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Engine directory for ticket #1
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Engine/source/T3D/gameBase/std/stdGameProcess.cpp
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Engine/source/T3D/gameBase/std/stdGameProcess.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "T3D/gameBase/std/stdGameProcess.h"
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#include "platform/profiler.h"
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#include "console/consoleTypes.h"
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#include "core/dnet.h"
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#include "core/stream/bitStream.h"
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#include "core/frameAllocator.h"
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#include "core/util/refBase.h"
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#include "math/mPoint3.h"
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#include "math/mMatrix.h"
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#include "math/mathUtils.h"
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#include "T3D/gameBase/gameBase.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/gameBase/std/stdMoveList.h"
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#include "T3D/fx/cameraFXMgr.h"
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MODULE_BEGIN( ProcessList )
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MODULE_INIT
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{
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StdServerProcessList::init();
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StdClientProcessList::init();
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}
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MODULE_SHUTDOWN
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{
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StdServerProcessList::shutdown();
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StdClientProcessList::shutdown();
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}
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MODULE_END;
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void StdServerProcessList::init()
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{
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smServerProcessList = new StdServerProcessList();
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}
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void StdServerProcessList::shutdown()
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{
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delete smServerProcessList;
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}
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void StdClientProcessList::init()
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{
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smClientProcessList = new StdClientProcessList();
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}
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void StdClientProcessList::shutdown()
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{
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delete smClientProcessList;
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}
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//----------------------------------------------------------------------------
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namespace
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{
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// local work class
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struct GameBaseListNode
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{
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GameBaseListNode()
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{
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mPrev=this;
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mNext=this;
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mObject=NULL;
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}
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GameBaseListNode * mPrev;
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GameBaseListNode * mNext;
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GameBase * mObject;
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void linkBefore(GameBaseListNode * obj)
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{
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// Link this before obj
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mNext = obj;
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mPrev = obj->mPrev;
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obj->mPrev = this;
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mPrev->mNext = this;
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}
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};
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} // namespace
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//--------------------------------------------------------------------------
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// ClientProcessList
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//--------------------------------------------------------------------------
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StdClientProcessList::StdClientProcessList()
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{
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}
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bool StdClientProcessList::advanceTime( SimTime timeDelta )
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{
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PROFILE_SCOPE( StdClientProcessList_AdvanceTime );
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if ( doBacklogged( timeDelta ) )
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return false;
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bool ret = Parent::advanceTime( timeDelta );
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ProcessObject *obj = NULL;
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AssertFatal( mLastDelta >= 0.0f && mLastDelta <= 1.0f, "mLastDelta is not zero to one.");
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obj = mHead.mProcessLink.next;
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while ( obj != &mHead )
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{
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if ( obj->isTicking() )
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obj->interpolateTick( mLastDelta );
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obj = obj->mProcessLink.next;
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}
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// Inform objects of total elapsed delta so they can advance
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// client side animations.
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F32 dt = F32(timeDelta) / 1000;
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// Update camera FX.
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gCamFXMgr.update( dt );
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obj = mHead.mProcessLink.next;
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while ( obj != &mHead )
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{
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obj->advanceTime( dt );
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obj = obj->mProcessLink.next;
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}
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return ret;
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}
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//----------------------------------------------------------------------------
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void StdClientProcessList::onAdvanceObjects()
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{
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PROFILE_SCOPE( StdClientProcessList_OnAdvanceObjects );
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GameConnection* connection = GameConnection::getConnectionToServer();
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if ( connection )
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{
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// process any demo blocks that are NOT moves, and exactly one move
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// we advance time in the demo stream by a move inserted on
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// each tick. So before doing the tick processing we advance
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// the demo stream until a move is ready
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if ( connection->isPlayingBack() )
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{
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U32 blockType;
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do
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{
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blockType = connection->getNextBlockType();
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bool res = connection->processNextBlock();
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// if there are no more blocks, exit out of this function,
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// as no more client time needs to process right now - we'll
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// get it all on the next advanceClientTime()
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if(!res)
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return;
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}
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while ( blockType != GameConnection::BlockTypeMove );
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}
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connection->mMoveList->collectMove();
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advanceObjects();
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}
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else
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advanceObjects();
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}
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void StdClientProcessList::onTickObject( ProcessObject *obj )
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{
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PROFILE_SCOPE( StdClientProcessList_OnTickObject );
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// In case the object deletes itself during its processTick.
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SimObjectPtr<SceneObject> safePtr = static_cast<SceneObject*>( obj );
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// Each object is either advanced a single tick, or if it's
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// being controlled by a client, ticked once for each pending move.
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Move* movePtr;
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U32 numMoves;
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GameConnection* con = obj->getControllingClient();
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if ( con && con->getControlObject() == obj )
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{
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con->mMoveList->getMoves( &movePtr, &numMoves );
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if ( numMoves )
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{
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// Note: should only have a single move at this point
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AssertFatal(numMoves==1,"ClientProccessList::onTickObject: more than one move in queue");
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#ifdef TORQUE_DEBUG_NET_MOVES
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U32 sum = Move::ChecksumMask & obj->getPacketDataChecksum(obj->getControllingClient());
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#endif
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if ( obj->isTicking() )
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obj->processTick( movePtr );
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if ( bool(safePtr) && obj->getControllingClient() )
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{
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U32 newsum = Move::ChecksumMask & obj->getPacketDataChecksum( obj->getControllingClient() );
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// set checksum if not set or check against stored value if set
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movePtr->checksum = newsum;
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("move checksum: %i, (start %i), (move %f %f %f)",
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movePtr->checksum,sum,movePtr->yaw,movePtr->y,movePtr->z);
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#endif
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}
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con->mMoveList->clearMoves( 1 );
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}
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}
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else if ( obj->isTicking() )
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obj->processTick( 0 );
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}
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void StdClientProcessList::advanceObjects()
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{
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PROFILE_SCOPE( StdClientProcessList_AdvanceObjects );
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("Advance client time...");
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#endif
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Parent::advanceObjects();
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("---------");
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#endif
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}
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void StdClientProcessList::clientCatchup( GameConnection * connection )
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{
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SimObjectPtr<GameBase> control = connection->getControlObject();
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if ( control )
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{
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Move * movePtr;
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U32 numMoves;
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U32 m = 0;
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connection->mMoveList->getMoves( &movePtr, &numMoves );
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("client catching up... (%i)", numMoves);
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#endif
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preTickSignal().trigger();
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if ( control->isTicking() )
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for ( m = 0; m < numMoves; m++ )
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control->processTick( movePtr++ );
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connection->mMoveList->clearMoves( m );
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}
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("---------");
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#endif
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}
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//--------------------------------------------------------------------------
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// ServerProcessList
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//--------------------------------------------------------------------------
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StdServerProcessList::StdServerProcessList()
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{
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}
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void StdServerProcessList::onPreTickObject( ProcessObject *pobj )
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{
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if ( pobj->mIsGameBase )
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{
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SimObjectPtr<GameBase> obj = getGameBase( pobj );
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// Each object is either advanced a single tick, or if it's
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// being controlled by a client, ticked once for each pending move.
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GameConnection *con = obj->getControllingClient();
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if ( con && con->getControlObject() == obj )
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{
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Move* movePtr;
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U32 numMoves;
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con->mMoveList->getMoves( &movePtr, &numMoves );
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if ( numMoves == 0 )
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{
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("no moves on object %i, skip tick",obj->getId());
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#endif
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return;
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}
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}
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}
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Parent::onPreTickObject (pobj );
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}
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void StdServerProcessList::onTickObject( ProcessObject *pobj )
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{
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PROFILE_SCOPE( StdServerProcessList_OnTickObject );
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// Each object is either advanced a single tick, or if it's
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// being controlled by a client, ticked once for each pending move.
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GameConnection *con = pobj->getControllingClient();
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if ( pobj->mIsGameBase && con && con->getControlObject() == pobj )
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{
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// In case the object is deleted during its own tick.
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SimObjectPtr<GameBase> obj = getGameBase( pobj );
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Move* movePtr;
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U32 m, numMoves;
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con->mMoveList->getMoves( &movePtr, &numMoves );
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// For debugging it can be useful to know when this happens.
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//if ( numMoves > 1 )
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// Con::printf( "numMoves: %i", numMoves );
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// Do we really need to test the control object each iteration? Does it change?
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for ( m = 0; m < numMoves && con && con->getControlObject() == obj; m++, movePtr++ )
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{
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#ifdef TORQUE_DEBUG_NET_MOVES
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U32 sum = Move::ChecksumMask & obj->getPacketDataChecksum(obj->getControllingClient());
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#endif
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if ( obj->isTicking() )
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obj->processTick( movePtr );
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if ( con && con->getControlObject() == obj )
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{
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U32 newsum = Move::ChecksumMask & obj->getPacketDataChecksum( obj->getControllingClient() );
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// check move checksum
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if ( movePtr->checksum != newsum )
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{
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#ifdef TORQUE_DEBUG_NET_MOVES
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if( !obj->isAIControlled() )
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Con::printf("move %i checksum disagree: %i != %i, (start %i), (move %f %f %f)",
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movePtr->id, movePtr->checksum,newsum,sum,movePtr->yaw,movePtr->y,movePtr->z);
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#endif
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movePtr->checksum = Move::ChecksumMismatch;
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}
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else
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{
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("move %i checksum agree: %i == %i, (start %i), (move %f %f %f)",
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movePtr->id, movePtr->checksum,newsum,sum,movePtr->yaw,movePtr->y,movePtr->z);
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#endif
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}
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}
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}
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con->mMoveList->clearMoves( m );
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}
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else if ( pobj->isTicking() )
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pobj->processTick( 0 );
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}
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void StdServerProcessList::advanceObjects()
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{
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("Advance server time...");
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#endif
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Parent::advanceObjects();
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// Credit all connections with the elapsed tick
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SimGroup *clientGroup = Sim::getClientGroup();
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for(SimGroup::iterator i = clientGroup->begin(); i != clientGroup->end(); i++)
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{
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if (GameConnection *con = dynamic_cast<GameConnection *>(*i))
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{
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con->mMoveList->advanceMove();
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}
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}
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("---------");
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#endif
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}
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