Serious-Engine/Sources/Engine/Network/SessionState.h
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

225 lines
8.8 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#ifndef SE_INCL_SESSIONSTATE_H
#define SE_INCL_SESSIONSTATE_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Base/Synchronization.h>
#include <Engine/Templates/StaticStackArray.h>
#include <Engine/Network/NetworkMessage.h>
#include <Engine/Network/PlayerTarget.h>
#include <Engine/Network/SessionSocket.h>
#include <Engine/Base/Timer.h>
#define DEBUG_SYNCSTREAMDUMPING 0
#if DEBUG_SYNCSTREAMDUMPING
/*
* Obtain valid session dump memory stream
*/
CTMemoryStream *GetDumpStream(void);
/*
* Clear session dump memory stream
*/
void ClearDumpStream(void);
#endif
#ifdef NETSTRUCTS_PACKED
#pragma pack(1)
#endif
// checksum of world snapshot at given point in time - used for sync-checking
class CSyncCheck {
public:
TIME sc_tmTick; // time of snapshot
INDEX sc_iSequence; // sequence number last processed before this checksum
ULONG sc_ulCRC; // checksum
INDEX sc_iLevel; // checksum of level filename
CSyncCheck(void) { sc_tmTick = -1.0f; sc_iSequence = -1; sc_ulCRC = 0; sc_iLevel = 0; }
void Clear(void) { sc_tmTick = -1.0f; sc_iSequence = -1; sc_ulCRC = 0; sc_iLevel = 0; }
};
// info about an event that was predicted to happen
class CPredictedEvent {
public:
TIME pe_tmTick;
ULONG pe_ulEntityID;
ULONG pe_ulTypeID;
ULONG pe_ulEventID;
CPredictedEvent(void);
void Clear(void) {};
};
#ifdef NETSTRUCTS_PACKED
#pragma pack()
#endif
/*
* Session state, manipulates local copy of the world
*/
class ENGINE_API CSessionState {
public:
CStaticArray<CPlayerTarget> ses_apltPlayers; // client targets for all players in game
CStaticStackArray<CPredictedEvent> ses_apeEvents; // for event prediction
CTString ses_strMOTD; // MOTD as sent from the server
INDEX ses_iLevel; // for counting level changes
INDEX ses_iLastProcessedSequence; // sequence of last processed stream block
CNetworkStream ses_nsGameStream; // stream of blocks from server
// lerp params
CTimerValue ses_tvInitialization; // exact moment when the session state was started
TIME ses_tmInitializationTick; // tick when the session state was started
// secondary lerp params for non-predicted movement
CTimerValue ses_tvInitialization2; // exact moment when the session state was started
TIME ses_tmInitializationTick2; // tick when the session state was started
TIME ses_tmLastProcessedTick; // last tick when all actions were processed
TIME ses_tmPredictionHeadTick; // newest tick that was ever predicted
TIME ses_tmLastSyncCheck; // last time sync-check was generated
TIME ses_tmLastPredictionProcessed; // for determining when to do a new prediction cycle
INDEX ses_iMissingSequence; // first missing sequence
CTimerValue ses_tvResendTime; // timer for missing sequence retransmission
TIME ses_tmResendTimeout; // timeout value for increasing the request interval
CTimerValue ses_tvMessageReceived; // exact moment when the session state was started
TIME ses_tmLastDemoSequence; // synchronization timer for demo playing
ULONG ses_ulRandomSeed; // seed for pseudo-random number generation
ULONG ses_ulSpawnFlags; // spawn flags for current game
TIME ses_tmSyncCheckFrequency; // frequency of sync-checking
BOOL ses_iExtensiveSyncCheck; // set if syncheck should be extensive - for debugging purposes
BOOL ses_bKeepingUpWithTime; // set if the session state is keeping up with the time
TIME ses_tmLastUpdated;
CListHead ses_lhRememberedLevels; // list of remembered levels
BOOL ses_bAllowRandom; // set while random number generation is valid
BOOL ses_bPredicting; // set if the game is currently doing prediction
BOOL ses_bPause; // set while game is paused
BOOL ses_bWantPause; // set while wanting to have paused
BOOL ses_bGameFinished; // set when game has finished
BOOL ses_bWaitingForServer; // wait for server after level change
CTString ses_strDisconnected; // explanation of disconnection or empty string if not disconnected
INDEX ses_ctMaxPlayers; // maximum number of players allowed in game
BOOL ses_bWaitAllPlayers; // if set, wait for all players to join before starting
FLOAT ses_fRealTimeFactor; // enables slower or faster time for special effects
CTMemoryStream *ses_pstrm; // debug stream for sync check examination
CSessionSocketParams ses_sspParams; // local copy of server-side parameters
public:
// network message waiters
void Start_AtServer_t(void); // throw char *
void Start_AtClient_t(INDEX ctLocalPlayers); // throw char *
// Set lerping factor for current frame.
void SetLerpFactor(CTimerValue tvNow);
// notify entities of level change
void SendLevelChangeNotification(class CEntityEvent &ee);
// wait for a stream to come from server
void WaitStream_t(CTMemoryStream &strmMessage, const CTString &strName, INDEX iMsgCode);
// check if disconnected
BOOL IsDisconnected(void);
// print an incoming chat message to console
void PrintChatMessage(ULONG ulFrom, const CTString &strFrom, const CTString &strMessage);
public:
/* Constructor. */
CSessionState(void);
/* Destructor. */
~CSessionState(void);
// get a pseudo-random number (safe for network gaming)
ULONG Rnd(void);
/* Stop the session state. */
void Stop(void);
/* Start session state. */
void Start_t(INDEX ctLocalPlayers); // throw char *
// do physics for a game tick
void HandleMovers(void);
// do thinking for a game tick
void HandleTimers(TIME tmCurrentTick);
// do a warm-up run of the world for a few ticks
void WarmUpWorld(void);
// reset random number generator (always randomizes to same sequence!)
void ResetRND(void);
/* Process a game tick. */
void ProcessGameTick(CNetworkMessage &nmMessage, TIME tmCurrentTick);
/* Process a predicted game tick. */
void ProcessPredictedGameTick(INDEX iPredictionStep, FLOAT fFactor, TIME tmCurrentTick);
/* Process a gamestream block. */
void ProcessGameStreamBlock(CNetworkMessage &nmMessage);
/* Process all eventual avaliable gamestream blocks. */
void ProcessGameStream(void);
// flush prediction actions that were already processed
void FlushProcessedPredictions(void);
/* Find out how many prediction steps are currently pending. */
INDEX GetPredictionStepsCount(void);
/* Process all eventual avaliable prediction actions. */
void ProcessPrediction(void);
/* Get number of active players. */
INDEX GetPlayersCount(void);
/* Remember predictor positions of all players. */
void RememberPlayerPredictorPositions(void);
/* Get player position. */
const FLOAT3D &GetPlayerPredictorPosition(INDEX iPlayer);
// check an event for prediction, returns true if already predicted
BOOL CheckEventPrediction(CEntity *pen, ULONG ulTypeID, ULONG ulEventID);
// make synchronization test message and send it to server (if client), or add to buffer (if server)
void MakeSynchronisationCheck(void);
// create a checksum value for sync-check
void ChecksumForSync(ULONG &ulCRC, INDEX iExtensiveSyncCheck);
// dump sync data to text file
void DumpSync_t(CTStream &strm, INDEX iExtensiveSyncCheck); // throw char *
/* Read session state information from a stream. */
void Read_t(CTStream *pstr); // throw char *
void ReadWorldAndState_t(CTStream *pstr); // throw char *
void ReadRememberedLevels_t(CTStream *pstr); // throw char *
/* Write session state information into a stream. */
void Write_t(CTStream *pstr); // throw char *
void WriteWorldAndState_t(CTStream *pstr); // throw char *
void WriteRememberedLevels_t(CTStream *pstr); // throw char *
// remember current level
void RememberCurrentLevel(const CTString &strFileName);
// find a level if it is remembered
class CRememberedLevel *FindRememberedLevel(const CTString &strFileName);
// restore some old level
void RestoreOldLevel(const CTString &strFileName);
// forget all remembered levels
void ForgetOldLevels(void);
/* Session state loop. */
void SessionStateLoop(void);
/* Session sync dump functions. */
void DumpSyncToFile_t(CTStream &strm, INDEX iExtensiveSyncCheck); // throw char *
#if DEBUG_SYNCSTREAMDUMPING
void DumpSyncToMemory(void);
#endif
};
#endif /* include-once check. */