Torque3D/Engine/source/T3D/gameBase/gameConnection.h
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

447 lines
15 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.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _GAMECONNECTION_H_
#define _GAMECONNECTION_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _GAMEBASE_H_
#include "T3D/gameBase/gameBase.h"
#endif
#ifndef _NETCONNECTION_H_
#include "sim/netConnection.h"
#endif
#ifndef _MOVEMANAGER_H_
#include "T3D/gameBase/moveManager.h"
#endif
#ifndef _BITVECTOR_H_
#include "core/bitVector.h"
#endif
enum GameConnectionConstants
{
MaxClients = 126,
DataBlockQueueCount = 16
};
class IDisplayDevice;
class SFXProfile;
class MatrixF;
class MatrixF;
class Point3F;
class MoveManager;
class MoveList;
struct Move;
struct AuthInfo;
// To disable datablock caching, remove or comment out the AFX_CAP_DATABLOCK_CACHE define below.
// Also, at a minimum, the following script preferences should be set to false:
// $pref::Client::EnableDatablockCache = false; (in arcane.fx/client/defaults.tscript)
// $Pref::Server::EnableDatablockCache = false; (in arcane.fx/server/defaults.tscript)
// Alternatively, all script code marked with "DATABLOCK CACHE CODE" can be removed or
// commented out.
//
#define AFX_CAP_DATABLOCK_CACHE
const F32 MinCameraFov = 1.f; ///< min camera FOV
const F32 MaxCameraFov = 179.f; ///< max camera FOV
class GameConnection : public NetConnection
{
private:
typedef NetConnection Parent;
SimObjectPtr<GameBase> mControlObject;
SimObjectPtr<GameBase> mCameraObject;
U32 mDataBlockSequence;
char mDisconnectReason[256];
U32 mMissionCRC; // crc of the current mission file from the server
F32 mVisibleGhostDistance;
private:
U32 mLastControlRequestTime;
S32 mDataBlockModifiedKey;
S32 mMaxDataBlockModifiedKey;
/// @name Client side first/third person
/// @{
///
bool mFirstPerson; ///< Are we currently first person or not.
bool mUpdateFirstPerson; ///< Set to notify client or server of first person change.
bool mUpdateCameraFov; ///< Set to notify server of camera FOV change.
F32 mCameraFov; ///< Current camera fov (in degrees).
F32 mCameraPos; ///< Current camera pos (0-1).
F32 mCameraSpeed; ///< Camera in/out speed.
IDisplayDevice* mDisplayDevice; ///< Optional client display device that imposes rendering properties.
/// @}
/// @name Client side control scheme that may be referenced by control objects
/// @{
bool mUpdateControlScheme; ///< Set to notify client or server of control scheme change
bool mAbsoluteRotation; ///< Use absolute rotation values from client, likely through ExtendedMove
bool mAddYawToAbsRot; ///< Add relative yaw control to the absolute rotation calculation. Only useful with mAbsoluteRotation.
bool mAddPitchToAbsRot; ///< Add relative pitch control to the absolute rotation calculation. Only useful with mAbsoluteRotation.
/// @}
public:
/// @name Protocol Versions
///
/// Protocol versions are used to indicated changes in network traffic.
/// These could be changes in how any object transmits or processes
/// network information. You can specify backwards compatibility by
/// specifying a MinRequireProtocolVersion. If the client
/// protocol is >= this min value, the connection is accepted.
///
/// Torque (V12) SDK 1.0 uses protocol = 1
///
/// Torque SDK 1.1 uses protocol = 2
/// Torque SDK 1.4 uses protocol = 12
/// @{
static const U32 CurrentProtocolVersion;
static const U32 MinRequiredProtocolVersion;
/// @}
/// Configuration
enum Constants {
BlockTypeMove = NetConnectionBlockTypeCount,
GameConnectionBlockTypeCount,
MaxConnectArgs = 16,
DataBlocksDone = NumConnectionMessages,
DataBlocksDownloadDone,
};
/// Set connection arguments; these are passed to the server when we connect.
void setConnectArgs(U32 argc, const char **argv);
/// Set the server password to use when we join.
void setJoinPassword(const char *password);
/// @name Event Handling
/// @{
virtual void onTimedOut();
virtual void onConnectTimedOut();
virtual void onDisconnect(const char *reason);
virtual void onConnectionRejected(const char *reason);
virtual void onConnectionEstablished(bool isInitiator);
virtual void handleStartupError(const char *errorString);
/// @}
/// @name Packet I/O
/// @{
virtual void writeConnectRequest(BitStream *stream);
virtual bool readConnectRequest(BitStream *stream, const char **errorString);
virtual void writeConnectAccept(BitStream *stream);
virtual bool readConnectAccept(BitStream *stream, const char **errorString);
/// @}
bool canRemoteCreate();
void setVisibleGhostDistance(F32 dist);
F32 getVisibleGhostDistance();
private:
/// @name Connection State
/// This data is set with setConnectArgs() and setJoinPassword(), and
/// sent across the wire when we connect.
/// @{
U32 mConnectArgc;
char *mConnectArgv[MaxConnectArgs];
char *mJoinPassword;
/// @}
protected:
struct GamePacketNotify : public NetConnection::PacketNotify
{
S32 cameraFov;
GamePacketNotify();
};
PacketNotify *allocNotify();
bool mControlForceMismatch;
Vector<SimDataBlock *> mDataBlockLoadList;
public:
MoveList *mMoveList;
protected:
bool mAIControlled;
AuthInfo * mAuthInfo;
static S32 mLagThresholdMS;
S32 mLastPacketTime;
bool mLagging;
/// @name Flashing
////
/// Note, these variables are not networked, they are for the local connection only.
/// @{
F32 mDamageFlash;
F32 mWhiteOut;
F32 mBlackOut;
S32 mBlackOutTimeMS;
S32 mBlackOutStartTimeMS;
bool mFadeToBlack;
/// @}
/// @name Packet I/O
/// @{
void readPacket (BitStream *bstream);
void writePacket (BitStream *bstream, PacketNotify *note);
void packetReceived (PacketNotify *note);
void packetDropped (PacketNotify *note);
void connectionError (const char *errorString);
void writeDemoStartBlock (ResizeBitStream *stream);
bool readDemoStartBlock (BitStream *stream);
void handleRecordedBlock (U32 type, U32 size, void *data);
/// @}
void ghostWriteExtra(NetObject *,BitStream *);
void ghostReadExtra(NetObject *,BitStream *, bool newGhost);
void ghostPreRead(NetObject *, bool newGhost);
virtual void onEndGhosting();
public:
DECLARE_CONOBJECT(GameConnection);
void handleConnectionMessage(U32 message, U32 sequence, U32 ghostCount);
void preloadDataBlock(SimDataBlock *block);
void fileDownloadSegmentComplete();
void preloadNextDataBlock(bool hadNew);
static void consoleInit();
void setDisconnectReason(const char *reason);
GameConnection();
~GameConnection();
bool onAdd();
void onRemove();
static GameConnection *getConnectionToServer()
{
return dynamic_cast<GameConnection*>((NetConnection *) mServerConnection);
}
static GameConnection *getLocalClientConnection()
{
return dynamic_cast<GameConnection*>((NetConnection *) mLocalClientConnection);
}
/// @name Control object
/// @{
///
void setControlObject(GameBase *);
GameBase* getControlObject() { return mControlObject; }
const GameBase* getControlObject() const { return mControlObject; }
void setCameraObject(GameBase *);
GameBase* getCameraObject();
bool getControlCameraTransform(F32 dt,MatrixF* mat);
bool getControlCameraVelocity(Point3F *vel);
/// Returns the head transform for the control object, using supplemental information
/// from the provided IDisplayDevice
bool getControlCameraHeadTransform(IDisplayDevice *display, MatrixF *transform);
/// Returns the eye transforms for the control object, using supplemental information
/// from the provided IDisplayDevice.
bool getControlCameraEyeTransforms(IDisplayDevice *display, MatrixF *transforms);
bool getControlCameraDefaultFov(F32 *fov);
bool getControlCameraFov(F32 *fov);
bool setControlCameraFov(F32 fov);
bool isValidControlCameraFov(F32 fov);
// Used by editor
bool isControlObjectRotDampedCamera();
void setFirstPerson(bool firstPerson);
bool hasDisplayDevice() const { return mDisplayDevice != NULL; }
IDisplayDevice* getDisplayDevice() const { return mDisplayDevice; }
void setDisplayDevice(IDisplayDevice* display) { if (mDisplayDevice) mDisplayDevice->setDrawCanvas(NULL); mDisplayDevice = display; }
void clearDisplayDevice() { mDisplayDevice = NULL; }
void setControlSchemeParameters(bool absoluteRotation, bool addYawToAbsRot, bool addPitchToAbsRot);
bool getControlSchemeAbsoluteRotation() {return mAbsoluteRotation;}
bool getControlSchemeAddYawToAbsRot() {return mAddYawToAbsRot;}
bool getControlSchemeAddPitchToAbsRot() {return mAddPitchToAbsRot;}
/// @}
void detectLag();
/// @name Datablock management
/// @{
S32 getDataBlockModifiedKey () { return mDataBlockModifiedKey; }
void setDataBlockModifiedKey (S32 key) { mDataBlockModifiedKey = key; }
S32 getMaxDataBlockModifiedKey () { return mMaxDataBlockModifiedKey; }
void setMaxDataBlockModifiedKey (S32 key) { mMaxDataBlockModifiedKey = key; }
/// Return the datablock sequence number that this game connection is on.
/// The datablock sequence number is synchronized to the mission sequence number
/// on each datablock transmission.
U32 getDataBlockSequence() { return mDataBlockSequence; }
/// Set the datablock sequence number.
void setDataBlockSequence(U32 seq) { mDataBlockSequence = seq; }
/// @}
/// @name Fade control
/// @{
F32 getDamageFlash() const { return mDamageFlash; }
F32 getWhiteOut() const { return mWhiteOut; }
void setBlackOut(bool fadeToBlack, S32 timeMS);
F32 getBlackOut();
/// @}
/// @name Authentication
///
/// This is remnant code from Tribes 2.
/// @{
void setAuthInfo(const AuthInfo *info);
const AuthInfo *getAuthInfo();
/// @}
/// @name Sound
/// @{
void play2D(StringTableEntry assetId);
void play3D(StringTableEntry assetId, const MatrixF *transform);
/// @}
/// @name Misc.
/// @{
bool isFirstPerson() const { return mCameraPos == 0; }
bool isAIControlled() { return mAIControlled; }
void doneScopingScene();
void demoPlaybackComplete();
void setMissionCRC(U32 crc) { mMissionCRC = crc; }
U32 getMissionCRC() { return(mMissionCRC); }
/// @}
static Signal<void(F32)> smFovUpdate;
static Signal<void()> smPlayingDemo;
protected:
DECLARE_CALLBACK( void, onConnectionTimedOut, () );
DECLARE_CALLBACK( void, onConnectionAccepted, () );
DECLARE_CALLBACK( void, onConnectRequestTimedOut, () );
DECLARE_CALLBACK( void, onConnectionDropped, (const char* reason) );
DECLARE_CALLBACK( void, onConnectRequestRejected, (const char* reason) );
DECLARE_CALLBACK( void, onConnectionError, (const char* errorString) );
DECLARE_CALLBACK( void, onDrop, (const char* disconnectReason) );
DECLARE_CALLBACK( void, initialControlSet, () );
DECLARE_CALLBACK( void, onControlObjectChange, () );
DECLARE_CALLBACK( void, setLagIcon, (bool state) );
DECLARE_CALLBACK( void, onDataBlocksDone, (U32 sequence) );
DECLARE_CALLBACK( void, onFlash, (bool state) );
#ifdef TORQUE_AFX_ENABLED
// GameConnection is modified to keep track of object selections which are used in
// spell targeting. This code stores the current object selection as well as the
// current rollover object beneath the cursor. The rollover object is treated as a
// pending object selection and actual object selection is usually made by promoting
// the rollover object to the current object selection.
private:
SimObjectPtr<SceneObject> mRolloverObj;
SimObjectPtr<SceneObject> mPreSelectedObj;
SimObjectPtr<SceneObject> mSelectedObj;
bool mChangedSelectedObj;
U32 mPreSelectTimestamp;
protected:
virtual void onDeleteNotify(SimObject*);
public:
void setRolloverObj(SceneObject*);
SceneObject* getRolloverObj() { return mRolloverObj; }
void setSelectedObj(SceneObject*, bool propagate_to_client=false);
SceneObject* getSelectedObj() { return mSelectedObj; }
void setPreSelectedObjFromRollover();
void clearPreSelectedObj();
void setSelectedObjFromPreSelected();
// Flag is added to indicate when a client is fully connected or "zoned-in".
// This information determines when AFX will startup active effects on a newly
// added client.
private:
bool zoned_in;
public:
bool isZonedIn() const { return zoned_in; }
void setZonedIn() { zoned_in = true; }
#endif
#ifdef AFX_CAP_DATABLOCK_CACHE
private:
static StringTableEntry server_cache_filename;
static StringTableEntry client_cache_filename;
static bool server_cache_on;
static bool client_cache_on;
BitStream* client_db_stream;
U32 server_cache_CRC;
public:
void repackClientDatablock(BitStream*, S32 start_pos);
void saveDatablockCache(bool on_server);
void loadDatablockCache();
bool loadDatablockCache_Begin();
bool loadDatablockCache_Continue();
void tempDisableStringBuffering(BitStream* bs) const;
void restoreStringBuffering(BitStream* bs) const;
void setServerCacheCRC(U32 crc) { server_cache_CRC = crc; }
static void resetDatablockCache();
static bool serverCacheEnabled() { return server_cache_on; }
static bool clientCacheEnabled() { return client_cache_on; }
static const char* serverCacheFilename() { return server_cache_filename; }
static const char* clientCacheFilename() { return client_cache_filename; }
#endif
};
#endif