>
#include <Engine/Entities/EntityProperties.h>
#include <Engine/Network/LevelChange.h>
#include <Engine/Templates/DynamicContainer.cpp>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Base/ListIterator.inl>
#include <Engine/Base/CRC.h>
#define SESSIONSTATEVERSION_OLD 1
#define SESSIONSTATEVERSION_WITHBULLETTIME 2
#define SESSIONSTATEVERSION_CURRENT SESSIONSTATEVERSION_WITHBULLETTIME
//#define DEBUG_LERPING 1
extern INDEX net_bLerping;
extern FLOAT net_tmConnectionTimeout;
extern FLOAT net_tmProblemsTimeOut;
extern FLOAT net_tmDisconnectTimeout;
// this is from ProgresHook.cpp - so we tell the progresshook to run client/srever updates
extern BOOL _bRunNetUpdates;
#if DEBUG_LERPING
FLOAT avfStats[1000][4];
INDEX ctCounter=0;
INDEX ctMax = sizeof(avfStats)/sizeof(avfStats[0]);
#endif // DEBUG_LERPING
// get a pseudo-random number (safe for network gaming)
ULONG CSessionState::Rnd(void) {
ASSERTMSG(ses_bAllowRandom, "Use RND only in entity AI!");
// NOTE:
// using multiplicative congruent method with Greanberger's lambda = 2^18+3
ses_ulRandomSeed = ses_ulRandomSeed*262147;
ASSERT(ses_ulRandomSeed!=0);
return ses_ulRandomSeed;
}
// reset random number generator (always randomizes to same sequence!)
void CSessionState::ResetRND(void)
{
BOOL bOldAllow = ses_bAllowRandom;
ses_bAllowRandom = TRUE;
// random must start at a number different than zero!
ses_ulRandomSeed = 0x87654321;
// run rnd a few times to make it go random
for(INDEX i=0; i<32; i++) {
Rnd();
}
ses_bAllowRandom = bOldAllow;
}
/*
* Constructor.
*/
CSessionState::CSessionState(void)
{
ses_bKeepingUpWithTime = TRUE;
ses_tmLastUpdated = -100;
ses_bAllowRandom = TRUE; // random allowed when not in game
ses_bPredicting = FALSE;
ses_tmPredictionHeadTick = -2.0f;
ses_tmLastSyncCheck = 0;
ses_tmLastPredictionProcessed = -200;
ses_bPause = FALSE;
ses_bWantPause = FALSE;
ses_bGameFinished = FALSE;
ses_bWaitingForServer = FALSE;
ses_strDisconnected = "";
ses_ctMaxPlayers = 1;
ses_bWaitAllPlayers = FALSE;
ses_iLevel = 0;
ses_fRealTimeFactor = 1.0f;
ses_pstrm = NULL;
// reset random number generator
ResetRND();
ses_apltPlayers.New(NET_MAXGAMEPLAYERS);
}
/*
* Destructor.
*/
CSessionState::~CSessionState()
{
}
/*
* Clear the object.
*/
void CSessionState::Stop(void)
{
#if DEBUG_SYNCSTREAMDUMPING
ClearDumpStream();
#endif
#if DEBUG_SYNCSTREAMDUMPING
#endif
ses_bKeepingUpWithTime = TRUE;
ses_tmLastUpdated = -100;
ses_bAllowRandom = TRUE; // random allowed when not in game
ses_bPredicting = FALSE;
ses_tmPredictionHeadTick = -2.0f;
ses_tmLastSyncCheck = 0;
ses_bPause = FALSE;
ses_bWantPause = FALSE;
ses_bGameFinished = FALSE;
ses_bWaitingForServer = FALSE;
ses_strDisconnected = "";
ses_ctMaxPlayers = 1;
ses_fRealTimeFactor = 1.0f;
ses_bWaitAllPlayers = FALSE;
ses_apeEvents.PopAll();
// disable lerping
_pTimer->DisableLerp();
#if DEBUG_LERPING
CTFileStream f;
f.Create_t(CTFILENAME("Temp\\Lerp.stats"), CTStream::CM_TEXT);
for (INDEX i=0; i<ctCounter; i++) {
char strBuffer[256];
sprintf(strBuffer, "%6.2f %6.2f %6.2f %6.2f",
avfStats[i][0],
avfStats[i][1],
avfStats[i][2],
avfStats[i][3]);
f.PutLine_t(strBuffer);
}
f.Close();
#endif // DEBUG_LERPING
CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
if (_cmiComm.cci_bClientInitialized) {
_pNetwork->SendToServerReliable(nmConfirmDisconnect);
}
_cmiComm.Client_Close();
// clear all old levels
ForgetOldLevels();
ses_apltPlayers.Clear();
ses_apltPlayers.New(NET_MAXGAMEPLAYERS);
}
/*
* Initialize session state and wait for game to be started.
*/
void CSessionState::Start_t(INDEX ctLocalPlayers)
{
ses_bKeepingUpWithTime = TRUE;
ses_tmLastUpdated = -100;
// clear message stream
ses_nsGameStream.Clear();
ses_bAllowRandom = FALSE; // random not allowed in game
ses_bPredicting = FALSE;
ses_tmPredictionHeadTick = -2.0f;
ses_tmLastSyncCheck = 0;
ses_bPause = FALSE;
ses_bWantPause = FALSE;
ses_bWaitingForServer = FALSE;
ses_bGameFinished = FALSE;
ses_strDisconnected = "";
ses_ctMaxPlayers = 1;
ses_fRealTimeFactor = 1.0f;
ses_bWaitAllPlayers = FALSE;
ses_iMissingSequence = -1;
ses_apeEvents.PopAll();
ses_tvMessageReceived.Clear();
_pNetwork->ga_strRequiredMod = "";
// reset random number generator
ResetRND();
// clear all old levels
ForgetOldLevels();
#if DEBUG_LERPING
// clear lerp stats
ctCounter = 0;
#endif // DEBUG_LERPING
// ses_LastProcessedTick and ses_LastReceivedTick tick counters are
// irrelevant now, will be initialized when initialization message
// from server is received, no need to set them here
// if this computer is server
if (_pNetwork->IsServer()) {
// initialize local client
_cmiComm.Client_Init_t(0UL);
// connect as main session state
try {
Start_AtServer_t();
} catch(char *) {
_cmiComm.Client_Close();
throw;
}
// if this computer is client
} else {
// connect client to server computer
_cmiComm.Client_Init_t((char*)(const char*)_pNetwork->ga_strServerAddress);
// connect as remote session state
try {
Start_AtClient_t(ctLocalPlayers);
} catch(char *) {
// if failed due to wrong mod
if (strncmp(ses_strDisconnected, "MOD:", 4)==0) {
// remember the mod
_pNetwork->ga_strRequiredMod = ses_strDisconnected+4;
// make sure that the string is never empty
if (_pNetwork->ga_strRequiredMod=="") {
_pNetwork->ga_strRequiredMod=" ";
}
}
_cmiComm.Client_Close();
throw;
}
}
}
void CSessionState::Start_AtServer_t(void) // throw char *
{
// send registration request
CNetworkMessage nmRegisterMainSessionState(MSG_REQ_CONNECTLOCALSESSIONSTATE);
ses_sspParams.Update();
nmRegisterMainSessionState<<ses_sspParams;
_pNetwork->SendToServerReliable(nmRegisterMainSessionState);
for(TIME tmWait=0; tmWait<net_tmConnectionTimeout*1000;
Sleep(NET_WAITMESSAGE_DELAY), tmWait+=NET_WAITMESSAGE_DELAY) {
_pNetwork->TimerLoop();
if (_cmiComm.Client_Update() == FALSE) {
break;
}
// wait for message to come
CNetworkMessage nmReceived;
if (!_pNetwork->ReceiveFromServerReliable(nmReceived)) {
continue;
}
// if this is the init message
if (nmReceived.GetType() == MSG_REP_CONNECTLOCALSESSIONSTATE) {
// just adjust your tick counters
nmReceived>>ses_tmLastProcessedTick;
nmReceived>>ses_iLastProcessedSequence;
ses_tmInitializationTick = -1.0f;
ses_tmInitializationTick2 = -1.0f;
// finish waiting
return;
// otherwise
} else {
// it is invalid message
ThrowF_t(TRANS("Invalid message while waiting for server session registration"));
}
// if client is disconnected
if (!_cmiComm.Client_IsConnected()) {
// quit
ThrowF_t(TRANS("Client disconnected"));
}
}
ThrowF_t(TRANS("Timeout while waiting for server session registration"));
}
void CSessionState::Start_AtClient_t(INDEX ctLocalPlayers) // throw char *
{
// send one unreliable packet to server to make the connection up and running
CNetworkMessage nmKeepAlive(MSG_KEEPALIVE);
_pNetwork->SendToServer(nmKeepAlive);
// send registration request
CNetworkMessage nmRegisterSessionState(MSG_REQ_CONNECTREMOTESESSIONSTATE);
nmRegisterSessionState<<INDEX('VTAG')<<INDEX(_SE_BUILD_MAJOR)<<INDEX(_SE_BUILD_MINOR);
nmRegisterSessionState<<_strModName;
extern CTString net_strConnectPassword;
extern CTString net_strVIPPassword;
CTString strPasw = net_strConnectPassword;
if (strPasw=="") {
strPasw = net_strVIPPassword;
}
nmRegisterSessionState<<strPasw;
nmRegisterSessionState<<ctLocalPlayers;
ses_sspParams.Update();
nmRegisterSessionState<<ses_sspParams;
_pNetwork->SendToServerReliable(nmRegisterSessionState);
// prepare file or memory stream for state
CTFileStream strmStateFile; CTMemoryStream strmStateMem;
CTStream *pstrmState;
extern INDEX net_bDumpConnectionInfo;
if (net_bDumpConnectionInfo) {
strmStateFile.Create_t(CTString("Temp\\DefaultState.bin"));
pstrmState = &strmStateFile;
} else {
pstrmState = &strmStateMem;
}
{
// wait for server's response
CTMemoryStream strmMessage;
WaitStream_t(strmMessage, "reply", MSG_REP_CONNECTREMOTESESSIONSTATE);
// get motd
strmMessage>>ses_strMOTD;
// get info for creating default state
CTFileName fnmWorld;
strmMessage>>fnmWorld;
ULONG ulSpawnFlags;
strmMessage>>ulSpawnFlags;
UBYTE aubProperties[NET_MAXSESSIONPROPERTIES];
strmMessage.Read_t(aubProperties, NET_MAXSESSIONPROPERTIES);
// create default state
NET_MakeDefaultState_t(fnmWorld, ulSpawnFlags, aubProperties, *pstrmState);
pstrmState->SetPos_t(0);
}
// send one unreliable packet to server to make the connection up and running
{CNetworkMessage nmKeepAlive(MSG_KEEPALIVE);
_pNetwork->SendToServer(nmKeepAlive); }
// send data request
CPrintF(TRANS("Sending statedelta request\n"));
CNetworkMessage nmRequestDelta(MSG_REQ_STATEDELTA);
_pNetwork->SendToServerReliable(nmRequestDelta);
{
// wait for server's response
CTMemoryStream strmMessage;
WaitStream_t(strmMessage, "data", MSG_REP_STATEDELTA);
// decompress saved session state
CTMemoryStream strmDelta;
CzlibCompressor comp;
comp.UnpackStream_t(strmMessage, strmDelta);
CTMemoryStream strmNew;
DIFF_Undiff_t(pstrmState, &strmDelta, &strmNew);
strmNew.SetPos_t(0);
// read the initialization information from the stream
Read_t(&strmNew);
ses_tmInitializationTick = -1.0f;
ses_tmInitializationTick2 = -1.0f;
}
// send one unreliable packet to server to make the connection up and running
{CNetworkMessage nmKeepAlive(MSG_KEEPALIVE);
_pNetwork->SendToServer(nmKeepAlive); }
CPrintF(TRANS("Sending CRC request\n"));
// send data request
CNetworkMessage nmRequestCRC(MSG_REQ_CRCLIST);
_pNetwork->SendToServerReliable(nmRequestCRC);
{
// wait for CRC challenge
CTMemoryStream strmMessage;
WaitStream_t(strmMessage, "CRC", MSG_REQ_CRCCHECK);
// make response
CNetworkMessage nmCRC(MSG_REP_CRCCHECK);
nmCRC<<CRCT_MakeCRCForFiles_t(strmMessage)<<ses_iLastProcessedSequence;
_pNetwork->SendToServerReliable(nmCRC);
}
// send one unreliable packet to server to make the connection up and running
{CNetworkMessage nmKeepAlive(MSG_KEEPALIVE);
_pNetwork->SendToServer(nmKeepAlive); }
}
// notify entities of level change
void CSessionState::SendLevelChangeNotification(CEntityEvent &ee)
{
// for each entity in the world
{FOREACHINDYNAMICCONTAINER(_pNetwork->ga_World.wo_cenEntities, CEntity, iten) {
// if it should be notified
if (iten->en_ulFlags&ENF_NOTIFYLEVELCHANGE) {
// send the event
iten->SendEvent(ee);
}
}}
}
// wait for a stream to come from server
void CSessionState::WaitStream_t(CTMemoryStream &strmMessage, const CTString &strName,
INDEX iMsgCode)
{
// start waiting for server's response
SetProgressDescription(TRANS("waiting for ")+strName);
CallProgressHook_t(0.0f);
SLONG slReceivedLast = 0;
// yes, we need the client/server updates in the progres hook
_bRunNetUpdates = TRUE;
// repeat until timed out
for(TIME tmWait=0; tmWait<net_tmConnectionTimeout*1000;
Sleep(NET_WAITMESSAGE_DELAY), tmWait+=NET_WAITMESSAGE_DELAY) {
// update network connection sockets
if (_cmiComm.Client_Update() == FALSE) {
break;
}
// check how much is received so far
SLONG slExpectedSize; // slReceivedSoFar;
SLONG slReceivedSize;
_cmiComm.Client_PeekSize_Reliable(slExpectedSize,slReceivedSize);
// if nothing received yet
if (slExpectedSize==0) {
// progress with waiting
CallProgressHook_t(tmWait/(net_tmConnectionTimeout*1000));
// if something received
} else {
// if some new data received
if (slReceivedSize!=slReceivedLast) {
slReceivedLast = slReceivedSize;
// reset timeout
tmWait=0;
}
// progress with receiving
SetProgressDescription(TRANS("receiving ")+strName+" ");
CallProgressHook_t((float)slReceivedSize/slExpectedSize);
}
// if not everything received yet
if (!_pNetwork->ReceiveFromServerReliable(strmMessage)) {
// continue waiting
continue;
}
// read message identifier
strmMessage.SetPos_t(0);
INDEX iID;
strmMessage>>iID;
// if this is the message
if (iID == iMsgCode) {
// all ok
CallProgressHook_t(1.0f);
// no more client/server updates in the progres hook
_bRunNetUpdates = TRUE;
return;
// if disconnected
} else if (iID == MSG_INF_DISCONNECTED) {
// confirm disconnect
CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
_pNetwork->SendToServerReliable(nmConfirmDisconnect);
// report the reason
CTString strReason;
strmMessage>>strReason;
ses_strDisconnected = strReason;
// no more client/server updates in the progres hook
_bRunNetUpdates = FALSE;
ThrowF_t(TRANS("Disconnected: %s\n"), strReason);
// otherwise
} else {
// no more client/server updates in the progres hook
_bRunNetUpdates = FALSE;
// it is invalid message
ThrowF_t(TRANS("Invalid stream while waiting for %s"), strName);
}
// if client is disconnected
if (!_cmiComm.Client_IsConnected()) {
// no more client/server updates in the progres hook
_bRunNetUpdates = FALSE;
// quit
ThrowF_t(TRANS("Client disconnected"));
}
}
// no more client/server updates in the progres hook
_bRunNetUpdates = FALSE;
// CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
// _pNetwork->SendToServerReliable(nmConfirmDisconnect);
ThrowF_t(TRANS("Timeout while waiting for %s"), strName);
}
// check if disconnected
BOOL CSessionState::IsDisconnected(void)
{
return ses_strDisconnected!="";
}
// print an incoming chat message to console
void CSessionState::PrintChatMessage(ULONG ulFrom, const CTString &strFrom, const CTString &strMessage)
{
CTString strSender;
// if no sender players
if (ulFrom==0) {
// take symbolic sender string
strSender = strFrom;
// if there are sender players
} else {
// for each sender player
for(INDEX ipl=0; ipl<ses_apltPlayers.Count(); ipl++) {
CPlayerTarget &plt = ses_apltPlayers[ipl];
if (plt.IsActive() && (ulFrom & (1UL<<ipl)) ) {
// add its name to the sender list
if (strSender!="") {
strSender+=", ";
}
strSender+=plt.plt_penPlayerEntity->GetPlayerName();
}
}
}
// let eventual script addon process the message
extern CTString cmd_strChatSender ;
extern CTString cmd_strChatMessage;
extern CTString cmd_cmdOnChat;
cmd_strChatSender = strSender;
cmd_strChatMessage = strMessage;
if (cmd_cmdOnChat!="") {
_pShell->Execute(cmd_cmdOnChat);
}
// if proccessing didn't kill it
if (cmd_strChatSender!="" && cmd_strChatMessage!="") {
// print the message
CPrintF("%s: ^o^cFFFFFF%s^r\n", (const char*)cmd_strChatSender, (const char*)cmd_strChatMessage);
}
extern INDEX net_ctChatMessages;
net_ctChatMessages++;
}
/* NOTES:
1) New thinkers might be added by current ones, but it doesn't matter,
since they must be added forward in time and the list is sorted, so they
cannot be processed in this tick.
2) Thinkers/Movers can be removed during iteration, but the CEntityPointer
guarantee that they are not freed from memory.
*/
// do physics for a game tick
void CSessionState::HandleMovers(void)
{
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_HANDLEMOVERS);
// CPrintF("---- tick %g\n", _pTimer->CurrentTick());
// put all movers in active list, pushing ones first
CListHead lhActiveMovers, lhDoneMovers, lhDummyMovers;
{FORDELETELIST(CMovableEntity, en_lnInMovers, _pNetwork->ga_World.wo_lhMovers, itenMover) {
CMovableEntity *pen = itenMover;
pen->en_lnInMovers.Remove();
// if predicting, and it is not a predictor
if (ses_bPredicting && !pen->IsPredictor()) {
// skip it
lhDummyMovers.AddTail(pen->en_lnInMovers);
continue;
}
if (!(pen->en_ulFlags&ENF_DELETED)) {
if ((pen->en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_PUSH) {
lhActiveMovers.AddHead(pen->en_lnInMovers);
} else {
lhActiveMovers.AddTail(pen->en_lnInMovers);
}
}
}}
// for each active mover
{FORDELETELIST(CMovableEntity, en_lnInMovers, lhActiveMovers, itenMover) {
// let it clear its temporary variables to prevent bad syncs
itenMover->ClearMovingTemp();
}}
// for each active mover
{FORDELETELIST(CMovableEntity, en_lnInMovers, lhActiveMovers, itenMover) {
// let it calculate its wanted parameters for this tick
itenMover->PreMoving();
}}
// while there are some active movers
while(!lhActiveMovers.IsEmpty()) {
// get first one
CMovableEntity *penMoving = LIST_HEAD(lhActiveMovers, CMovableEntity, en_lnInMovers);
CEntityPointer penCurrent = penMoving; // just to keep it alive around the loop
// first move it to done list (if not done, it will move back to world's movers)
penMoving->en_lnInMovers.Remove();
lhDoneMovers.AddTail(penMoving->en_lnInMovers);
/*
CPrintF("**%s(%08x)",
penMoving->en_pecClass->ec_pdecDLLClass->dec_strName,
penMoving->en_ulID);
if (penMoving->IsPredictable()) {
CPrintF(" predictable");
}
if (penMoving->IsPredictor()) {
CPrintF(" predictor");
}
if (penMoving->IsPredicted()) {
CPrintF(" predicted");
}
if (penMoving->en_penReference!=NULL) {
CPrintF("reference id%08x", penMoving->en_penReference->en_ulID);
}
CPrintF("\n");
*/
// let it do its own physics
penMoving->DoMoving();
// CPrintF("\n");
// if any mover is re-added, put it to the end of active list
lhActiveMovers.MoveList(_pNetwork->ga_World.wo_lhMovers);
}
// for each done mover
{FORDELETELIST(CMovableEntity, en_lnInMovers, lhDoneMovers, itenMover) {
// if predicting, and it is not a predictor
if (ses_bPredicting && !itenMover->IsPredictor()) {
// skip it
continue;
}
// let it calculate its parameters after all movement has been resolved
itenMover->PostMoving();
}}
// for each done mover
{FORDELETELIST(CMovableEntity, en_lnInMovers, lhDoneMovers, itenMover) {
CMovableEntity *pen = itenMover;
// if predicting, and it is not a predictor
if (ses_bPredicting && !itenMover->IsPredictor()) {
// skip it
continue;
}
// if marked for removing from list of movers
if (pen->en_ulFlags&ENF_INRENDERING) {
// remove it
pen->en_ulFlags&=~ENF_INRENDERING;
pen->en_lnInMovers.Remove();
}
// let it clear its temporary variables to prevent bad syncs
pen->ClearMovingTemp();
}}
// return all done movers to the world's list
_pNetwork->ga_World.wo_lhMovers.MoveList(lhDummyMovers);
_pNetwork->ga_World.wo_lhMovers.MoveList(lhDoneMovers);
// handle all the sent events
CEntity::HandleSentEvents();
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_HANDLEMOVERS);
}
// do thinking for a game tick
void CSessionState::HandleTimers(TIME tmCurrentTick)
{
#define TIME_EPSILON 0.0001f
IFDEBUG(TIME tmLast = 0.0f);
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_HANDLETIMERS);
// repeat
CListHead &lhTimers = _pNetwork->ga_World.wo_lhTimers;
FOREVER {
// no entity found initially
CRationalEntity *penTimer = NULL;
// for each entity in list of timers
FOREACHINLIST(CRationalEntity, en_lnInTimers, lhTimers, iten) {
// if due after current time
if(iten->en_timeTimer>tmCurrentTick+TIME_EPSILON) {
// stop searching
break;
}
// if now predicting and it is not a predictor
if (ses_bPredicting && !iten->IsPredictor()) {
// skip it
continue;
}
// remember found entity, and stop searching
penTimer = iten;
break;
}
// if no entity is found
if (penTimer==NULL) {
// stop
break;
}
// check that timers are propertly handled
ASSERT(penTimer->en_timeTimer>tmCurrentTick-_pTimer->TickQuantum-TIME_EPSILON);
//ASSERT(penTimer->en_timeTimer>=tmLast);
IFDEBUG(tmLast=penTimer->en_timeTimer);
// remove the timer from the list
penTimer->en_timeTimer = THINKTIME_NEVER;
penTimer->en_lnInTimers.Remove();
// send timer event to the entity
penTimer->SendEvent(ETimer());
}
// handle all the sent events
CEntity::HandleSentEvents();
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_HANDLETIMERS);
}
// do a warm-up run of the world for a few ticks
void CSessionState::WarmUpWorld(void)
{
#define WORLD_WORMUP_COUNT 20 // run 20 ticks to get stable
ses_tmLastProcessedTick = _pNetwork->ga_srvServer.srv_tmLastProcessedTick = 0;
ses_iLastProcessedSequence = _pNetwork->ga_srvServer.srv_iLastProcessedSequence = -1;
// add a few empty all-action messages to the game stream
for (INDEX iTick=0; iTick<WORLD_WORMUP_COUNT; iTick++) {
_pNetwork->ga_srvServer.srv_tmLastProcessedTick += _pTimer->TickQuantum;
_pNetwork->ga_srvServer.srv_iLastProcessedSequence++;
CNetworkStreamBlock nsbAllActions(MSG_SEQ_ALLACTIONS, _pNetwork->ga_srvServer.srv_iLastProcessedSequence);
nsbAllActions<<_pNetwork->ga_srvServer.srv_tmLastProcessedTick;
nsbAllActions.Rewind();
ses_nsGameStream.AddBlock(nsbAllActions);
}
// process the blocks
ProcessGameStream();
}
// create a checksum value for sync-check
void CSessionState::ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck)
{
CRC_AddLONG(ulCRC, ses_iLastProcessedSequence);
CRC_AddLONG(ulCRC, ses_iLevel);
CRC_AddLONG(ulCRC, ses_bPause);
if (iExtensiveSyncCheck>0) {
CRC_AddLONG(ulCRC, ses_bGameFinished);
CRC_AddLONG(ulCRC, ses_ulRandomSeed);
}
// if all entities should be synced
if (iExtensiveSyncCheck>1) {
// for each active entity in the world
{FOREACHINDYNAMICCONTAINER(_pNetwork->ga_World.wo_cenEntities, CEntity, iten) {
if (iten->IsPredictor()) {
continue;
}
iten->ChecksumForSync(ulCRC, iExtensiveSyncCheck);
}}
// for each entity in the world
{FOREACHINDYNAMICCONTAINER(_pNetwork->ga_World.wo_cenAllEntities, CEntity, iten) {
if (iten->IsPredictor()) {
continue;
}
iten->ChecksumForSync(ulCRC, iExtensiveSyncCheck);
}}
}
if (iExtensiveSyncCheck>0) {
// checksum all movers
{FOREACHINLIST(CMovableEntity, en_lnInMovers, _pNetwork->ga_World.wo_lhMovers, iten) {
if (iten->IsPredictor()) {
continue;
}
iten->ChecksumForSync(ulCRC, iExtensiveSyncCheck);
}}
}
// checksum all active players
{FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itclt) {
CPlayerTarget &clt = *itclt;
if (clt.IsActive()) {
clt.plt_paPreLastAction.ChecksumForSync(ulCRC);
clt.plt_paLastAction.ChecksumForSync(ulCRC);
clt.plt_penPlayerEntity->ChecksumForSync(ulCRC, iExtensiveSyncCheck);
}
}}
}
// dump sync data to text file
void CSessionState::DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
{
strm.FPrintF_t("Level: %d\n", ses_iLevel);
strm.FPrintF_t("Sequence: %d\n", ses_iLastProcessedSequence);
strm.FPrintF_t("Tick: %g\n", ses_tmLastProcessedTick);
strm.FPrintF_t("Paused: %d\n", ses_bPause);
if (iExtensiveSyncCheck>0) {
strm.FPrintF_t("Finished: %d\n", ses_bGameFinished);
strm.FPrintF_t("Random seed: 0x%08x\n", ses_ulRandomSeed);
}
_pNetwork->ga_World.LockAll();
strm.FPrintF_t("\n\n======================== players:\n");
// dump all active players
{FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itclt) {
CPlayerTarget &clt = *itclt;
if (clt.IsActive()) {
clt.plt_penPlayerEntity->DumpSync_t(strm, iExtensiveSyncCheck);
strm.FPrintF_t("\n -- action:\n");
clt.plt_paPreLastAction.DumpSync_t(strm);
clt.plt_paLastAction.DumpSync_t(strm);
}
}}
if (iExtensiveSyncCheck>0) {
strm.FPrintF_t("\n\n======================== movers:\n");
// dump all movers
{FOREACHINLIST(CMovableEntity, en_lnInMovers, _pNetwork->ga_World.wo_lhMovers, iten) {
if (iten->IsPredictor()) {
continue;
}
iten->DumpSync_t(strm, iExtensiveSyncCheck);
}}
}
// if all entities should be synced
if (iExtensiveSyncCheck>1) {
strm.FPrintF_t("\n\n======================== active entities (%d):\n",
_pNetwork->ga_World.wo_cenEntities.Count());
// for each entity in the world
{FOREACHINDYNAMICCONTAINER(_pNetwork->ga_World.wo_cenEntities, CEntity, iten) {
if (iten->IsPredictor()) {
continue;
}
iten->DumpSync_t(strm, iExtensiveSyncCheck);
}}
strm.FPrintF_t("\n\n======================== all entities (%d):\n",
_pNetwork->ga_World.wo_cenEntities.Count());
// for each entity in the world
{FOREACHINDYNAMICCONTAINER(_pNetwork->ga_World.wo_cenAllEntities, CEntity, iten) {
if (iten->IsPredictor()) {
continue;
}
iten->DumpSync_t(strm, iExtensiveSyncCheck);
}}
}
_pNetwork->ga_World.UnlockAll();
}
#if DEBUG_SYNCSTREAMDUMPING
/*
* Obtain valid session dump memory stream
*/
CTMemoryStream *GetDumpStream(void)
{
if( _pNetwork->ga_sesSessionState.ses_pstrm == NULL)
{
_pNetwork->ga_sesSessionState.ses_pstrm = new CTMemoryStream;
}
return _pNetwork->ga_sesSessionState.ses_pstrm;
}
void ClearDumpStream(void)
{
if( _pNetwork->ga_sesSessionState.ses_pstrm != NULL)
{
delete _pNetwork->ga_sesSessionState.ses_pstrm;
_pNetwork->ga_sesSessionState.ses_pstrm = NULL;
}
}
#endif
/*
* Process a game tick.
*/
extern INDEX cli_bEmulateDesync;
void CSessionState::ProcessGameTick(CNetworkMessage &nmMessage, TIME tmCurrentTick)
{
ses_tmLastPredictionProcessed = -1;
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_PROCESSGAMETICK);
ASSERT(this!=NULL);
#if DEBUG_SYNCSTREAMDUMPING
try
{
CTMemoryStream *pstrm = GetDumpStream();
pstrm->FPrintF_t("Time tick: %.2f\n", tmCurrentTick);
}
catch (char *strError)
{
CPrintF("Cannot dump sync data: %s\n", strError);
}
#endif
//CPrintF("normal: %.2f\n", tmCurrentTick);
// FPU must be in 24-bit mode
CSetFPUPrecision FPUPrecision(FPT_24BIT);
// copy the tick to process into tick used for all tasks
_pTimer->SetCurrentTick(tmCurrentTick);
_pfNetworkProfile.IncrementAveragingCounter();
_pfPhysicsProfile.IncrementAveragingCounter();
// random is allowed only here, during entity ai
ses_bAllowRandom = TRUE;
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_APPLYACTIONS);
// for all clients
INDEX iClient = 0;
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
// if client is active
if (itplt->IsActive()) {
// player indices transmission is unneccessary unless if debugging
// // check that it is present in message
// INDEX iClientInMessage;
// nmMessage>>iClientInMessage; // client index
// ASSERT(iClient==iClientInMessage);
// read the action
CPlayerAction paAction;
nmMessage>>paAction;
// apply the action
itplt->ApplyActionPacket(paAction);
// desync emulation!
if( cli_bEmulateDesync) {
itplt->plt_penPlayerEntity->SetHealth(1.0f);
}
}
iClient++;
}
cli_bEmulateDesync = FALSE;
// handle all the sent events
CEntity::HandleSentEvents();
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_APPLYACTIONS);
// do thinking
HandleTimers(tmCurrentTick);
// do physics
HandleMovers();
// notify all entities of level change as needed
if (_lphCurrent==LCP_INITIATED) {
EPreLevelChange ePreChange;
ePreChange.iUserData = _pNetwork->ga_iNextLevelUserData;
SendLevelChangeNotification(ePreChange);
CEntity::HandleSentEvents();
_lphCurrent=LCP_SIGNALLED;
}
if (_lphCurrent==LCP_CHANGED) {
EPostLevelChange ePostChange;
ePostChange.iUserData = _pNetwork->ga_iNextLevelUserData;
SendLevelChangeNotification(ePostChange);
CEntity::HandleSentEvents();
_lphCurrent=LCP_NOCHANGE;
}
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_WORLDBASETICK);
// let the worldbase execute its tick function
if (_pNetwork->ga_World.wo_pecWorldBaseClass!=NULL
&&_pNetwork->ga_World.wo_pecWorldBaseClass->ec_pdecDLLClass!=NULL
&&_pNetwork->ga_World.wo_pecWorldBaseClass->ec_pdecDLLClass->dec_OnWorldTick!=NULL) {
_pNetwork->ga_World.wo_pecWorldBaseClass->ec_pdecDLLClass->
dec_OnWorldTick(&_pNetwork->ga_World);
}
// handle all the sent events
CEntity::HandleSentEvents();
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_WORLDBASETICK);
// make sync-check and send to server if needed
MakeSynchronisationCheck();
#if DEBUG_SYNCSTREAMDUMPING
extern INDEX cli_bDumpSyncEachTick;
if( cli_bDumpSyncEachTick)
{
DumpSyncToMemory();
}
#endif
ses_bAllowRandom = FALSE;
ses_tmPredictionHeadTick = Max(ses_tmPredictionHeadTick, tmCurrentTick);
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_PROCESSGAMETICK);
// assure that FPU precision was low all the rendering time
ASSERT( GetFPUPrecision()==FPT_24BIT);
// let eventual script do something on each tick
extern FLOAT cmd_tmTick;
extern CTString cmd_cmdOnTick;
if (cmd_cmdOnTick!="") {
cmd_tmTick = tmCurrentTick;
_pShell->Execute(cmd_cmdOnTick);
}
}
/* Process a predicted game tick. */
void CSessionState::ProcessPredictedGameTick(INDEX iPredictionStep, FLOAT fFactor, TIME tmCurrentTick)
{
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_PROCESSGAMETICK);
ASSERT(this!=NULL);
//CPrintF("predicted: %.2f\n", tmCurrentTick);
// FPU must be in 24-bit mode
CSetFPUPrecision FPUPrecision(FPT_24BIT);
// now predicting
ses_bPredicting = TRUE;
// copy the tick to process into tick used for all tasks
_pTimer->SetCurrentTick(tmCurrentTick);
_pfNetworkProfile.IncrementAveragingCounter();
_pfPhysicsProfile.IncrementAveragingCounter();
// random is allowed only here, during entity ai
ses_bAllowRandom = TRUE;
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_APPLYACTIONS);
// for all clients
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
// if client is active
if (itplt->IsActive()) {
// apply the predicted action
itplt->ApplyPredictedAction(iPredictionStep, fFactor);
}
}
// handle all the sent events
CEntity::HandleSentEvents();
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_APPLYACTIONS);
// do thinking
HandleTimers(tmCurrentTick);
// do physics
HandleMovers();
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_WORLDBASETICK);
// handle all the sent events
CEntity::HandleSentEvents();
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_WORLDBASETICK);
ses_bAllowRandom = FALSE;
// not predicting any more
ses_bPredicting = FALSE;
ses_tmPredictionHeadTick = Max(ses_tmPredictionHeadTick, tmCurrentTick);
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_PROCESSGAMETICK);
// assure that FPU precision was low all the rendering time
ASSERT( GetFPUPrecision()==FPT_24BIT);
}
/*
* Process all eventual available gamestream blocks.
*/
void CSessionState::ProcessGameStream(void)
{
_pfNetworkProfile.StartTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
// must be in 24bit mode when managing entities
CSetFPUPrecision FPUPrecision(FPT_24BIT);
TIME tmDemoNow = _pNetwork->ga_fDemoTimer;
// if playing a demo
if (_pNetwork->ga_bDemoPlay) {
// find how much ticks to step by now
if (ses_tmLastDemoSequence<0.0f) {
ses_tmLastDemoSequence=tmDemoNow;
}
// if it is finished
if (_pNetwork->ga_bDemoPlayFinished) {
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
// do nothing
return;
}
}
// repeat
FOREVER {
// if playing a demo
if (_pNetwork->ga_bDemoPlay) {
// if finished for this pass
if (ses_tmLastDemoSequence>=tmDemoNow) {
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
// end the loop
return;
}
// try to
try {
// read a stream block from the demo
CChunkID cid = _pNetwork->ga_strmDemoPlay.PeekID_t();
if (cid == CChunkID("DTCK")) {
_pNetwork->ga_strmDemoPlay.ExpectID_t("DTCK");// demo tick
CNetworkStreamBlock nsbBlock;
nsbBlock.Read_t(_pNetwork->ga_strmDemoPlay);
ses_nsGameStream.AddBlock(nsbBlock);
_pNetwork->ga_bDemoPlayFinished = FALSE;
} else {
_pNetwork->ga_strmDemoPlay.ExpectID_t("DEND"); // demo end
_pNetwork->ga_bDemoPlayFinished = TRUE;
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
return;
}
// if not successful
} catch(char *strError) {
// report error
CPrintF(TRANS("Error while playing demo: %s"), strError);
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
return;
}
}
// calculate index of next expected sequence
INDEX iSequence = ses_iLastProcessedSequence+1;
// get the stream block with that sequence
CNetworkStreamBlock *pnsbBlock;
CNetworkStream::Result res = ses_nsGameStream.GetBlockBySequence(iSequence, pnsbBlock);
// if it is found
if (res==CNetworkStream::R_OK) {
// if recording a demo
if (_pNetwork->ga_bDemoRec) {
// try to
try {
// write the stream block to the demo
_pNetwork->ga_strmDemoRec.WriteID_t("DTCK");
pnsbBlock->Write_t(_pNetwork->ga_strmDemoRec);
// if not successful
} catch(char *strError) {
// report error
CPrintF(TRANS("Error while recording demo: %s"), strError);
// stop recording
_pNetwork->StopDemoRec();
}
}
// remember the message type
int iMsgType=pnsbBlock->GetType();
// remember the processed sequence
ses_iLastProcessedSequence = iSequence;
// process the stream block
ProcessGameStreamBlock(*pnsbBlock);
// remove the block from the stream
pnsbBlock->RemoveFromStream();
delete pnsbBlock;
// remove eventual resent blocks that have already been processed
ses_nsGameStream.RemoveOlderBlocksBySequence(ses_iLastProcessedSequence-2);
// if the message is all actions
if (iMsgType==MSG_SEQ_ALLACTIONS) {
// if playing a demo
if (_pNetwork->ga_bDemoPlay) {
// step demo sequence
ses_tmLastDemoSequence+=_pTimer->TickQuantum;
}
}
// if it is not avaliable yet
} if (res==CNetworkStream::R_BLOCKNOTRECEIVEDYET) {
// finish
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
return;
// if it is missing
} else if (res==CNetworkStream::R_BLOCKMISSING) {
// if it is a new sequence
if (iSequence>ses_iMissingSequence) {
ses_iMissingSequence = iSequence;
// setup timeout
ses_tvResendTime = _pTimer->GetHighPrecisionTimer();
ses_tmResendTimeout = 0.1f;
}
// if timeout occured
if (_pTimer->GetHighPrecisionTimer()>ses_tvResendTime+CTimerValue(ses_tmResendTimeout)) {
_pNetwork->AddNetGraphValue(NGET_MISSING, 1.0f); // missing sequence
// find how many are missing
INDEX iNextValid = ses_nsGameStream.GetOldestSequenceAfter(iSequence);
INDEX ctSequences = Max(iNextValid-iSequence, INDEX(1));
// create a request for resending the missing packet
CNetworkMessage nmResendRequest(MSG_REQUESTGAMESTREAMRESEND);
nmResendRequest<<iSequence;
nmResendRequest<<ctSequences;
// send the request to the server
_pNetwork->SendToServer(nmResendRequest);
extern INDEX net_bReportMiscErrors;
if (net_bReportMiscErrors) {
CPrintF(TRANS("Session State: Missing sequences %d-%d(%d) timeout %g\n"),
iSequence, iSequence+ctSequences-1, ctSequences, ses_tmResendTimeout);
}
// increase the timeout
ses_tvResendTime = _pTimer->GetHighPrecisionTimer();
ses_tmResendTimeout *= 2.0f;
}
// finish
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
return;
}
}
}
// flush prediction actions that were already processed
void CSessionState::FlushProcessedPredictions(void)
{
// for all clients
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
// flush
itplt->FlushProcessedPredictions();
}
}
/* Find out how many prediction steps are currently pending. */
INDEX CSessionState::GetPredictionStepsCount(void)
{
// start with no prediction
INDEX ctPredictionSteps = 0;
// for all clients
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
// update maximum number of possible predictions
ctPredictionSteps = Max(ctPredictionSteps, itplt->GetNumberOfPredictions());
}
return ctPredictionSteps;
}
/* Process all eventual available prediction actions. */
void CSessionState::ProcessPrediction(void)
{
// FPU must be in 24-bit mode
CSetFPUPrecision FPUPrecision(FPT_24BIT);
// get number of steps that could be predicted
INDEX ctSteps = GetPredictionStepsCount();
// limit prediction
extern INDEX cli_iMaxPredictionSteps;
ctSteps = ClampUp(ctSteps, cli_iMaxPredictionSteps);
// if none
if(ctSteps<=0) {
// do nothing
return;
}
// if this would not result in any new tick predicted
TIME tmNow = ses_tmLastProcessedTick+ctSteps*_pTimer->TickQuantum;
if (Abs(ses_tmLastPredictionProcessed-tmNow)<_pTimer->TickQuantum/10.0f) {
// do nothing
return;
}
// remeber what was predicted now
ses_tmLastPredictionProcessed = tmNow;
// remember random seed and entity ID
ULONG ulOldRandom = ses_ulRandomSeed;
ULONG ulEntityID = _pNetwork->ga_World.wo_ulNextEntityID;
// delete all predictors (if any left from last time)
_pNetwork->ga_World.DeletePredictors();
// create new predictors
_pNetwork->ga_World.CreatePredictors();
// for each step
TIME tmPredictedTick = ses_tmLastProcessedTick;
for(INDEX iPredictionStep=0; iPredictionStep<ctSteps; iPredictionStep++) {
tmPredictedTick+=_pTimer->TickQuantum;
//ses_tmPredictionHeadTick = Max(ses_tmPredictionHeadTick, tmPredictedTick);
// predict it
ProcessPredictedGameTick(iPredictionStep, FLOAT(iPredictionStep)/ctSteps, tmPredictedTick);
}
// restore random seed and entity ID
ses_ulRandomSeed = ulOldRandom;
_pNetwork->ga_World.wo_ulNextEntityID = ulEntityID;
}
/*
* Process a gamestream block.
*/
void CSessionState::ProcessGameStreamBlock(CNetworkMessage &nmMessage)
{
// copy the tick to process into tick used for all tasks
_pTimer->SetCurrentTick(ses_tmLastProcessedTick);
// check message type
switch (nmMessage.GetType()) {
// if adding a new player
case MSG_SEQ_ADDPLAYER: {
_pNetwork->AddNetGraphValue(NGET_NONACTION, 1.0f); // non-action sequence
INDEX iNewPlayer;
CPlayerCharacter pcCharacter;
nmMessage>>iNewPlayer; // player index
nmMessage>>pcCharacter; // player character
// delete all predictors
_pNetwork->ga_World.DeletePredictors();
// activate the player
ses_apltPlayers[iNewPlayer].Activate();
// if there is no entity with that character in the world
CPlayerEntity *penNewPlayer = _pNetwork->ga_World.FindEntityWithCharacter(pcCharacter);
if (penNewPlayer==NULL) {
// create an entity for it
CPlacement3D pl(FLOAT3D(0.0f,0.0f,0.0f), ANGLE3D(0,0,0));
try {
CTFileName fnmPlayer = CTString("Classes\\Player.ecl"); // this must not be a dependency!
penNewPlayer = (CPlayerEntity*)(_pNetwork->ga_World.CreateEntity_t(pl, fnmPlayer));
// attach entity to client data
ses_apltPlayers[iNewPlayer].AttachEntity(penNewPlayer);
// attach the character to it
penNewPlayer->en_pcCharacter = pcCharacter;
// prepare the entity
penNewPlayer->Initialize();
} catch (char *strError) {
(void)strError;
FatalError(TRANS("Cannot load Player class:\n%s"), strError);
}
if (!_pNetwork->IsPlayerLocal(penNewPlayer)) {
CPrintF(TRANS("%s joined\n"), penNewPlayer->GetPlayerName());
}
} else {
// attach entity to client data
ses_apltPlayers[iNewPlayer].AttachEntity(penNewPlayer);
// make it update its character
penNewPlayer->CharacterChanged(pcCharacter);
if (!_pNetwork->IsPlayerLocal(penNewPlayer)) {
CPrintF(TRANS("%s rejoined\n"), penNewPlayer->GetPlayerName());
}
}
} break;
// if removing a player
case MSG_SEQ_REMPLAYER: {
_pNetwork->AddNetGraphValue(NGET_NONACTION, 1.0f); // non-action sequence
INDEX iPlayer;
nmMessage>>iPlayer; // player index
// delete all predictors
_pNetwork->ga_World.DeletePredictors();
// inform entity of disconnnection
CPrintF(TRANS("%s left\n"), ses_apltPlayers[iPlayer].plt_penPlayerEntity->GetPlayerName());
ses_apltPlayers[iPlayer].plt_penPlayerEntity->Disconnect();
// deactivate the player
ses_apltPlayers[iPlayer].Deactivate();
// handle all the sent events
ses_bAllowRandom = TRUE;
CEntity::HandleSentEvents();
ses_bAllowRandom = FALSE;
} break;
// if changing character
case MSG_SEQ_CHARACTERCHANGE: {
_pNetwork->AddNetGraphValue(NGET_NONACTION, 1.0f); // non-action sequence
INDEX iPlayer;
CPlayerCharacter pcCharacter;
nmMessage>>iPlayer>>pcCharacter;
// delete all predictors
_pNetwork->ga_World.DeletePredictors();
// change the character
ses_apltPlayers[iPlayer].plt_penPlayerEntity->CharacterChanged(pcCharacter);
// handle all the sent events
ses_bAllowRandom = TRUE;
CEntity::HandleSentEvents();
ses_bAllowRandom = FALSE;
} break;
// if receiving client actions
case MSG_SEQ_ALLACTIONS: {
// read time from packet
TIME tmPacket;
nmMessage>>tmPacket; // packet time
// time must be greater by one than that on the last packet received
TIME tmTickQuantum = _pTimer->TickQuantum;
TIME tmPacketDelta = tmPacket-ses_tmLastProcessedTick;
if(! (Abs(tmPacketDelta-tmTickQuantum) < (tmTickQuantum/10.0f)) ) {
// report debug info
CPrintF(
TRANS("Session state: Mistimed MSG_ALLACTIONS: Last received tick %g, this tick %g\n"),
ses_tmLastProcessedTick, tmPacket);
}
// remember the received tick
ses_tmLastProcessedTick = tmPacket;
// NOTE: if we got a tick, it means that all players have joined
// don't wait for new players any more
ses_bWaitAllPlayers = FALSE;
// delete all predictors
_pNetwork->ga_World.DeletePredictors();
// process the tick
ProcessGameTick(nmMessage, tmPacket);
} break;
// if receiving pause message
case MSG_SEQ_PAUSE: {
_pNetwork->AddNetGraphValue(NGET_NONACTION, 1.0f); // non-action sequence
// delete all predictors
_pNetwork->ga_World.DeletePredictors();
BOOL bPauseBefore = ses_bPause;
// read the pause state and pauser from it
nmMessage>>(INDEX&)ses_bPause;
CTString strPauser;
nmMessage>>strPauser;
// if paused by some other machine
if (strPauser!=TRANS("Local machine")) {
// report who paused
if (ses_bPause!=bPauseBefore) {
if (ses_bPause) {
CPrintF(TRANS("Paused by '%s'\n"), strPauser);
} else {
CPrintF(TRANS("Unpaused by '%s'\n"), strPauser);
}
}
}
// must keep wanting current state
ses_bWantPause = ses_bPause;
} break;
// otherwise
default:
// error
ASSERT(FALSE);
}
}
// Set lerping factor for current frame.
void CSessionState::SetLerpFactor(CTimerValue tvNow)
{
// if no lerping
if (!net_bLerping) {
// set lerping factor without lerping
_pTimer->SetLerp(1.0f);
_pTimer->SetCurrentTick(ses_tmPredictionHeadTick);
return;
}
FLOAT fFactor = 0.0f;
FLOAT fFactor2 = 0.0f;
// ---- primary factor - used for prediction
{
TIME tmLastTick = ses_tmPredictionHeadTick;
// if lerping was never set before
if (ses_tmInitializationTick<0) {
// initialize it
ses_tvInitialization = tvNow;
ses_tmInitializationTick = tmLastTick;
}
// get passed time from session state starting in precise time and in ticks
FLOAT tmRealDelta = FLOAT((tvNow-ses_tvInitialization).GetSeconds())
*_pNetwork->ga_fGameRealTimeFactor*_pNetwork->ga_sesSessionState.ses_fRealTimeFactor;
FLOAT tmTickDelta = tmLastTick-ses_tmInitializationTick;
// calculate factor
fFactor = 1.0f-(tmTickDelta-tmRealDelta)/_pTimer->TickQuantum;
// if the factor starts getting below zero
if (fFactor<0) {
//CPrintF("Lerp=%.2f <0 @ %.2fs\n", fFactor, tmLastTick);
// clamp it
fFactor = 0.0f;
// readjust timers so that it gets better
ses_tvInitialization = tvNow;
ses_tmInitializationTick = tmLastTick-_pTimer->TickQuantum;
}
if (fFactor>1) {
//CPrintF("Lerp=%.2f >1 @ %.2fs\n", fFactor, tmLastTick);
// clamp it
fFactor = 1.0f;
// readjust timers so that it gets better
ses_tvInitialization = tvNow;
ses_tmInitializationTick = tmLastTick;
}
#if DEBUG_LERPING
avfStats[ctCounter][0] = tmRealDelta/_pTimer->TickQuantum;
avfStats[ctCounter][1] = tmTickDelta/_pTimer->TickQuantum;
avfStats[ctCounter][2] = fFactor;
avfStats[ctCounter][3] = (tmLastTick/_pTimer->TickQuantum-1.0f)+fFactor;
ctCounter++;
if (ctCounter>=ctMax) {
ctCounter = 0;
}
#endif // DEBUG_LERPING
}
// ---- secondary factor - used for non-predicted movement
{
TIME tmLastTick = ses_tmLastProcessedTick;
// if lerping was never set before
if (ses_tmInitializationTick2<0) {
// initialize it
ses_tvInitialization2 = tvNow;
ses_tmInitializationTick2 = tmLastTick;
}
// get passed time from session state starting in precise time and in ticks
FLOAT tmRealDelta = FLOAT((tvNow-ses_tvInitialization2).GetSeconds())
*_pNetwork->ga_fGameRealTimeFactor*_pNetwork->ga_sesSessionState.ses_fRealTimeFactor;
FLOAT tmTickDelta = tmLastTick-ses_tmInitializationTick2;
// calculate factor
fFactor2 = 1.0f-(tmTickDelta-tmRealDelta)/_pTimer->TickQuantum;
// if the factor starts getting below zero
if (fFactor2<0) {
//CPrintF("Lerp2=%.2f <0 @ %.2fs\n", fFactor2, tmLastTick);
// clamp it
fFactor2 = 0.0f;
// readjust timers so that it gets better
ses_tvInitialization2 = tvNow;
ses_tmInitializationTick2 = tmLastTick-_pTimer->TickQuantum;
}
if (fFactor2>1) {
//CPrintF("Lerp2=%.2f >1 @ %.2fs\n", fFactor2, tmLastTick);
// clamp it
fFactor2 = 1.0f;
// readjust timers so that it gets better
ses_tvInitialization2 = tvNow;
ses_tmInitializationTick2 = tmLastTick;
}
}
// set lerping factor2
_pTimer->SetLerp(fFactor);
_pTimer->SetLerp2(fFactor2);
_pTimer->SetCurrentTick(ses_tmPredictionHeadTick);
}
/*
* Read session state state from a stream.
*/
void CSessionState::Read_t(CTStream *pstr) // throw char *
{
#if DEBUG_SYNCSTREAMDUMPING
CPrintF( "Session state read: Sequence %d, Time %g\n", ses_iLastProcessedSequence, ses_tmLastProcessedTick);
#endif
// read time information and random seed
INDEX iVersion = SESSIONSTATEVERSION_OLD;
if (pstr->PeekID_t()==CChunkID("SESV")) {
pstr->ExpectID_t("SESV");
(*pstr)>>iVersion;
}
(*pstr)>>ses_tmLastProcessedTick;
(*pstr)>>ses_iLastProcessedSequence;
(*pstr)>>ses_iLevel;
(*pstr)>>ses_ulRandomSeed;
(*pstr)>>ses_ulSpawnFlags;
(*pstr)>>ses_tmSyncCheckFrequency;
(*pstr)>>ses_iExtensiveSyncCheck;
(*pstr)>>ses_tmLastSyncCheck;
(*pstr)>>ses_ctMaxPlayers;
(*pstr)>>ses_bWaitAllPlayers;
(*pstr)>>ses_bPause;
(*pstr)>>ses_bGameFinished;
if (iVersion>=SESSIONSTATEVERSION_WITHBULLETTIME) {
(*pstr)>>ses_fRealTimeFactor;
}
ses_bWaitingForServer = FALSE;
ses_bWantPause = ses_bPause;
ses_strDisconnected = "";
_pTimer->SetCurrentTick(ses_tmLastProcessedTick);
// read session properties from stream
(*pstr)>>_pNetwork->ga_strSessionName;
pstr->Read_t(_pNetwork->ga_aubProperties, NET_MAXSESSIONPROPERTIES);
// read world and its state
ReadWorldAndState_t(pstr);
#if DEBUG_SYNCSTREAMDUMPING
ClearDumpStream();
// dump sync data if needed
extern INDEX cli_bDumpSyncEachTick;
if( cli_bDumpSyncEachTick)
{
DumpSyncToMemory();
}
#endif
}
void CSessionState::ReadWorldAndState_t(CTStream *pstr) // throw char *
{
// check engine build disallowing reinit
BOOL bNeedsReinit;
_pNetwork->CheckVersion_t(*pstr, FALSE, bNeedsReinit);
ASSERT(!bNeedsReinit);
// read world filename from stream
(*pstr)>>_pNetwork->ga_fnmWorld;
if (CTFileName(pstr->GetDescription()).FileExt()==".dem" &&
GetFileTimeStamp_t(pstr->GetDescription())<=GetFileTimeStamp_t(_pNetwork->ga_fnmWorld)) {
ThrowF_t(
TRANS("Cannot play demo because file '%s'\n"
"is older than file '%s'!\n"),
CTString(pstr->GetDescription()),
CTString(_pNetwork->ga_fnmWorld));
}
// prepare the world for loading
_pNetwork->ga_World.DeletePredictors();
_pNetwork->ga_World.Clear();
_pNetwork->ga_World.LockAll();
// load the world brushes from the world file
_pNetwork->ga_World.LoadBrushes_t(_pNetwork->ga_fnmWorld);
// read world situation
_pNetwork->ga_World.ReadState_t(pstr);
// create an empty list for relinking timers
CListHead lhNewTimers;
// read number of entities in timer list
pstr->ExpectID_t("TMRS"); // timers
INDEX ctTimers;
*pstr>>ctTimers;
// ASSERT(ctTimers == _pNetwork->ga_World.wo_lhTimers.Count());
// for each entity in the timer list
{for(INDEX ienTimer=0; ienTimer<ctTimers; ienTimer++) {
// read its index in container of all entities
INDEX ien;
*pstr>>ien;
// get the entity
CRationalEntity *pen = (CRationalEntity*)_pNetwork->ga_World.EntityFromID(ien);
// remove it from the timer list and add it at the end of the new timer list
if (pen->en_lnInTimers.IsLinked()) {
pen->en_lnInTimers.Remove();
lhNewTimers.AddTail(pen->en_lnInTimers);
}
}}
// use the new timer list instead the old one
ASSERT(_pNetwork->ga_World.wo_lhTimers.IsEmpty());
_pNetwork->ga_World.wo_lhTimers.MoveList(lhNewTimers);
// create an empty list for relinking movers
CListHead lhNewMovers;
// read number of entities in mover list
pstr->ExpectID_t("MVRS"); // movers
INDEX ctMovers;
*pstr>>ctMovers;
ASSERT(ctMovers == _pNetwork->ga_World.wo_lhMovers.Count());
// for each entity in the mover list
{for(INDEX ienMover=0; ienMover<ctMovers; ienMover++) {
// read its index in container of all entities
INDEX ien;
*pstr>>ien;
// get the entity
CMovableEntity *pen = (CMovableEntity*)_pNetwork->ga_World.EntityFromID(ien);
// remove it from the mover list and add it at the end of the new mover list
if (pen->en_lnInMovers.IsLinked()) {
pen->en_lnInMovers.Remove();
}
lhNewMovers.AddTail(pen->en_lnInMovers);
}}
// use the new mover list instead the old one
ASSERT(_pNetwork->ga_World.wo_lhMovers.IsEmpty());
_pNetwork->ga_World.wo_lhMovers.MoveList(lhNewMovers);
// read number of players
INDEX ctPlayers;
(*pstr)>>ctPlayers;
ASSERT(ctPlayers==ses_apltPlayers.Count());
// for all clients
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itclt) {
// read from stream
itclt->Read_t(pstr);
}
_pNetwork->ga_World.UnlockAll();
}
void CSessionState::ReadRememberedLevels_t(CTStream *pstr)
{
pstr->ExpectID_t("RLEV"); // remembered levels
// read count of remembered levels
INDEX ctLevels;
(*pstr)>>ctLevels;
// for each level
for(INDEX iLevel=0; iLevel<ctLevels; iLevel++) {
// create it
CRememberedLevel *prl = new CRememberedLevel;
// read it
(*pstr)>>prl->rl_strFileName;
//prl->rl_strmSessionState.
// use readstream() !!!! @@@@
}
};
/*
* Write session state state into a stream.
*/
void CSessionState::Write_t(CTStream *pstr) // throw char *
{
#if DEBUG_SYNCSTREAMDUMPING
CPrintF( "Session state write: Sequence %d, Time %.2f\n", ses_iLastProcessedSequence, ses_tmLastProcessedTick);
#endif
pstr->WriteID_t("SESV");
(*pstr)<<INDEX(SESSIONSTATEVERSION_WITHBULLETTIME);
// write time information and random seed
(*pstr)<<ses_tmLastProcessedTick;
(*pstr)<<ses_iLastProcessedSequence;
(*pstr)<<ses_iLevel;
(*pstr)<<ses_ulRandomSeed;
(*pstr)<<ses_ulSpawnFlags;
(*pstr)<<ses_tmSyncCheckFrequency;
(*pstr)<<ses_iExtensiveSyncCheck;
(*pstr)<<ses_tmLastSyncCheck;
(*pstr)<<ses_ctMaxPlayers;
(*pstr)<<ses_bWaitAllPlayers;
(*pstr)<<ses_bPause;
(*pstr)<<ses_bGameFinished;
(*pstr)<<ses_fRealTimeFactor;
// write session properties to stream
(*pstr)<<_pNetwork->ga_strSessionName;
pstr->Write_t(_pNetwork->ga_aubProperties, NET_MAXSESSIONPROPERTIES);
// write world and its state
WriteWorldAndState_t(pstr);
}
void CSessionState::WriteWorldAndState_t(CTStream *pstr) // throw char *
{
// delete all predictor entities before saving
_pNetwork->ga_World.UnmarkForPrediction();
_pNetwork->ga_World.DeletePredictors();
// save engine build
_pNetwork->WriteVersion_t(*pstr);
// write world filename to stream
(*pstr)<<_pNetwork->ga_fnmWorld;
// write world situation
_pNetwork->ga_World.LockAll();
_pNetwork->ga_World.WriteState_t(pstr, TRUE);
// write number of entities in timer list
pstr->WriteID_t("TMRS"); // timers
CListHead &lhTimers = _pNetwork->ga_World.wo_lhTimers;
*pstr<<lhTimers.Count();
// for each entity in the timer list
{FOREACHINLIST(CRationalEntity, en_lnInTimers, lhTimers, iten) {
// save its index in container
*pstr<<iten->en_ulID;
}}
// write number of entities in mover list
pstr->WriteID_t("MVRS"); // movers
CListHead &lhMovers = _pNetwork->ga_World.wo_lhMovers;
*pstr<<lhMovers.Count();
// for each entity in the mover list
{FOREACHINLIST(CMovableEntity, en_lnInMovers, lhMovers, iten) {
// save its index in container
*pstr<<iten->en_ulID;
}}
// write number of clients
(*pstr)<<ses_apltPlayers.Count();
// for all clients
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itclt) {
// write to stream
itclt->Write_t(pstr);
}
_pNetwork->ga_World.UnlockAll();
}
void CSessionState::WriteRememberedLevels_t(CTStream *pstr)
{
// use writestream() !!!! @@@@
};
// remember current level
void CSessionState::RememberCurrentLevel(const CTString &strFileName)
{
// if level is already remembered
for(;;) {
CRememberedLevel *prlOld = FindRememberedLevel(strFileName);
if (prlOld==NULL) {
break;
}
// remove it
prlOld->rl_lnInSessionState.Remove();
delete prlOld;
}
// create new remembered level
CRememberedLevel *prlNew = new CRememberedLevel;
ses_lhRememberedLevels.AddTail(prlNew->rl_lnInSessionState);
// remember it
prlNew->rl_strFileName = strFileName;
WriteWorldAndState_t(&prlNew->rl_strmSessionState);
}
// find a level if it is remembered
CRememberedLevel *CSessionState::FindRememberedLevel(const CTString &strFileName)
{
{FOREACHINLIST(CRememberedLevel, rl_lnInSessionState, ses_lhRememberedLevels, itrl) {
CRememberedLevel &rl = *itrl;
if (rl.rl_strFileName==strFileName) {
return &rl;
}
}}
return NULL;
}
// restore some old level
void CSessionState::RestoreOldLevel(const CTString &strFileName)
{
// find the level
CRememberedLevel *prlOld = FindRememberedLevel(strFileName);
// it must exist
ASSERT(prlOld!=NULL);
// restore it
try {
prlOld->rl_strmSessionState.SetPos_t(0);
_pTimer->SetCurrentTick(0.0f);
ReadWorldAndState_t(&prlOld->rl_strmSessionState);
_pTimer->SetCurrentTick(ses_tmLastProcessedTick);
} catch (char *strError) {
FatalError(TRANS("Cannot restore old level '%s':\n%s"), prlOld->rl_strFileName, strError);
}
// delete it
delete prlOld;
}
// make synchronization test message and send it to server (if client), or add to buffer (if server)
void CSessionState::MakeSynchronisationCheck(void)
{
if (!_cmiComm.cci_bClientInitialized) return;
// not yet time
if(ses_tmLastSyncCheck+ses_tmSyncCheckFrequency > ses_tmLastProcessedTick) {
// don't check yet
return;
}
// make local checksum
ULONG ulLocalCRC;
CRC_Start(ulLocalCRC);
ChecksumForSync(ulLocalCRC, ses_iExtensiveSyncCheck);
CRC_Finish(ulLocalCRC);
// create sync-check
CSyncCheck sc;
ses_tmLastSyncCheck = ses_tmLastProcessedTick;
sc.sc_tmTick = ses_tmLastSyncCheck;
sc.sc_iSequence = ses_iLastProcessedSequence;
sc.sc_ulCRC = ulLocalCRC;
sc.sc_iLevel = ses_iLevel;
// NOTE: If local client, here we buffer the sync and send it to ourselves.
// It's because synccheck is piggybacking session message buffer, so we acknowledge
// the server to flush the buffer up to that sequence.
// if on server
if (_pNetwork->IsServer()) {
// buffer the sync-check
_pNetwork->ga_srvServer.AddSyncCheck(sc);
}
// create a message with sync check
CNetworkMessage nmSyncCheck(MSG_SYNCCHECK);
nmSyncCheck.Write(&sc, sizeof(sc));
// send it to server
_pNetwork->SendToServer(nmSyncCheck);
}
// forget all remembered levels
void CSessionState::ForgetOldLevels(void)
{
{FORDELETELIST(CRememberedLevel, rl_lnInSessionState, ses_lhRememberedLevels, itrl) {
delete &*itrl;
}}
}
extern INDEX cli_bDumpSync;
extern INDEX cli_bDumpSyncEachTick;
void CSessionState::DumpSyncToFile_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
{
ULONG ulLocalCRC;
CRC_Start(ulLocalCRC);
ChecksumForSync(ulLocalCRC, iExtensiveSyncCheck);
CRC_Finish(ulLocalCRC);
strm.FPrintF_t("__________________________________________________________________________________\n", ulLocalCRC);
strm.FPrintF_t("CRC: 0x%08X\n", ulLocalCRC);
DumpSync_t(strm, iExtensiveSyncCheck);
}
#if DEBUG_SYNCSTREAMDUMPING
void CSessionState::DumpSyncToMemory(void)
{
try
{
CTMemoryStream *pstrm = GetDumpStream();
DumpSyncToFile_t(*pstrm);
}
catch (char *strError)
{
CPrintF("Cannot dump sync data: %s\n", strError);
}
}
#endif
/* Session state loop. */
void CSessionState::SessionStateLoop(void)
{
_pfNetworkProfile.StartTimer(CNetworkProfile::PTI_SESSIONSTATE_LOOP);
// while there is something to do
BOOL bSomethingToDo = TRUE;
while (bSomethingToDo && !IsDisconnected()) {
bSomethingToDo = FALSE;
// if client was disconnected without a notice
if (!_cmiComm.Client_IsConnected()) {
// quit
ses_strDisconnected = TRANS("Link or server is down");
}
CNetworkMessage nmMessage;
// if there is some unreliable message
if (_pNetwork->ReceiveFromServer(nmMessage)) {
bSomethingToDo = TRUE;
// if it is a gamestream message
if (nmMessage.GetType() == MSG_GAMESTREAMBLOCKS) {
ses_tvMessageReceived = _pTimer->GetHighPrecisionTimer();
ses_bWaitingForServer = FALSE;
// unpack the message
CNetworkMessage nmUnpackedBlocks(MSG_GAMESTREAMBLOCKS);
nmMessage.UnpackDefault(nmUnpackedBlocks);
// while there are some more blocks in the message
while (!nmUnpackedBlocks.EndOfMessage()) {
// read a block to the gamestream
ses_nsGameStream.ReadBlock(nmUnpackedBlocks);
}
// if it is a keepalive
} else if (nmMessage.GetType() == MSG_KEEPALIVE) {
// just remember time
ses_tvMessageReceived = _pTimer->GetHighPrecisionTimer();
_pNetwork->AddNetGraphValue(NGET_NONACTION, 0.5f); // non-action sequence
// if it is pings message
} else if (nmMessage.GetType() == MSG_INF_PINGS) {
for(INDEX i=0; i<NET_MAXGAMEPLAYERS; i++) {
CPlayerTarget &plt = ses_apltPlayers[i];
BOOL bHas = 0;
nmMessage.ReadBits(&bHas, 1);
if (bHas) {
if (plt.IsActive() && plt.plt_penPlayerEntity!=NULL) {
INDEX iPing = 0;
nmMessage.ReadBits(&iPing, 10);
plt.plt_penPlayerEntity->en_tmPing = iPing/1000.0f;
}
}
}
// if it is chat message
} else if (nmMessage.GetType() == MSG_CHAT_OUT) {
// read the message
ULONG ulFrom;
CTString strFrom;
nmMessage>>ulFrom;
if (ulFrom==0) {
nmMessage>>strFrom;
}
CTString strMessage;
nmMessage>>strMessage;
// print it
PrintChatMessage(ulFrom, strFrom, strMessage);
// otherwise
} else {
CPrintF(TRANS("Session state: Unexpected message during game: %s(%d)\n"),
ErrorDescription(&MessageTypes, nmMessage.GetType()), nmMessage.GetType());
}
}
CNetworkMessage nmReliable;
// if there is some reliable message
if (_pNetwork->ReceiveFromServerReliable(nmReliable)) {
bSomethingToDo = TRUE;
// if this is disconnect message
if (nmReliable.GetType() == MSG_INF_DISCONNECTED) {
// confirm disconnect
CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
_pNetwork->SendToServerReliable(nmConfirmDisconnect);
// report the reason
CTString strReason;
nmReliable>>strReason;
ses_strDisconnected = strReason;
CPrintF(TRANS("Disconnected: %s\n"), strReason);
// disconnect
_cmiComm.Client_Close();
// if this is recon response
} else if (nmReliable.GetType() == MSG_ADMIN_RESPONSE) {
// just print it
CTString strResponse;
nmReliable>>strResponse;
CPrintF("%s", "|"+strResponse+"\n");
// otherwise
} else {
CPrintF(TRANS("Session state: Unexpected reliable message during game: %s(%d)\n"),
ErrorDescription(&MessageTypes, nmReliable.GetType()), nmReliable.GetType());
}
}
}
// if network client and not waiting for server
if (_pNetwork->IsNetworkEnabled() && !_pNetwork->IsServer() && !ses_bWaitingForServer) {
// check when last message was received.
if (ses_tvMessageReceived.tv_llValue>0 &&
(_pTimer->GetHighPrecisionTimer()-ses_tvMessageReceived).GetSeconds()>net_tmDisconnectTimeout &&
ses_strDisconnected=="") {
ses_strDisconnected = TRANS("Connection timeout");
CPrintF(TRANS("Disconnected: %s\n"), (const char*)ses_strDisconnected);
}
}
// if pause state should be changed
if (ses_bPause!=ses_bWantPause) {
// send appropriate packet to server
CNetworkMessage nmReqPause(MSG_REQ_PAUSE);
nmReqPause<<(INDEX&)ses_bWantPause;
_pNetwork->SendToServer(nmReqPause);
}
// dump sync data if needed
if( cli_bDumpSync)
{
cli_bDumpSync = FALSE;
try
{
CTFileStream strmFile;
CTString strFileName = CTString("temp\\syncdump.txt");
strmFile.Create_t(CTString("temp\\syncdump.txt"), CTStream::CM_TEXT);
#if DEBUG_SYNCSTREAMDUMPING
if( cli_bDumpSyncEachTick)
{
// get size and buffer from the stream
void *pvBuffer;
SLONG slSize;
ses_pstrm->LockBuffer(&pvBuffer, &slSize);
strmFile.Write_t(pvBuffer, slSize);
ses_pstrm->UnlockBuffer();
}
else
#endif
{
DumpSyncToFile_t(strmFile, ses_iExtensiveSyncCheck);
}
// inform user
CPrintF("Sync data dumped to '%s'\n", strFileName);
}
catch (char *strError)
{
CPrintF("Cannot dump sync data: %s\n", strError);
}
}
// if some client settings changed
if (!ses_sspParams.IsUpToDate()) {
// remember new settings
ses_sspParams.Update();
// send message to server
CNetworkMessage nmSet(MSG_SET_CLIENTSETTINGS);
nmSet<<ses_sspParams;
_pNetwork->SendToServerReliable(nmSet);
}
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_LOOP);
}
/* Get number of active players. */
INDEX CSessionState::GetPlayersCount(void)
{
INDEX ctPlayers = 0;
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
if (itplt->IsActive()) {
ctPlayers++;
}
}
return ctPlayers;
}
/* Remember predictor positions of all players. */
void CSessionState::RememberPlayerPredictorPositions(void)
{
// for each active player
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
CPlayerTarget &plt = *itplt;
if (plt.IsActive()) {
// remember its current, or predictor position
CEntity *pen = plt.plt_penPlayerEntity;
if (pen->IsPredicted()) {
pen = pen->GetPredictor();
}
plt.plt_vPredictorPos = pen->GetPlacement().pl_PositionVector;
}
}
}
/* Get player position. */
const FLOAT3D &CSessionState::GetPlayerPredictorPosition(INDEX iPlayer)
{
return ses_apltPlayers[iPlayer].plt_vPredictorPos;
}
CPredictedEvent::CPredictedEvent(void)
{
}
// check an event for prediction, returns true if already predicted
BOOL CSessionState::CheckEventPrediction(CEntity *pen, ULONG ulTypeID, ULONG ulEventID)
{
// if prediction is not involved
if ( !( pen->GetFlags() & (ENF_PREDICTOR|ENF_PREDICTED|ENF_WILLBEPREDICTED) ) ){
// not predicted
return FALSE;
}
// find eventual prediction tail
if (pen->IsPredictor()) {
pen = pen->GetPredictionTail();
}
// gather all event relevant data
ULONG ulEntityID = pen->en_ulID;
TIME tmNow = _pTimer->CurrentTick();
BOOL bPredicted = FALSE;
// for each active event
INDEX ctpe = ses_apeEvents.Count();
{for(INDEX ipe=0; ipe<ctpe; ipe++) {
CPredictedEvent &pe = ses_apeEvents[ipe];
// if the event is too old
if (pe.pe_tmTick<tmNow-5.0f) {
// delete it from list
pe = ses_apeEvents[ctpe-1];
ctpe--;
ipe--;
continue;
}
// if the event is same as the new one
if (pe.pe_tmTick==tmNow &&
pe.pe_ulEntityID==ulEntityID &&
pe.pe_ulTypeID==ulTypeID &&
pe.pe_ulEventID==ulEventID) {
// it was already predicted
bPredicted = TRUE;
break;
}
}}
// remove unused events at the end
if (ctpe==0) {
ses_apeEvents.PopAll();
} else {
ses_apeEvents.PopUntil(ctpe-1);
}
// if not predicted
if (!bPredicted) {
// add the new one
CPredictedEvent &pe = ses_apeEvents.Push();
pe.pe_tmTick = tmNow;
pe.pe_ulEntityID = ulEntityID;
pe.pe_ulTypeID = ulTypeID;
pe.pe_ulEventID = ulEventID;
}
return bPredicted;
}