Serious-Engine/Sources/Engine/Network/PlayerSource.cpp
Ryan C. Gordon 9820436fbe First pass at cleaning out 64-bit issues.
Touches a lot of code to remove long constants like "1L", so this patch is
large and ugly, but I think it makes all those Clamp() calls look nicer in
the long run.

Most of the game is 64-bit clean, since we can build without assembly code
now. I've marked the things that are obviously still wrong with STUBBED lines.

That being said: a 64-bit build can already run the demos mostly correctly,
so we're actually almost there!

There are a few obvious things that are obviously wrong, to be fixed.
2016-04-06 23:20:29 -04:00

244 lines
6.8 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include <Engine/StdH.h>
#include <Engine/Base/Console.h>
#include <Engine/Network/Network.h>
#include <Engine/Network/PlayerSource.h>
#include <Engine/Network/PlayerTarget.h>
#include <Engine/Network/CommunicationInterface.h>
#include <Engine/Network/SessionState.h>
#include <Engine/Templates/StaticArray.cpp>
#include <Engine/Entities/InternalClasses.h>
extern FLOAT net_tmConnectionTimeout;
extern FLOAT net_tmProblemsTimeOut;
/*
* Constructor.
*/
CPlayerSource::CPlayerSource(void) {
pls_Active = FALSE;
pls_Index = -2;
pls_csAction.cs_iIndex = -1;
// clear action packet
pls_paAction.Clear();
}
/*
* Destructor.
*/
CPlayerSource::~CPlayerSource(void) {
}
/*
* Activate a new player.
*/
void CPlayerSource::Start_t(CPlayerCharacter &pcCharacter) // throw char *
{
ASSERT(!pls_Active);
// set index to -1 what means that you are not yet registered properly
pls_Index = -1;
// copy the character data
pls_pcCharacter = pcCharacter;
// clear actions
pls_paAction.Clear();;
for(INDEX ipa=0; ipa<PLS_MAXLASTACTIONS; ipa++) {
pls_apaLastActions[ipa].Clear();
}
// request player connection
CNetworkMessage nmRegisterPlayer(MSG_REQ_CONNECTPLAYER);
nmRegisterPlayer<<pls_pcCharacter; // player's character data
_pNetwork->SendToServerReliable(nmRegisterPlayer);
for(TIME tmWait=0;
tmWait<net_tmConnectionTimeout*1000;
_pTimer->Sleep(NET_WAITMESSAGE_DELAY), tmWait+=NET_WAITMESSAGE_DELAY) {
if (_pNetwork->ga_IsServer) {
_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_CONNECTPLAYER) {
// remember your index
nmReceived>>pls_Index;
// finish waiting
pls_Active = TRUE;
return;
// if this is disconnect message
} else if (nmReceived.GetType() == MSG_INF_DISCONNECTED) {
// confirm disconnect
CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
_pNetwork->SendToServerReliable(nmConfirmDisconnect);
// throw exception
CTString strReason;
nmReceived>>strReason;
_pNetwork->ga_sesSessionState.ses_strDisconnected = strReason;
ThrowF_t(TRANS("Cannot add player because: %s\n"), (const char *) strReason);
// otherwise
} else {
// it is invalid message
ThrowF_t(TRANS("Invalid message while waiting for player registration"));
}
// if client is disconnected
if (!_cmiComm.Client_IsConnected()) {
// quit
ThrowF_t(TRANS("Client disconnected"));
}
}
CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
_pNetwork->SendToServerReliable(nmConfirmDisconnect);
ThrowF_t(TRANS("Timeout while waiting for player registration"));
}
/*
* Deactivate removed player.
*/
void CPlayerSource::Stop(void)
{
ASSERT(pls_Active);
pls_Active = FALSE;
pls_Index = -2;
}
// request character change for a player
// NOTE: the request is asynchronious and possible failure cannot be detected
void CPlayerSource::ChangeCharacter(CPlayerCharacter &pcNew)
{
// if the requested character has different guid
if (!(pls_pcCharacter==pcNew)) {
// fail
CPrintF(TRANSV("Cannot update character - different GUID\n"));
}
// just request the change
CNetworkMessage nmChangeChar(MSG_REQ_CHARACTERCHANGE);
nmChangeChar<<pls_Index<<pcNew;
_pNetwork->SendToServerReliable(nmChangeChar);
// remember new setting
pls_pcCharacter = pcNew;
}
/*
* Set player action.
*/
void CPlayerSource::SetAction(const CPlayerAction &paAction)
{
// synchronize access to action
CTSingleLock slAction(&pls_csAction, TRUE);
// set action
pls_paAction = paAction;
pls_paAction.pa_llCreated = _pTimer->GetHighPrecisionTimer().GetMilliseconds();
//CPrintF("%.2f - created: %d\n", _pTimer->GetRealTimeTick(), SLONG(pls_paAction.pa_llCreated));
}
// get mask of this player for chat messages
ULONG CPlayerSource::GetChatMask(void)
{
return 1UL<<pls_Index;
}
/* Create action packet from current player commands and for sending to server. */
void CPlayerSource::WriteActionPacket(CNetworkMessage &nm)
{
// synchronize access to actions
CTSingleLock slActions(&pls_csAction, TRUE);
// check if active and registered
CPlayerEntity *ppe = NULL;
if (IsActive()) {
ppe = (CPlayerEntity *)_pNetwork->GetLocalPlayerEntity(this);
}
// if not
if (ppe==NULL) {
// just write a dummy bit
BOOL bActive = 0;
nm.WriteBits(&bActive, 1);
return;
}
// normalize action (remove invalid floats like -0)
pls_paAction.Normalize();
ASSERT(pls_Active);
ASSERT(pls_Index>=0);
// determine ping
FLOAT tmPing = ppe->en_tmPing;
INDEX iPing = (INDEX)ceil(tmPing*1000);
// write all in the message
BOOL bActive = 1;
nm.WriteBits(&bActive, 1);
nm.WriteBits(&pls_Index, 4); // your index
nm.WriteBits(&iPing, 10); // your ping
nm<<pls_paAction; // action
//CPrintF("%.2f - written: %d\n", _pTimer->GetRealTimeTick(), SLONG(pls_paAction.pa_llCreated));
// get sendbehind parameters
extern INDEX cli_iSendBehind;
extern INDEX cli_bPredictIfServer;
cli_iSendBehind = Clamp(cli_iSendBehind, 0, 3);
INDEX iSendBehind = cli_iSendBehind;
// disable if server
if (_pNetwork->IsServer() && !cli_bPredictIfServer) {
iSendBehind = 0;
}
// save sendbehind if needed
nm.WriteBits(&iSendBehind, 2);
for(INDEX i=0; i<iSendBehind; i++) {
nm<<pls_apaLastActions[i];
}
// remember last action
for(INDEX ipa=1; ipa<PLS_MAXLASTACTIONS; ipa++) {
pls_apaLastActions[ipa] = pls_apaLastActions[ipa-1];
}
pls_apaLastActions[0] = pls_paAction;
// if not paused
if (!_pNetwork->IsPaused() && !_pNetwork->GetLocalPause()) {
// get the index of the player target in game state
INDEX iPlayerTarget = pls_Index;
// if player is added
if (iPlayerTarget>=0) {
// get the player target
CPlayerTarget &plt = _pNetwork->ga_sesSessionState.ses_apltPlayers[iPlayerTarget];
// let it buffer the packet
plt.PrebufferActionPacket(pls_paAction);
}
}
}