Serious-Engine/Sources/Engine/Network/PlayerTarget.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -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/PlayerTarget.h>
#include <Engine/Base/Stream.h>
#include <Engine/Entities/InternalClasses.h>
#include <Engine/Templates/StaticArray.cpp>
extern INDEX cli_bLerpActions;
/*
* Constructor.
*/
CPlayerTarget::CPlayerTarget(void) {
plt_bActive = FALSE;
plt_penPlayerEntity = NULL;
plt_csAction.cs_iIndex = -1;
plt_paLastAction.Clear();
plt_paPreLastAction.Clear();
plt_abPrediction.Clear();
}
/*
* Destructor.
*/
CPlayerTarget::~CPlayerTarget(void) {
}
/*
* Read player information from a stream.
*/
void CPlayerTarget::Read_t(CTStream *pstr) // throw char *
{
INDEX iEntity;
ULONG bActive;
// synchronize access to actions
CTSingleLock slActions(&plt_csAction, TRUE);
// read activity flag
(*pstr)>>bActive;
// if client is active
if (bActive) {
// set it up
Activate();
// read data
(*pstr)>>iEntity>>plt_paLastAction>>plt_paPreLastAction;
CPlayerEntity *penPlayer = (CPlayerEntity *)&_pNetwork->ga_World.wo_cenAllEntities[iEntity];
ASSERT(penPlayer != NULL);
AttachEntity(penPlayer);
}
plt_abPrediction.Clear();
}
/*
* Write client information into a stream.
*/
void CPlayerTarget::Write_t(CTStream *pstr) // throw char *
{
INDEX iEntity;
ULONG bActive = plt_bActive;
// synchronize access to actions
CTSingleLock slActions(&plt_csAction, TRUE);
// write activity flag
(*pstr)<<bActive;
// if client is active
if (bActive) {
// prepare its data
iEntity = _pNetwork->ga_World.wo_cenAllEntities.Index(plt_penPlayerEntity);
// write data
(*pstr)<<iEntity<<plt_paLastAction<<plt_paPreLastAction;
}
}
/*
* Activate client data for a new client.
*/
void CPlayerTarget::Activate(void)
{
ASSERT(!plt_bActive);
plt_bActive = TRUE;
plt_abPrediction.Clear();
plt_paPreLastAction.Clear();
plt_paLastAction.Clear();
}
/*
* Deactivate client data for removed client.
*/
void CPlayerTarget::Deactivate(void)
{
ASSERT(plt_bActive);
plt_bActive = FALSE;
plt_penPlayerEntity = NULL;
plt_abPrediction.Clear();
plt_paPreLastAction.Clear();
plt_paLastAction.Clear();
}
/*
* Attach an entity to this client.
*/
void CPlayerTarget::AttachEntity(CPlayerEntity *penClientEntity)
{
ASSERT(plt_bActive);
plt_penPlayerEntity = penClientEntity;
}
/*
* Apply action packet to current actions.
*/
void CPlayerTarget::ApplyActionPacket(const CPlayerAction &paDelta)
{
ASSERT(plt_bActive);
ASSERT(plt_penPlayerEntity != NULL);
// synchronize access to actions
CTSingleLock slActions(&plt_csAction, TRUE);
// create a new action packet from last received packet and given delta
plt_paPreLastAction = plt_paLastAction;
__int64 llTag = plt_paLastAction.pa_llCreated += paDelta.pa_llCreated;
for (INDEX i=0; i<sizeof(CPlayerAction); i++) {
((UBYTE*)&plt_paLastAction)[i] ^= ((UBYTE*)&paDelta)[i];
}
plt_paLastAction.pa_llCreated = llTag;
FLOAT fLatency = 0.0f;
// if the player is local
if (_pNetwork->IsPlayerLocal(plt_penPlayerEntity)) {
// calculate latency
__int64 llmsNow = _pTimer->GetHighPrecisionTimer().GetMilliseconds();
__int64 llmsCreated = plt_paLastAction.pa_llCreated;
fLatency = FLOAT(DOUBLE(llmsNow-llmsCreated)/1000.0f);
if (plt_paLastAction.pa_llCreated==plt_paPreLastAction.pa_llCreated) {
_pNetwork->AddNetGraphValue(NGET_REPLICATEDACTION, fLatency);
} else {
CPlayerAction *ppaOlder = plt_abPrediction.GetLastOlderThan(plt_paLastAction.pa_llCreated);
if (ppaOlder!=NULL && ppaOlder->pa_llCreated!=plt_paPreLastAction.pa_llCreated) {
_pNetwork->AddNetGraphValue(NGET_SKIPPEDACTION, 1.0f);
}
extern FLOAT net_tmLatency;
net_tmLatency = fLatency;
_pNetwork->AddNetGraphValue(NGET_ACTION, fLatency);
}
}
// if the entity is not deleted
if (!(plt_penPlayerEntity->en_ulFlags&ENF_DELETED)) {
// call the player DLL class to apply the new action to the entity
plt_penPlayerEntity->ApplyAction(plt_paLastAction, fLatency);
}
extern INDEX cli_iPredictionFlushing;
if (cli_iPredictionFlushing==2 || cli_iPredictionFlushing==3) {
plt_abPrediction.RemoveOldest();
}
}
/* Remember prediction action. */
void CPlayerTarget::PrebufferActionPacket(const CPlayerAction &paPrediction)
{
ASSERT(plt_bActive);
// synchronize access to actions
CTSingleLock slActions(&plt_csAction, TRUE);
// buffer the action
plt_abPrediction.AddAction(paPrediction);
}
// flush prediction actions that were already processed
void CPlayerTarget::FlushProcessedPredictions(void)
{
CTSingleLock slActions(&plt_csAction, TRUE);
extern INDEX cli_iPredictionFlushing;
if (cli_iPredictionFlushing==1) {
// flush all actions that were already processed
plt_abPrediction.FlushUntilTime(plt_paLastAction.pa_llCreated);
} else if (cli_iPredictionFlushing==3) {
// flush older actions that were already processed
plt_abPrediction.FlushUntilTime(plt_paPreLastAction.pa_llCreated);
}
}
// get maximum number of actions that can be predicted
INDEX CPlayerTarget::GetNumberOfPredictions(void)
{
CTSingleLock slActions(&plt_csAction, TRUE);
// return current count
return plt_abPrediction.GetCount();
}
/* Apply predicted action with given index. */
void CPlayerTarget::ApplyPredictedAction(INDEX iAction, FLOAT fFactor)
{
// synchronize access to actions
CTSingleLock slActions(&plt_csAction, TRUE);
CPlayerAction pa;
// if the player is local
if (_pNetwork->IsPlayerLocal(plt_penPlayerEntity)) {
// get the action from buffer
plt_abPrediction.GetActionByIndex(iAction, pa);
// if the player is not local
} else {
// reuse last action
if (cli_bLerpActions) {
pa.Lerp(plt_paPreLastAction, plt_paLastAction, fFactor);
} else {
pa = plt_paLastAction;
}
}
// get the player's predictor
if (!plt_penPlayerEntity->IsPredicted()) {
return;
}
CEntity *penPredictor = plt_penPlayerEntity->GetPredictor();
if (penPredictor==NULL || penPredictor==plt_penPlayerEntity) {
return;
}
// apply a prediction action packet to the entity's predictor
((CPlayerEntity*)penPredictor)->ApplyAction(pa, 0.0f);
}