mirror of
https://github.com/ptitSeb/Serious-Engine
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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. :)
139 lines
3.5 KiB
C++
139 lines
3.5 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/PlayerBuffer.h>
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/*
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* Constructor.
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*/
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CPlayerBuffer::CPlayerBuffer(void) {
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plb_Active = FALSE;
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plb_abReceived.Clear();
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plb_paLastAction.Clear();
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plb_iClient = -1;
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}
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/*
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* Destructor.
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*/
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CPlayerBuffer::~CPlayerBuffer(void) {
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}
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/*
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* Activate player buffer for a new player.
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*/
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void CPlayerBuffer::Activate(INDEX iClient)
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{
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ASSERT(!plb_Active);
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plb_Active = TRUE;
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plb_iClient = iClient;
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// make packets dummy before receiving something
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plb_abReceived.Clear();
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plb_paLastAction.Clear();
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}
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/*
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* Deactivate player data for removed player.
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*/
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void CPlayerBuffer::Deactivate(void)
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{
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ASSERT(plb_Active);
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plb_Active = FALSE;
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plb_iClient = -1;
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}
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/*
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* Receive action packet from player source.
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*/
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void CPlayerBuffer::ReceiveActionPacket(CNetworkMessage *pnm, INDEX iMaxBuffer)
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{
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ASSERT(plb_Active);
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// receive new action
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CPlayerAction pa;
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(*pnm)>>pa;
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// buffer it
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plb_abReceived.AddAction(pa);
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// read sendbehind
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INDEX iSendBehind = 0;
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pnm->ReadBits(&iSendBehind, 2);
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// foreach resent action
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for(INDEX i=0; i<iSendBehind; i++) {
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CPlayerAction paOld;
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(*pnm)>>paOld;
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// if not already sent out back to the client
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if (paOld.pa_llCreated>plb_paLastAction.pa_llCreated) {
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// buffer it
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plb_abReceived.AddAction(paOld);
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}
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}
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/*
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INDEX ctBuffered = plb_abReceived.GetCount();
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if (ctBuffered>net_iPlayerBufferActions) {
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CPrintF("Receive: BUFFER FULL (%d) ++++++++++++++\n", ctBuffered);
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}
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CPrintF("Receive: buffered %d\n", ctBuffered);
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*/
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// while there are more too many actions buffered
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while(plb_abReceived.GetCount()>iMaxBuffer) {
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// purge the oldest one
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plb_abReceived.RemoveOldest();
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}
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}
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/* Create action packet for player target from oldest buffered action. */
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// (prepares lag info for given client number)
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void CPlayerBuffer::CreateActionPacket(CNetworkMessage *pnm, INDEX iClient)
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{
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ASSERT(plb_Active);
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CPlayerAction paCurrent;
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//CPrintF("Send: buffered %d\n", plb_abReceived.GetCount());
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// if there are any buffered actions
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if (plb_abReceived.GetCount()>0) {
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// retrieve the oldest one
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plb_abReceived.GetActionByIndex(0, paCurrent);
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// if there are no buffered actions
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} else {
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// reuse the last one
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paCurrent = plb_paLastAction;
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//CPrintF("Send: BUFFER EMPTY ---------\n");
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}
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// create a new delta action packet between last sent and current action
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CPlayerAction paDelta;
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for (INDEX i=0; i<sizeof(CPlayerAction); i++) {
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((UBYTE*)&paDelta)[i] = ((UBYTE*)&paCurrent)[i] ^ ((UBYTE*)&plb_paLastAction)[i];
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}
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// if the client that message is sent to owns the player
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if (iClient==plb_iClient) {
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// send delta of the timetag
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paDelta.pa_llCreated = paCurrent.pa_llCreated-plb_paLastAction.pa_llCreated;
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// if the client doesn't own the player
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} else {
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// no timetag information
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paDelta.pa_llCreated = 0;
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}
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// send the delta packet
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(*pnm)<<paDelta;
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}
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/* Advance action buffer by one tick by removing oldest action. */
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void CPlayerBuffer::AdvanceActionBuffer(void)
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{
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ASSERT(plb_Active);
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// if there are any buffered actions
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if (plb_abReceived.GetCount()>0) {
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// get the oldest one and remove it
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CPlayerAction paCurrent;
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plb_abReceived.GetActionByIndex(0, paCurrent);
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plb_abReceived.RemoveOldest();
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// move current action to last action
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plb_paLastAction = paCurrent;
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}
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}
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