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