mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 23:54:50 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
231 lines
6.2 KiB
C++
231 lines
6.2 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Engine/StdH.h"
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#include <Engine/Base/Console.h>
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#include <Engine/Network/Network.h>
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#include <Engine/Network/PlayerTarget.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Entities/InternalClasses.h>
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#include <Engine/Templates/StaticArray.cpp>
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extern INDEX cli_bLerpActions;
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/*
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* Constructor.
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*/
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CPlayerTarget::CPlayerTarget(void) {
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plt_bActive = FALSE;
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plt_penPlayerEntity = NULL;
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plt_csAction.cs_iIndex = -1;
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plt_paLastAction.Clear();
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plt_paPreLastAction.Clear();
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plt_abPrediction.Clear();
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}
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/*
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* Destructor.
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*/
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CPlayerTarget::~CPlayerTarget(void) {
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}
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/*
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* Read player information from a stream.
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*/
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void CPlayerTarget::Read_t(CTStream *pstr) // throw char *
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{
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INDEX iEntity;
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ULONG bActive;
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// synchronize access to actions
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CTSingleLock slActions(&plt_csAction, TRUE);
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// read activity flag
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(*pstr)>>bActive;
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// if client is active
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if (bActive) {
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// set it up
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Activate();
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// read data
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(*pstr)>>iEntity>>plt_paLastAction>>plt_paPreLastAction;
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CPlayerEntity *penPlayer = (CPlayerEntity *)&_pNetwork->ga_World.wo_cenAllEntities[iEntity];
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ASSERT(penPlayer != NULL);
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AttachEntity(penPlayer);
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}
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plt_abPrediction.Clear();
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}
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/*
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* Write client information into a stream.
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*/
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void CPlayerTarget::Write_t(CTStream *pstr) // throw char *
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{
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INDEX iEntity;
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ULONG bActive = plt_bActive;
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// synchronize access to actions
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CTSingleLock slActions(&plt_csAction, TRUE);
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// write activity flag
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(*pstr)<<bActive;
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// if client is active
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if (bActive) {
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// prepare its data
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iEntity = _pNetwork->ga_World.wo_cenAllEntities.Index(plt_penPlayerEntity);
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// write data
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(*pstr)<<iEntity<<plt_paLastAction<<plt_paPreLastAction;
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}
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}
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/*
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* Activate client data for a new client.
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*/
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void CPlayerTarget::Activate(void)
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{
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ASSERT(!plt_bActive);
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plt_bActive = TRUE;
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plt_abPrediction.Clear();
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plt_paPreLastAction.Clear();
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plt_paLastAction.Clear();
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}
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/*
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* Deactivate client data for removed client.
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*/
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void CPlayerTarget::Deactivate(void)
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{
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ASSERT(plt_bActive);
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plt_bActive = FALSE;
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plt_penPlayerEntity = NULL;
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plt_abPrediction.Clear();
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plt_paPreLastAction.Clear();
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plt_paLastAction.Clear();
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}
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/*
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* Attach an entity to this client.
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*/
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void CPlayerTarget::AttachEntity(CPlayerEntity *penClientEntity)
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{
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ASSERT(plt_bActive);
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plt_penPlayerEntity = penClientEntity;
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}
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/*
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* Apply action packet to current actions.
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*/
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void CPlayerTarget::ApplyActionPacket(const CPlayerAction &paDelta)
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{
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ASSERT(plt_bActive);
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ASSERT(plt_penPlayerEntity != NULL);
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// synchronize access to actions
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CTSingleLock slActions(&plt_csAction, TRUE);
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// create a new action packet from last received packet and given delta
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plt_paPreLastAction = plt_paLastAction;
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__int64 llTag = plt_paLastAction.pa_llCreated += paDelta.pa_llCreated;
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for (INDEX i=0; i<sizeof(CPlayerAction); i++) {
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((UBYTE*)&plt_paLastAction)[i] ^= ((UBYTE*)&paDelta)[i];
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}
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plt_paLastAction.pa_llCreated = llTag;
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FLOAT fLatency = 0.0f;
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// if the player is local
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if (_pNetwork->IsPlayerLocal(plt_penPlayerEntity)) {
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// calculate latency
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__int64 llmsNow = _pTimer->GetHighPrecisionTimer().GetMilliseconds();
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__int64 llmsCreated = plt_paLastAction.pa_llCreated;
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fLatency = FLOAT(DOUBLE(llmsNow-llmsCreated)/1000.0f);
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if (plt_paLastAction.pa_llCreated==plt_paPreLastAction.pa_llCreated) {
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_pNetwork->AddNetGraphValue(NGET_REPLICATEDACTION, fLatency);
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} else {
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CPlayerAction *ppaOlder = plt_abPrediction.GetLastOlderThan(plt_paLastAction.pa_llCreated);
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if (ppaOlder!=NULL && ppaOlder->pa_llCreated!=plt_paPreLastAction.pa_llCreated) {
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_pNetwork->AddNetGraphValue(NGET_SKIPPEDACTION, 1.0f);
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}
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extern FLOAT net_tmLatency;
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net_tmLatency = fLatency;
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_pNetwork->AddNetGraphValue(NGET_ACTION, fLatency);
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}
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}
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// if the entity is not deleted
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if (!(plt_penPlayerEntity->en_ulFlags&ENF_DELETED)) {
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// call the player DLL class to apply the new action to the entity
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plt_penPlayerEntity->ApplyAction(plt_paLastAction, fLatency);
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}
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extern INDEX cli_iPredictionFlushing;
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if (cli_iPredictionFlushing==2 || cli_iPredictionFlushing==3) {
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plt_abPrediction.RemoveOldest();
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}
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}
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/* Remember prediction action. */
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void CPlayerTarget::PrebufferActionPacket(const CPlayerAction &paPrediction)
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{
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ASSERT(plt_bActive);
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// synchronize access to actions
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CTSingleLock slActions(&plt_csAction, TRUE);
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// buffer the action
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plt_abPrediction.AddAction(paPrediction);
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}
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// flush prediction actions that were already processed
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void CPlayerTarget::FlushProcessedPredictions(void)
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{
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CTSingleLock slActions(&plt_csAction, TRUE);
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extern INDEX cli_iPredictionFlushing;
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if (cli_iPredictionFlushing==1) {
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// flush all actions that were already processed
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plt_abPrediction.FlushUntilTime(plt_paLastAction.pa_llCreated);
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} else if (cli_iPredictionFlushing==3) {
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// flush older actions that were already processed
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plt_abPrediction.FlushUntilTime(plt_paPreLastAction.pa_llCreated);
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}
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}
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// get maximum number of actions that can be predicted
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INDEX CPlayerTarget::GetNumberOfPredictions(void)
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{
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CTSingleLock slActions(&plt_csAction, TRUE);
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// return current count
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return plt_abPrediction.GetCount();
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}
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/* Apply predicted action with given index. */
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void CPlayerTarget::ApplyPredictedAction(INDEX iAction, FLOAT fFactor)
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{
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// synchronize access to actions
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CTSingleLock slActions(&plt_csAction, TRUE);
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CPlayerAction pa;
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// if the player is local
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if (_pNetwork->IsPlayerLocal(plt_penPlayerEntity)) {
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// get the action from buffer
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plt_abPrediction.GetActionByIndex(iAction, pa);
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// if the player is not local
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} else {
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// reuse last action
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if (cli_bLerpActions) {
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pa.Lerp(plt_paPreLastAction, plt_paLastAction, fFactor);
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} else {
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pa = plt_paLastAction;
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}
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}
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// get the player's predictor
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if (!plt_penPlayerEntity->IsPredicted()) {
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return;
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}
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CEntity *penPredictor = plt_penPlayerEntity->GetPredictor();
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if (penPredictor==NULL || penPredictor==plt_penPlayerEntity) {
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return;
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}
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// apply a prediction action packet to the entity's predictor
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((CPlayerEntity*)penPredictor)->ApplyAction(pa, 0.0f);
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}
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