Torque3D/Engine/source/T3D/gameBase/gameConnectionEvents.cpp
JeffR 15ef8b4fbe Cleaned up implementation of #712
Also updates other game classes like the shapebase to utilize the sound asset hooks properly.
2022-01-03 20:57:10 -06:00

499 lines
16 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "platform/platform.h"
#include "core/dnet.h"
#include "core/stream/bitStream.h"
#include "console/consoleTypes.h"
#include "console/simBase.h"
#include "scene/pathManager.h"
#include "scene/sceneManager.h"
#include "sfx/sfxSystem.h"
#include "sfx/sfxDescription.h"
#include "app/game.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/gameBase/gameConnectionEvents.h"
#include "console/engineAPI.h"
#define DebugChecksum 0xF00DBAAD
//#define DEBUG_SPEW
//--------------------------------------------------------------------------
IMPLEMENT_CO_CLIENTEVENT_V1(SimDataBlockEvent);
IMPLEMENT_CO_CLIENTEVENT_V1(SimSoundAssetEvent);
IMPLEMENT_CO_CLIENTEVENT_V1(Sim2DAudioEvent);
IMPLEMENT_CO_CLIENTEVENT_V1(Sim3DAudioEvent);
IMPLEMENT_CO_CLIENTEVENT_V1(SetMissionCRCEvent);
ConsoleDocClass( SimDataBlockEvent,
"@brief Use by GameConnection to process incoming datablocks.\n\n"
"Not intended for game development, internal use only, but does expose onDataBlockObjectReceived.\n\n "
"@internal");
ConsoleDocClass( Sim2DAudioEvent,
"@brief Use by GameConnection to send a 2D sound event over the network.\n\n"
"Not intended for game development, internal use only, but does expose GameConnection::play2D.\n\n "
"@internal");
ConsoleDocClass( Sim3DAudioEvent,
"@brief Use by GameConnection to send a 3D sound event over the network.\n\n"
"Not intended for game development, internal use only, but does expose GameConnection::play3D.\n\n "
"@internal");
ConsoleDocClass( SetMissionCRCEvent,
"@brief Use by GameConnection to send a 3D sound event over the network.\n\n"
"Not intended for game development, internal use only, but does expose GameConnection::setMissionCRC.\n\n "
"@internal");
//----------------------------------------------------------------------------
SimDataBlockEvent::SimDataBlockEvent(SimDataBlock* obj, U32 index, U32 total, U32 missionSequence)
{
mObj = NULL;
mIndex = index;
mTotal = total;
mMissionSequence = missionSequence;
mProcess = false;
if(obj)
{
id = obj->getId();
AssertFatal(id >= DataBlockObjectIdFirst && id <= DataBlockObjectIdLast,
"Out of range event data block id... check simBase.h");
#ifdef DEBUG_SPEW
Con::printf("queuing data block: %d", mIndex);
#endif
}
}
SimDataBlockEvent::~SimDataBlockEvent()
{
if( mObj )
delete mObj;
}
#ifdef TORQUE_DEBUG_NET
const char *SimDataBlockEvent::getDebugName()
{
SimObject *obj = Sim::findObject(id);
static char buffer[256];
dSprintf(buffer, sizeof(buffer), "%s [%s - %s]",
getClassName(),
obj ? obj->getName() : "",
obj ? obj->getClassName() : "NONE");
return buffer;
}
#endif // TORQUE_DEBUG_NET
void SimDataBlockEvent::notifyDelivered(NetConnection *conn, bool )
{
// if the modified key for this event is not the current one,
// we've already resorted and resent some blocks, so fall out.
if(conn->isRemoved())
return;
GameConnection *gc = (GameConnection *) conn;
if(gc->getDataBlockSequence() != mMissionSequence)
return;
U32 nextIndex = mIndex + DataBlockQueueCount;
SimDataBlockGroup *g = Sim::getDataBlockGroup();
if(mIndex == g->size() - 1)
{
gc->setDataBlockModifiedKey(gc->getMaxDataBlockModifiedKey());
gc->sendConnectionMessage(GameConnection::DataBlocksDone, mMissionSequence);
}
if(g->size() <= nextIndex)
return;
SimDataBlock *blk = (SimDataBlock *) (*g)[nextIndex];
gc->postNetEvent(new SimDataBlockEvent(blk, nextIndex, g->size(), mMissionSequence));
}
void SimDataBlockEvent::pack(NetConnection *conn, BitStream *bstream)
{
#ifdef AFX_CAP_DATABLOCK_CACHE
((GameConnection *)conn)->tempDisableStringBuffering(bstream);
#endif
SimDataBlock* obj;
Sim::findObject(id,obj);
GameConnection *gc = (GameConnection *) conn;
if(bstream->writeFlag(gc->getDataBlockModifiedKey() < obj->getModifiedKey()))
{
if(obj->getModifiedKey() > gc->getMaxDataBlockModifiedKey())
gc->setMaxDataBlockModifiedKey(obj->getModifiedKey());
AssertFatal(obj,
"SimDataBlockEvent:: Data blocks cannot be deleted");
bstream->writeInt(id - DataBlockObjectIdFirst,DataBlockObjectIdBitSize);
S32 classId = obj->getClassId(conn->getNetClassGroup());
bstream->writeClassId(classId, NetClassTypeDataBlock, conn->getNetClassGroup());
bstream->writeInt(mIndex, DataBlockObjectIdBitSize);
bstream->writeInt(mTotal, DataBlockObjectIdBitSize + 1);
obj->packData(bstream);
#ifdef TORQUE_DEBUG_NET
bstream->writeInt(classId ^ DebugChecksum, 32);
#endif
}
#ifdef AFX_CAP_DATABLOCK_CACHE
((GameConnection *)conn)->restoreStringBuffering(bstream);
#endif
}
void SimDataBlockEvent::unpack(NetConnection *cptr, BitStream *bstream)
{
#ifdef AFX_CAP_DATABLOCK_CACHE
// stash the stream position prior to unpacking
S32 start_pos = bstream->getCurPos();
((GameConnection *)cptr)->tempDisableStringBuffering(bstream);
#endif
if(bstream->readFlag())
{
mProcess = true;
id = bstream->readInt(DataBlockObjectIdBitSize) + DataBlockObjectIdFirst;
S32 classId = bstream->readClassId(NetClassTypeDataBlock, cptr->getNetClassGroup());
mIndex = bstream->readInt(DataBlockObjectIdBitSize);
mTotal = bstream->readInt(DataBlockObjectIdBitSize + 1);
SimObject* ptr;
if( Sim::findObject( id, ptr ) )
{
// An object with the given ID already exists. Make sure it has the right class.
AbstractClassRep* classRep = AbstractClassRep::findClassRep( cptr->getNetClassGroup(), NetClassTypeDataBlock, classId );
if( classRep && String::compare( classRep->getClassName(), ptr->getClassName() ) != 0 )
{
Con::warnf( "A '%s' datablock with id: %d already existed. "
"Clobbering it with new '%s' datablock from server.",
ptr->getClassName(), id, classRep->getClassName() );
ptr->deleteObject();
ptr = NULL;
}
}
if( !ptr )
ptr = ( SimObject* ) ConsoleObject::create( cptr->getNetClassGroup(), NetClassTypeDataBlock, classId );
mObj = dynamic_cast< SimDataBlock* >( ptr );
if( mObj != NULL )
{
#ifdef DEBUG_SPEW
Con::printf(" - SimDataBlockEvent: unpacking event of type: %s", mObj->getClassName());
#endif
mObj->unpackData( bstream );
}
else
{
#ifdef DEBUG_SPEW
Con::printf(" - SimDataBlockEvent: INVALID PACKET! Could not create class with classID: %d", classId);
#endif
delete ptr;
cptr->setLastError("Invalid packet in SimDataBlockEvent::unpack()");
}
#ifdef TORQUE_DEBUG_NET
U32 checksum = bstream->readInt(32);
AssertISV( (checksum ^ DebugChecksum) == (U32)classId,
avar("unpack did not match pack for event of class %s.",
mObj->getClassName()) );
#endif
}
#ifdef AFX_CAP_DATABLOCK_CACHE
// rewind to stream position and then process raw bytes for caching
((GameConnection *)cptr)->repackClientDatablock(bstream, start_pos);
((GameConnection *)cptr)->restoreStringBuffering(bstream);
#endif
}
void SimDataBlockEvent::write(NetConnection *cptr, BitStream *bstream)
{
if(bstream->writeFlag(mProcess))
{
bstream->writeInt(id - DataBlockObjectIdFirst,DataBlockObjectIdBitSize);
S32 classId = mObj->getClassId(cptr->getNetClassGroup());
bstream->writeClassId(classId, NetClassTypeDataBlock, cptr->getNetClassGroup());
bstream->writeInt(mIndex, DataBlockObjectIdBitSize);
bstream->writeInt(mTotal, DataBlockObjectIdBitSize + 1);
mObj->packData(bstream);
}
}
void SimDataBlockEvent::process(NetConnection *cptr)
{
if(mProcess)
{
//call the console function to set the number of blocks to be sent
Con::executef("onDataBlockObjectReceived", mIndex, mTotal);
String &errorBuffer = NetConnection::getErrorBuffer();
// Register the datablock object if this is a new DB
// and not for a modified datablock event.
if( !mObj->isProperlyAdded() )
{
// This is a fresh datablock object.
// Perform preload on datablock and register
// the object.
GameConnection* conn = dynamic_cast< GameConnection* >( cptr );
if( conn )
conn->preloadDataBlock( mObj );
if( mObj->registerObject(id) )
{
cptr->addObject( mObj );
mObj = NULL;
}
}
else
{
// This is an update to an existing datablock. Preload
// to finish this.
mObj->preload( false, errorBuffer );
mObj = NULL;
}
}
}
//----------------------------------------------------------------------------
static F32 SoundPosAccuracy = 0.5;
static S32 SoundRotBits = 8;
SimSoundAssetEvent::SimSoundAssetEvent(AssetPtr<SoundAsset> asset, const MatrixF* mat)
{
// cant get here unless the asset is declared.
mAsset = asset;
if (mat)
mTransform = *mat;
}
void SimSoundAssetEvent::pack(NetConnection* con, BitStream* stream)
{
NetStringHandle assetIdStr = mAsset->getAssetId();
con->packNetStringHandleU(stream, assetIdStr);
// only stream if this is a 3d sound asset.
if (mAsset->is3D())
{
SFXDescription* ad = mAsset->getSfxDescription();
if (stream->writeFlag(ad->mConeInsideAngle || ad->mConeOutsideAngle))
{
QuatF q(mTransform);
q.normalize();
// LH - we can get a valid quat that's very slightly over 1 in and so
// this fails (barely) check against zero. So use some error-
AssertFatal((1.0 - ((q.x * q.x) + (q.y * q.y) + (q.z * q.z))) >= (0.0 - 0.001),
"QuatF::normalize() is broken in Sim3DAudioEvent");
stream->writeSignedFloat(q.x, SoundRotBits);
stream->writeSignedFloat(q.y, SoundRotBits);
stream->writeSignedFloat(q.z, SoundRotBits);
stream->writeFlag(q.w < 0.0);
}
Point3F pos;
mTransform.getColumn(3, &pos);
stream->writeCompressedPoint(pos, SoundPosAccuracy);
}
}
void SimSoundAssetEvent::write(NetConnection* con, BitStream* stream)
{
// Just do the normal pack...
pack(con, stream);
}
void SimSoundAssetEvent::unpack(NetConnection* con, BitStream* stream)
{
StringTableEntry temp = StringTable->insert(con->unpackNetStringHandleU(stream).getString());
if (AssetDatabase.isDeclaredAsset(temp))
{
AssetPtr<SoundAsset> tempSoundAsset;
tempSoundAsset = temp;
mAsset = temp;
}
if (mAsset->is3D())
{
if (stream->readFlag()) {
QuatF q;
q.x = stream->readSignedFloat(SoundRotBits);
q.y = stream->readSignedFloat(SoundRotBits);
q.z = stream->readSignedFloat(SoundRotBits);
F32 value = ((q.x * q.x) + (q.y * q.y) + (q.z * q.z));
// #ifdef __linux
// Hmm, this should never happen, but it does...
if (value > 1.f)
value = 1.f;
// #endif
q.w = mSqrt(1.f - value);
if (stream->readFlag())
q.w = -q.w;
q.setMatrix(&mTransform);
}
else
mTransform.identity();
Point3F pos;
stream->readCompressedPoint(&pos, SoundPosAccuracy);
mTransform.setColumn(3, pos);
}
}
void SimSoundAssetEvent::process(NetConnection* con)
{
if (mAsset->is3D())
SFX->playOnce(mAsset->getSfxProfile(), &mTransform);
else
SFX->playOnce(mAsset->getSfxProfile());
}
Sim2DAudioEvent::Sim2DAudioEvent(SFXProfile *profile)
{
mProfile = profile;
}
void Sim2DAudioEvent::pack(NetConnection *, BitStream *bstream)
{
bstream->writeInt( mProfile->getId() - DataBlockObjectIdFirst, DataBlockObjectIdBitSize);
}
void Sim2DAudioEvent::write(NetConnection *, BitStream *bstream)
{
bstream->writeInt( mProfile->getId() - DataBlockObjectIdFirst, DataBlockObjectIdBitSize);
}
void Sim2DAudioEvent::unpack(NetConnection *, BitStream *bstream)
{
SimObjectId id = bstream->readInt(DataBlockObjectIdBitSize) + DataBlockObjectIdFirst;
Sim::findObject(id, mProfile);
}
void Sim2DAudioEvent::process(NetConnection *)
{
if (mProfile)
SFX->playOnce( mProfile );
}
Sim3DAudioEvent::Sim3DAudioEvent(SFXProfile *profile,const MatrixF* mat)
{
mProfile = profile;
if (mat)
mTransform = *mat;
}
void Sim3DAudioEvent::pack(NetConnection *con, BitStream *bstream)
{
bstream->writeInt(mProfile->getId() - DataBlockObjectIdFirst, DataBlockObjectIdBitSize);
// If the sound has cone parameters, the orientation is
// transmitted as well.
SFXDescription* ad = mProfile->getDescription();
if ( bstream->writeFlag( ad->mConeInsideAngle || ad->mConeOutsideAngle ) )
{
QuatF q(mTransform);
q.normalize();
// LH - we can get a valid quat that's very slightly over 1 in and so
// this fails (barely) check against zero. So use some error-
AssertFatal((1.0 - ((q.x * q.x) + (q.y * q.y) + (q.z * q.z))) >= (0.0 - 0.001),
"QuatF::normalize() is broken in Sim3DAudioEvent");
bstream->writeSignedFloat(q.x,SoundRotBits);
bstream->writeSignedFloat(q.y,SoundRotBits);
bstream->writeSignedFloat(q.z,SoundRotBits);
bstream->writeFlag(q.w < 0.0);
}
Point3F pos;
mTransform.getColumn(3,&pos);
bstream->writeCompressedPoint(pos,SoundPosAccuracy);
}
void Sim3DAudioEvent::write(NetConnection *con, BitStream *bstream)
{
// Just do the normal pack...
pack(con,bstream);
}
void Sim3DAudioEvent::unpack(NetConnection *con, BitStream *bstream)
{
SimObjectId id = bstream->readInt(DataBlockObjectIdBitSize) + DataBlockObjectIdFirst;
Sim::findObject(id, mProfile);
if (bstream->readFlag()) {
QuatF q;
q.x = bstream->readSignedFloat(SoundRotBits);
q.y = bstream->readSignedFloat(SoundRotBits);
q.z = bstream->readSignedFloat(SoundRotBits);
F32 value = ((q.x * q.x) + (q.y * q.y) + (q.z * q.z));
// #ifdef __linux
// Hmm, this should never happen, but it does...
if ( value > 1.f )
value = 1.f;
// #endif
q.w = mSqrt(1.f - value);
if (bstream->readFlag())
q.w = -q.w;
q.setMatrix(&mTransform);
}
else
mTransform.identity();
Point3F pos;
bstream->readCompressedPoint(&pos,SoundPosAccuracy);
mTransform.setColumn(3, pos);
}
void Sim3DAudioEvent::process(NetConnection *)
{
if (mProfile)
SFX->playOnce( mProfile, &mTransform );
}