mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
2229 lines
67 KiB
C++
2229 lines
67 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 "stdh.h"
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#include <Engine/Build.h>
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#include <Engine/Network/Network.h>
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#include <Engine/Network/Server.h>
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#include <Engine/Network/NetworkMessage.h>
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#include <Engine/Network/Diff.h>
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#include <Engine/Base/ErrorTable.h>
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#include <Engine/Base/Translation.h>
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#include <Engine/Base/ProgressHook.h>
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#include <Engine/Base/CRCTable.h>
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#include <Engine/Base/Shell.h>
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#include <Engine/Network/SessionState.h>
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#include <Engine/Network/PlayerSource.h>
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#include <Engine/Entities/EntityClass.h>
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#include <Engine/Math/Float.h>
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#include <Engine/Network/PlayerTarget.h>
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#include <Engine/Network/NetworkProfile.h>
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#include <Engine/World/PhysicsProfile.h>
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#include <Engine/Network/CommunicationInterface.h>
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#include <Engine/Network/Compression.h>
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#include <Engine/Entities/InternalClasses.h>
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#include <Engine/Base/Console.h>
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#include <Engine/Entities/EntityProperties.h>
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#include <Engine/Network/LevelChange.h>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Base/CRC.h>
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#define SESSIONSTATEVERSION_OLD 1
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#define SESSIONSTATEVERSION_WITHBULLETTIME 2
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#define SESSIONSTATEVERSION_CURRENT SESSIONSTATEVERSION_WITHBULLETTIME
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//#define DEBUG_LERPING 1
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extern INDEX net_bLerping;
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extern FLOAT net_tmConnectionTimeout;
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extern FLOAT net_tmProblemsTimeOut;
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extern FLOAT net_tmDisconnectTimeout;
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// this is from ProgresHook.cpp - so we tell the progresshook to run client/srever updates
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extern BOOL _bRunNetUpdates;
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#if DEBUG_LERPING
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FLOAT avfStats[1000][4];
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INDEX ctCounter=0;
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INDEX ctMax = sizeof(avfStats)/sizeof(avfStats[0]);
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#endif // DEBUG_LERPING
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// get a pseudo-random number (safe for network gaming)
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ULONG CSessionState::Rnd(void) {
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ASSERTMSG(ses_bAllowRandom, "Use RND only in entity AI!");
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// NOTE:
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// using multiplicative congruent method with Greanberger's lambda = 2^18+3
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ses_ulRandomSeed = ses_ulRandomSeed*262147;
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ASSERT(ses_ulRandomSeed!=0);
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return ses_ulRandomSeed;
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}
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// reset random number generator (always randomizes to same sequence!)
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void CSessionState::ResetRND(void)
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{
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BOOL bOldAllow = ses_bAllowRandom;
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ses_bAllowRandom = TRUE;
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// random must start at a number different than zero!
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ses_ulRandomSeed = 0x87654321;
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// run rnd a few times to make it go random
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for(INDEX i=0; i<32; i++) {
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Rnd();
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}
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ses_bAllowRandom = bOldAllow;
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}
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/*
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* Constructor.
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*/
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CSessionState::CSessionState(void)
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{
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ses_bKeepingUpWithTime = TRUE;
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ses_tmLastUpdated = -100;
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ses_bAllowRandom = TRUE; // random allowed when not in game
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ses_bPredicting = FALSE;
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ses_tmPredictionHeadTick = -2.0f;
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ses_tmLastSyncCheck = 0;
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ses_tmLastPredictionProcessed = -200;
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ses_bPause = FALSE;
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ses_bWantPause = FALSE;
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ses_bGameFinished = FALSE;
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ses_bWaitingForServer = FALSE;
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ses_strDisconnected = "";
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ses_ctMaxPlayers = 1;
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ses_bWaitAllPlayers = FALSE;
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ses_iLevel = 0;
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ses_fRealTimeFactor = 1.0f;
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ses_pstrm = NULL;
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// reset random number generator
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ResetRND();
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ses_apltPlayers.New(NET_MAXGAMEPLAYERS);
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}
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/*
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* Destructor.
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*/
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CSessionState::~CSessionState()
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{
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}
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/*
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* Clear the object.
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*/
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void CSessionState::Stop(void)
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{
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#if DEBUG_SYNCSTREAMDUMPING
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ClearDumpStream();
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#endif
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#if DEBUG_SYNCSTREAMDUMPING
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#endif
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ses_bKeepingUpWithTime = TRUE;
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ses_tmLastUpdated = -100;
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ses_bAllowRandom = TRUE; // random allowed when not in game
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ses_bPredicting = FALSE;
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ses_tmPredictionHeadTick = -2.0f;
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ses_tmLastSyncCheck = 0;
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ses_bPause = FALSE;
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ses_bWantPause = FALSE;
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ses_bGameFinished = FALSE;
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ses_bWaitingForServer = FALSE;
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ses_strDisconnected = "";
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ses_ctMaxPlayers = 1;
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ses_fRealTimeFactor = 1.0f;
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ses_bWaitAllPlayers = FALSE;
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ses_apeEvents.PopAll();
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// disable lerping
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_pTimer->DisableLerp();
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#if DEBUG_LERPING
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CTFileStream f;
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f.Create_t(CTFILENAME("Temp\\Lerp.stats"), CTStream::CM_TEXT);
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for (INDEX i=0; i<ctCounter; i++) {
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char strBuffer[256];
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sprintf(strBuffer, "%6.2f %6.2f %6.2f %6.2f",
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avfStats[i][0],
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avfStats[i][1],
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avfStats[i][2],
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avfStats[i][3]);
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f.PutLine_t(strBuffer);
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}
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f.Close();
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#endif // DEBUG_LERPING
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CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
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if (_cmiComm.cci_bClientInitialized) {
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_pNetwork->SendToServerReliable(nmConfirmDisconnect);
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}
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_cmiComm.Client_Close();
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// clear all old levels
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ForgetOldLevels();
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ses_apltPlayers.Clear();
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ses_apltPlayers.New(NET_MAXGAMEPLAYERS);
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}
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/*
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* Initialize session state and wait for game to be started.
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*/
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void CSessionState::Start_t(INDEX ctLocalPlayers)
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{
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ses_bKeepingUpWithTime = TRUE;
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ses_tmLastUpdated = -100;
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// clear message stream
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ses_nsGameStream.Clear();
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ses_bAllowRandom = FALSE; // random not allowed in game
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ses_bPredicting = FALSE;
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ses_tmPredictionHeadTick = -2.0f;
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ses_tmLastSyncCheck = 0;
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ses_bPause = FALSE;
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ses_bWantPause = FALSE;
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ses_bWaitingForServer = FALSE;
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ses_bGameFinished = FALSE;
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ses_strDisconnected = "";
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ses_ctMaxPlayers = 1;
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ses_fRealTimeFactor = 1.0f;
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ses_bWaitAllPlayers = FALSE;
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ses_iMissingSequence = -1;
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ses_apeEvents.PopAll();
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ses_tvMessageReceived.Clear();
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_pNetwork->ga_strRequiredMod = "";
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// reset random number generator
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ResetRND();
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// clear all old levels
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ForgetOldLevels();
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#if DEBUG_LERPING
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// clear lerp stats
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ctCounter = 0;
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#endif // DEBUG_LERPING
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// ses_LastProcessedTick and ses_LastReceivedTick tick counters are
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// irrelevant now, will be initialized when initialization message
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// from server is received, no need to set them here
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// if this computer is server
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if (_pNetwork->IsServer()) {
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// initialize local client
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_cmiComm.Client_Init_t(0UL);
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// connect as main session state
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try {
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Start_AtServer_t();
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} catch(char *) {
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_cmiComm.Client_Close();
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throw;
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}
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// if this computer is client
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} else {
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// connect client to server computer
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_cmiComm.Client_Init_t((char*)(const char*)_pNetwork->ga_strServerAddress);
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// connect as remote session state
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try {
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Start_AtClient_t(ctLocalPlayers);
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} catch(char *) {
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// if failed due to wrong mod
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if (strncmp(ses_strDisconnected, "MOD:", 4)==0) {
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// remember the mod
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_pNetwork->ga_strRequiredMod = ses_strDisconnected+4;
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// make sure that the string is never empty
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if (_pNetwork->ga_strRequiredMod=="") {
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_pNetwork->ga_strRequiredMod=" ";
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}
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}
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_cmiComm.Client_Close();
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throw;
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}
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}
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}
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void CSessionState::Start_AtServer_t(void) // throw char *
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{
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// send registration request
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CNetworkMessage nmRegisterMainSessionState(MSG_REQ_CONNECTLOCALSESSIONSTATE);
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ses_sspParams.Update();
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nmRegisterMainSessionState<<ses_sspParams;
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_pNetwork->SendToServerReliable(nmRegisterMainSessionState);
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for(TIME tmWait=0; tmWait<net_tmConnectionTimeout*1000;
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Sleep(NET_WAITMESSAGE_DELAY), tmWait+=NET_WAITMESSAGE_DELAY) {
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_pNetwork->TimerLoop();
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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_CONNECTLOCALSESSIONSTATE) {
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// just adjust your tick counters
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nmReceived>>ses_tmLastProcessedTick;
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nmReceived>>ses_iLastProcessedSequence;
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ses_tmInitializationTick = -1.0f;
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ses_tmInitializationTick2 = -1.0f;
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// finish waiting
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return;
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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 server session 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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ThrowF_t(TRANS("Timeout while waiting for server session registration"));
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}
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void CSessionState::Start_AtClient_t(INDEX ctLocalPlayers) // throw char *
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{
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// send one unreliable packet to server to make the connection up and running
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CNetworkMessage nmKeepAlive(MSG_KEEPALIVE);
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_pNetwork->SendToServer(nmKeepAlive);
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// send registration request
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CNetworkMessage nmRegisterSessionState(MSG_REQ_CONNECTREMOTESESSIONSTATE);
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nmRegisterSessionState<<INDEX('VTAG')<<INDEX(_SE_BUILD_MAJOR)<<INDEX(_SE_BUILD_MINOR);
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nmRegisterSessionState<<_strModName;
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extern CTString net_strConnectPassword;
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extern CTString net_strVIPPassword;
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CTString strPasw = net_strConnectPassword;
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if (strPasw=="") {
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strPasw = net_strVIPPassword;
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}
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nmRegisterSessionState<<strPasw;
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nmRegisterSessionState<<ctLocalPlayers;
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ses_sspParams.Update();
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nmRegisterSessionState<<ses_sspParams;
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_pNetwork->SendToServerReliable(nmRegisterSessionState);
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// prepare file or memory stream for state
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CTFileStream strmStateFile; CTMemoryStream strmStateMem;
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CTStream *pstrmState;
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extern INDEX net_bDumpConnectionInfo;
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if (net_bDumpConnectionInfo) {
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strmStateFile.Create_t(CTString("Temp\\DefaultState.bin"));
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pstrmState = &strmStateFile;
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} else {
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pstrmState = &strmStateMem;
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}
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{
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// wait for server's response
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CTMemoryStream strmMessage;
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WaitStream_t(strmMessage, "reply", MSG_REP_CONNECTREMOTESESSIONSTATE);
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// get motd
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strmMessage>>ses_strMOTD;
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// get info for creating default state
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CTFileName fnmWorld;
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strmMessage>>fnmWorld;
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ULONG ulSpawnFlags;
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strmMessage>>ulSpawnFlags;
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UBYTE aubProperties[NET_MAXSESSIONPROPERTIES];
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strmMessage.Read_t(aubProperties, NET_MAXSESSIONPROPERTIES);
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// create default state
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NET_MakeDefaultState_t(fnmWorld, ulSpawnFlags, aubProperties, *pstrmState);
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pstrmState->SetPos_t(0);
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}
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// send one unreliable packet to server to make the connection up and running
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{CNetworkMessage nmKeepAlive(MSG_KEEPALIVE);
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_pNetwork->SendToServer(nmKeepAlive); }
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// send data request
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CPrintF(TRANS("Sending statedelta request\n"));
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CNetworkMessage nmRequestDelta(MSG_REQ_STATEDELTA);
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_pNetwork->SendToServerReliable(nmRequestDelta);
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{
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// wait for server's response
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CTMemoryStream strmMessage;
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WaitStream_t(strmMessage, "data", MSG_REP_STATEDELTA);
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// decompress saved session state
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CTMemoryStream strmDelta;
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CzlibCompressor comp;
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comp.UnpackStream_t(strmMessage, strmDelta);
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CTMemoryStream strmNew;
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DIFF_Undiff_t(pstrmState, &strmDelta, &strmNew);
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strmNew.SetPos_t(0);
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// read the initialization information from the stream
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Read_t(&strmNew);
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ses_tmInitializationTick = -1.0f;
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ses_tmInitializationTick2 = -1.0f;
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}
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// send one unreliable packet to server to make the connection up and running
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{CNetworkMessage nmKeepAlive(MSG_KEEPALIVE);
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_pNetwork->SendToServer(nmKeepAlive); }
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CPrintF(TRANS("Sending CRC request\n"));
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// send data request
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CNetworkMessage nmRequestCRC(MSG_REQ_CRCLIST);
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_pNetwork->SendToServerReliable(nmRequestCRC);
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{
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// wait for CRC challenge
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CTMemoryStream strmMessage;
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WaitStream_t(strmMessage, "CRC", MSG_REQ_CRCCHECK);
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// make response
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CNetworkMessage nmCRC(MSG_REP_CRCCHECK);
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nmCRC<<CRCT_MakeCRCForFiles_t(strmMessage)<<ses_iLastProcessedSequence;
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_pNetwork->SendToServerReliable(nmCRC);
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}
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// send one unreliable packet to server to make the connection up and running
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{CNetworkMessage nmKeepAlive(MSG_KEEPALIVE);
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_pNetwork->SendToServer(nmKeepAlive); }
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}
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// notify entities of level change
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void CSessionState::SendLevelChangeNotification(CEntityEvent &ee)
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{
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// for each entity in the world
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{FOREACHINDYNAMICCONTAINER(_pNetwork->ga_World.wo_cenEntities, CEntity, iten) {
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// if it should be notified
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if (iten->en_ulFlags&ENF_NOTIFYLEVELCHANGE) {
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// send the event
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iten->SendEvent(ee);
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}
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}}
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}
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// wait for a stream to come from server
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void CSessionState::WaitStream_t(CTMemoryStream &strmMessage, const CTString &strName,
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INDEX iMsgCode)
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{
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// start waiting for server's response
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SetProgressDescription(TRANS("waiting for ")+strName);
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CallProgressHook_t(0.0f);
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SLONG slReceivedLast = 0;
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// yes, we need the client/server updates in the progres hook
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_bRunNetUpdates = TRUE;
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// repeat until timed out
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for(TIME tmWait=0; tmWait<net_tmConnectionTimeout*1000;
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Sleep(NET_WAITMESSAGE_DELAY), tmWait+=NET_WAITMESSAGE_DELAY) {
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// update network connection sockets
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if (_cmiComm.Client_Update() == FALSE) {
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break;
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}
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// check how much is received so far
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SLONG slExpectedSize; // slReceivedSoFar;
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SLONG slReceivedSize;
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_cmiComm.Client_PeekSize_Reliable(slExpectedSize,slReceivedSize);
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// if nothing received yet
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if (slExpectedSize==0) {
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// progress with waiting
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CallProgressHook_t(tmWait/(net_tmConnectionTimeout*1000));
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// if something received
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} else {
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// if some new data received
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if (slReceivedSize!=slReceivedLast) {
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slReceivedLast = slReceivedSize;
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// reset timeout
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tmWait=0;
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}
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// progress with receiving
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SetProgressDescription(TRANS("receiving ")+strName+" ");
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CallProgressHook_t((float)slReceivedSize/slExpectedSize);
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}
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// if not everything received yet
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if (!_pNetwork->ReceiveFromServerReliable(strmMessage)) {
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// continue waiting
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continue;
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}
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// read message identifier
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strmMessage.SetPos_t(0);
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INDEX iID;
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strmMessage>>iID;
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// if this is the message
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if (iID == iMsgCode) {
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// all ok
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CallProgressHook_t(1.0f);
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// no more client/server updates in the progres hook
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_bRunNetUpdates = TRUE;
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return;
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// if disconnected
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} else if (iID == 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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// report the reason
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CTString strReason;
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strmMessage>>strReason;
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ses_strDisconnected = strReason;
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// no more client/server updates in the progres hook
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_bRunNetUpdates = FALSE;
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ThrowF_t(TRANS("Disconnected: %s\n"), strReason);
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// otherwise
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} else {
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// no more client/server updates in the progres hook
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_bRunNetUpdates = FALSE;
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// it is invalid message
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ThrowF_t(TRANS("Invalid stream while waiting for %s"), strName);
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}
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// if client is disconnected
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if (!_cmiComm.Client_IsConnected()) {
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// no more client/server updates in the progres hook
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_bRunNetUpdates = FALSE;
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// quit
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ThrowF_t(TRANS("Client disconnected"));
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}
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}
|
|
|
|
// no more client/server updates in the progres hook
|
|
_bRunNetUpdates = FALSE;
|
|
|
|
// CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
|
|
// _pNetwork->SendToServerReliable(nmConfirmDisconnect);
|
|
|
|
|
|
ThrowF_t(TRANS("Timeout while waiting for %s"), strName);
|
|
}
|
|
|
|
// check if disconnected
|
|
BOOL CSessionState::IsDisconnected(void)
|
|
{
|
|
return ses_strDisconnected!="";
|
|
}
|
|
|
|
// print an incoming chat message to console
|
|
void CSessionState::PrintChatMessage(ULONG ulFrom, const CTString &strFrom, const CTString &strMessage)
|
|
{
|
|
CTString strSender;
|
|
// if no sender players
|
|
if (ulFrom==0) {
|
|
// take symbolic sender string
|
|
strSender = strFrom;
|
|
// if there are sender players
|
|
} else {
|
|
// for each sender player
|
|
for(INDEX ipl=0; ipl<ses_apltPlayers.Count(); ipl++) {
|
|
CPlayerTarget &plt = ses_apltPlayers[ipl];
|
|
if (plt.IsActive() && (ulFrom & (1UL<<ipl)) ) {
|
|
// add its name to the sender list
|
|
if (strSender!="") {
|
|
strSender+=", ";
|
|
}
|
|
strSender+=plt.plt_penPlayerEntity->GetPlayerName();
|
|
}
|
|
}
|
|
}
|
|
|
|
// let eventual script addon process the message
|
|
extern CTString cmd_strChatSender ;
|
|
extern CTString cmd_strChatMessage;
|
|
extern CTString cmd_cmdOnChat;
|
|
cmd_strChatSender = strSender;
|
|
cmd_strChatMessage = strMessage;
|
|
if (cmd_cmdOnChat!="") {
|
|
_pShell->Execute(cmd_cmdOnChat);
|
|
}
|
|
|
|
// if proccessing didn't kill it
|
|
if (cmd_strChatSender!="" && cmd_strChatMessage!="") {
|
|
// print the message
|
|
CPrintF("%s: ^o^cFFFFFF%s^r\n", (const char*)cmd_strChatSender, (const char*)cmd_strChatMessage);
|
|
}
|
|
extern INDEX net_ctChatMessages;
|
|
net_ctChatMessages++;
|
|
}
|
|
|
|
/* NOTES:
|
|
1) New thinkers might be added by current ones, but it doesn't matter,
|
|
since they must be added forward in time and the list is sorted, so they
|
|
cannot be processed in this tick.
|
|
2) Thinkers/Movers can be removed during iteration, but the CEntityPointer
|
|
guarantee that they are not freed from memory.
|
|
*/
|
|
|
|
// do physics for a game tick
|
|
void CSessionState::HandleMovers(void)
|
|
{
|
|
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_HANDLEMOVERS);
|
|
|
|
// CPrintF("---- tick %g\n", _pTimer->CurrentTick());
|
|
|
|
// put all movers in active list, pushing ones first
|
|
CListHead lhActiveMovers, lhDoneMovers, lhDummyMovers;
|
|
{FORDELETELIST(CMovableEntity, en_lnInMovers, _pNetwork->ga_World.wo_lhMovers, itenMover) {
|
|
CMovableEntity *pen = itenMover;
|
|
pen->en_lnInMovers.Remove();
|
|
// if predicting, and it is not a predictor
|
|
if (ses_bPredicting && !pen->IsPredictor()) {
|
|
// skip it
|
|
lhDummyMovers.AddTail(pen->en_lnInMovers);
|
|
continue;
|
|
}
|
|
if (!(pen->en_ulFlags&ENF_DELETED)) {
|
|
if ((pen->en_ulPhysicsFlags&EPF_ONBLOCK_MASK)==EPF_ONBLOCK_PUSH) {
|
|
lhActiveMovers.AddHead(pen->en_lnInMovers);
|
|
} else {
|
|
lhActiveMovers.AddTail(pen->en_lnInMovers);
|
|
}
|
|
}
|
|
}}
|
|
|
|
// for each active mover
|
|
{FORDELETELIST(CMovableEntity, en_lnInMovers, lhActiveMovers, itenMover) {
|
|
// let it clear its temporary variables to prevent bad syncs
|
|
itenMover->ClearMovingTemp();
|
|
}}
|
|
|
|
// for each active mover
|
|
{FORDELETELIST(CMovableEntity, en_lnInMovers, lhActiveMovers, itenMover) {
|
|
// let it calculate its wanted parameters for this tick
|
|
itenMover->PreMoving();
|
|
}}
|
|
|
|
// while there are some active movers
|
|
while(!lhActiveMovers.IsEmpty()) {
|
|
// get first one
|
|
CMovableEntity *penMoving = LIST_HEAD(lhActiveMovers, CMovableEntity, en_lnInMovers);
|
|
CEntityPointer penCurrent = penMoving; // just to keep it alive around the loop
|
|
// first move it to done list (if not done, it will move back to world's movers)
|
|
penMoving->en_lnInMovers.Remove();
|
|
lhDoneMovers.AddTail(penMoving->en_lnInMovers);
|
|
|
|
/*
|
|
CPrintF("**%s(%08x)",
|
|
penMoving->en_pecClass->ec_pdecDLLClass->dec_strName,
|
|
penMoving->en_ulID);
|
|
if (penMoving->IsPredictable()) {
|
|
CPrintF(" predictable");
|
|
}
|
|
if (penMoving->IsPredictor()) {
|
|
CPrintF(" predictor");
|
|
}
|
|
if (penMoving->IsPredicted()) {
|
|
CPrintF(" predicted");
|
|
}
|
|
if (penMoving->en_penReference!=NULL) {
|
|
CPrintF("reference id%08x", penMoving->en_penReference->en_ulID);
|
|
}
|
|
CPrintF("\n");
|
|
*/
|
|
|
|
// let it do its own physics
|
|
penMoving->DoMoving();
|
|
// CPrintF("\n");
|
|
|
|
// if any mover is re-added, put it to the end of active list
|
|
lhActiveMovers.MoveList(_pNetwork->ga_World.wo_lhMovers);
|
|
}
|
|
|
|
// for each done mover
|
|
{FORDELETELIST(CMovableEntity, en_lnInMovers, lhDoneMovers, itenMover) {
|
|
// if predicting, and it is not a predictor
|
|
if (ses_bPredicting && !itenMover->IsPredictor()) {
|
|
// skip it
|
|
continue;
|
|
}
|
|
// let it calculate its parameters after all movement has been resolved
|
|
itenMover->PostMoving();
|
|
}}
|
|
|
|
// for each done mover
|
|
|
|
{FORDELETELIST(CMovableEntity, en_lnInMovers, lhDoneMovers, itenMover) {
|
|
CMovableEntity *pen = itenMover;
|
|
// if predicting, and it is not a predictor
|
|
if (ses_bPredicting && !itenMover->IsPredictor()) {
|
|
// skip it
|
|
continue;
|
|
}
|
|
// if marked for removing from list of movers
|
|
if (pen->en_ulFlags&ENF_INRENDERING) {
|
|
// remove it
|
|
pen->en_ulFlags&=~ENF_INRENDERING;
|
|
pen->en_lnInMovers.Remove();
|
|
}
|
|
// let it clear its temporary variables to prevent bad syncs
|
|
pen->ClearMovingTemp();
|
|
}}
|
|
|
|
// return all done movers to the world's list
|
|
_pNetwork->ga_World.wo_lhMovers.MoveList(lhDummyMovers);
|
|
_pNetwork->ga_World.wo_lhMovers.MoveList(lhDoneMovers);
|
|
|
|
// handle all the sent events
|
|
CEntity::HandleSentEvents();
|
|
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_HANDLEMOVERS);
|
|
}
|
|
|
|
// do thinking for a game tick
|
|
void CSessionState::HandleTimers(TIME tmCurrentTick)
|
|
{
|
|
#define TIME_EPSILON 0.0001f
|
|
IFDEBUG(TIME tmLast = 0.0f);
|
|
|
|
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_HANDLETIMERS);
|
|
// repeat
|
|
CListHead &lhTimers = _pNetwork->ga_World.wo_lhTimers;
|
|
FOREVER {
|
|
// no entity found initially
|
|
CRationalEntity *penTimer = NULL;
|
|
// for each entity in list of timers
|
|
FOREACHINLIST(CRationalEntity, en_lnInTimers, lhTimers, iten) {
|
|
// if due after current time
|
|
if(iten->en_timeTimer>tmCurrentTick+TIME_EPSILON) {
|
|
// stop searching
|
|
break;
|
|
}
|
|
// if now predicting and it is not a predictor
|
|
if (ses_bPredicting && !iten->IsPredictor()) {
|
|
// skip it
|
|
continue;
|
|
}
|
|
// remember found entity, and stop searching
|
|
penTimer = iten;
|
|
break;
|
|
}
|
|
|
|
// if no entity is found
|
|
if (penTimer==NULL) {
|
|
// stop
|
|
break;
|
|
}
|
|
|
|
// check that timers are propertly handled
|
|
ASSERT(penTimer->en_timeTimer>tmCurrentTick-_pTimer->TickQuantum-TIME_EPSILON);
|
|
//ASSERT(penTimer->en_timeTimer>=tmLast);
|
|
IFDEBUG(tmLast=penTimer->en_timeTimer);
|
|
|
|
// remove the timer from the list
|
|
penTimer->en_timeTimer = THINKTIME_NEVER;
|
|
penTimer->en_lnInTimers.Remove();
|
|
// send timer event to the entity
|
|
penTimer->SendEvent(ETimer());
|
|
}
|
|
|
|
// handle all the sent events
|
|
CEntity::HandleSentEvents();
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_HANDLETIMERS);
|
|
}
|
|
|
|
// do a warm-up run of the world for a few ticks
|
|
void CSessionState::WarmUpWorld(void)
|
|
{
|
|
#define WORLD_WORMUP_COUNT 20 // run 20 ticks to get stable
|
|
ses_tmLastProcessedTick = _pNetwork->ga_srvServer.srv_tmLastProcessedTick = 0;
|
|
ses_iLastProcessedSequence = _pNetwork->ga_srvServer.srv_iLastProcessedSequence = -1;
|
|
// add a few empty all-action messages to the game stream
|
|
for (INDEX iTick=0; iTick<WORLD_WORMUP_COUNT; iTick++) {
|
|
_pNetwork->ga_srvServer.srv_tmLastProcessedTick += _pTimer->TickQuantum;
|
|
_pNetwork->ga_srvServer.srv_iLastProcessedSequence++;
|
|
CNetworkStreamBlock nsbAllActions(MSG_SEQ_ALLACTIONS, _pNetwork->ga_srvServer.srv_iLastProcessedSequence);
|
|
nsbAllActions<<_pNetwork->ga_srvServer.srv_tmLastProcessedTick;
|
|
nsbAllActions.Rewind();
|
|
ses_nsGameStream.AddBlock(nsbAllActions);
|
|
}
|
|
|
|
// process the blocks
|
|
ProcessGameStream();
|
|
}
|
|
|
|
// create a checksum value for sync-check
|
|
void CSessionState::ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck)
|
|
{
|
|
CRC_AddLONG(ulCRC, ses_iLastProcessedSequence);
|
|
CRC_AddLONG(ulCRC, ses_iLevel);
|
|
CRC_AddLONG(ulCRC, ses_bPause);
|
|
if (iExtensiveSyncCheck>0) {
|
|
CRC_AddLONG(ulCRC, ses_bGameFinished);
|
|
CRC_AddLONG(ulCRC, ses_ulRandomSeed);
|
|
}
|
|
|
|
// if all entities should be synced
|
|
if (iExtensiveSyncCheck>1) {
|
|
// for each active entity in the world
|
|
{FOREACHINDYNAMICCONTAINER(_pNetwork->ga_World.wo_cenEntities, CEntity, iten) {
|
|
if (iten->IsPredictor()) {
|
|
continue;
|
|
}
|
|
iten->ChecksumForSync(ulCRC, iExtensiveSyncCheck);
|
|
}}
|
|
// for each entity in the world
|
|
{FOREACHINDYNAMICCONTAINER(_pNetwork->ga_World.wo_cenAllEntities, CEntity, iten) {
|
|
if (iten->IsPredictor()) {
|
|
continue;
|
|
}
|
|
iten->ChecksumForSync(ulCRC, iExtensiveSyncCheck);
|
|
}}
|
|
}
|
|
|
|
if (iExtensiveSyncCheck>0) {
|
|
// checksum all movers
|
|
{FOREACHINLIST(CMovableEntity, en_lnInMovers, _pNetwork->ga_World.wo_lhMovers, iten) {
|
|
if (iten->IsPredictor()) {
|
|
continue;
|
|
}
|
|
iten->ChecksumForSync(ulCRC, iExtensiveSyncCheck);
|
|
}}
|
|
}
|
|
// checksum all active players
|
|
{FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itclt) {
|
|
CPlayerTarget &clt = *itclt;
|
|
if (clt.IsActive()) {
|
|
clt.plt_paPreLastAction.ChecksumForSync(ulCRC);
|
|
clt.plt_paLastAction.ChecksumForSync(ulCRC);
|
|
clt.plt_penPlayerEntity->ChecksumForSync(ulCRC, iExtensiveSyncCheck);
|
|
}
|
|
}}
|
|
}
|
|
|
|
// dump sync data to text file
|
|
void CSessionState::DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
|
|
{
|
|
strm.FPrintF_t("Level: %d\n", ses_iLevel);
|
|
strm.FPrintF_t("Sequence: %d\n", ses_iLastProcessedSequence);
|
|
strm.FPrintF_t("Tick: %g\n", ses_tmLastProcessedTick);
|
|
strm.FPrintF_t("Paused: %d\n", ses_bPause);
|
|
if (iExtensiveSyncCheck>0) {
|
|
strm.FPrintF_t("Finished: %d\n", ses_bGameFinished);
|
|
strm.FPrintF_t("Random seed: 0x%08x\n", ses_ulRandomSeed);
|
|
}
|
|
|
|
_pNetwork->ga_World.LockAll();
|
|
|
|
strm.FPrintF_t("\n\n======================== players:\n");
|
|
// dump all active players
|
|
{FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itclt) {
|
|
CPlayerTarget &clt = *itclt;
|
|
if (clt.IsActive()) {
|
|
clt.plt_penPlayerEntity->DumpSync_t(strm, iExtensiveSyncCheck);
|
|
strm.FPrintF_t("\n -- action:\n");
|
|
clt.plt_paPreLastAction.DumpSync_t(strm);
|
|
clt.plt_paLastAction.DumpSync_t(strm);
|
|
}
|
|
}}
|
|
|
|
if (iExtensiveSyncCheck>0) {
|
|
strm.FPrintF_t("\n\n======================== movers:\n");
|
|
// dump all movers
|
|
{FOREACHINLIST(CMovableEntity, en_lnInMovers, _pNetwork->ga_World.wo_lhMovers, iten) {
|
|
if (iten->IsPredictor()) {
|
|
continue;
|
|
}
|
|
iten->DumpSync_t(strm, iExtensiveSyncCheck);
|
|
}}
|
|
}
|
|
|
|
// if all entities should be synced
|
|
if (iExtensiveSyncCheck>1) {
|
|
strm.FPrintF_t("\n\n======================== active entities (%d):\n",
|
|
_pNetwork->ga_World.wo_cenEntities.Count());
|
|
// for each entity in the world
|
|
{FOREACHINDYNAMICCONTAINER(_pNetwork->ga_World.wo_cenEntities, CEntity, iten) {
|
|
if (iten->IsPredictor()) {
|
|
continue;
|
|
}
|
|
iten->DumpSync_t(strm, iExtensiveSyncCheck);
|
|
}}
|
|
strm.FPrintF_t("\n\n======================== all entities (%d):\n",
|
|
_pNetwork->ga_World.wo_cenEntities.Count());
|
|
// for each entity in the world
|
|
{FOREACHINDYNAMICCONTAINER(_pNetwork->ga_World.wo_cenAllEntities, CEntity, iten) {
|
|
if (iten->IsPredictor()) {
|
|
continue;
|
|
}
|
|
iten->DumpSync_t(strm, iExtensiveSyncCheck);
|
|
}}
|
|
}
|
|
|
|
_pNetwork->ga_World.UnlockAll();
|
|
}
|
|
|
|
#if DEBUG_SYNCSTREAMDUMPING
|
|
/*
|
|
* Obtain valid session dump memory stream
|
|
*/
|
|
CTMemoryStream *GetDumpStream(void)
|
|
{
|
|
if( _pNetwork->ga_sesSessionState.ses_pstrm == NULL)
|
|
{
|
|
_pNetwork->ga_sesSessionState.ses_pstrm = new CTMemoryStream;
|
|
}
|
|
return _pNetwork->ga_sesSessionState.ses_pstrm;
|
|
}
|
|
|
|
void ClearDumpStream(void)
|
|
{
|
|
if( _pNetwork->ga_sesSessionState.ses_pstrm != NULL)
|
|
{
|
|
delete _pNetwork->ga_sesSessionState.ses_pstrm;
|
|
_pNetwork->ga_sesSessionState.ses_pstrm = NULL;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
* Process a game tick.
|
|
*/
|
|
|
|
extern INDEX cli_bEmulateDesync;
|
|
void CSessionState::ProcessGameTick(CNetworkMessage &nmMessage, TIME tmCurrentTick)
|
|
{
|
|
ses_tmLastPredictionProcessed = -1;
|
|
|
|
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_PROCESSGAMETICK);
|
|
ASSERT(this!=NULL);
|
|
|
|
#if DEBUG_SYNCSTREAMDUMPING
|
|
try
|
|
{
|
|
CTMemoryStream *pstrm = GetDumpStream();
|
|
pstrm->FPrintF_t("Time tick: %.2f\n", tmCurrentTick);
|
|
}
|
|
catch (char *strError)
|
|
{
|
|
CPrintF("Cannot dump sync data: %s\n", strError);
|
|
}
|
|
#endif
|
|
//CPrintF("normal: %.2f\n", tmCurrentTick);
|
|
|
|
// FPU must be in 24-bit mode
|
|
CSetFPUPrecision FPUPrecision(FPT_24BIT);
|
|
|
|
// copy the tick to process into tick used for all tasks
|
|
_pTimer->SetCurrentTick(tmCurrentTick);
|
|
_pfNetworkProfile.IncrementAveragingCounter();
|
|
_pfPhysicsProfile.IncrementAveragingCounter();
|
|
|
|
// random is allowed only here, during entity ai
|
|
ses_bAllowRandom = TRUE;
|
|
|
|
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_APPLYACTIONS);
|
|
// for all clients
|
|
INDEX iClient = 0;
|
|
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
|
|
// if client is active
|
|
if (itplt->IsActive()) {
|
|
// player indices transmission is unneccessary unless if debugging
|
|
// // check that it is present in message
|
|
// INDEX iClientInMessage;
|
|
// nmMessage>>iClientInMessage; // client index
|
|
// ASSERT(iClient==iClientInMessage);
|
|
// read the action
|
|
CPlayerAction paAction;
|
|
nmMessage>>paAction;
|
|
// apply the action
|
|
itplt->ApplyActionPacket(paAction);
|
|
|
|
// desync emulation!
|
|
if( cli_bEmulateDesync) {
|
|
itplt->plt_penPlayerEntity->SetHealth(1.0f);
|
|
}
|
|
}
|
|
iClient++;
|
|
}
|
|
cli_bEmulateDesync = FALSE;
|
|
|
|
// handle all the sent events
|
|
CEntity::HandleSentEvents();
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_APPLYACTIONS);
|
|
|
|
// do thinking
|
|
HandleTimers(tmCurrentTick);
|
|
// do physics
|
|
HandleMovers();
|
|
|
|
// notify all entities of level change as needed
|
|
if (_lphCurrent==LCP_INITIATED) {
|
|
EPreLevelChange ePreChange;
|
|
ePreChange.iUserData = _pNetwork->ga_iNextLevelUserData;
|
|
SendLevelChangeNotification(ePreChange);
|
|
CEntity::HandleSentEvents();
|
|
_lphCurrent=LCP_SIGNALLED;
|
|
}
|
|
if (_lphCurrent==LCP_CHANGED) {
|
|
EPostLevelChange ePostChange;
|
|
ePostChange.iUserData = _pNetwork->ga_iNextLevelUserData;
|
|
SendLevelChangeNotification(ePostChange);
|
|
CEntity::HandleSentEvents();
|
|
_lphCurrent=LCP_NOCHANGE;
|
|
}
|
|
|
|
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_WORLDBASETICK);
|
|
// let the worldbase execute its tick function
|
|
if (_pNetwork->ga_World.wo_pecWorldBaseClass!=NULL
|
|
&&_pNetwork->ga_World.wo_pecWorldBaseClass->ec_pdecDLLClass!=NULL
|
|
&&_pNetwork->ga_World.wo_pecWorldBaseClass->ec_pdecDLLClass->dec_OnWorldTick!=NULL) {
|
|
_pNetwork->ga_World.wo_pecWorldBaseClass->ec_pdecDLLClass->
|
|
dec_OnWorldTick(&_pNetwork->ga_World);
|
|
}
|
|
// handle all the sent events
|
|
CEntity::HandleSentEvents();
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_WORLDBASETICK);
|
|
|
|
// make sync-check and send to server if needed
|
|
MakeSynchronisationCheck();
|
|
|
|
#if DEBUG_SYNCSTREAMDUMPING
|
|
extern INDEX cli_bDumpSyncEachTick;
|
|
if( cli_bDumpSyncEachTick)
|
|
{
|
|
DumpSyncToMemory();
|
|
}
|
|
#endif
|
|
ses_bAllowRandom = FALSE;
|
|
|
|
ses_tmPredictionHeadTick = Max(ses_tmPredictionHeadTick, tmCurrentTick);
|
|
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_PROCESSGAMETICK);
|
|
|
|
// assure that FPU precision was low all the rendering time
|
|
ASSERT( GetFPUPrecision()==FPT_24BIT);
|
|
|
|
// let eventual script do something on each tick
|
|
extern FLOAT cmd_tmTick;
|
|
extern CTString cmd_cmdOnTick;
|
|
if (cmd_cmdOnTick!="") {
|
|
cmd_tmTick = tmCurrentTick;
|
|
_pShell->Execute(cmd_cmdOnTick);
|
|
}
|
|
}
|
|
|
|
/* Process a predicted game tick. */
|
|
void CSessionState::ProcessPredictedGameTick(INDEX iPredictionStep, FLOAT fFactor, TIME tmCurrentTick)
|
|
{
|
|
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_PROCESSGAMETICK);
|
|
ASSERT(this!=NULL);
|
|
|
|
//CPrintF("predicted: %.2f\n", tmCurrentTick);
|
|
|
|
// FPU must be in 24-bit mode
|
|
CSetFPUPrecision FPUPrecision(FPT_24BIT);
|
|
|
|
// now predicting
|
|
ses_bPredicting = TRUE;
|
|
|
|
// copy the tick to process into tick used for all tasks
|
|
_pTimer->SetCurrentTick(tmCurrentTick);
|
|
_pfNetworkProfile.IncrementAveragingCounter();
|
|
_pfPhysicsProfile.IncrementAveragingCounter();
|
|
|
|
// random is allowed only here, during entity ai
|
|
ses_bAllowRandom = TRUE;
|
|
|
|
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_APPLYACTIONS);
|
|
// for all clients
|
|
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
|
|
// if client is active
|
|
if (itplt->IsActive()) {
|
|
// apply the predicted action
|
|
itplt->ApplyPredictedAction(iPredictionStep, fFactor);
|
|
}
|
|
}
|
|
|
|
// handle all the sent events
|
|
CEntity::HandleSentEvents();
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_APPLYACTIONS);
|
|
|
|
// do thinking
|
|
HandleTimers(tmCurrentTick);
|
|
// do physics
|
|
HandleMovers();
|
|
|
|
_pfPhysicsProfile.StartTimer(CPhysicsProfile::PTI_WORLDBASETICK);
|
|
|
|
// handle all the sent events
|
|
CEntity::HandleSentEvents();
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_WORLDBASETICK);
|
|
|
|
ses_bAllowRandom = FALSE;
|
|
|
|
// not predicting any more
|
|
ses_bPredicting = FALSE;
|
|
|
|
ses_tmPredictionHeadTick = Max(ses_tmPredictionHeadTick, tmCurrentTick);
|
|
|
|
_pfPhysicsProfile.StopTimer(CPhysicsProfile::PTI_PROCESSGAMETICK);
|
|
|
|
// assure that FPU precision was low all the rendering time
|
|
ASSERT( GetFPUPrecision()==FPT_24BIT);
|
|
}
|
|
|
|
/*
|
|
* Process all eventual available gamestream blocks.
|
|
*/
|
|
void CSessionState::ProcessGameStream(void)
|
|
{
|
|
_pfNetworkProfile.StartTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
|
|
|
|
// must be in 24bit mode when managing entities
|
|
CSetFPUPrecision FPUPrecision(FPT_24BIT);
|
|
|
|
TIME tmDemoNow = _pNetwork->ga_fDemoTimer;
|
|
// if playing a demo
|
|
if (_pNetwork->ga_bDemoPlay) {
|
|
// find how much ticks to step by now
|
|
if (ses_tmLastDemoSequence<0.0f) {
|
|
ses_tmLastDemoSequence=tmDemoNow;
|
|
}
|
|
// if it is finished
|
|
if (_pNetwork->ga_bDemoPlayFinished) {
|
|
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
|
|
// do nothing
|
|
return;
|
|
}
|
|
}
|
|
|
|
// repeat
|
|
FOREVER {
|
|
// if playing a demo
|
|
if (_pNetwork->ga_bDemoPlay) {
|
|
// if finished for this pass
|
|
if (ses_tmLastDemoSequence>=tmDemoNow) {
|
|
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
|
|
// end the loop
|
|
return;
|
|
}
|
|
// try to
|
|
try {
|
|
// read a stream block from the demo
|
|
CChunkID cid = _pNetwork->ga_strmDemoPlay.PeekID_t();
|
|
if (cid == CChunkID("DTCK")) {
|
|
_pNetwork->ga_strmDemoPlay.ExpectID_t("DTCK");// demo tick
|
|
CNetworkStreamBlock nsbBlock;
|
|
nsbBlock.Read_t(_pNetwork->ga_strmDemoPlay);
|
|
ses_nsGameStream.AddBlock(nsbBlock);
|
|
_pNetwork->ga_bDemoPlayFinished = FALSE;
|
|
} else {
|
|
_pNetwork->ga_strmDemoPlay.ExpectID_t("DEND"); // demo end
|
|
_pNetwork->ga_bDemoPlayFinished = TRUE;
|
|
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
|
|
return;
|
|
}
|
|
// if not successful
|
|
} catch(char *strError) {
|
|
// report error
|
|
CPrintF(TRANS("Error while playing demo: %s"), strError);
|
|
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// calculate index of next expected sequence
|
|
INDEX iSequence = ses_iLastProcessedSequence+1;
|
|
// get the stream block with that sequence
|
|
CNetworkStreamBlock *pnsbBlock;
|
|
CNetworkStream::Result res = ses_nsGameStream.GetBlockBySequence(iSequence, pnsbBlock);
|
|
// if it is found
|
|
if (res==CNetworkStream::R_OK) {
|
|
// if recording a demo
|
|
if (_pNetwork->ga_bDemoRec) {
|
|
// try to
|
|
try {
|
|
// write the stream block to the demo
|
|
_pNetwork->ga_strmDemoRec.WriteID_t("DTCK");
|
|
pnsbBlock->Write_t(_pNetwork->ga_strmDemoRec);
|
|
// if not successful
|
|
} catch(char *strError) {
|
|
// report error
|
|
CPrintF(TRANS("Error while recording demo: %s"), strError);
|
|
// stop recording
|
|
_pNetwork->StopDemoRec();
|
|
}
|
|
}
|
|
|
|
// remember the message type
|
|
int iMsgType=pnsbBlock->GetType();
|
|
// remember the processed sequence
|
|
ses_iLastProcessedSequence = iSequence;
|
|
// process the stream block
|
|
ProcessGameStreamBlock(*pnsbBlock);
|
|
// remove the block from the stream
|
|
pnsbBlock->RemoveFromStream();
|
|
delete pnsbBlock;
|
|
// remove eventual resent blocks that have already been processed
|
|
ses_nsGameStream.RemoveOlderBlocksBySequence(ses_iLastProcessedSequence-2);
|
|
|
|
// if the message is all actions
|
|
if (iMsgType==MSG_SEQ_ALLACTIONS) {
|
|
// if playing a demo
|
|
if (_pNetwork->ga_bDemoPlay) {
|
|
// step demo sequence
|
|
ses_tmLastDemoSequence+=_pTimer->TickQuantum;
|
|
}
|
|
}
|
|
|
|
// if it is not avaliable yet
|
|
} else if (res==CNetworkStream::R_BLOCKNOTRECEIVEDYET) {
|
|
// finish
|
|
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
|
|
return;
|
|
// if it is missing
|
|
} else if (res==CNetworkStream::R_BLOCKMISSING) {
|
|
|
|
// if it is a new sequence
|
|
if (iSequence>ses_iMissingSequence) {
|
|
ses_iMissingSequence = iSequence;
|
|
// setup timeout
|
|
ses_tvResendTime = _pTimer->GetHighPrecisionTimer();
|
|
ses_tmResendTimeout = 0.1f;
|
|
}
|
|
|
|
// if timeout occured
|
|
if (_pTimer->GetHighPrecisionTimer()>ses_tvResendTime+CTimerValue(ses_tmResendTimeout)) {
|
|
|
|
_pNetwork->AddNetGraphValue(NGET_MISSING, 1.0f); // missing sequence
|
|
|
|
// find how many are missing
|
|
INDEX iNextValid = ses_nsGameStream.GetOldestSequenceAfter(iSequence);
|
|
INDEX ctSequences = Max(iNextValid-iSequence, INDEX(1));
|
|
|
|
// create a request for resending the missing packet
|
|
CNetworkMessage nmResendRequest(MSG_REQUESTGAMESTREAMRESEND);
|
|
nmResendRequest<<iSequence;
|
|
nmResendRequest<<ctSequences;
|
|
// send the request to the server
|
|
_pNetwork->SendToServer(nmResendRequest);
|
|
|
|
extern INDEX net_bReportMiscErrors;
|
|
if (net_bReportMiscErrors) {
|
|
CPrintF(TRANS("Session State: Missing sequences %d-%d(%d) timeout %g\n"),
|
|
iSequence, iSequence+ctSequences-1, ctSequences, ses_tmResendTimeout);
|
|
}
|
|
|
|
// increase the timeout
|
|
ses_tvResendTime = _pTimer->GetHighPrecisionTimer();
|
|
ses_tmResendTimeout *= 2.0f;
|
|
}
|
|
|
|
// finish
|
|
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_PROCESSGAMESTREAM);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// flush prediction actions that were already processed
|
|
void CSessionState::FlushProcessedPredictions(void)
|
|
{
|
|
// for all clients
|
|
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
|
|
// flush
|
|
itplt->FlushProcessedPredictions();
|
|
}
|
|
}
|
|
|
|
/* Find out how many prediction steps are currently pending. */
|
|
INDEX CSessionState::GetPredictionStepsCount(void)
|
|
{
|
|
// start with no prediction
|
|
INDEX ctPredictionSteps = 0;
|
|
// for all clients
|
|
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
|
|
// update maximum number of possible predictions
|
|
ctPredictionSteps = Max(ctPredictionSteps, itplt->GetNumberOfPredictions());
|
|
}
|
|
|
|
return ctPredictionSteps;
|
|
}
|
|
|
|
/* Process all eventual available prediction actions. */
|
|
void CSessionState::ProcessPrediction(void)
|
|
{
|
|
// FPU must be in 24-bit mode
|
|
CSetFPUPrecision FPUPrecision(FPT_24BIT);
|
|
|
|
// get number of steps that could be predicted
|
|
INDEX ctSteps = GetPredictionStepsCount();
|
|
|
|
// limit prediction
|
|
extern INDEX cli_iMaxPredictionSteps;
|
|
ctSteps = ClampUp(ctSteps, cli_iMaxPredictionSteps);
|
|
|
|
// if none
|
|
if(ctSteps<=0) {
|
|
// do nothing
|
|
return;
|
|
}
|
|
|
|
// if this would not result in any new tick predicted
|
|
TIME tmNow = ses_tmLastProcessedTick+ctSteps*_pTimer->TickQuantum;
|
|
if (Abs(ses_tmLastPredictionProcessed-tmNow)<_pTimer->TickQuantum/10.0f) {
|
|
// do nothing
|
|
return;
|
|
}
|
|
// remeber what was predicted now
|
|
ses_tmLastPredictionProcessed = tmNow;
|
|
|
|
// remember random seed and entity ID
|
|
ULONG ulOldRandom = ses_ulRandomSeed;
|
|
ULONG ulEntityID = _pNetwork->ga_World.wo_ulNextEntityID;
|
|
|
|
// delete all predictors (if any left from last time)
|
|
_pNetwork->ga_World.DeletePredictors();
|
|
// create new predictors
|
|
_pNetwork->ga_World.CreatePredictors();
|
|
|
|
// for each step
|
|
TIME tmPredictedTick = ses_tmLastProcessedTick;
|
|
for(INDEX iPredictionStep=0; iPredictionStep<ctSteps; iPredictionStep++) {
|
|
tmPredictedTick+=_pTimer->TickQuantum;
|
|
//ses_tmPredictionHeadTick = Max(ses_tmPredictionHeadTick, tmPredictedTick);
|
|
// predict it
|
|
ProcessPredictedGameTick(iPredictionStep, FLOAT(iPredictionStep)/ctSteps, tmPredictedTick);
|
|
}
|
|
// restore random seed and entity ID
|
|
ses_ulRandomSeed = ulOldRandom;
|
|
_pNetwork->ga_World.wo_ulNextEntityID = ulEntityID;
|
|
}
|
|
|
|
/*
|
|
* Process a gamestream block.
|
|
*/
|
|
void CSessionState::ProcessGameStreamBlock(CNetworkMessage &nmMessage)
|
|
{
|
|
// copy the tick to process into tick used for all tasks
|
|
_pTimer->SetCurrentTick(ses_tmLastProcessedTick);
|
|
|
|
// check message type
|
|
switch (nmMessage.GetType()) {
|
|
// if adding a new player
|
|
case MSG_SEQ_ADDPLAYER: {
|
|
_pNetwork->AddNetGraphValue(NGET_NONACTION, 1.0f); // non-action sequence
|
|
INDEX iNewPlayer;
|
|
CPlayerCharacter pcCharacter;
|
|
nmMessage>>iNewPlayer; // player index
|
|
nmMessage>>pcCharacter; // player character
|
|
|
|
// delete all predictors
|
|
_pNetwork->ga_World.DeletePredictors();
|
|
|
|
// activate the player
|
|
ses_apltPlayers[iNewPlayer].Activate();
|
|
|
|
// if there is no entity with that character in the world
|
|
CPlayerEntity *penNewPlayer = _pNetwork->ga_World.FindEntityWithCharacter(pcCharacter);
|
|
if (penNewPlayer==NULL) {
|
|
// create an entity for it
|
|
CPlacement3D pl(FLOAT3D(0.0f,0.0f,0.0f), ANGLE3D(0,0,0));
|
|
try {
|
|
CTFileName fnmPlayer = CTString("Classes\\Player.ecl"); // this must not be a dependency!
|
|
penNewPlayer = (CPlayerEntity*)(_pNetwork->ga_World.CreateEntity_t(pl, fnmPlayer));
|
|
// attach entity to client data
|
|
ses_apltPlayers[iNewPlayer].AttachEntity(penNewPlayer);
|
|
// attach the character to it
|
|
penNewPlayer->en_pcCharacter = pcCharacter;
|
|
// prepare the entity
|
|
penNewPlayer->Initialize();
|
|
} catch (char *strError) {
|
|
(void)strError;
|
|
FatalError(TRANS("Cannot load Player class:\n%s"), strError);
|
|
}
|
|
if (!_pNetwork->IsPlayerLocal(penNewPlayer)) {
|
|
CPrintF(TRANS("%s joined\n"), penNewPlayer->GetPlayerName());
|
|
}
|
|
} else {
|
|
// attach entity to client data
|
|
ses_apltPlayers[iNewPlayer].AttachEntity(penNewPlayer);
|
|
// make it update its character
|
|
penNewPlayer->CharacterChanged(pcCharacter);
|
|
|
|
if (!_pNetwork->IsPlayerLocal(penNewPlayer)) {
|
|
CPrintF(TRANS("%s rejoined\n"), penNewPlayer->GetPlayerName());
|
|
}
|
|
}
|
|
|
|
} break;
|
|
// if removing a player
|
|
case MSG_SEQ_REMPLAYER: {
|
|
_pNetwork->AddNetGraphValue(NGET_NONACTION, 1.0f); // non-action sequence
|
|
INDEX iPlayer;
|
|
nmMessage>>iPlayer; // player index
|
|
|
|
// delete all predictors
|
|
_pNetwork->ga_World.DeletePredictors();
|
|
|
|
// inform entity of disconnnection
|
|
CPrintF(TRANS("%s left\n"), ses_apltPlayers[iPlayer].plt_penPlayerEntity->GetPlayerName());
|
|
ses_apltPlayers[iPlayer].plt_penPlayerEntity->Disconnect();
|
|
// deactivate the player
|
|
ses_apltPlayers[iPlayer].Deactivate();
|
|
// handle all the sent events
|
|
ses_bAllowRandom = TRUE;
|
|
CEntity::HandleSentEvents();
|
|
ses_bAllowRandom = FALSE;
|
|
|
|
} break;
|
|
|
|
// if changing character
|
|
case MSG_SEQ_CHARACTERCHANGE: {
|
|
_pNetwork->AddNetGraphValue(NGET_NONACTION, 1.0f); // non-action sequence
|
|
INDEX iPlayer;
|
|
CPlayerCharacter pcCharacter;
|
|
nmMessage>>iPlayer>>pcCharacter;
|
|
|
|
// delete all predictors
|
|
_pNetwork->ga_World.DeletePredictors();
|
|
|
|
// change the character
|
|
ses_apltPlayers[iPlayer].plt_penPlayerEntity->CharacterChanged(pcCharacter);
|
|
|
|
// handle all the sent events
|
|
ses_bAllowRandom = TRUE;
|
|
CEntity::HandleSentEvents();
|
|
ses_bAllowRandom = FALSE;
|
|
|
|
} break;
|
|
// if receiving client actions
|
|
case MSG_SEQ_ALLACTIONS: {
|
|
// read time from packet
|
|
TIME tmPacket;
|
|
nmMessage>>tmPacket; // packet time
|
|
|
|
// time must be greater by one than that on the last packet received
|
|
TIME tmTickQuantum = _pTimer->TickQuantum;
|
|
TIME tmPacketDelta = tmPacket-ses_tmLastProcessedTick;
|
|
if(! (Abs(tmPacketDelta-tmTickQuantum) < (tmTickQuantum/10.0f)) ) {
|
|
// report debug info
|
|
CPrintF(
|
|
TRANS("Session state: Mistimed MSG_ALLACTIONS: Last received tick %g, this tick %g\n"),
|
|
ses_tmLastProcessedTick, tmPacket);
|
|
}
|
|
// remember the received tick
|
|
ses_tmLastProcessedTick = tmPacket;
|
|
|
|
// NOTE: if we got a tick, it means that all players have joined
|
|
// don't wait for new players any more
|
|
ses_bWaitAllPlayers = FALSE;
|
|
|
|
// delete all predictors
|
|
_pNetwork->ga_World.DeletePredictors();
|
|
// process the tick
|
|
ProcessGameTick(nmMessage, tmPacket);
|
|
|
|
} break;
|
|
|
|
// if receiving pause message
|
|
case MSG_SEQ_PAUSE: {
|
|
_pNetwork->AddNetGraphValue(NGET_NONACTION, 1.0f); // non-action sequence
|
|
|
|
// delete all predictors
|
|
_pNetwork->ga_World.DeletePredictors();
|
|
|
|
BOOL bPauseBefore = ses_bPause;
|
|
// read the pause state and pauser from it
|
|
nmMessage>>(INDEX&)ses_bPause;
|
|
CTString strPauser;
|
|
nmMessage>>strPauser;
|
|
// if paused by some other machine
|
|
if (strPauser!=TRANS("Local machine")) {
|
|
// report who paused
|
|
if (ses_bPause!=bPauseBefore) {
|
|
if (ses_bPause) {
|
|
CPrintF(TRANS("Paused by '%s'\n"), strPauser);
|
|
} else {
|
|
CPrintF(TRANS("Unpaused by '%s'\n"), strPauser);
|
|
}
|
|
}
|
|
}
|
|
// must keep wanting current state
|
|
ses_bWantPause = ses_bPause;
|
|
} break;
|
|
// otherwise
|
|
default:
|
|
// error
|
|
ASSERT(FALSE);
|
|
}
|
|
}
|
|
|
|
// Set lerping factor for current frame.
|
|
void CSessionState::SetLerpFactor(CTimerValue tvNow)
|
|
{
|
|
// if no lerping
|
|
if (!net_bLerping) {
|
|
// set lerping factor without lerping
|
|
_pTimer->SetLerp(1.0f);
|
|
_pTimer->SetCurrentTick(ses_tmPredictionHeadTick);
|
|
return;
|
|
}
|
|
|
|
FLOAT fFactor = 0.0f;
|
|
FLOAT fFactor2 = 0.0f;
|
|
|
|
// ---- primary factor - used for prediction
|
|
{
|
|
TIME tmLastTick = ses_tmPredictionHeadTick;
|
|
|
|
// if lerping was never set before
|
|
if (ses_tmInitializationTick<0) {
|
|
// initialize it
|
|
ses_tvInitialization = tvNow;
|
|
ses_tmInitializationTick = tmLastTick;
|
|
}
|
|
|
|
// get passed time from session state starting in precise time and in ticks
|
|
FLOAT tmRealDelta = FLOAT((tvNow-ses_tvInitialization).GetSeconds())
|
|
*_pNetwork->ga_fGameRealTimeFactor*_pNetwork->ga_sesSessionState.ses_fRealTimeFactor;
|
|
FLOAT tmTickDelta = tmLastTick-ses_tmInitializationTick;
|
|
// calculate factor
|
|
fFactor = 1.0f-(tmTickDelta-tmRealDelta)/_pTimer->TickQuantum;
|
|
|
|
// if the factor starts getting below zero
|
|
if (fFactor<0) {
|
|
//CPrintF("Lerp=%.2f <0 @ %.2fs\n", fFactor, tmLastTick);
|
|
// clamp it
|
|
fFactor = 0.0f;
|
|
// readjust timers so that it gets better
|
|
ses_tvInitialization = tvNow;
|
|
ses_tmInitializationTick = tmLastTick-_pTimer->TickQuantum;
|
|
}
|
|
if (fFactor>1) {
|
|
//CPrintF("Lerp=%.2f >1 @ %.2fs\n", fFactor, tmLastTick);
|
|
// clamp it
|
|
fFactor = 1.0f;
|
|
// readjust timers so that it gets better
|
|
ses_tvInitialization = tvNow;
|
|
ses_tmInitializationTick = tmLastTick;
|
|
}
|
|
|
|
#if DEBUG_LERPING
|
|
|
|
avfStats[ctCounter][0] = tmRealDelta/_pTimer->TickQuantum;
|
|
avfStats[ctCounter][1] = tmTickDelta/_pTimer->TickQuantum;
|
|
avfStats[ctCounter][2] = fFactor;
|
|
avfStats[ctCounter][3] = (tmLastTick/_pTimer->TickQuantum-1.0f)+fFactor;
|
|
ctCounter++;
|
|
if (ctCounter>=ctMax) {
|
|
ctCounter = 0;
|
|
}
|
|
#endif // DEBUG_LERPING
|
|
}
|
|
|
|
// ---- secondary factor - used for non-predicted movement
|
|
{
|
|
TIME tmLastTick = ses_tmLastProcessedTick;
|
|
// if lerping was never set before
|
|
if (ses_tmInitializationTick2<0) {
|
|
// initialize it
|
|
ses_tvInitialization2 = tvNow;
|
|
ses_tmInitializationTick2 = tmLastTick;
|
|
}
|
|
|
|
// get passed time from session state starting in precise time and in ticks
|
|
FLOAT tmRealDelta = FLOAT((tvNow-ses_tvInitialization2).GetSeconds())
|
|
*_pNetwork->ga_fGameRealTimeFactor*_pNetwork->ga_sesSessionState.ses_fRealTimeFactor;
|
|
FLOAT tmTickDelta = tmLastTick-ses_tmInitializationTick2;
|
|
// calculate factor
|
|
fFactor2 = 1.0f-(tmTickDelta-tmRealDelta)/_pTimer->TickQuantum;
|
|
|
|
// if the factor starts getting below zero
|
|
if (fFactor2<0) {
|
|
//CPrintF("Lerp2=%.2f <0 @ %.2fs\n", fFactor2, tmLastTick);
|
|
// clamp it
|
|
fFactor2 = 0.0f;
|
|
// readjust timers so that it gets better
|
|
ses_tvInitialization2 = tvNow;
|
|
ses_tmInitializationTick2 = tmLastTick-_pTimer->TickQuantum;
|
|
}
|
|
if (fFactor2>1) {
|
|
//CPrintF("Lerp2=%.2f >1 @ %.2fs\n", fFactor2, tmLastTick);
|
|
// clamp it
|
|
fFactor2 = 1.0f;
|
|
// readjust timers so that it gets better
|
|
ses_tvInitialization2 = tvNow;
|
|
ses_tmInitializationTick2 = tmLastTick;
|
|
}
|
|
}
|
|
|
|
// set lerping factor2
|
|
_pTimer->SetLerp(fFactor);
|
|
_pTimer->SetLerp2(fFactor2);
|
|
_pTimer->SetCurrentTick(ses_tmPredictionHeadTick);
|
|
}
|
|
|
|
/*
|
|
* Read session state state from a stream.
|
|
*/
|
|
void CSessionState::Read_t(CTStream *pstr) // throw char *
|
|
{
|
|
#if DEBUG_SYNCSTREAMDUMPING
|
|
CPrintF( "Session state read: Sequence %d, Time %g\n", ses_iLastProcessedSequence, ses_tmLastProcessedTick);
|
|
#endif
|
|
// read time information and random seed
|
|
|
|
INDEX iVersion = SESSIONSTATEVERSION_OLD;
|
|
if (pstr->PeekID_t()==CChunkID("SESV")) {
|
|
pstr->ExpectID_t("SESV");
|
|
(*pstr)>>iVersion;
|
|
}
|
|
(*pstr)>>ses_tmLastProcessedTick;
|
|
(*pstr)>>ses_iLastProcessedSequence;
|
|
(*pstr)>>ses_iLevel;
|
|
(*pstr)>>ses_ulRandomSeed;
|
|
(*pstr)>>ses_ulSpawnFlags;
|
|
(*pstr)>>ses_tmSyncCheckFrequency;
|
|
(*pstr)>>ses_iExtensiveSyncCheck;
|
|
(*pstr)>>ses_tmLastSyncCheck;
|
|
(*pstr)>>ses_ctMaxPlayers;
|
|
(*pstr)>>ses_bWaitAllPlayers;
|
|
(*pstr)>>ses_bPause;
|
|
(*pstr)>>ses_bGameFinished;
|
|
if (iVersion>=SESSIONSTATEVERSION_WITHBULLETTIME) {
|
|
(*pstr)>>ses_fRealTimeFactor;
|
|
}
|
|
ses_bWaitingForServer = FALSE;
|
|
ses_bWantPause = ses_bPause;
|
|
ses_strDisconnected = "";
|
|
_pTimer->SetCurrentTick(ses_tmLastProcessedTick);
|
|
|
|
// read session properties from stream
|
|
(*pstr)>>_pNetwork->ga_strSessionName;
|
|
pstr->Read_t(_pNetwork->ga_aubProperties, NET_MAXSESSIONPROPERTIES);
|
|
|
|
// read world and its state
|
|
ReadWorldAndState_t(pstr);
|
|
|
|
#if DEBUG_SYNCSTREAMDUMPING
|
|
ClearDumpStream();
|
|
|
|
// dump sync data if needed
|
|
extern INDEX cli_bDumpSyncEachTick;
|
|
if( cli_bDumpSyncEachTick)
|
|
{
|
|
DumpSyncToMemory();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CSessionState::ReadWorldAndState_t(CTStream *pstr) // throw char *
|
|
{
|
|
// check engine build disallowing reinit
|
|
BOOL bNeedsReinit;
|
|
_pNetwork->CheckVersion_t(*pstr, FALSE, bNeedsReinit);
|
|
ASSERT(!bNeedsReinit);
|
|
|
|
// read world filename from stream
|
|
(*pstr)>>_pNetwork->ga_fnmWorld;
|
|
|
|
if (CTFileName(pstr->GetDescription()).FileExt()==".dem" &&
|
|
GetFileTimeStamp_t(pstr->GetDescription())<=GetFileTimeStamp_t(_pNetwork->ga_fnmWorld)) {
|
|
ThrowF_t(
|
|
TRANS("Cannot play demo because file '%s'\n"
|
|
"is older than file '%s'!\n"),
|
|
CTString(pstr->GetDescription()),
|
|
CTString(_pNetwork->ga_fnmWorld));
|
|
}
|
|
|
|
// prepare the world for loading
|
|
_pNetwork->ga_World.DeletePredictors();
|
|
_pNetwork->ga_World.Clear();
|
|
_pNetwork->ga_World.LockAll();
|
|
// load the world brushes from the world file
|
|
_pNetwork->ga_World.LoadBrushes_t(_pNetwork->ga_fnmWorld);
|
|
// read world situation
|
|
_pNetwork->ga_World.ReadState_t(pstr);
|
|
|
|
// create an empty list for relinking timers
|
|
CListHead lhNewTimers;
|
|
// read number of entities in timer list
|
|
pstr->ExpectID_t("TMRS"); // timers
|
|
INDEX ctTimers;
|
|
*pstr>>ctTimers;
|
|
// ASSERT(ctTimers == _pNetwork->ga_World.wo_lhTimers.Count());
|
|
// for each entity in the timer list
|
|
{for(INDEX ienTimer=0; ienTimer<ctTimers; ienTimer++) {
|
|
// read its index in container of all entities
|
|
INDEX ien;
|
|
*pstr>>ien;
|
|
// get the entity
|
|
CRationalEntity *pen = (CRationalEntity*)_pNetwork->ga_World.EntityFromID(ien);
|
|
// remove it from the timer list and add it at the end of the new timer list
|
|
if (pen->en_lnInTimers.IsLinked()) {
|
|
pen->en_lnInTimers.Remove();
|
|
lhNewTimers.AddTail(pen->en_lnInTimers);
|
|
}
|
|
}}
|
|
// use the new timer list instead the old one
|
|
ASSERT(_pNetwork->ga_World.wo_lhTimers.IsEmpty());
|
|
_pNetwork->ga_World.wo_lhTimers.MoveList(lhNewTimers);
|
|
|
|
// create an empty list for relinking movers
|
|
CListHead lhNewMovers;
|
|
// read number of entities in mover list
|
|
pstr->ExpectID_t("MVRS"); // movers
|
|
INDEX ctMovers;
|
|
*pstr>>ctMovers;
|
|
ASSERT(ctMovers == _pNetwork->ga_World.wo_lhMovers.Count());
|
|
// for each entity in the mover list
|
|
{for(INDEX ienMover=0; ienMover<ctMovers; ienMover++) {
|
|
// read its index in container of all entities
|
|
INDEX ien;
|
|
*pstr>>ien;
|
|
// get the entity
|
|
CMovableEntity *pen = (CMovableEntity*)_pNetwork->ga_World.EntityFromID(ien);
|
|
// remove it from the mover list and add it at the end of the new mover list
|
|
if (pen->en_lnInMovers.IsLinked()) {
|
|
pen->en_lnInMovers.Remove();
|
|
}
|
|
lhNewMovers.AddTail(pen->en_lnInMovers);
|
|
}}
|
|
// use the new mover list instead the old one
|
|
ASSERT(_pNetwork->ga_World.wo_lhMovers.IsEmpty());
|
|
_pNetwork->ga_World.wo_lhMovers.MoveList(lhNewMovers);
|
|
|
|
// read number of players
|
|
INDEX ctPlayers;
|
|
(*pstr)>>ctPlayers;
|
|
ASSERT(ctPlayers==ses_apltPlayers.Count());
|
|
// for all clients
|
|
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itclt) {
|
|
// read from stream
|
|
itclt->Read_t(pstr);
|
|
}
|
|
|
|
_pNetwork->ga_World.UnlockAll();
|
|
}
|
|
|
|
void CSessionState::ReadRememberedLevels_t(CTStream *pstr)
|
|
{
|
|
pstr->ExpectID_t("RLEV"); // remembered levels
|
|
// read count of remembered levels
|
|
INDEX ctLevels;
|
|
(*pstr)>>ctLevels;
|
|
// for each level
|
|
for(INDEX iLevel=0; iLevel<ctLevels; iLevel++) {
|
|
// create it
|
|
CRememberedLevel *prl = new CRememberedLevel;
|
|
// read it
|
|
(*pstr)>>prl->rl_strFileName;
|
|
//prl->rl_strmSessionState.
|
|
// use readstream() !!!! @@@@
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
* Write session state state into a stream.
|
|
*/
|
|
void CSessionState::Write_t(CTStream *pstr) // throw char *
|
|
{
|
|
#if DEBUG_SYNCSTREAMDUMPING
|
|
CPrintF( "Session state write: Sequence %d, Time %.2f\n", ses_iLastProcessedSequence, ses_tmLastProcessedTick);
|
|
#endif
|
|
pstr->WriteID_t("SESV");
|
|
(*pstr)<<INDEX(SESSIONSTATEVERSION_WITHBULLETTIME);
|
|
// write time information and random seed
|
|
(*pstr)<<ses_tmLastProcessedTick;
|
|
(*pstr)<<ses_iLastProcessedSequence;
|
|
(*pstr)<<ses_iLevel;
|
|
(*pstr)<<ses_ulRandomSeed;
|
|
(*pstr)<<ses_ulSpawnFlags;
|
|
(*pstr)<<ses_tmSyncCheckFrequency;
|
|
(*pstr)<<ses_iExtensiveSyncCheck;
|
|
(*pstr)<<ses_tmLastSyncCheck;
|
|
(*pstr)<<ses_ctMaxPlayers;
|
|
(*pstr)<<ses_bWaitAllPlayers;
|
|
(*pstr)<<ses_bPause;
|
|
(*pstr)<<ses_bGameFinished;
|
|
(*pstr)<<ses_fRealTimeFactor;
|
|
// write session properties to stream
|
|
(*pstr)<<_pNetwork->ga_strSessionName;
|
|
pstr->Write_t(_pNetwork->ga_aubProperties, NET_MAXSESSIONPROPERTIES);
|
|
|
|
// write world and its state
|
|
WriteWorldAndState_t(pstr);
|
|
}
|
|
|
|
void CSessionState::WriteWorldAndState_t(CTStream *pstr) // throw char *
|
|
{
|
|
// delete all predictor entities before saving
|
|
_pNetwork->ga_World.UnmarkForPrediction();
|
|
_pNetwork->ga_World.DeletePredictors();
|
|
|
|
// save engine build
|
|
_pNetwork->WriteVersion_t(*pstr);
|
|
|
|
// write world filename to stream
|
|
(*pstr)<<_pNetwork->ga_fnmWorld;
|
|
|
|
// write world situation
|
|
_pNetwork->ga_World.LockAll();
|
|
_pNetwork->ga_World.WriteState_t(pstr, TRUE);
|
|
|
|
// write number of entities in timer list
|
|
pstr->WriteID_t("TMRS"); // timers
|
|
CListHead &lhTimers = _pNetwork->ga_World.wo_lhTimers;
|
|
*pstr<<lhTimers.Count();
|
|
// for each entity in the timer list
|
|
{FOREACHINLIST(CRationalEntity, en_lnInTimers, lhTimers, iten) {
|
|
// save its index in container
|
|
*pstr<<iten->en_ulID;
|
|
}}
|
|
|
|
// write number of entities in mover list
|
|
pstr->WriteID_t("MVRS"); // movers
|
|
CListHead &lhMovers = _pNetwork->ga_World.wo_lhMovers;
|
|
*pstr<<lhMovers.Count();
|
|
// for each entity in the mover list
|
|
{FOREACHINLIST(CMovableEntity, en_lnInMovers, lhMovers, iten) {
|
|
// save its index in container
|
|
*pstr<<iten->en_ulID;
|
|
}}
|
|
|
|
// write number of clients
|
|
(*pstr)<<ses_apltPlayers.Count();
|
|
// for all clients
|
|
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itclt) {
|
|
// write to stream
|
|
itclt->Write_t(pstr);
|
|
}
|
|
|
|
_pNetwork->ga_World.UnlockAll();
|
|
}
|
|
|
|
void CSessionState::WriteRememberedLevels_t(CTStream *pstr)
|
|
{
|
|
// use writestream() !!!! @@@@
|
|
|
|
};
|
|
|
|
// remember current level
|
|
void CSessionState::RememberCurrentLevel(const CTString &strFileName)
|
|
{
|
|
// if level is already remembered
|
|
for(;;) {
|
|
CRememberedLevel *prlOld = FindRememberedLevel(strFileName);
|
|
if (prlOld==NULL) {
|
|
break;
|
|
}
|
|
// remove it
|
|
prlOld->rl_lnInSessionState.Remove();
|
|
delete prlOld;
|
|
}
|
|
|
|
// create new remembered level
|
|
CRememberedLevel *prlNew = new CRememberedLevel;
|
|
ses_lhRememberedLevels.AddTail(prlNew->rl_lnInSessionState);
|
|
// remember it
|
|
prlNew->rl_strFileName = strFileName;
|
|
WriteWorldAndState_t(&prlNew->rl_strmSessionState);
|
|
}
|
|
|
|
// find a level if it is remembered
|
|
CRememberedLevel *CSessionState::FindRememberedLevel(const CTString &strFileName)
|
|
{
|
|
{FOREACHINLIST(CRememberedLevel, rl_lnInSessionState, ses_lhRememberedLevels, itrl) {
|
|
CRememberedLevel &rl = *itrl;
|
|
if (rl.rl_strFileName==strFileName) {
|
|
return &rl;
|
|
}
|
|
}}
|
|
return NULL;
|
|
}
|
|
|
|
// restore some old level
|
|
void CSessionState::RestoreOldLevel(const CTString &strFileName)
|
|
{
|
|
// find the level
|
|
CRememberedLevel *prlOld = FindRememberedLevel(strFileName);
|
|
// it must exist
|
|
ASSERT(prlOld!=NULL);
|
|
// restore it
|
|
try {
|
|
prlOld->rl_strmSessionState.SetPos_t(0);
|
|
_pTimer->SetCurrentTick(0.0f);
|
|
ReadWorldAndState_t(&prlOld->rl_strmSessionState);
|
|
_pTimer->SetCurrentTick(ses_tmLastProcessedTick);
|
|
} catch (char *strError) {
|
|
FatalError(TRANS("Cannot restore old level '%s':\n%s"), prlOld->rl_strFileName, strError);
|
|
}
|
|
// delete it
|
|
delete prlOld;
|
|
}
|
|
|
|
// make synchronization test message and send it to server (if client), or add to buffer (if server)
|
|
void CSessionState::MakeSynchronisationCheck(void)
|
|
{
|
|
if (!_cmiComm.cci_bClientInitialized) return;
|
|
// not yet time
|
|
if(ses_tmLastSyncCheck+ses_tmSyncCheckFrequency > ses_tmLastProcessedTick) {
|
|
// don't check yet
|
|
return;
|
|
}
|
|
|
|
// make local checksum
|
|
ULONG ulLocalCRC;
|
|
CRC_Start(ulLocalCRC);
|
|
ChecksumForSync(ulLocalCRC, ses_iExtensiveSyncCheck);
|
|
CRC_Finish(ulLocalCRC);
|
|
|
|
// create sync-check
|
|
CSyncCheck sc;
|
|
ses_tmLastSyncCheck = ses_tmLastProcessedTick;
|
|
sc.sc_tmTick = ses_tmLastSyncCheck;
|
|
sc.sc_iSequence = ses_iLastProcessedSequence;
|
|
sc.sc_ulCRC = ulLocalCRC;
|
|
sc.sc_iLevel = ses_iLevel;
|
|
|
|
// NOTE: If local client, here we buffer the sync and send it to ourselves.
|
|
// It's because synccheck is piggybacking session message buffer, so we acknowledge
|
|
// the server to flush the buffer up to that sequence.
|
|
|
|
// if on server
|
|
if (_pNetwork->IsServer()) {
|
|
// buffer the sync-check
|
|
_pNetwork->ga_srvServer.AddSyncCheck(sc);
|
|
}
|
|
|
|
// create a message with sync check
|
|
CNetworkMessage nmSyncCheck(MSG_SYNCCHECK);
|
|
nmSyncCheck.Write(&sc, sizeof(sc));
|
|
// send it to server
|
|
_pNetwork->SendToServer(nmSyncCheck);
|
|
}
|
|
|
|
// forget all remembered levels
|
|
void CSessionState::ForgetOldLevels(void)
|
|
{
|
|
{FORDELETELIST(CRememberedLevel, rl_lnInSessionState, ses_lhRememberedLevels, itrl) {
|
|
delete &*itrl;
|
|
}}
|
|
}
|
|
|
|
|
|
extern INDEX cli_bDumpSync;
|
|
extern INDEX cli_bDumpSyncEachTick;
|
|
void CSessionState::DumpSyncToFile_t(CTStream &strm, INDEX iExtensiveSyncCheck) // throw char *
|
|
{
|
|
ULONG ulLocalCRC;
|
|
CRC_Start(ulLocalCRC);
|
|
ChecksumForSync(ulLocalCRC, iExtensiveSyncCheck);
|
|
CRC_Finish(ulLocalCRC);
|
|
strm.FPrintF_t("__________________________________________________________________________________\n", ulLocalCRC);
|
|
strm.FPrintF_t("CRC: 0x%08X\n", ulLocalCRC);
|
|
DumpSync_t(strm, iExtensiveSyncCheck);
|
|
}
|
|
|
|
#if DEBUG_SYNCSTREAMDUMPING
|
|
void CSessionState::DumpSyncToMemory(void)
|
|
{
|
|
try
|
|
{
|
|
CTMemoryStream *pstrm = GetDumpStream();
|
|
DumpSyncToFile_t(*pstrm);
|
|
}
|
|
catch (char *strError)
|
|
{
|
|
CPrintF("Cannot dump sync data: %s\n", strError);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* Session state loop. */
|
|
void CSessionState::SessionStateLoop(void)
|
|
{
|
|
_pfNetworkProfile.StartTimer(CNetworkProfile::PTI_SESSIONSTATE_LOOP);
|
|
|
|
// while there is something to do
|
|
BOOL bSomethingToDo = TRUE;
|
|
while (bSomethingToDo && !IsDisconnected()) {
|
|
bSomethingToDo = FALSE;
|
|
|
|
// if client was disconnected without a notice
|
|
if (!_cmiComm.Client_IsConnected()) {
|
|
// quit
|
|
ses_strDisconnected = TRANS("Link or server is down");
|
|
}
|
|
|
|
CNetworkMessage nmMessage;
|
|
// if there is some unreliable message
|
|
if (_pNetwork->ReceiveFromServer(nmMessage)) {
|
|
bSomethingToDo = TRUE;
|
|
|
|
// if it is a gamestream message
|
|
if (nmMessage.GetType() == MSG_GAMESTREAMBLOCKS) {
|
|
ses_tvMessageReceived = _pTimer->GetHighPrecisionTimer();
|
|
ses_bWaitingForServer = FALSE;
|
|
|
|
// unpack the message
|
|
CNetworkMessage nmUnpackedBlocks(MSG_GAMESTREAMBLOCKS);
|
|
nmMessage.UnpackDefault(nmUnpackedBlocks);
|
|
|
|
// while there are some more blocks in the message
|
|
while (!nmUnpackedBlocks.EndOfMessage()) {
|
|
// read a block to the gamestream
|
|
ses_nsGameStream.ReadBlock(nmUnpackedBlocks);
|
|
}
|
|
|
|
// if it is a keepalive
|
|
} else if (nmMessage.GetType() == MSG_KEEPALIVE) {
|
|
// just remember time
|
|
ses_tvMessageReceived = _pTimer->GetHighPrecisionTimer();
|
|
_pNetwork->AddNetGraphValue(NGET_NONACTION, 0.5f); // non-action sequence
|
|
|
|
// if it is pings message
|
|
} else if (nmMessage.GetType() == MSG_INF_PINGS) {
|
|
for(INDEX i=0; i<NET_MAXGAMEPLAYERS; i++) {
|
|
CPlayerTarget &plt = ses_apltPlayers[i];
|
|
BOOL bHas = 0;
|
|
nmMessage.ReadBits(&bHas, 1);
|
|
if (bHas) {
|
|
if (plt.IsActive() && plt.plt_penPlayerEntity!=NULL) {
|
|
INDEX iPing = 0;
|
|
nmMessage.ReadBits(&iPing, 10);
|
|
plt.plt_penPlayerEntity->en_tmPing = iPing/1000.0f;
|
|
}
|
|
}
|
|
}
|
|
// if it is chat message
|
|
} else if (nmMessage.GetType() == MSG_CHAT_OUT) {
|
|
// read the message
|
|
ULONG ulFrom;
|
|
CTString strFrom;
|
|
nmMessage>>ulFrom;
|
|
if (ulFrom==0) {
|
|
nmMessage>>strFrom;
|
|
}
|
|
CTString strMessage;
|
|
nmMessage>>strMessage;
|
|
// print it
|
|
PrintChatMessage(ulFrom, strFrom, strMessage);
|
|
// otherwise
|
|
} else {
|
|
CPrintF(TRANS("Session state: Unexpected message during game: %s(%d)\n"),
|
|
ErrorDescription(&MessageTypes, nmMessage.GetType()), nmMessage.GetType());
|
|
}
|
|
}
|
|
|
|
CNetworkMessage nmReliable;
|
|
// if there is some reliable message
|
|
if (_pNetwork->ReceiveFromServerReliable(nmReliable)) {
|
|
bSomethingToDo = TRUE;
|
|
// if this is disconnect message
|
|
if (nmReliable.GetType() == MSG_INF_DISCONNECTED) {
|
|
// confirm disconnect
|
|
CNetworkMessage nmConfirmDisconnect(MSG_REP_DISCONNECTED);
|
|
_pNetwork->SendToServerReliable(nmConfirmDisconnect);
|
|
// report the reason
|
|
CTString strReason;
|
|
nmReliable>>strReason;
|
|
ses_strDisconnected = strReason;
|
|
CPrintF(TRANS("Disconnected: %s\n"), strReason);
|
|
// disconnect
|
|
_cmiComm.Client_Close();
|
|
// if this is recon response
|
|
} else if (nmReliable.GetType() == MSG_ADMIN_RESPONSE) {
|
|
// just print it
|
|
CTString strResponse;
|
|
nmReliable>>strResponse;
|
|
CPrintF("%s", "|"+strResponse+"\n");
|
|
// otherwise
|
|
} else {
|
|
CPrintF(TRANS("Session state: Unexpected reliable message during game: %s(%d)\n"),
|
|
ErrorDescription(&MessageTypes, nmReliable.GetType()), nmReliable.GetType());
|
|
}
|
|
}
|
|
}
|
|
|
|
// if network client and not waiting for server
|
|
if (_pNetwork->IsNetworkEnabled() && !_pNetwork->IsServer() && !ses_bWaitingForServer) {
|
|
// check when last message was received.
|
|
if (ses_tvMessageReceived.tv_llValue>0 &&
|
|
(_pTimer->GetHighPrecisionTimer()-ses_tvMessageReceived).GetSeconds()>net_tmDisconnectTimeout &&
|
|
ses_strDisconnected=="") {
|
|
ses_strDisconnected = TRANS("Connection timeout");
|
|
CPrintF(TRANS("Disconnected: %s\n"), (const char*)ses_strDisconnected);
|
|
}
|
|
}
|
|
|
|
// if pause state should be changed
|
|
if (ses_bPause!=ses_bWantPause) {
|
|
// send appropriate packet to server
|
|
CNetworkMessage nmReqPause(MSG_REQ_PAUSE);
|
|
nmReqPause<<(INDEX&)ses_bWantPause;
|
|
_pNetwork->SendToServer(nmReqPause);
|
|
}
|
|
|
|
// dump sync data if needed
|
|
if( cli_bDumpSync)
|
|
{
|
|
cli_bDumpSync = FALSE;
|
|
try
|
|
{
|
|
CTFileStream strmFile;
|
|
CTString strFileName = CTString("temp\\syncdump.txt");
|
|
strmFile.Create_t(CTString("temp\\syncdump.txt"), CTStream::CM_TEXT);
|
|
|
|
#if DEBUG_SYNCSTREAMDUMPING
|
|
if( cli_bDumpSyncEachTick)
|
|
{
|
|
// get size and buffer from the stream
|
|
void *pvBuffer;
|
|
SLONG slSize;
|
|
ses_pstrm->LockBuffer(&pvBuffer, &slSize);
|
|
strmFile.Write_t(pvBuffer, slSize);
|
|
ses_pstrm->UnlockBuffer();
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
DumpSyncToFile_t(strmFile, ses_iExtensiveSyncCheck);
|
|
}
|
|
// inform user
|
|
CPrintF("Sync data dumped to '%s'\n", strFileName);
|
|
}
|
|
catch (char *strError)
|
|
{
|
|
CPrintF("Cannot dump sync data: %s\n", strError);
|
|
}
|
|
}
|
|
|
|
// if some client settings changed
|
|
if (!ses_sspParams.IsUpToDate()) {
|
|
// remember new settings
|
|
ses_sspParams.Update();
|
|
// send message to server
|
|
CNetworkMessage nmSet(MSG_SET_CLIENTSETTINGS);
|
|
nmSet<<ses_sspParams;
|
|
_pNetwork->SendToServerReliable(nmSet);
|
|
}
|
|
|
|
_pfNetworkProfile.StopTimer(CNetworkProfile::PTI_SESSIONSTATE_LOOP);
|
|
}
|
|
|
|
/* Get number of active players. */
|
|
INDEX CSessionState::GetPlayersCount(void)
|
|
{
|
|
INDEX ctPlayers = 0;
|
|
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
|
|
if (itplt->IsActive()) {
|
|
ctPlayers++;
|
|
}
|
|
}
|
|
return ctPlayers;
|
|
}
|
|
|
|
/* Remember predictor positions of all players. */
|
|
void CSessionState::RememberPlayerPredictorPositions(void)
|
|
{
|
|
// for each active player
|
|
FOREACHINSTATICARRAY(ses_apltPlayers, CPlayerTarget, itplt) {
|
|
CPlayerTarget &plt = *itplt;
|
|
if (plt.IsActive()) {
|
|
// remember its current, or predictor position
|
|
CEntity *pen = plt.plt_penPlayerEntity;
|
|
if (pen->IsPredicted()) {
|
|
pen = pen->GetPredictor();
|
|
}
|
|
plt.plt_vPredictorPos = pen->GetPlacement().pl_PositionVector;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Get player position. */
|
|
const FLOAT3D &CSessionState::GetPlayerPredictorPosition(INDEX iPlayer)
|
|
{
|
|
return ses_apltPlayers[iPlayer].plt_vPredictorPos;
|
|
}
|
|
|
|
CPredictedEvent::CPredictedEvent(void)
|
|
{
|
|
}
|
|
|
|
// check an event for prediction, returns true if already predicted
|
|
BOOL CSessionState::CheckEventPrediction(CEntity *pen, ULONG ulTypeID, ULONG ulEventID)
|
|
{
|
|
// if prediction is not involved
|
|
if ( !( pen->GetFlags() & (ENF_PREDICTOR|ENF_PREDICTED|ENF_WILLBEPREDICTED) ) ){
|
|
// not predicted
|
|
return FALSE;
|
|
}
|
|
|
|
// find eventual prediction tail
|
|
if (pen->IsPredictor()) {
|
|
pen = pen->GetPredictionTail();
|
|
}
|
|
|
|
// gather all event relevant data
|
|
ULONG ulEntityID = pen->en_ulID;
|
|
TIME tmNow = _pTimer->CurrentTick();
|
|
|
|
BOOL bPredicted = FALSE;
|
|
// for each active event
|
|
INDEX ctpe = ses_apeEvents.Count();
|
|
{for(INDEX ipe=0; ipe<ctpe; ipe++) {
|
|
CPredictedEvent &pe = ses_apeEvents[ipe];
|
|
// if the event is too old
|
|
if (pe.pe_tmTick<tmNow-5.0f) {
|
|
// delete it from list
|
|
pe = ses_apeEvents[ctpe-1];
|
|
ctpe--;
|
|
ipe--;
|
|
continue;
|
|
}
|
|
// if the event is same as the new one
|
|
if (pe.pe_tmTick==tmNow &&
|
|
pe.pe_ulEntityID==ulEntityID &&
|
|
pe.pe_ulTypeID==ulTypeID &&
|
|
pe.pe_ulEventID==ulEventID) {
|
|
// it was already predicted
|
|
bPredicted = TRUE;
|
|
break;
|
|
}
|
|
}}
|
|
|
|
// remove unused events at the end
|
|
if (ctpe==0) {
|
|
ses_apeEvents.PopAll();
|
|
} else {
|
|
ses_apeEvents.PopUntil(ctpe-1);
|
|
}
|
|
|
|
// if not predicted
|
|
if (!bPredicted) {
|
|
// add the new one
|
|
CPredictedEvent &pe = ses_apeEvents.Push();
|
|
pe.pe_tmTick = tmNow;
|
|
pe.pe_ulEntityID = ulEntityID;
|
|
pe.pe_ulTypeID = ulTypeID;
|
|
pe.pe_ulEventID = ulEventID;
|
|
}
|
|
|
|
return bPredicted;
|
|
}
|