Torque3D/Engine/source/T3D/gameBase/gameProcess.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "console/engineAPI.h"
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#include "platform/platform.h"
#include "T3D/gameBase/gameProcess.h"
#include "T3D/gameBase/gameBase.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/gameBase/moveList.h"
//----------------------------------------------------------------------------
ClientProcessList* ClientProcessList::smClientProcessList = NULL;
ServerProcessList* ServerProcessList::smServerProcessList = NULL;
static U32 gNetOrderNextId = 0;
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DefineEngineFunction( dumpProcessList, void, ( ), ,
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"Dumps all ProcessObjects in ServerProcessList and ClientProcessList to the console." )
{
Con::printf( "client process list:" );
ClientProcessList::get()->dumpToConsole();
Con::printf( "server process list:" );
ServerProcessList::get()->dumpToConsole();
}
//--------------------------------------------------------------------------
// ClientProcessList
//--------------------------------------------------------------------------
ClientProcessList::ClientProcessList()
{
}
void ClientProcessList::addObject( ProcessObject *pobj )
{
AssertFatal( static_cast<SceneObject*>( pobj )->isClientObject(), "Tried to add server object to ClientProcessList." );
GameBase *obj = getGameBase( pobj );
if ( obj && obj->isNetOrdered() )
{
if ( ( gNetOrderNextId & 0xFFFF ) == 0 )
// don't let it be zero
gNetOrderNextId++;
pobj->mOrderGUID = ( gNetOrderNextId++ ) & 0xFFFF; // 16 bits should be enough
pobj->plLinkBefore( &mHead );
mDirty = true;
}
else if ( obj && obj->isTickLast() )
{
pobj->mOrderGUID = 0xFFFFFFFF;
pobj->plLinkBefore( &mHead );
// not dirty
}
else
{
pobj->plLinkAfter( &mHead );
// not dirty
}
}
bool ClientProcessList::doBacklogged( SimTime timeDelta )
{
#ifdef TORQUE_DEBUG
static bool backlogged = false;
static U32 backloggedTime = 0;
#endif
// See if the control object has pending moves.
GameConnection *connection = GameConnection::getConnectionToServer();
if ( connection )
{
// If the connection to the server is backlogged
// the simulation is frozen.
if ( connection->mMoveList->isBacklogged() )
{
#ifdef TORQUE_DEBUG
if ( !backlogged )
{
Con::printf( "client is backlogged, time is frozen" );
backlogged = true;
}
backloggedTime += timeDelta;
#endif
return true;
}
}
#ifdef TORQUE_DEBUG
if ( backlogged )
{
Con::printf( "client is no longer backlogged, time is unfrozen (%i ms elapsed)", backloggedTime );
backlogged = false;
backloggedTime = 0;
}
#endif
return false;
}
void ClientProcessList::onPreTickObject( ProcessObject *pobj )
{
// reset to tick boundary
pobj->interpolateTick( 0.0f );
}
//--------------------------------------------------------------------------
// ServerProcessList
//--------------------------------------------------------------------------
ServerProcessList::ServerProcessList()
{
}
void ServerProcessList::addObject( ProcessObject *pobj )
{
AssertFatal( static_cast<SceneObject*>( pobj )->isServerObject(), "Tried to add client object to ServerProcessList." );
GameBase *obj = getGameBase( pobj );
if ( obj && obj->isNetOrdered() )
{
if ( ( gNetOrderNextId & 0xFFFF ) == 0)
// don't let it be zero
gNetOrderNextId++;
pobj->mOrderGUID = ( gNetOrderNextId++ ) & 0xFFFF; // 16 bits should be enough
pobj->plLinkBefore( &mHead );
mDirty = true;
}
else if ( obj && obj->isTickLast() )
{
pobj->mOrderGUID = 0xFFFFFFFF;
pobj->plLinkBefore( &mHead );
// not dirty
}
else
{
pobj->plLinkAfter( &mHead );
// not dirty
}
}
void ServerProcessList::advanceObjects()
{
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("Advance server time...");
#endif
Parent::advanceObjects();
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("---------");
#endif
}
void ServerProcessList::onPreTickObject( ProcessObject *pobj )
{
}