mirror of
https://github.com/ptitSeb/Serious-Engine
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204 lines
8.1 KiB
C
204 lines
8.1 KiB
C
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_SESSIONSTATE_H
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#define SE_INCL_SESSIONSTATE_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Synchronization.h>
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#include <Engine/Templates/StaticStackArray.h>
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#include <Engine/Network/NetworkMessage.h>
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#include <Engine/Network/PlayerTarget.h>
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#include <Engine/Network/SessionSocket.h>
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#include <Engine/Base/Timer.h>
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#define DEBUG_SYNCSTREAMDUMPING 0
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#if DEBUG_SYNCSTREAMDUMPING
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/*
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* Obtain valid session dump memory stream
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*/
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CTMemoryStream *GetDumpStream(void);
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/*
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* Clear session dump memory stream
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*/
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void ClearDumpStream(void);
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#endif
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// checksum of world snapshot at given point in time - used for sync-checking
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class CSyncCheck {
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public:
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TIME sc_tmTick; // time of snapshot
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INDEX sc_iSequence; // sequence number last processed before this checksum
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ULONG sc_ulCRC; // checksum
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INDEX sc_iLevel; // checksum of level filename
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CSyncCheck(void) { sc_tmTick = -1.0f; sc_iSequence = -1; sc_ulCRC = 0; sc_iLevel = 0; }
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void Clear(void) { sc_tmTick = -1.0f; sc_iSequence = -1; sc_ulCRC = 0; sc_iLevel = 0; }
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};
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// info about an event that was predicted to happen
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class CPredictedEvent {
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public:
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TIME pe_tmTick;
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ULONG pe_ulEntityID;
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ULONG pe_ulTypeID;
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ULONG pe_ulEventID;
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CPredictedEvent(void);
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void Clear(void) {};
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};
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/*
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* Session state, manipulates local copy of the world
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*/
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class ENGINE_API CSessionState {
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public:
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CStaticArray<CPlayerTarget> ses_apltPlayers; // client targets for all players in game
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CStaticStackArray<CPredictedEvent> ses_apeEvents; // for event prediction
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CTString ses_strMOTD; // MOTD as sent from the server
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INDEX ses_iLevel; // for counting level changes
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INDEX ses_iLastProcessedSequence; // sequence of last processed stream block
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CNetworkStream ses_nsGameStream; // stream of blocks from server
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// lerp params
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CTimerValue ses_tvInitialization; // exact moment when the session state was started
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TIME ses_tmInitializationTick; // tick when the session state was started
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// secondary lerp params for non-predicted movement
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CTimerValue ses_tvInitialization2; // exact moment when the session state was started
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TIME ses_tmInitializationTick2; // tick when the session state was started
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TIME ses_tmLastProcessedTick; // last tick when all actions were processed
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TIME ses_tmPredictionHeadTick; // newest tick that was ever predicted
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TIME ses_tmLastSyncCheck; // last time sync-check was generated
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TIME ses_tmLastPredictionProcessed; // for determining when to do a new prediction cycle
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INDEX ses_iMissingSequence; // first missing sequence
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CTimerValue ses_tvResendTime; // timer for missing sequence retransmission
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TIME ses_tmResendTimeout; // timeout value for increasing the request interval
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CTimerValue ses_tvMessageReceived; // exact moment when the session state was started
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TIME ses_tmLastDemoSequence; // synchronization timer for demo playing
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ULONG ses_ulRandomSeed; // seed for pseudo-random number generation
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ULONG ses_ulSpawnFlags; // spawn flags for current game
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TIME ses_tmSyncCheckFrequency; // frequency of sync-checking
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BOOL ses_iExtensiveSyncCheck; // set if syncheck should be extensive - for debugging purposes
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BOOL ses_bKeepingUpWithTime; // set if the session state is keeping up with the time
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TIME ses_tmLastUpdated;
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CListHead ses_lhRememberedLevels; // list of remembered levels
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BOOL ses_bAllowRandom; // set while random number generation is valid
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BOOL ses_bPredicting; // set if the game is currently doing prediction
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BOOL ses_bPause; // set while game is paused
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BOOL ses_bWantPause; // set while wanting to have paused
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BOOL ses_bGameFinished; // set when game has finished
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BOOL ses_bWaitingForServer; // wait for server after level change
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CTString ses_strDisconnected; // explanation of disconnection or empty string if not disconnected
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INDEX ses_ctMaxPlayers; // maximum number of players allowed in game
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BOOL ses_bWaitAllPlayers; // if set, wait for all players to join before starting
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FLOAT ses_fRealTimeFactor; // enables slower or faster time for special effects
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CTMemoryStream *ses_pstrm; // debug stream for sync check examination
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CSessionSocketParams ses_sspParams; // local copy of server-side parameters
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public:
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// network message waiters
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void Start_AtServer_t(void); // throw char *
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void Start_AtClient_t(INDEX ctLocalPlayers); // throw char *
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// Set lerping factor for current frame.
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void SetLerpFactor(CTimerValue tvNow);
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// notify entities of level change
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void SendLevelChangeNotification(class CEntityEvent &ee);
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// wait for a stream to come from server
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void WaitStream_t(CTMemoryStream &strmMessage, const CTString &strName, INDEX iMsgCode);
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// check if disconnected
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BOOL IsDisconnected(void);
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// print an incoming chat message to console
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void PrintChatMessage(ULONG ulFrom, const CTString &strFrom, const CTString &strMessage);
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public:
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/* Constructor. */
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CSessionState(void);
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/* Destructor. */
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~CSessionState(void);
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// get a pseudo-random number (safe for network gaming)
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ULONG Rnd(void);
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/* Stop the session state. */
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void Stop(void);
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/* Start session state. */
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void Start_t(INDEX ctLocalPlayers); // throw char *
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// do physics for a game tick
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void HandleMovers(void);
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// do thinking for a game tick
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void HandleTimers(TIME tmCurrentTick);
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// do a warm-up run of the world for a few ticks
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void WarmUpWorld(void);
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// reset random number generator (always randomizes to same sequence!)
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void ResetRND(void);
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/* Process a game tick. */
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void ProcessGameTick(CNetworkMessage &nmMessage, TIME tmCurrentTick);
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/* Process a predicted game tick. */
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void ProcessPredictedGameTick(INDEX iPredictionStep, FLOAT fFactor, TIME tmCurrentTick);
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/* Process a gamestream block. */
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void ProcessGameStreamBlock(CNetworkMessage &nmMessage);
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/* Process all eventual avaliable gamestream blocks. */
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void ProcessGameStream(void);
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// flush prediction actions that were already processed
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void FlushProcessedPredictions(void);
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/* Find out how many prediction steps are currently pending. */
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INDEX GetPredictionStepsCount(void);
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/* Process all eventual avaliable prediction actions. */
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void ProcessPrediction(void);
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/* Get number of active players. */
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INDEX GetPlayersCount(void);
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/* Remember predictor positions of all players. */
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void RememberPlayerPredictorPositions(void);
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/* Get player position. */
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const FLOAT3D &GetPlayerPredictorPosition(INDEX iPlayer);
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// check an event for prediction, returns true if already predicted
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BOOL CheckEventPrediction(CEntity *pen, ULONG ulTypeID, ULONG ulEventID);
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// make synchronization test message and send it to server (if client), or add to buffer (if server)
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void MakeSynchronisationCheck(void);
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// create a checksum value for sync-check
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void ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck);
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// dump sync data to text file
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void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck); // throw char *
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/* Read session state information from a stream. */
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void Read_t(CTStream *pstr); // throw char *
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void ReadWorldAndState_t(CTStream *pstr); // throw char *
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void ReadRememberedLevels_t(CTStream *pstr); // throw char *
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/* Write session state information into a stream. */
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void Write_t(CTStream *pstr); // throw char *
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void WriteWorldAndState_t(CTStream *pstr); // throw char *
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void WriteRememberedLevels_t(CTStream *pstr); // throw char *
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// remember current level
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void RememberCurrentLevel(const CTString &strFileName);
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// find a level if it is remembered
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class CRememberedLevel *FindRememberedLevel(const CTString &strFileName);
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// restore some old level
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void RestoreOldLevel(const CTString &strFileName);
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// forget all remembered levels
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void ForgetOldLevels(void);
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/* Session state loop. */
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void SessionStateLoop(void);
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/* Session sync dump functions. */
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void DumpSyncToFile_t(CTStream &strm, INDEX iExtensiveSyncCheck); // throw char *
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#if DEBUG_SYNCSTREAMDUMPING
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void DumpSyncToMemory(void);
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#endif
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};
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#endif /* include-once check. */
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