mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
9820436fbe
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.
244 lines
6.8 KiB
C++
244 lines
6.8 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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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/PlayerSource.h>
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#include <Engine/Network/PlayerTarget.h>
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#include <Engine/Network/CommunicationInterface.h>
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#include <Engine/Network/SessionState.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Entities/InternalClasses.h>
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extern FLOAT net_tmConnectionTimeout;
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extern FLOAT net_tmProblemsTimeOut;
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/*
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* Constructor.
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*/
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CPlayerSource::CPlayerSource(void) {
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pls_Active = FALSE;
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pls_Index = -2;
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pls_csAction.cs_iIndex = -1;
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// clear action packet
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pls_paAction.Clear();
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}
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/*
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* Destructor.
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*/
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CPlayerSource::~CPlayerSource(void) {
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}
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/*
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* Activate a new player.
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*/
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void CPlayerSource::Start_t(CPlayerCharacter &pcCharacter) // throw char *
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{
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ASSERT(!pls_Active);
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// set index to -1 what means that you are not yet registered properly
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pls_Index = -1;
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// copy the character data
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pls_pcCharacter = pcCharacter;
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// clear actions
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pls_paAction.Clear();;
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for(INDEX ipa=0; ipa<PLS_MAXLASTACTIONS; ipa++) {
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pls_apaLastActions[ipa].Clear();
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}
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// request player connection
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CNetworkMessage nmRegisterPlayer(MSG_REQ_CONNECTPLAYER);
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nmRegisterPlayer<<pls_pcCharacter; // player's character data
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_pNetwork->SendToServerReliable(nmRegisterPlayer);
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for(TIME tmWait=0;
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tmWait<net_tmConnectionTimeout*1000;
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_pTimer->Sleep(NET_WAITMESSAGE_DELAY), tmWait+=NET_WAITMESSAGE_DELAY) {
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if (_pNetwork->ga_IsServer) {
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_pNetwork->TimerLoop();
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}
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if (_cmiComm.Client_Update() == FALSE) {
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break;
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}
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// wait for message to come
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CNetworkMessage nmReceived;
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if (!_pNetwork->ReceiveFromServerReliable(nmReceived)) {
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continue;
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}
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// if this is the init message
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if (nmReceived.GetType() == MSG_REP_CONNECTPLAYER) {
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// remember your index
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nmReceived>>pls_Index;
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// finish waiting
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pls_Active = TRUE;
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return;
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// if this is disconnect message
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} else if (nmReceived.GetType() == MSG_INF_DISCONNECTED) {
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// confirm disconnect
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CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
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_pNetwork->SendToServerReliable(nmConfirmDisconnect);
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// throw exception
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CTString strReason;
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nmReceived>>strReason;
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_pNetwork->ga_sesSessionState.ses_strDisconnected = strReason;
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ThrowF_t(TRANS("Cannot add player because: %s\n"), (const char *) strReason);
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// otherwise
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} else {
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// it is invalid message
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ThrowF_t(TRANS("Invalid message while waiting for player registration"));
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}
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// if client is disconnected
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if (!_cmiComm.Client_IsConnected()) {
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// quit
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ThrowF_t(TRANS("Client disconnected"));
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}
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}
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CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
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_pNetwork->SendToServerReliable(nmConfirmDisconnect);
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ThrowF_t(TRANS("Timeout while waiting for player registration"));
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}
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/*
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* Deactivate removed player.
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*/
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void CPlayerSource::Stop(void)
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{
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ASSERT(pls_Active);
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pls_Active = FALSE;
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pls_Index = -2;
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}
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// request character change for a player
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// NOTE: the request is asynchronious and possible failure cannot be detected
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void CPlayerSource::ChangeCharacter(CPlayerCharacter &pcNew)
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{
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// if the requested character has different guid
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if (!(pls_pcCharacter==pcNew)) {
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// fail
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CPrintF(TRANSV("Cannot update character - different GUID\n"));
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}
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// just request the change
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CNetworkMessage nmChangeChar(MSG_REQ_CHARACTERCHANGE);
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nmChangeChar<<pls_Index<<pcNew;
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_pNetwork->SendToServerReliable(nmChangeChar);
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// remember new setting
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pls_pcCharacter = pcNew;
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}
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/*
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* Set player action.
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*/
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void CPlayerSource::SetAction(const CPlayerAction &paAction)
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{
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// synchronize access to action
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CTSingleLock slAction(&pls_csAction, TRUE);
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// set action
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pls_paAction = paAction;
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pls_paAction.pa_llCreated = _pTimer->GetHighPrecisionTimer().GetMilliseconds();
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//CPrintF("%.2f - created: %d\n", _pTimer->GetRealTimeTick(), SLONG(pls_paAction.pa_llCreated));
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}
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// get mask of this player for chat messages
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ULONG CPlayerSource::GetChatMask(void)
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{
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return 1UL<<pls_Index;
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}
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/* Create action packet from current player commands and for sending to server. */
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void CPlayerSource::WriteActionPacket(CNetworkMessage &nm)
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{
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// synchronize access to actions
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CTSingleLock slActions(&pls_csAction, TRUE);
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// check if active and registered
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CPlayerEntity *ppe = NULL;
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if (IsActive()) {
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ppe = (CPlayerEntity *)_pNetwork->GetLocalPlayerEntity(this);
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}
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// if not
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if (ppe==NULL) {
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// just write a dummy bit
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BOOL bActive = 0;
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nm.WriteBits(&bActive, 1);
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return;
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}
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// normalize action (remove invalid floats like -0)
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pls_paAction.Normalize();
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ASSERT(pls_Active);
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ASSERT(pls_Index>=0);
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// determine ping
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FLOAT tmPing = ppe->en_tmPing;
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INDEX iPing = (INDEX)ceil(tmPing*1000);
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// write all in the message
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BOOL bActive = 1;
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nm.WriteBits(&bActive, 1);
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nm.WriteBits(&pls_Index, 4); // your index
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nm.WriteBits(&iPing, 10); // your ping
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nm<<pls_paAction; // action
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//CPrintF("%.2f - written: %d\n", _pTimer->GetRealTimeTick(), SLONG(pls_paAction.pa_llCreated));
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// get sendbehind parameters
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extern INDEX cli_iSendBehind;
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extern INDEX cli_bPredictIfServer;
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cli_iSendBehind = Clamp(cli_iSendBehind, 0, 3);
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INDEX iSendBehind = cli_iSendBehind;
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// disable if server
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if (_pNetwork->IsServer() && !cli_bPredictIfServer) {
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iSendBehind = 0;
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}
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// save sendbehind if needed
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nm.WriteBits(&iSendBehind, 2);
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for(INDEX i=0; i<iSendBehind; i++) {
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nm<<pls_apaLastActions[i];
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}
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// remember last action
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for(INDEX ipa=1; ipa<PLS_MAXLASTACTIONS; ipa++) {
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pls_apaLastActions[ipa] = pls_apaLastActions[ipa-1];
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}
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pls_apaLastActions[0] = pls_paAction;
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// if not paused
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if (!_pNetwork->IsPaused() && !_pNetwork->GetLocalPause()) {
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// get the index of the player target in game state
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INDEX iPlayerTarget = pls_Index;
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// if player is added
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if (iPlayerTarget>=0) {
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// get the player target
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CPlayerTarget &plt = _pNetwork->ga_sesSessionState.ses_apltPlayers[iPlayerTarget];
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// let it buffer the packet
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plt.PrebufferActionPacket(pls_paAction);
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}
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}
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}
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