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Engine directory for ticket #1
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Engine/source/console/simDatablock.h
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Engine/source/console/simDatablock.h
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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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#ifndef _SIMDATABLOCK_H_
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#define _SIMDATABLOCK_H_
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#ifndef _SIMBASE_H_
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#include "console/simBase.h"
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#endif
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// Forward Refs
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class BitStream;
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/// Root DataBlock class.
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///
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/// @section SimDataBlock_intro Introduction
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///
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/// Another powerful aspect of Torque's networking is the datablock. Datablocks
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/// are used to provide relatively static information about entities; for instance,
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/// what model a weapon should use to display itself, or how heavy a player class is.
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///
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/// This gives significant gains in network efficiency, because it means that all
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/// the datablocks on a server can be transferred over the network at client
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/// connect time, instead of being intertwined with the update code for NetObjects.
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///
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/// This makes the network code much simpler overall, as one-time initialization
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/// code is segregated from the standard object update code, as well as providing
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/// several powerful features, which we will discuss momentarily.
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///
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/// @section SimDataBlock_preload preload() and File Downloading
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///
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/// Because datablocks are sent over the wire, using SimDataBlockEvent, before
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/// gameplay starts in earnest, we gain in several areas. First, we don't have to
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/// try to keep up with the game state while working with incomplete information.
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/// Second, we can provide the user with a nice loading screen, instead of the more
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/// traditional "Connecting..." message. Finally, and most usefully, we can request
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/// missing files from the server as we become aware of them, since we are under
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/// no obligation to render anything for the user.
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///
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/// The mechanism for this is fairly basic. After a datablock is unpacked, the
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/// preload() method is called. If it returns false and sets an error, then the
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/// network code checks to see if a file (or files) failed to be located by the
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/// ResManager; if so, then it requests those files from the server. If preload
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/// returns true, then the datablock is considered loaded. If preload returns
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/// false and sets no error, then the connection is aborted.
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///
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/// Once the file(s) is downloaded, the datablock's preload() method is called again.
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/// If it fails with the same error, the connection is aborted. If a new error is
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/// returned, then the download-retry process is repeated until the preload works.
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///
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/// @section SimDataBlock_guide Guide To Datablock Code
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///
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/// To make a datablock subclass, you need to extend three functions:
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/// - preload()
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/// - packData()
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/// - unpackData()
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///
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/// packData() and unpackData() simply read or write data to a network stream. If you
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/// add any fields, you need to add appropriate calls to read or write. Make sure that
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/// the order of reads and writes is the same in both functions. Make sure to call
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/// the Parent's version of these methods in every subclass.
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///
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/// preload() is a bit more complex; it is responsible for taking the raw data read by
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/// unpackData() and processing it into a form useful by the datablock's owning object. For
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/// instance, the Player class' datablock, PlayerData, gets handles to commonly used
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/// nodes in the player model, as well as resolving handles to textures and other
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/// resources. <b>Any</b> code which loads files or performs other actions beyond simply
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/// reading the data from the packet, such as validation, must reside in preload().
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///
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/// To write your own preload() methods, see any of the existing methods in the codebase; for instance,
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/// PlayerData::preload() is an excellent example of error-reporting, data validation, and so forth.
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///
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/// @note A useful trick, which is used in several places in the engine, is that of temporarily
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/// storing SimObjectIds in the variable which will eventually hold the "real" handle. ShapeImage
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/// uses this trick in several pllaces; so do the vehicle classes. See GameBaseData for more on
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/// using this trick.
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///
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/// @see GameBaseData for some more information on the datablocks used throughout
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/// most of the engine.
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/// @see http://hosted.tribalwar.com/t2faq/datablocks.shtml for an excellent
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/// explanation of the basics of datablocks from script. Note that these comments
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/// mostly apply to GameBaseData and its children.
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/// @nosubgrouping
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class SimDataBlock: public SimObject
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{
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typedef SimObject Parent;
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public:
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SimDataBlock();
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DECLARE_CONOBJECT(SimDataBlock);
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/// @name Datablock Internals
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/// @{
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protected:
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S32 modifiedKey;
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public:
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static SimObjectId sNextObjectId;
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static S32 sNextModifiedKey;
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/// Assign a new modified key.
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///
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/// Datablocks are assigned a modified key which is updated every time
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/// a static field of the datablock is changed. These are gotten from
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/// a global store.
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static S32 getNextModifiedKey() { return sNextModifiedKey; }
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/// Returns true if this is a client side only datablock (in
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/// other words a datablock allocated with 'new' instead of
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/// the 'datablock' keyword).
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bool isClientOnly() const { return getId() < DataBlockObjectIdFirst || getId() > DataBlockObjectIdLast; }
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/// Get the modified key for this particular datablock.
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S32 getModifiedKey() const { return modifiedKey; }
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bool onAdd();
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virtual void onStaticModified(const char* slotName, const char*newValue = NULL);
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//void setLastError(const char*);
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void assignId();
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/// @}
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/// @name Datablock Interface
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/// @{
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///
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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/// Called to prepare the datablock for use, after it has been unpacked.
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///
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/// @param server Set if we're running on the server (and therefore don't need to load
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/// things like textures or sounds).
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/// @param errorStr If an error occurs in loading, this is set to a short string describing
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/// the error.
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/// @returns True if all went well; false if something failed.
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///
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/// @see @ref SimDataBlock_preload
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virtual bool preload(bool server, String &errorStr);
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/// @}
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/// Output the TorqueScript to recreate this object.
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///
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/// This calls writeFields internally.
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/// @param stream Stream to output to.
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/// @param tabStop Indentation level for this object.
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/// @param flags If SelectedOnly is passed here, then
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/// only objects marked as selected (using setSelected)
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/// will output themselves.
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virtual void write(Stream &stream, U32 tabStop, U32 flags = 0);
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/// Used by the console system to automatically tell datablock classes apart
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/// from non-datablock classes.
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static const bool __smIsDatablock = true;
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};
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//---------------------------------------------------------------------------
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class SimDataBlockGroup : public SimGroup
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{
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private:
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S32 mLastModifiedKey;
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public:
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static S32 QSORT_CALLBACK compareModifiedKey(const void* a,const void* b);
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void sort();
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SimDataBlockGroup();
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};
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#endif // _SIMDATABLOCK_H_
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