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530 lines
16 KiB
C++
530 lines
16 KiB
C++
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//****************************************************************************
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//* MODULE: Sk/Components
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//* FILENAME: SkaterLocalNetLogicComponent.cpp
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//* OWNER: Dan
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//* CREATION DATE: 3/12/3
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//****************************************************************************
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#include <core/math/slerp.h>
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#include <sk/components/skaterlocalnetlogiccomponent.h>
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#include <sk/components/skaterstatecomponent.h>
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#include <sk/components/skaterendruncomponent.h>
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#include <sk/components/skatercorephysicscomponent.h>
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#include <sk/modules/skate/skate.h>
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#include <sk/gamenet/gamenet.h>
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#include <gel/object/compositeobject.h>
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#include <gel/scripting/checksum.h>
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#include <gel/scripting/script.h>
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#include <gel/scripting/struct.h>
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#include <gel/net/client/netclnt.h>
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namespace Obj
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{
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CBaseComponent* CSkaterLocalNetLogicComponent::s_create()
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{
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return static_cast< CBaseComponent* >( new CSkaterLocalNetLogicComponent );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CSkaterLocalNetLogicComponent::CSkaterLocalNetLogicComponent() : CBaseComponent()
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{
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SetType( CRC_SKATERLOCALNETLOGIC );
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mp_state_component = NULL;
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mp_physics_component = NULL;
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m_last_update_time = 0;
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m_last_sent_terrain = -1;
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m_last_sent_flags = 0;
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m_last_sent_state = 0;
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m_last_sent_doing_trick = -1;
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m_last_sent_rail = 0;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CSkaterLocalNetLogicComponent::~CSkaterLocalNetLogicComponent()
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{
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CSkaterLocalNetLogicComponent::InitFromStructure( Script::CStruct* pParams )
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{
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Dbg_MsgAssert(GetObject()->GetType() == SKATE_TYPE_SKATER, ("CSkaterLocalNetLogicComponent added to non-skater composite object"));
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Dbg_MsgAssert(GetSkater()->IsLocalClient(), ("CSkaterLocalNetLogicComponent added to non-local skater"));
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m_last_update_time = 0;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CSkaterLocalNetLogicComponent::RefreshFromStructure( Script::CStruct* pParams )
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{
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InitFromStructure(pParams);
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CSkaterLocalNetLogicComponent::Finalize ( )
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{
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mp_state_component = GetSkaterStateComponentFromObject(GetObject());
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mp_physics_component = GetSkaterCorePhysicsComponentFromObject(GetObject());
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Dbg_Assert(mp_state_component);
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CSkaterLocalNetLogicComponent::Update()
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{
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if (!Mdl::Skate::Instance()->IsMultiplayerGame())
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{
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//Suspend(true);
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return;
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}
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if( GameNet::Manager::Instance()->GetLocalPlayer() == NULL )
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{
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return;
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}
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network_update();
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CBaseComponent::EMemberFunctionResult CSkaterLocalNetLogicComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
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{
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switch ( Checksum )
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{
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default:
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return CBaseComponent::MF_NOT_EXECUTED;
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}
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return CBaseComponent::MF_TRUE;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CSkaterLocalNetLogicComponent::GetDebugInfo(Script::CStruct *p_info)
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{
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#ifdef __DEBUG_CODE__
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Dbg_MsgAssert(p_info,("NULL p_info sent to CSkaterLocalNetLogicComponent::GetDebugInfo"));
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CBaseComponent::GetDebugInfo(p_info);
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#endif
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}
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/******************************************************************/
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/* Print a graffiti steal message */
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/* */
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/******************************************************************/
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int CSkaterLocalNetLogicComponent::sHandleStealMessage( Net::MsgHandlerContext* context )
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{
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GameNet::MsgStealMessage* p_msg = (GameNet::MsgStealMessage *) context->m_Msg;
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if (p_msg->m_GameId != GameNet::Manager::Instance()->GetNetworkGameId()) return Net::HANDLER_MSG_DONE;
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Obj::CSkater* pCurrSkater = (CSkater*) context->m_Data;
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Dbg_Assert( pCurrSkater );
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// For now, just exit out in these cases to avoid a crash
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Obj::CSkater* pNewSkater = Mdl::Skate::Instance()->GetSkaterById( p_msg->m_NewOwner );
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if( pNewSkater == NULL )
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{
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return Net::HANDLER_CONTINUE;
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}
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Obj::CSkater* pOldSkater = Mdl::Skate::Instance()->GetSkaterById( p_msg->m_OldOwner );
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if( pOldSkater == NULL )
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{
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return Net::HANDLER_CONTINUE;
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}
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// TODO: Maybe send the color of this skater's graffiti tags
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if ( pCurrSkater->GetID() == (uint32)p_msg->m_NewOwner )
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{
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Script::CStruct* pTempStructure = new Script::CStruct;
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pTempStructure->Clear();
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pTempStructure->AddComponent( CRCD(0xa4b08520, "String0"), ESYMBOLTYPE_STRING, pOldSkater->GetDisplayName() );
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Script::RunScript( CRCD(0xb3ff911, "GraffitiStealYou"), pTempStructure, pCurrSkater );
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delete pTempStructure;
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}
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else if ( pCurrSkater->GetID() == (uint32)p_msg->m_OldOwner )
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{
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Script::CStruct* pTempStructure = new Script::CStruct;
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pTempStructure->Clear();
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pTempStructure->AddComponent( CRCD(0xa4b08520, "String0"), ESYMBOLTYPE_STRING, pNewSkater->GetDisplayName() );
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Script::RunScript( CRCD(0x4d7f6ffa, "GraffitiStealOther"), pTempStructure, pCurrSkater );
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delete pTempStructure;
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}
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else
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{
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// useless steal message encountered
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Dbg_Assert( 0 );
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}
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return Net::HANDLER_CONTINUE;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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int CSkaterLocalNetLogicComponent::get_update_flags()
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{
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Net::Client* client;
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Mth::Vector eulers;
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short pos[3];
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short rot[3];
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char doing_trick, state, terrain, walking, driving;
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Flags< int > skater_flags;
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Flags< int > end_run_flags;
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int i;
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bool on_server, force_send;
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int update_flags;
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sint16 rail_node;
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Obj::CSkaterEndRunComponent* p_skater_endrun_component;
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update_flags = 0;
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client = GameNet::Manager::Instance()->GetClient( GetSkater()->m_skater_number );
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Dbg_Assert( client );
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p_skater_endrun_component = GetSkaterEndRunComponentFromObject(GetSkater());
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on_server = GameNet::Manager::Instance()->OnServer();
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force_send = on_server || ( !( client->m_FrameCounter % vFORCE_SEND_INTERVAL ));
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GetObject()->GetDisplayMatrix().GetEulers( eulers );
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state = (char) mp_state_component->m_state;
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terrain = (char) mp_state_component->m_terrain;
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doing_trick = (char) mp_state_component->m_doing_trick;
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walking = (char) (mp_state_component->m_physics_state == WALKING ? true : false);
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driving = (char) mp_state_component->m_driving;
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rail_node = mp_physics_component->GetRailNode();
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for( i = 0; i < NUM_ESKATERFLAGS; i++ )
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{
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skater_flags.Set( i, mp_state_component->m_skater_flags[( ESkaterFlag ) i ].Get() );
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}
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end_run_flags = p_skater_endrun_component->GetFlags();
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for( i = 0; i < 3; i++ )
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{
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if( i == Y )
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{
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pos[i] = (short) ( GetObject()->m_pos[i] * 4.0f );
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//pos[i] = GetObject()->m_pos[i];
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}
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else
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{
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pos[i] = (short) ( GetObject()->m_pos[i] * 2.0f );
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//pos[i] = GetObject()->m_pos[i];
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}
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if(( pos[i] != m_last_sent_pos[i] ) || force_send )
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{
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if( i == X )
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{
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update_flags |= GameNet::mUPDATE_FIELD_POS_X;
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}
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else if( i == Y )
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{
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update_flags |= GameNet::mUPDATE_FIELD_POS_Y;
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}
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else if( i == Z )
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{
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update_flags |= GameNet::mUPDATE_FIELD_POS_Z;
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}
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}
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}
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for( i = 0; i < 3; i++ )
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{
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rot[i] = (short) ( eulers[i] * 4096.0f );
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if(( rot[i] != m_last_sent_rot[i] ) || force_send )
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{
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m_last_sent_rot[i] = rot[i];
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if( i == X )
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{
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update_flags |= GameNet::mUPDATE_FIELD_ROT_X;
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}
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else if( i == Y )
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{
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update_flags |= GameNet::mUPDATE_FIELD_ROT_Y;
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}
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else if( i == Z )
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{
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update_flags |= GameNet::mUPDATE_FIELD_ROT_Z;
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}
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}
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}
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if( ( state != m_last_sent_state ) ||
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( doing_trick != m_last_sent_doing_trick ) ||
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( terrain != m_last_sent_terrain ) ||
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( walking != m_last_sent_walking ) ||
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( driving != m_last_sent_driving ) ||
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( force_send ))
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{
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update_flags |= GameNet::mUPDATE_FIELD_STATE;
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}
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if(( skater_flags != m_last_sent_flags ) ||
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( end_run_flags != m_last_sent_end_run_flags ) ||
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( force_send ))
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{
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update_flags |= GameNet::mUPDATE_FIELD_FLAGS;
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}
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if( rail_node != m_last_sent_rail )
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{
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update_flags |= GameNet::mUPDATE_FIELD_RAIL_NODE;
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}
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return update_flags;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CSkaterLocalNetLogicComponent::network_update ( void )
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{
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// update the server with our current state so that he can relay the data to other clients
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Net::Client* client;
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Net::MsgMax p_msg;
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Mth::Vector eulers;
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short pos[3];
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short rot[3];
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char doing_trick, state, terrain, walking, driving;
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Flags< int > skater_flags;
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Flags< int > end_run_flags;
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int i, msg_len;
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sint16 rail_node;
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int update_flags;
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bool on_server, force_send;
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Net::MsgDesc msg_desc;
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Net::BitStream stream;
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Obj::CSkaterEndRunComponent* p_skater_endrun_component;
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client = GameNet::Manager::Instance()->GetClient( GetSkater()->m_skater_number );
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Dbg_MsgAssert( client, ( "Could not find client: %d\n", GetSkater()->m_skater_number ));
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p_skater_endrun_component = GetSkaterEndRunComponentFromObject(GetSkater());
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on_server = GameNet::Manager::Instance()->OnServer();
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force_send = on_server || ( !( client->m_FrameCounter % vFORCE_SEND_INTERVAL ));
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// Send object updates to narrowband servers only every other frame (except for forced-send frames)
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if( !on_server && !force_send )
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{
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Lst::Search< Net::Conn > sh;
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Net::Conn* server_conn;
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server_conn = client->FirstConnection( &sh );
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Dbg_Assert( server_conn );
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// Only send object updates as often as we send packets
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if(( client->m_Timestamp - m_last_update_time ) < (unsigned int) server_conn->GetSendInterval())
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{
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return;
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}
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}
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m_last_update_time = client->m_Timestamp;
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stream.SetOutputData( p_msg.m_Data, 1024 );
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GetObject()->GetDisplayMatrix().GetEulers( eulers );
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state = (char) mp_state_component->m_state;
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terrain = (char) mp_state_component->m_terrain;
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doing_trick = (char) mp_state_component->m_doing_trick;
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walking = (char) (mp_state_component->m_physics_state == WALKING ? true : false);
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driving = (char) mp_state_component->m_driving;
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rail_node = mp_physics_component->GetRailNode();
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for( i = 0; i < NUM_ESKATERFLAGS; i++ )
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{
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skater_flags.Set( i, mp_state_component->m_skater_flags[( ESkaterFlag ) i ].Get() );
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}
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end_run_flags = p_skater_endrun_component->GetFlags();
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// Write out the time for which this state info is valid
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stream.WriteValue( client->m_Timestamp, sizeof( int ) * 8 );
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update_flags = get_update_flags();
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stream.WriteValue( update_flags, 9 );
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if( on_server )
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{
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static Mth::Vector last_pos;
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Mth::Vector diff;
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diff = GetObject()->m_pos - last_pos;
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//Dbg_Printf( "Vel: %f %f %f\n", diff[X], diff[Y], diff[Z] );
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last_pos = GetObject()->m_pos;
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}
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// Write out the object's position as three shorts (fixed-point)
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for( i = 0; i < 3; i++ )
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{
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if( i == Y )
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{
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pos[i] = (short) ( GetObject()->m_pos[i] * 4.0f );
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//pos[i] = GetObject()->m_pos[i];
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}
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else
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{
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pos[i] = (short) ( GetObject()->m_pos[i] * 2.0f );
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//pos[i] = GetObject()->m_pos[i];
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}
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if( i == X )
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{
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if( update_flags & GameNet::mUPDATE_FIELD_POS_X )
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{
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stream.WriteValue( pos[i], sizeof( short ) * 8 );
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//stream.WriteFloatValue( pos[i] );
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}
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}
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else if( i == Y )
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{
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if( update_flags & GameNet::mUPDATE_FIELD_POS_Y )
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{
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stream.WriteValue( pos[i], sizeof( short ) * 8 );
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//stream.WriteFloatValue( pos[i] );
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}
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}
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else if( i == Z )
|
||
|
{
|
||
|
if( update_flags & GameNet::mUPDATE_FIELD_POS_Z )
|
||
|
{
|
||
|
stream.WriteValue( pos[i], sizeof( short ) * 8 );
|
||
|
//stream.WriteFloatValue( pos[i] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_last_sent_pos[i] = pos[i];
|
||
|
}
|
||
|
|
||
|
// Write out the object's orientation as three short euler angles (fixed-point)
|
||
|
for( i = 0; i < 3; i++ )
|
||
|
{
|
||
|
rot[i] = (short) ( eulers[i] * 4096.0f );
|
||
|
if( i == X )
|
||
|
{
|
||
|
if( update_flags & GameNet::mUPDATE_FIELD_ROT_X )
|
||
|
{
|
||
|
stream.WriteValue( rot[i], sizeof( short ) * 8 );
|
||
|
}
|
||
|
}
|
||
|
else if( i == Y )
|
||
|
{
|
||
|
if( update_flags & GameNet::mUPDATE_FIELD_ROT_Y )
|
||
|
{
|
||
|
stream.WriteValue( rot[i], sizeof( short ) * 8 );
|
||
|
}
|
||
|
}
|
||
|
else if( i == Z )
|
||
|
{
|
||
|
if( update_flags & GameNet::mUPDATE_FIELD_ROT_Z )
|
||
|
{
|
||
|
stream.WriteValue( rot[i], sizeof( short ) * 8 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_last_sent_rot[i] = rot[i];
|
||
|
}
|
||
|
|
||
|
// Write out the skater's 'state'
|
||
|
// Write out the skater's 'doing trick' state
|
||
|
// Write out the skater's terrain
|
||
|
if( update_flags & GameNet::mUPDATE_FIELD_STATE )
|
||
|
{
|
||
|
char mask;
|
||
|
|
||
|
m_last_sent_state = state;
|
||
|
m_last_sent_doing_trick = doing_trick;
|
||
|
m_last_sent_terrain = terrain;
|
||
|
m_last_sent_walking = walking;
|
||
|
m_last_sent_driving = driving;
|
||
|
|
||
|
mask = state;
|
||
|
if( doing_trick )
|
||
|
{
|
||
|
mask |= GameNet::mDOING_TRICK_MASK;
|
||
|
}
|
||
|
|
||
|
stream.WriteValue( mask, 4 );
|
||
|
stream.WriteValue( terrain, 6 );
|
||
|
stream.WriteValue( walking, 1 );
|
||
|
stream.WriteValue( driving, 1 );
|
||
|
}
|
||
|
|
||
|
// Write out the skaters' flags
|
||
|
if( update_flags & GameNet::mUPDATE_FIELD_FLAGS )
|
||
|
{
|
||
|
m_last_sent_flags = skater_flags;
|
||
|
m_last_sent_end_run_flags = end_run_flags;
|
||
|
stream.WriteValue( skater_flags, 5 );
|
||
|
stream.WriteValue( end_run_flags, 3 );
|
||
|
}
|
||
|
|
||
|
if( update_flags & GameNet::mUPDATE_FIELD_RAIL_NODE )
|
||
|
{
|
||
|
m_last_sent_rail = rail_node;
|
||
|
stream.WriteValue( rail_node, sizeof( sint16 ) * 8 );
|
||
|
}
|
||
|
|
||
|
stream.Flush();
|
||
|
msg_len = stream.GetByteLength();
|
||
|
|
||
|
msg_desc.m_Id = GameNet::MSG_ID_OBJ_UPDATE_STREAM;
|
||
|
msg_desc.m_Length = msg_len;
|
||
|
msg_desc.m_Data = &p_msg;
|
||
|
msg_desc.m_Singular = true;
|
||
|
msg_desc.m_Priority = Net::NORMAL_PRIORITY + 1;
|
||
|
client->EnqueueMessageToServer( &msg_desc );
|
||
|
}
|
||
|
|
||
|
}
|