Torque3D/Engine/source/T3D/gameBase/gameBase.h
Vincent Gee 55bdfe5dc3 This adds limiting the ghost data to a specific area around the client.
By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it.
The distance can be set via the mission file by adding

visibleGhostDistance = "1000";

Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION

The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance

The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
2014-11-05 23:14:39 -05:00

460 lines
17 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.
//-----------------------------------------------------------------------------
#ifndef _GAMEBASE_H_
#define _GAMEBASE_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _PROCESSLIST_H_
#include "T3D/gameBase/processList.h"
#endif
#ifndef _TICKCACHE_H_
#include "T3D/gameBase/tickCache.h"
#endif
#ifndef _DYNAMIC_CONSOLETYPES_H_
#include "console/dynamicTypes.h"
#endif
#include "torqueConfig.h"
#ifdef GHOSTSCOPING
#ifndef __SCENEMANAGER_H__
#include "scene/sceneManager.h"
#define __SCENEMANAGER_H__
#endif
#endif
class NetConnection;
class ProcessList;
class GameBase;
struct Move;
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
/// Scriptable, demo-able datablock.
///
/// This variant of SimDataBlock performs these additional tasks:
/// - Linking datablock's namepsaces to the namespace of their C++ class, so
/// that datablocks can expose script functionality.
/// - Linking datablocks to a user defined scripting namespace, by setting the
/// 'class' field at datablock definition time.
/// - Adds a category field; this is used by the world creator in the editor to
/// classify creatable shapes. Creatable shapes are placed under the Shapes
/// node in the treeview for this; additional levels are created, named after
/// the category fields.
/// - Adds support for demo stream recording. This support takes the form
/// of the member variable packed. When a demo is being recorded by a client,
/// data is unpacked, then packed again to the data stream, then, in the case
/// of datablocks, preload() is called to process the data. It is occasionally
/// the case that certain references in the datablock stream cannot be resolved
/// until preload is called, in which case a raw ID field is stored in the variable
/// which will eventually be used to store a pointer to the object. However, if
/// packData() is called before we resolve this ID, trying to call getID() on the
/// objecct ID would be a fatal error. Therefore, in these cases, we test packed;
/// if it is true, then we know we have to write the raw data, instead of trying
/// to resolve an ID.
///
/// @see SimDataBlock for further details about datablocks.
/// @see http://hosted.tribalwar.com/t2faq/datablocks.shtml for an excellent
/// explanation of the basics of datablocks from a scripting perspective.
/// @nosubgrouping
struct GameBaseData : public SimDataBlock
{
private:
typedef SimDataBlock Parent;
public:
bool packed;
StringTableEntry category;
// Signal triggered when this datablock is modified.
// GameBase objects referencing this datablock notify with this signal.
Signal<void(void)> mReloadSignal;
// Triggers the reload signal.
void inspectPostApply();
bool onAdd();
// The derived class should provide the following:
DECLARE_CONOBJECT(GameBaseData);
GameBaseData();
static void initPersistFields();
bool preload(bool server, String &errorStr);
void unpackData(BitStream* stream);
/// @name Callbacks
/// @{
DECLARE_CALLBACK( void, onAdd, ( GameBase* obj ) );
DECLARE_CALLBACK( void, onRemove, ( GameBase* obj ) );
DECLARE_CALLBACK( void, onNewDataBlock, ( GameBase* obj ) );
DECLARE_CALLBACK( void, onMount, ( GameBase* obj, SceneObject* mountObj, S32 node ) );
DECLARE_CALLBACK( void, onUnmount, ( GameBase* obj, SceneObject* mountObj, S32 node ) );
/// @}
};
//----------------------------------------------------------------------------
// A few utility methods for sending datablocks over the net
//----------------------------------------------------------------------------
bool UNPACK_DB_ID(BitStream *, U32 & id);
bool PACK_DB_ID(BitStream *, U32 id);
bool PRELOAD_DB(U32 & id, SimDataBlock **, bool server, const char * clientMissing = NULL, const char * serverMissing = NULL);
//----------------------------------------------------------------------------
class GameConnection;
class WaterObject;
class MoveList;
// For truly it is written: "The wise man extends GameBase for his purposes,
// while the fool has the ability to eject shell casings from the belly of his
// dragon." -- KillerBunny
/// Base class for game objects which use datablocks, networking, are editable,
/// and need to process ticks.
///
/// @section GameBase_process GameBase and ProcessList
///
/// GameBase adds two kinds of time-based updates. Torque works off of a concept
/// of ticks. Ticks are slices of time 32 milliseconds in length. There are three
/// methods which are used to update GameBase objects that are registered with
/// the ProcessLists:
/// - processTick(Move*) is called on each object once for every tick, regardless
/// of the "real" framerate.
/// - interpolateTick(float) is called on client objects when they need to interpolate
/// to match the next tick.
/// - advanceTime(float) is called on client objects so they can do time-based behaviour,
/// like updating animations.
///
/// Torque maintains a server and a client processing list; in a local game, both
/// are populated, while in multiplayer situations, either one or the other is
/// populated.
///
/// You can control whether an object is considered for ticking by means of the
/// setProcessTick() method.
///
/// @section GameBase_datablock GameBase and Datablocks
///
/// GameBase adds support for datablocks. Datablocks are secondary classes which store
/// static data for types of game elements. For instance, this means that all "light human
/// male armor" type Players share the same datablock. Datablocks typically store not only
/// raw data, but perform precalculations, like finding nodes in the game model, or
/// validating movement parameters.
///
/// There are three parts to the datablock interface implemented in GameBase:
/// - <b>getDataBlock()</b>, which gets a pointer to the current datablock. This is
/// mostly for external use; for in-class use, it's better to directly access the
/// mDataBlock member.
/// - <b>setDataBlock()</b>, which sets mDataBlock to point to a new datablock; it
/// uses the next part of the interface to inform subclasses of this.
/// - <b>onNewDataBlock()</b> is called whenever a new datablock is assigned to a GameBase.
///
/// Datablocks are also usable through the scripting language.
///
/// @see SimDataBlock for more details.
///
/// @section GameBase_networking GameBase and Networking
///
/// writePacketData() and readPacketData() are called to transfer information needed for client
/// side prediction. They are usually used when updating a client of its control object state.
///
/// Subclasses of GameBase usually transmit positional and basic status data in the packUpdate()
/// functions, while giving velocity, momentum, and similar state information in the writePacketData().
///
/// writePacketData()/readPacketData() are called <i>in addition</i> to packUpdate/unpackUpdate().
///
/// @nosubgrouping
class GameBase : public SceneObject
{
typedef SceneObject Parent;
/// @name Datablock
/// @{
GameBaseData* mDataBlock;
/// @}
TickCache mTickCache;
// Control interface
GameConnection* mControllingClient;
public:
static bool gShowBoundingBox; ///< Should we render bounding boxes?
protected:
F32 mCameraFov;
/// The WaterObject we are currently within.
WaterObject *mCurrentWaterObject;
static bool setDataBlockProperty( void *object, const char *index, const char *data );
#ifdef TORQUE_DEBUG_NET_MOVES
U32 mLastMoveId;
U32 mTicksSinceLastMove;
bool mIsAiControlled;
#endif
public:
GameBase();
~GameBase();
enum GameBaseMasks {
DataBlockMask = Parent::NextFreeMask << 0,
ExtendedInfoMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
// net flags added by game base
enum
{
NetOrdered = BIT(Parent::MaxNetFlagBit+1), /// Process in same order on client and server.
NetNearbyAdded = BIT(Parent::MaxNetFlagBit+2), /// Is set during client catchup when neighbors have been checked.
GhostUpdated = BIT(Parent::MaxNetFlagBit+3), /// Is set whenever ghost updated (and reset) on the client, for hifi objects.
TickLast = BIT(Parent::MaxNetFlagBit+4), /// Tick this object after all others.
NewGhost = BIT(Parent::MaxNetFlagBit+5), /// This ghost was just added during the last update.
HiFiPassive = BIT(Parent::MaxNetFlagBit+6), /// Do not interact with other hifi passive objects.
MaxNetFlagBit = Parent::MaxNetFlagBit+6
};
/// @name Inherited Functionality.
/// @{
bool onAdd();
void onRemove();
void inspectPostApply();
static void initPersistFields();
static void consoleInit();
/// @}
///@name Datablock
///@{
/// Assigns this object a datablock and loads attributes with onNewDataBlock.
///
/// @see onNewDataBlock
/// @param dptr Datablock
bool setDataBlock( GameBaseData *dptr );
/// Returns the datablock for this object.
GameBaseData* getDataBlock() { return mDataBlock; }
/// Called when a new datablock is set. This allows subclasses to
/// appropriately handle new datablocks.
///
/// @see setDataBlock()
/// @param dptr New datablock
/// @param reload Is this a new datablock or are we reloading one
/// we already had.
virtual bool onNewDataBlock( GameBaseData *dptr, bool reload );
///@}
/// @name Script
/// The scriptOnXX methods are invoked by the leaf classes
/// @{
/// Executes the 'onAdd' script function for this object.
/// @note This must be called after everything is ready
void scriptOnAdd();
/// Executes the 'onNewDataBlock' script function for this object.
///
/// @note This must be called after everything is loaded.
void scriptOnNewDataBlock();
/// Executes the 'onRemove' script function for this object.
/// @note This must be called while the object is still valid
void scriptOnRemove();
/// @}
// ProcessObject override
void processTick( const Move *move );
/// @name GameBase NetFlags & Hifi-Net Interface
/// @{
/// Set or clear the GhostUpdated bit in our NetFlags.
/// @see GhostUpdated
void setGhostUpdated( bool b ) { if (b) mNetFlags.set(GhostUpdated); else mNetFlags.clear(GhostUpdated); }
/// Returns true if the GhostUpdated bit in our NetFlags is set.
/// @see GhostUpdated
bool isGhostUpdated() const { return mNetFlags.test(GhostUpdated); }
/// Set or clear the NewGhost bit in our NetFlags.
/// @see NewGhost
void setNewGhost( bool n ) { if (n) mNetFlags.set(NewGhost); else mNetFlags.clear(NewGhost); }
/// Returns true if the NewGhost bit in out NetFlags is set.
/// @see NewGhost
bool isNewGhost() const { return mNetFlags.test(NewGhost); }
/// Set or clear the NetNearbyAdded bit in our NetFlags.
/// @see NetNearbyAdded
void setNetNearbyAdded( bool b ) { if (b) mNetFlags.set(NetNearbyAdded); else mNetFlags.clear(NetNearbyAdded); }
/// Returns true if the NetNearby bit in our NetFlags is set.
/// @see NetNearbyAdded
bool isNetNearbyAdded() const { return mNetFlags.test(NetNearbyAdded); }
/// Returns true if the HiFiPassive bit in our NetFlags is set.
/// @see HiFiPassive
bool isHifiPassive() const { return mNetFlags.test(HiFiPassive); }
/// Returns true if the TickLast bit in our NetFlags is set.
/// @see TickLast
bool isTickLast() const { return mNetFlags.test(TickLast); }
/// Returns true if the NetOrdered bit in our NetFlags is set.
/// @see NetOrdered
bool isNetOrdered() const { return mNetFlags.test(NetOrdered); }
/// Called during client catchup under the hifi-net model.
virtual void computeNetSmooth( F32 backDelta ) {}
/// Returns TickCache used under the hifi-net model.
TickCache& getTickCache() { return mTickCache; }
/// @}
/// @name Network
/// @see NetObject, NetConnection
/// @{
F32 getUpdatePriority( CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips );
U32 packUpdate ( NetConnection *conn, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *conn, BitStream *stream );
/// Write state information necessary to perform client side prediction of an object.
///
/// This information is sent only to the controlling object. For example, if you are a client
/// controlling a Player, the server uses writePacketData() instead of packUpdate() to
/// generate the data you receive.
///
/// @param conn Connection for which we're generating this data.
/// @param stream Bitstream for output.
virtual void writePacketData( GameConnection *conn, BitStream *stream );
/// Read data written with writePacketData() and update the object state.
///
/// @param conn Connection for which we're generating this data.
/// @param stream Bitstream to read.
virtual void readPacketData( GameConnection *conn, BitStream *stream );
/// Gets the checksum for packet data.
///
/// Basically writes a packet, does a CRC check on it, and returns
/// that CRC.
///
/// @see writePacketData
/// @param conn Game connection
virtual U32 getPacketDataChecksum( GameConnection *conn );
///@}
/// @name Mounted objects ( overrides )
/// @{
public:
virtual void onMount( SceneObject *obj, S32 node );
virtual void onUnmount( SceneObject *obj,S32 node );
/// @}
/// @name User control
/// @{
/// Returns the client controlling this object
GameConnection *getControllingClient() { return mControllingClient; }
const GameConnection *getControllingClient() const { return mControllingClient; }
/// Returns the MoveList of the client controlling this object.
/// If there is no client it returns NULL;
MoveList* getMoveList();
/// Sets the client controlling this object
/// @param client Client that is now controlling this object
virtual void setControllingClient( GameConnection *client );
virtual GameBase * getControllingObject() { return NULL; }
virtual GameBase * getControlObject() { return NULL; }
virtual void setControlObject( GameBase * ) { }
/// @}
virtual F32 getDefaultCameraFov() { return 90.f; }
virtual F32 getCameraFov() { return 90.f; }
virtual void setCameraFov( F32 fov ) { }
virtual bool isValidCameraFov( F32 fov ) { return true; }
virtual bool useObjsEyePoint() const { return false; }
virtual bool onlyFirstPerson() const { return false; }
virtual F32 getDamageFlash() const { return 0.0f; }
virtual F32 getWhiteOut() const { return 0.0f; }
// Not implemented here, but should return the Camera to world transformation matrix
virtual void getCameraTransform (F32 *pos, MatrixF *mat ) { *mat = MatrixF::Identity; }
/// Returns the water object we are colliding with, it is up to derived
/// classes to actually set this object.
virtual WaterObject* getCurrentWaterObject() { return mCurrentWaterObject; }
#ifdef TORQUE_DEBUG_NET_MOVES
bool isAIControlled() const { return mIsAiControlled; }
#endif
DECLARE_CONOBJECT (GameBase );
/// @name Callbacks
/// @{
DECLARE_CALLBACK( void, setControl, ( bool controlled ) );
/// @}
private:
/// This is called by the reload signal in our datablock when it is
/// modified in the editor.
///
/// This method is private and is not virtual. To handle a datablock-modified
/// even in a child-class specific way you should override onNewDatablock
/// and handle the reload( true ) case.
///
/// Warning: For local-client, editor situations only.
///
/// Warning: Do not attempt to call .remove or .notify on mDataBlock->mReloadSignal
/// within this callback.
///
void _onDatablockModified();
};
#endif // _GAMEBASE_H_