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

2238 lines
72 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "T3D/gameBase/gameConnection.h"
#include "platform/profiler.h"
#include "core/dnet.h"
#include "core/util/safeDelete.h"
#include "core/stream/bitStream.h"
#include "console/consoleTypes.h"
#include "console/simBase.h"
#include "sfx/sfxProfile.h"
#include "sfx/sfxDescription.h"
#include "app/game.h"
#include "app/auth.h"
#include "T3D/camera.h"
#include "T3D/gameBase/gameProcess.h"
#include "T3D/gameBase/gameConnectionEvents.h"
#include "console/engineAPI.h"
#include "math/mTransform.h"
#ifdef TORQUE_HIFI_NET
#include "T3D/gameBase/hifi/hifiMoveList.h"
#elif defined TORQUE_EXTENDED_MOVE
#include "T3D/gameBase/extended/extendedMoveList.h"
#else
#include "T3D/gameBase/std/stdMoveList.h"
#endif
//----------------------------------------------------------------------------
#define MAX_MOVE_PACKET_SENDS 4
#define ControlRequestTime 5000
const U32 GameConnection::CurrentProtocolVersion = 12;
const U32 GameConnection::MinRequiredProtocolVersion = 12;
//----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(GameConnection);
S32 GameConnection::mLagThresholdMS = 0;
Signal<void(F32)> GameConnection::smFovUpdate;
Signal<void()> GameConnection::smPlayingDemo;
ConsoleDocClass( GameConnection,
"@brief The game-specific subclass of NetConnection.\n\n"
"The GameConnection introduces the concept of the control object. The control object "
"is simply the object that the client is associated with that network connection controls. By "
"default the control object is an instance of the Player class, but can also be an instance "
"of Camera (when editing the mission, for example), or any other ShapeBase derived class as "
"appropriate for the game.\n\n"
"Torque uses a model in which the server is the authoritative master of the simulation. To "
"prevent clients from cheating, the server simulates all player moves and then tells the "
"client where his player is in the world. This model, while secure, can have problems. If "
"the network latency is high, this round-trip time can give the player a very noticeable sense "
"of movement lag. To correct this problem, the game uses a form of prediction - it simulates "
"the movement of the control object on the client and on the server both. This way the client "
"doesn't need to wait for round-trip verification of his moves. Only in the case of a force "
"acting on the control object on the server that doesn't exist on the client does the client's "
"position need to be forcefully changed.\n\n"
"To support this, all control objects (derivative of ShapeBase) must supply a writePacketData() "
"and readPacketData() function that send enough data to accurately simulate the object on the "
"client. These functions are only called for the current control object, and only when the "
"server can determine that the client's simulation is somehow out of sync with the server. This "
"occurs usually if the client is affected by a force not present on the server (like an "
"interpolating object) or if the server object is affected by a server only force (such as the "
"impulse from an explosion).\n\n"
"The Move structure is a 32 millisecond snapshot of player input, containing x, y, and z "
"positional and rotational changes as well as trigger state changes. When time passes in the "
"simulation moves are collected (depending on how much time passes), and applied to the current "
"control object on the client. The same moves are then packed over to the server in "
"GameConnection::writePacket(), for processing on the server's version of the control object.\n\n"
"@see @ref Networking, NetConnection, ShapeBase\n\n"
"@ingroup Networking\n");
//----------------------------------------------------------------------------
IMPLEMENT_CALLBACK( GameConnection, onConnectionTimedOut, void, (), (),
"@brief Called on the client when the connection to the server times out.\n\n");
IMPLEMENT_CALLBACK( GameConnection, onConnectionAccepted, void, (), (),
"@brief Called on the client when the connection to the server has been established.\n\n");
IMPLEMENT_CALLBACK( GameConnection, onConnectRequestTimedOut, void, (), (),
"@brief Called when connection attempts have timed out.\n\n");
IMPLEMENT_CALLBACK( GameConnection, onConnectionDropped, void, (const char* reason), (reason),
"@brief Called on the client when the connection to the server has been dropped.\n\n"
"@param reason The reason why the connection was dropped.\n\n");
IMPLEMENT_CALLBACK( GameConnection, onConnectRequestRejected, void, (const char* reason), (reason),
"@brief Called on the client when the connection to the server has been rejected.\n\n"
"@param reason The reason why the connection request was rejected.\n\n");
IMPLEMENT_CALLBACK( GameConnection, onConnectionError, void, (const char* errorString), (errorString),
"@brief Called on the client when there is an error with the connection to the server.\n\n"
"@param errorString The connection error text.\n\n");
IMPLEMENT_CALLBACK( GameConnection, onDrop, void, (const char* disconnectReason), (disconnectReason),
"@brief Called on the server when the client's connection has been dropped.\n\n"
"@param disconnectReason The reason why the connection was dropped.\n\n");
IMPLEMENT_CALLBACK( GameConnection, initialControlSet, void, (), (),
"@brief Called on the client when the first control object has been set by the "
"server and we are now ready to go.\n\n"
"A common action to perform when this callback is called is to switch the GUI "
"canvas from the loading screen and over to the 3D game GUI.");
IMPLEMENT_CALLBACK( GameConnection, onControlObjectChange, void, (), (),
"@brief Called on the client when the control object has been changed by the "
"server.\n\n");
IMPLEMENT_CALLBACK( GameConnection, setLagIcon, void, (bool state), (state),
"@brief Called on the client to display the lag icon.\n\n"
"When the connection with the server is lagging, this callback is called to "
"allow the game GUI to display some indicator to the player.\n\n"
"@param state Set to true if the lag icon should be displayed.\n\n");
IMPLEMENT_CALLBACK( GameConnection, onDataBlocksDone, void, (U32 sequence), (sequence),
"@brief Called on the server when all datablocks has been sent to the client.\n\n"
"During phase 1 of the mission download, all datablocks are sent from the server "
"to the client. Once all datablocks have been sent, this callback is called and "
"the mission download procedure may move on to the next phase.\n\n"
"@param sequence The sequence is common between the server and client and ensures "
"that the client is acting on the most recent mission start process. If an errant "
"network packet (one that was lost but has now been found) is received by the client "
"with an incorrect sequence, it is just ignored. This sequence number is updated on "
"the server every time a mission is loaded.\n\n"
"@see GameConnection::transmitDataBlocks()\n\n");
IMPLEMENT_GLOBAL_CALLBACK( onDataBlockObjectReceived, void, (U32 index, U32 total), (index, total),
"@brief Called on the client each time a datablock has been received.\n\n"
"This callback is typically used to notify the player of how far along "
"in the datablock download process they are.\n\n"
"@param index The index of the datablock just received.\n"
"@param total The total number of datablocks to be received.\n\n"
"@see GameConnection, GameConnection::transmitDataBlocks(), GameConnection::onDataBlocksDone()\n\n"
"@ingroup Networking\n");
IMPLEMENT_CALLBACK( GameConnection, onFlash, void, (bool state), (state),
"@brief Called on the client when the damage flash or white out states change.\n\n"
"When the server changes the damage flash or white out values, this callback is called "
"either is on or both are off. Typically this is used to enable the flash postFx.\n\n"
"@param state Set to true if either the damage flash or white out conditions are active.\n\n");
//----------------------------------------------------------------------------
GameConnection::GameConnection()
{
mLagging = false;
mControlObject = NULL;
mCameraObject = NULL;
#ifdef TORQUE_HIFI_NET
mMoveList = new HifiMoveList();
#elif defined TORQUE_EXTENDED_MOVE
mMoveList = new ExtendedMoveList();
#else
mMoveList = new StdMoveList();
#endif
mMoveList->setConnection( this );
mDataBlockModifiedKey = 0;
mMaxDataBlockModifiedKey = 0;
mAuthInfo = NULL;
mControlForceMismatch = false;
mConnectArgc = 0;
for(U32 i = 0; i < MaxConnectArgs; i++)
mConnectArgv[i] = 0;
mJoinPassword = NULL;
mMissionCRC = 0xffffffff;
mDamageFlash = mWhiteOut = 0;
mCameraPos = 0;
mCameraSpeed = 10;
mCameraFov = 90.f;
mUpdateCameraFov = false;
mAIControlled = false;
mDisconnectReason[0] = 0;
//blackout vars
mBlackOut = 0.0f;
mBlackOutTimeMS = 0;
mBlackOutStartTimeMS = 0;
mFadeToBlack = false;
// first person
mFirstPerson = true;
mUpdateFirstPerson = false;
// Control scheme
mUpdateControlScheme = false;
mAbsoluteRotation = false;
mAddYawToAbsRot = false;
mAddPitchToAbsRot = false;
#ifdef GHOSTSCOPING
mConnectionVisibleDistance = 0.0f;
#endif
clearDisplayDevice();
}
GameConnection::~GameConnection()
{
delete mAuthInfo;
for(U32 i = 0; i < mConnectArgc; i++)
dFree(mConnectArgv[i]);
dFree(mJoinPassword);
delete mMoveList;
}
//----------------------------------------------------------------------------
#ifdef GHOSTSCOPING
void GameConnection::setVisibleGhostDistance(F32 dist)
{
mConnectionVisibleDistance = dist;
}
F32 GameConnection::getVisibleGhostDistance()
{
return mConnectionVisibleDistance;
}
#endif
bool GameConnection::canRemoteCreate()
{
return true;
}
void GameConnection::setConnectArgs(U32 argc, const char **argv)
{
if(argc > MaxConnectArgs)
argc = MaxConnectArgs;
mConnectArgc = argc;
for(U32 i = 0; i < mConnectArgc; i++)
mConnectArgv[i] = dStrdup(argv[i]);
}
void GameConnection::setJoinPassword(const char *password)
{
mJoinPassword = dStrdup(password);
}
DefineEngineMethod( GameConnection, setJoinPassword, void, (const char* password),,
"@brief On the client, set the password that will be passed to the server.\n\n"
"On the server, this password is compared with what is stored in $pref::Server::Password. "
"If $pref::Server::Password is empty then the client's sent password is ignored. Otherwise, "
"if the passed in client password and the server password do not match, the CHR_PASSWORD "
"error string is sent back to the client and the connection is immediately terminated.\n\n"
"This password checking is performed quite early on in the connection request process so as "
"to minimize the impact of multiple failed attempts -- also known as hacking.")
{
object->setJoinPassword(password);
}
ConsoleMethod(GameConnection, setConnectArgs, void, 3, 17,
"(const char* args) @brief On the client, pass along a variable set of parameters to the server.\n\n"
"Once the connection is established with the server, the server calls its onConnect() method "
"with the client's passed in parameters as aruments.\n\n"
"@see GameConnection::onConnect()\n\n")
{
StringStackWrapper args(argc - 2, argv + 2);
object->setConnectArgs(args.count(), args);
}
void GameConnection::onTimedOut()
{
if(isConnectionToServer())
{
Con::printf("Connection to server timed out");
onConnectionTimedOut_callback();
}
else
{
Con::printf("Client %d timed out.", getId());
setDisconnectReason("TimedOut");
}
}
void GameConnection::onConnectionEstablished(bool isInitiator)
{
if(isInitiator)
{
setGhostFrom(false);
setGhostTo(true);
setSendingEvents(true);
setTranslatesStrings(true);
setIsConnectionToServer();
mServerConnection = this;
Con::printf("Connection established %d", getId());
onConnectionAccepted_callback();
}
else
{
setGhostFrom(true);
setGhostTo(false);
setSendingEvents(true);
setTranslatesStrings(true);
Sim::getClientGroup()->addObject(this);
mMoveList->init();
const char *argv[MaxConnectArgs + 2];
argv[0] = "onConnect";
argv[1] = NULL; // Filled in later
for(U32 i = 0; i < mConnectArgc; i++)
argv[i + 2] = mConnectArgv[i];
// NOTE: Need to fallback to Con::execute() as IMPLEMENT_CALLBACK does not
// support variadic functions.
Con::execute(this, mConnectArgc + 2, argv);
}
}
void GameConnection::onConnectTimedOut()
{
onConnectRequestTimedOut_callback();
}
void GameConnection::onDisconnect(const char *reason)
{
if(isConnectionToServer())
{
Con::printf("Connection with server lost.");
onConnectionDropped_callback(reason);
mMoveList->init();
}
else
{
Con::printf("Client %d disconnected.", getId());
setDisconnectReason(reason);
}
}
void GameConnection::onConnectionRejected(const char *reason)
{
onConnectRequestRejected_callback(reason);
}
void GameConnection::handleStartupError(const char *errorString)
{
onConnectRequestRejected_callback(errorString);
}
void GameConnection::writeConnectAccept(BitStream *stream)
{
Parent::writeConnectAccept(stream);
stream->write(getProtocolVersion());
}
bool GameConnection::readConnectAccept(BitStream *stream, const char **errorString)
{
if(!Parent::readConnectAccept(stream, errorString))
return false;
U32 protocolVersion;
stream->read(&protocolVersion);
if(protocolVersion < MinRequiredProtocolVersion || protocolVersion > CurrentProtocolVersion)
{
*errorString = "CHR_PROTOCOL"; // this should never happen unless someone is faking us out.
return false;
}
return true;
}
void GameConnection::writeConnectRequest(BitStream *stream)
{
Parent::writeConnectRequest(stream);
stream->writeString(GameString);
stream->write(CurrentProtocolVersion);
stream->write(MinRequiredProtocolVersion);
stream->writeString(mJoinPassword);
stream->write(mConnectArgc);
for(U32 i = 0; i < mConnectArgc; i++)
stream->writeString(mConnectArgv[i]);
}
bool GameConnection::readConnectRequest(BitStream *stream, const char **errorString)
{
if(!Parent::readConnectRequest(stream, errorString))
return false;
U32 currentProtocol, minProtocol;
char gameString[256];
stream->readString(gameString);
if(dStrcmp(gameString, GameString))
{
*errorString = "CHR_GAME";
return false;
}
stream->read(&currentProtocol);
stream->read(&minProtocol);
char joinPassword[256];
stream->readString(joinPassword);
if(currentProtocol < MinRequiredProtocolVersion)
{
*errorString = "CHR_PROTOCOL_LESS";
return false;
}
if(minProtocol > CurrentProtocolVersion)
{
*errorString = "CHR_PROTOCOL_GREATER";
return false;
}
setProtocolVersion(currentProtocol < CurrentProtocolVersion ? currentProtocol : CurrentProtocolVersion);
const char *serverPassword = Con::getVariable("pref::Server::Password");
if(serverPassword[0])
{
if(dStrcmp(joinPassword, serverPassword))
{
*errorString = "CHR_PASSWORD";
return false;
}
}
stream->read(&mConnectArgc);
if(mConnectArgc > MaxConnectArgs)
{
*errorString = "CR_INVALID_ARGS";
return false;
}
ConsoleValueRef connectArgv[MaxConnectArgs + 3];
for(U32 i = 0; i < mConnectArgc; i++)
{
char argString[256];
stream->readString(argString);
mConnectArgv[i] = dStrdup(argString);
connectArgv[i + 3] = mConnectArgv[i];
}
connectArgv[0] = "onConnectRequest";
connectArgv[1] = NULL;
char buffer[256];
Net::addressToString(getNetAddress(), buffer);
connectArgv[2] = buffer;
// NOTE: Cannot convert over to IMPLEMENT_CALLBACK as it has variable args.
const char *ret = Con::execute(this, mConnectArgc + 3, connectArgv);
if(ret[0])
{
*errorString = ret;
return false;
}
return true;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
void GameConnection::connectionError(const char *errorString)
{
if(isConnectionToServer())
{
Con::printf("Connection error: %s.", errorString);
onConnectionError_callback(errorString);
}
else
{
Con::printf("Client %d packet error: %s.", getId(), errorString);
setDisconnectReason("Packet Error.");
}
deleteObject();
}
void GameConnection::setAuthInfo(const AuthInfo *info)
{
mAuthInfo = new AuthInfo;
*mAuthInfo = *info;
}
const AuthInfo *GameConnection::getAuthInfo()
{
return mAuthInfo;
}
//----------------------------------------------------------------------------
void GameConnection::setControlObject(GameBase *obj)
{
if(mControlObject == obj)
return;
if(mControlObject && mControlObject != mCameraObject)
mControlObject->setControllingClient(0);
if(obj)
{
// Nothing else is permitted to control this object.
if (GameBase* coo = obj->getControllingObject())
coo->setControlObject(0);
if (GameConnection *con = obj->getControllingClient())
{
if(this != con)
{
// was it controlled via camera or control
if(con->getControlObject() == obj)
con->setControlObject(0);
else
con->setCameraObject(0);
}
}
// We are now the controlling client of this object.
obj->setControllingClient(this);
// Update the camera's FOV to match the new control object
setControlCameraFov( obj->getCameraFov() );
}
// Okay, set our control object.
mControlObject = obj;
mControlForceMismatch = true;
if(mCameraObject.isNull())
setScopeObject(mControlObject);
}
void GameConnection::setCameraObject(GameBase *obj)
{
if(mCameraObject == obj)
return;
if(mCameraObject && mCameraObject != mControlObject)
mCameraObject->setControllingClient(0);
if(obj)
{
// nothing else is permitted to control this object
if(GameBase *coo = obj->getControllingObject())
coo->setControlObject(0);
if(GameConnection *con = obj->getControllingClient())
{
if(this != con)
{
// was it controlled via camera or control
if(con->getControlObject() == obj)
con->setControlObject(0);
else
con->setCameraObject(0);
}
}
// we are now the controlling client of this object
obj->setControllingClient(this);
}
// Okay, set our camera object.
mCameraObject = obj;
if(mCameraObject.isNull())
setScopeObject(mControlObject);
else
{
setScopeObject(mCameraObject);
// if this is a client then set the fov and active image
if(isConnectionToServer())
{
F32 fov = mCameraObject->getDefaultCameraFov();
//GameSetCameraFov(fov);
smFovUpdate.trigger(fov);
}
}
}
GameBase* GameConnection::getCameraObject()
{
// If there is no camera object, or if we're first person, return
// the control object.
if( !mControlObject.isNull() && (mCameraObject.isNull() || mFirstPerson))
return mControlObject;
return mCameraObject;
}
static S32 sChaseQueueSize = 0;
static MatrixF* sChaseQueue = 0;
static S32 sChaseQueueHead = 0;
static S32 sChaseQueueTail = 0;
bool GameConnection::getControlCameraTransform(F32 dt, MatrixF* mat)
{
GameBase* obj = getCameraObject();
if(!obj)
return false;
GameBase* cObj = obj;
while((cObj = cObj->getControlObject()) != 0)
{
if(cObj->useObjsEyePoint())
obj = cObj;
}
if (dt)
{
if (mFirstPerson || obj->onlyFirstPerson())
{
if (mCameraPos > 0)
if ((mCameraPos -= mCameraSpeed * dt) <= 0)
mCameraPos = 0;
}
else
{
if (mCameraPos < 1)
if ((mCameraPos += mCameraSpeed * dt) > 1)
mCameraPos = 1;
}
}
if (!sChaseQueueSize || mFirstPerson || obj->onlyFirstPerson())
obj->getCameraTransform(&mCameraPos,mat);
else
{
MatrixF& hm = sChaseQueue[sChaseQueueHead];
MatrixF& tm = sChaseQueue[sChaseQueueTail];
obj->getCameraTransform(&mCameraPos,&hm);
*mat = tm;
if (dt)
{
if ((sChaseQueueHead += 1) >= sChaseQueueSize)
sChaseQueueHead = 0;
if (sChaseQueueHead == sChaseQueueTail)
if ((sChaseQueueTail += 1) >= sChaseQueueSize)
sChaseQueueTail = 0;
}
}
return true;
}
bool GameConnection::getControlCameraDefaultFov(F32 * fov)
{
//find the last control object in the chain (client->player->turret->whatever...)
GameBase *obj = getCameraObject();
GameBase *cObj = NULL;
while (obj)
{
cObj = obj;
obj = obj->getControlObject();
}
if (cObj)
{
*fov = cObj->getDefaultCameraFov();
return(true);
}
return(false);
}
bool GameConnection::getControlCameraFov(F32 * fov)
{
//find the last control object in the chain (client->player->turret->whatever...)
GameBase *obj = getCameraObject();
GameBase *cObj = NULL;
while (obj)
{
cObj = obj;
obj = obj->getControlObject();
}
if (cObj)
{
*fov = cObj->getCameraFov();
return(true);
}
return(false);
}
bool GameConnection::isValidControlCameraFov(F32 fov)
{
//find the last control object in the chain (client->player->turret->whatever...)
GameBase *obj = getCameraObject();
GameBase *cObj = NULL;
while (obj)
{
cObj = obj;
obj = obj->getControlObject();
}
return cObj ? cObj->isValidCameraFov(fov) : NULL;
}
bool GameConnection::setControlCameraFov(F32 fov)
{
//find the last control object in the chain (client->player->turret->whatever...)
GameBase *obj = getCameraObject();
GameBase *cObj = NULL;
while (obj)
{
cObj = obj;
obj = obj->getControlObject();
}
if (cObj)
{
// allow shapebase to clamp fov to its datablock values
cObj->setCameraFov(mClampF(fov, MinCameraFov, MaxCameraFov));
F32 newFov = cObj->getCameraFov();
// server fov of client has 1degree resolution
if( S32(newFov) != S32(mCameraFov) || newFov != fov )
mUpdateCameraFov = true;
mCameraFov = newFov;
return(true);
}
return(false);
}
bool GameConnection::getControlCameraVelocity(Point3F *vel)
{
if (GameBase* obj = getCameraObject()) {
*vel = obj->getVelocity();
return true;
}
return false;
}
bool GameConnection::isControlObjectRotDampedCamera()
{
if (Camera* cam = dynamic_cast<Camera*>(getCameraObject())) {
if(cam->isRotationDamped())
return true;
}
return false;
}
void GameConnection::setFirstPerson(bool firstPerson)
{
mFirstPerson = firstPerson;
mUpdateFirstPerson = true;
}
//----------------------------------------------------------------------------
void GameConnection::setControlSchemeParameters(bool absoluteRotation, bool addYawToAbsRot, bool addPitchToAbsRot)
{
mAbsoluteRotation = absoluteRotation;
mAddYawToAbsRot = addYawToAbsRot;
mAddPitchToAbsRot = addPitchToAbsRot;
mUpdateControlScheme = true;
}
//----------------------------------------------------------------------------
bool GameConnection::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void GameConnection::onRemove()
{
if(isNetworkConnection())
{
sendDisconnectPacket(mDisconnectReason);
}
else if (isLocalConnection() && isConnectionToServer())
{
// We're a client-side but local connection
// delete the server side of the connection on our local server so that it updates
// clientgroup and what not (this is so that we can disconnect from a local server
// without needing to destroy and recreate the server before we can connect to it
// again).
// Safe-delete as we don't know whether the server connection is currently being
// worked on.
getRemoteConnection()->safeDeleteObject();
setRemoteConnectionObject(NULL);
}
if(!isConnectionToServer())
{
onDrop_callback(mDisconnectReason);
}
if (mControlObject)
mControlObject->setControllingClient(0);
Parent::onRemove();
}
void GameConnection::setDisconnectReason(const char *str)
{
dStrncpy(mDisconnectReason, str, sizeof(mDisconnectReason) - 1);
mDisconnectReason[sizeof(mDisconnectReason) - 1] = 0;
}
//----------------------------------------------------------------------------
void GameConnection::handleRecordedBlock(U32 type, U32 size, void *data)
{
switch(type)
{
case BlockTypeMove:
mMoveList->pushMove(*((Move *) data));
if(isRecording()) // put it back into the stream
recordBlock(type, size, data);
break;
default:
Parent::handleRecordedBlock(type, size, data);
break;
}
}
void GameConnection::writeDemoStartBlock(ResizeBitStream *stream)
{
// write all the data blocks to the stream:
for(SimObjectId i = DataBlockObjectIdFirst; i <= DataBlockObjectIdLast; i++)
{
SimDataBlock *data;
if(Sim::findObject(i, data))
{
stream->writeFlag(true);
SimDataBlockEvent evt(data);
evt.pack(this, stream);
stream->validate();
}
}
stream->writeFlag(false);
stream->write(mFirstPerson);
stream->write(mCameraPos);
stream->write(mCameraSpeed);
// Control scheme
stream->write(mAbsoluteRotation);
stream->write(mAddYawToAbsRot);
stream->write(mAddPitchToAbsRot);
stream->writeString(Con::getVariable("$Client::MissionFile"));
mMoveList->writeDemoStartBlock(stream);
// dump all the "demo" vars associated with this connection:
SimFieldDictionaryIterator itr(getFieldDictionary());
SimFieldDictionary::Entry *entry;
while((entry = *itr) != NULL)
{
if(!dStrnicmp(entry->slotName, "demo", 4))
{
stream->writeFlag(true);
stream->writeString(entry->slotName + 4);
stream->writeString(entry->value);
stream->validate();
}
++itr;
}
stream->writeFlag(false);
Parent::writeDemoStartBlock(stream);
stream->validate();
// dump out the control object ghost id
S32 idx = mControlObject ? getGhostIndex(mControlObject) : -1;
stream->write(idx);
if(mControlObject)
{
#ifdef TORQUE_NET_STATS
U32 beginPos = stream->getBitPosition();
#endif
mControlObject->writePacketData(this, stream);
#ifdef TORQUE_NET_STATS
// TYPEOF( mControlObject )->getNetInfo().updateNetStatWriteData( stream->getBitPosition() - beginPos );
mControlObject->getClassRep()->updateNetStatWriteData( stream->getBitPosition() - beginPos);
#endif
}
idx = mCameraObject ? getGhostIndex(mCameraObject) : -1;
stream->write(idx);
if(mCameraObject && mCameraObject != mControlObject)
{
#ifdef TORQUE_NET_STATS
U32 beginPos = stream->getBitPosition();
#endif
mCameraObject->writePacketData(this, stream);
#ifdef TORQUE_NET_STATS
mCameraObject->getClassRep()->updateNetStatWriteData( stream->getBitPosition() - beginPos);
#endif
}
mLastControlRequestTime = Platform::getVirtualMilliseconds();
}
bool GameConnection::readDemoStartBlock(BitStream *stream)
{
while(stream->readFlag())
{
SimDataBlockEvent evt;
evt.unpack(this, stream);
evt.process(this);
}
while(mDataBlockLoadList.size())
{
preloadNextDataBlock(false);
if(mErrorBuffer.isNotEmpty())
return false;
}
stream->read(&mFirstPerson);
stream->read(&mCameraPos);
stream->read(&mCameraSpeed);
// Control scheme
stream->read(&mAbsoluteRotation);
stream->read(&mAddYawToAbsRot);
stream->read(&mAddPitchToAbsRot);
char buf[256];
stream->readString(buf);
Con::setVariable("$Client::MissionFile",buf);
mMoveList->readDemoStartBlock(stream);
// read in all the demo vars associated with this recording
// they are all tagged on to the object and start with the
// string "demo"
while(stream->readFlag())
{
StringTableEntry slotName = StringTable->insert("demo");
char array[256];
char value[256];
stream->readString(array);
stream->readString(value);
setDataField(slotName, array, value);
}
bool ret = Parent::readDemoStartBlock(stream);
// grab the control object
S32 idx;
stream->read(&idx);
GameBase * obj = 0;
if(idx != -1)
{
obj = dynamic_cast<GameBase*>(resolveGhost(idx));
setControlObject(obj);
obj->readPacketData(this, stream);
}
// Get the camera object, and read it in if it's different
S32 idx2;
stream->read(&idx2);
obj = 0;
if(idx2 != -1 && idx2 != idx)
{
obj = dynamic_cast<GameBase*>(resolveGhost(idx2));
setCameraObject(obj);
obj->readPacketData(this, stream);
}
return ret;
}
void GameConnection::demoPlaybackComplete()
{
static ConsoleValueRef demoPlaybackArgv[1] = { "demoPlaybackComplete" };
Sim::postCurrentEvent(Sim::getRootGroup(), new SimConsoleEvent(1, demoPlaybackArgv, false));
Parent::demoPlaybackComplete();
}
void GameConnection::ghostPreRead(NetObject * nobj, bool newGhost)
{
Parent::ghostPreRead( nobj, newGhost );
mMoveList->ghostPreRead(nobj,newGhost);
}
void GameConnection::ghostReadExtra(NetObject * nobj, BitStream * bstream, bool newGhost)
{
Parent::ghostReadExtra( nobj, bstream, newGhost );
mMoveList->ghostReadExtra(nobj, bstream, newGhost);
}
void GameConnection::ghostWriteExtra(NetObject * nobj, BitStream * bstream)
{
Parent::ghostWriteExtra( nobj, bstream);
mMoveList->ghostWriteExtra(nobj, bstream);
}
//----------------------------------------------------------------------------
void GameConnection::readPacket(BitStream *bstream)
{
bstream->clearStringBuffer();
bstream->clearCompressionPoint();
if (isConnectionToServer())
{
mMoveList->clientReadMovePacket(bstream);
bool hadFlash = mDamageFlash > 0 || mWhiteOut > 0;
mDamageFlash = 0;
mWhiteOut = 0;
if(bstream->readFlag())
{
if(bstream->readFlag())
mDamageFlash = bstream->readFloat(7);
if(bstream->readFlag())
mWhiteOut = bstream->readFloat(7) * 1.5;
if(!hadFlash)
{
// Started a damage flash or white out
onFlash_callback(true);
}
else
{
if(!(mDamageFlash > 0 || mWhiteOut > 0))
{
// Received a zero damage flash and white out.
onFlash_callback(false);
}
}
}
else if(hadFlash)
{
// Catch those cases where both the damage flash and white out are at zero
// on the server but we did not receive an exact zero packet due to
// precision over the network issues. No problem as the flag we just
// read (which is false if we're here) has also told us about the change.
onFlash_callback(false);
}
if ( bstream->readFlag() ) // gIndex != -1
{
if ( bstream->readFlag() ) // mMoveList->isMismatch() || mControlForceMismatch
{
// the control object is dirty...so we get an update:
bool callScript = false;
bool controlObjChange = false;
if(mControlObject.isNull())
callScript = true;
S32 gIndex = bstream->readInt(NetConnection::GhostIdBitSize);
GameBase* obj = dynamic_cast<GameBase*>(resolveGhost(gIndex));
if (mControlObject != obj)
{
setControlObject(obj);
controlObjChange = true;
}
#ifdef TORQUE_NET_STATS
U32 beginSize = bstream->getBitPosition();
#endif
obj->readPacketData(this, bstream);
#ifdef TORQUE_NET_STATS
obj->getClassRep()->updateNetStatReadData(bstream->getBitPosition() - beginSize);
#endif
// let move list know that control object is dirty
mMoveList->markControlDirty();
if(callScript)
{
initialControlSet_callback();
}
if(controlObjChange)
{
onControlObjectChange_callback();
}
}
else
{
// read out the compression point
Point3F pos;
bstream->read(&pos.x);
bstream->read(&pos.y);
bstream->read(&pos.z);
bstream->setCompressionPoint(pos);
}
}
if (bstream->readFlag())
{
S32 gIndex = bstream->readInt(NetConnection::GhostIdBitSize);
GameBase* obj = dynamic_cast<GameBase*>(resolveGhost(gIndex));
setCameraObject(obj);
obj->readPacketData(this, bstream);
}
else
setCameraObject(0);
// server changed control scheme
if(bstream->readFlag())
{
bool absoluteRotation = bstream->readFlag();
bool addYawToAbsRot = bstream->readFlag();
bool addPitchToAbsRot = bstream->readFlag();
setControlSchemeParameters(absoluteRotation, addYawToAbsRot, addPitchToAbsRot);
mUpdateControlScheme = false;
}
// server changed first person
if(bstream->readFlag())
{
setFirstPerson(bstream->readFlag());
mUpdateFirstPerson = false;
}
// server forcing a fov change?
if(bstream->readFlag())
{
S32 fov = bstream->readInt(8);
setControlCameraFov((F32)fov);
// don't bother telling the server if we were able to set the fov
F32 setFov;
if(getControlCameraFov(&setFov) && (S32(setFov) == fov))
mUpdateCameraFov = false;
// update the games fov info
smFovUpdate.trigger((F32)fov);
}
}
else
{
mMoveList->serverReadMovePacket(bstream);
mCameraPos = bstream->readFlag() ? 1.0f : 0.0f;
if (bstream->readFlag())
mControlForceMismatch = true;
// client changed control scheme
if(bstream->readFlag())
{
bool absoluteRotation = bstream->readFlag();
bool addYawToAbsRot = bstream->readFlag();
bool addPitchToAbsRot = bstream->readFlag();
setControlSchemeParameters(absoluteRotation, addYawToAbsRot, addPitchToAbsRot);
mUpdateControlScheme = false;
}
// client changed first person
if(bstream->readFlag())
{
setFirstPerson(bstream->readFlag());
mUpdateFirstPerson = false;
}
// check fov change.. 1degree granularity on server
if(bstream->readFlag())
{
S32 fov = mClamp(bstream->readInt(8), S32(MinCameraFov), S32(MaxCameraFov));
setControlCameraFov((F32)fov);
// may need to force client back to a valid fov
F32 setFov;
if(getControlCameraFov(&setFov) && (S32(setFov) == fov))
mUpdateCameraFov = false;
}
}
Parent::readPacket(bstream);
bstream->clearCompressionPoint();
bstream->clearStringBuffer();
if (isConnectionToServer())
{
PROFILE_START(ClientCatchup);
ClientProcessList::get()->clientCatchup(this);
PROFILE_END();
}
}
void GameConnection::writePacket(BitStream *bstream, PacketNotify *note)
{
bstream->clearCompressionPoint();
bstream->clearStringBuffer();
GamePacketNotify *gnote = (GamePacketNotify *) note;
U32 startPos = bstream->getBitPosition();
if (isConnectionToServer())
{
mMoveList->clientWriteMovePacket(bstream);
bstream->writeFlag(mCameraPos == 1);
// if we're recording, we want to make sure that we get periodic updates of the
// control object "just in case" - ie if the math copro is different between the
// recording machine (SIMD vs FPU), we get periodic corrections
bool forceUpdate = false;
if(isRecording())
{
U32 currentTime = Platform::getVirtualMilliseconds();
if(currentTime - mLastControlRequestTime > ControlRequestTime)
{
mLastControlRequestTime = currentTime;
forceUpdate=true;;
}
}
bstream->writeFlag(forceUpdate);
// Control scheme changed?
if(bstream->writeFlag(mUpdateControlScheme))
{
bstream->writeFlag(mAbsoluteRotation);
bstream->writeFlag(mAddYawToAbsRot);
bstream->writeFlag(mAddPitchToAbsRot);
mUpdateControlScheme = false;
}
// first person changed?
if(bstream->writeFlag(mUpdateFirstPerson))
{
bstream->writeFlag(mFirstPerson);
mUpdateFirstPerson = false;
}
// camera fov changed? (server fov resolution is 1 degree)
if(bstream->writeFlag(mUpdateCameraFov))
{
bstream->writeInt(mClamp(S32(mCameraFov), S32(MinCameraFov), S32(MaxCameraFov)), 8);
mUpdateCameraFov = false;
}
DEBUG_LOG(("PKLOG %d CLIENTMOVES: %d", getId(), bstream->getCurPos() - startPos));
}
else
{
mMoveList->serverWriteMovePacket(bstream);
// get the ghost index of the control object, and write out
// all the damage flash & white out
S32 gIndex = -1;
if (!mControlObject.isNull())
{
gIndex = getGhostIndex(mControlObject);
F32 flash = mControlObject->getDamageFlash();
F32 whiteOut = mControlObject->getWhiteOut();
if(bstream->writeFlag(flash != 0 || whiteOut != 0))
{
if(bstream->writeFlag(flash != 0))
bstream->writeFloat(flash, 7);
if(bstream->writeFlag(whiteOut != 0))
bstream->writeFloat(whiteOut/1.5, 7);
}
}
else
bstream->writeFlag(false);
if (bstream->writeFlag(gIndex != -1))
{
// assume that the control object will write in a compression point
if(bstream->writeFlag(mMoveList->isMismatch() || mControlForceMismatch))
{
#ifdef TORQUE_DEBUG_NET
if (mMoveList->isMismatch())
Con::printf("packetDataChecksum disagree!");
else
Con::printf("packetDataChecksum disagree! (force)");
#endif
bstream->writeInt(gIndex, NetConnection::GhostIdBitSize);
#ifdef TORQUE_NET_STATS
U32 beginSize = bstream->getBitPosition();
#endif
mControlObject->writePacketData(this, bstream);
#ifdef TORQUE_NET_STATS
mControlObject->getClassRep()->updateNetStatWriteData(bstream->getBitPosition() - beginSize);
#endif
mControlForceMismatch = false;
}
else
{
// we'll have to use the control object's position as the compression point
// should make this lower res for better space usage:
Point3F coPos = mControlObject->getPosition();
bstream->write(coPos.x);
bstream->write(coPos.y);
bstream->write(coPos.z);
bstream->setCompressionPoint(coPos);
}
}
DEBUG_LOG(("PKLOG %d CONTROLOBJECTSTATE: %d", getId(), bstream->getCurPos() - startPos));
startPos = bstream->getBitPosition();
if (!mCameraObject.isNull() && mCameraObject != mControlObject)
{
gIndex = getGhostIndex(mCameraObject);
if (bstream->writeFlag(gIndex != -1))
{
bstream->writeInt(gIndex, NetConnection::GhostIdBitSize);
mCameraObject->writePacketData(this, bstream);
}
}
else
bstream->writeFlag( false );
// Control scheme changed?
if(bstream->writeFlag(mUpdateControlScheme))
{
bstream->writeFlag(mAbsoluteRotation);
bstream->writeFlag(mAddYawToAbsRot);
bstream->writeFlag(mAddPitchToAbsRot);
mUpdateControlScheme = false;
}
// first person changed?
if(bstream->writeFlag(mUpdateFirstPerson))
{
bstream->writeFlag(mFirstPerson);
mUpdateFirstPerson = false;
}
// server forcing client fov?
gnote->cameraFov = -1;
if(bstream->writeFlag(mUpdateCameraFov))
{
gnote->cameraFov = mClamp(S32(mCameraFov), S32(MinCameraFov), S32(MaxCameraFov));
bstream->writeInt(gnote->cameraFov, 8);
mUpdateCameraFov = false;
}
DEBUG_LOG(("PKLOG %d PINGCAMSTATE: %d", getId(), bstream->getCurPos() - startPos));
}
Parent::writePacket(bstream, note);
bstream->clearCompressionPoint();
bstream->clearStringBuffer();
}
void GameConnection::detectLag()
{
//see if we're lagging...
S32 curTime = Sim::getCurrentTime();
if (curTime - mLastPacketTime > mLagThresholdMS)
{
if (!mLagging)
{
mLagging = true;
setLagIcon_callback(true);
}
}
else if (mLagging)
{
mLagging = false;
setLagIcon_callback(false);
}
}
GameConnection::GamePacketNotify::GamePacketNotify()
{
// need to fill in empty notifes for demo start block
cameraFov = 0;
}
NetConnection::PacketNotify *GameConnection::allocNotify()
{
return new GamePacketNotify;
}
void GameConnection::packetReceived(PacketNotify *note)
{
//record the time so we can tell if we're lagging...
mLastPacketTime = Sim::getCurrentTime();
// If we wanted to do something special, we grab our note like this:
//GamePacketNotify *gnote = (GamePacketNotify *) note;
Parent::packetReceived(note);
}
void GameConnection::packetDropped(PacketNotify *note)
{
Parent::packetDropped(note);
GamePacketNotify *gnote = (GamePacketNotify *) note;
if(gnote->cameraFov != -1)
mUpdateCameraFov = true;
}
//----------------------------------------------------------------------------
void GameConnection::play2D(SFXProfile* profile)
{
postNetEvent(new Sim2DAudioEvent(profile));
}
void GameConnection::play3D(SFXProfile* profile, const MatrixF *transform)
{
if ( !transform )
play2D(profile);
else if ( !mControlObject )
postNetEvent(new Sim3DAudioEvent(profile,transform));
else
{
// TODO: Maybe improve this to account for the duration
// of the sound effect and if the control object can get
// into hearing range within time?
// Only post the event if it's within audible range
// of the control object.
Point3F ear,pos;
transform->getColumn(3,&pos);
mControlObject->getTransform().getColumn(3,&ear);
if ((ear - pos).len() < profile->getDescription()->mMaxDistance)
postNetEvent(new Sim3DAudioEvent(profile,transform));
}
}
void GameConnection::doneScopingScene()
{
// Could add special post-scene scoping here, such as scoping
// objects not visible to the camera, but visible to sensors.
}
void GameConnection::preloadDataBlock(SimDataBlock *db)
{
mDataBlockLoadList.push_back(db);
if(mDataBlockLoadList.size() == 1)
preloadNextDataBlock(false);
}
void GameConnection::fileDownloadSegmentComplete()
{
// this is called when a the file list has finished processing...
// at this point we can try again to add the object
// subclasses can override this to do, for example, datablock redos.
if(mDataBlockLoadList.size())
preloadNextDataBlock(mNumDownloadedFiles != 0);
Parent::fileDownloadSegmentComplete();
}
void GameConnection::preloadNextDataBlock(bool hadNewFiles)
{
if(!mDataBlockLoadList.size())
return;
while(mDataBlockLoadList.size())
{
// only check for new files if this is the first load, or if new
// files were downloaded from the server.
// if(hadNewFiles)
// gResourceManager->setMissingFileLogging(true);
// gResourceManager->clearMissingFileList();
SimDataBlock *object = mDataBlockLoadList[0];
if(!object)
{
// a null object is used to signify that the last ghost in the list is down
mDataBlockLoadList.pop_front();
AssertFatal(mDataBlockLoadList.size() == 0, "Error! Datablock save list should be empty!");
sendConnectionMessage(DataBlocksDownloadDone, mDataBlockSequence);
// gResourceManager->setMissingFileLogging(false);
return;
}
mFilesWereDownloaded = hadNewFiles;
if(!object->preload(false, mErrorBuffer))
{
mFilesWereDownloaded = false;
// make sure there's an error message if necessary
if(mErrorBuffer.isEmpty())
setLastError("Invalid packet. (object preload)");
// if there were new files, make sure the error message
// is the one from the last time we tried to add this object
if(hadNewFiles)
{
mErrorBuffer = mLastFileErrorBuffer;
// gResourceManager->setMissingFileLogging(false);
return;
}
// object failed to load, let's see if it had any missing files
if(isLocalConnection() /*|| !gResourceManager->getMissingFileList(mMissingFileList)*/)
{
// no missing files, must be an error
// connection will automagically delete the ghost always list
// when this error is reported.
// gResourceManager->setMissingFileLogging(false);
return;
}
// ok, copy the error buffer out to a scratch pad for now
mLastFileErrorBuffer = mErrorBuffer;
//mErrorBuffer = String();
// request the missing files...
mNumDownloadedFiles = 0;
sendNextFileDownloadRequest();
break;
}
mFilesWereDownloaded = false;
// gResourceManager->setMissingFileLogging(false);
mDataBlockLoadList.pop_front();
hadNewFiles = true;
}
}
void GameConnection::onEndGhosting()
{
Parent::onEndGhosting();
// Reset move list. All the moves are obsolete now and furthermore,
// if we don't clear out the list now we might run in danger of
// getting backlogged later on what is a list full of obsolete moves.
mMoveList->reset();
}
//----------------------------------------------------------------------------
//localconnection only blackout functions
void GameConnection::setBlackOut(bool fadeToBlack, S32 timeMS)
{
mFadeToBlack = fadeToBlack;
mBlackOutStartTimeMS = Sim::getCurrentTime();
mBlackOutTimeMS = timeMS;
//if timeMS <= 0 set the value instantly
if (mBlackOutTimeMS <= 0)
mBlackOut = (mFadeToBlack ? 1.0f : 0.0f);
}
F32 GameConnection::getBlackOut()
{
S32 curTime = Sim::getCurrentTime();
//see if we're in the middle of a black out
if (curTime < mBlackOutStartTimeMS + mBlackOutTimeMS)
{
S32 elapsedTime = curTime - mBlackOutStartTimeMS;
F32 timePercent = F32(elapsedTime) / F32(mBlackOutTimeMS);
mBlackOut = (mFadeToBlack ? timePercent : 1.0f - timePercent);
}
else
mBlackOut = (mFadeToBlack ? 1.0f : 0.0f);
//return the blackout time
return mBlackOut;
}
void GameConnection::handleConnectionMessage(U32 message, U32 sequence, U32 ghostCount)
{
if(isConnectionToServer())
{
if(message == DataBlocksDone)
{
mDataBlockLoadList.push_back(NULL);
mDataBlockSequence = sequence;
if(mDataBlockLoadList.size() == 1)
preloadNextDataBlock(true);
}
}
else
{
if(message == DataBlocksDownloadDone)
{
if(getDataBlockSequence() == sequence)
{
onDataBlocksDone_callback( getDataBlockSequence() );
}
}
}
Parent::handleConnectionMessage(message, sequence, ghostCount);
}
//----------------------------------------------------------------------------
DefineEngineMethod( GameConnection, transmitDataBlocks, void, (S32 sequence),,
"@brief Sent by the server during phase 1 of the mission download to send the datablocks to the client.\n\n"
"SimDataBlocks, also known as just datablocks, need to be transmitted to the client "
"prior to the client entering the game world. These represent the static data that "
"most objects in the world reference. This is typically done during the standard "
"mission start phase 1 when following Torque's example mission startup sequence.\n\n"
"When the datablocks have all been transmitted, onDataBlocksDone() is called to move "
"the mission start process to the next phase."
"@param sequence The sequence is common between the server and client and ensures "
"that the client is acting on the most recent mission start process. If an errant "
"network packet (one that was lost but has now been found) is received by the client "
"with an incorrect sequence, it is just ignored. This sequence number is updated on "
"the server every time a mission is loaded.\n\n"
"@tsexample\n"
"function serverCmdMissionStartPhase1Ack(%client, %seq)\n"
"{\n"
" // Make sure to ignore calls from a previous mission load\n"
" if (%seq != $missionSequence || !$MissionRunning)\n"
" return;\n"
" if (%client.currentPhase != 0)\n"
" return;\n"
" %client.currentPhase = 1;\n"
"\n"
" // Start with the CRC\n"
" %client.setMissionCRC( $missionCRC );\n"
"\n"
" // Send over the datablocks...\n"
" // OnDataBlocksDone will get called when have confirmation\n"
" // that they've all been received.\n"
" %client.transmitDataBlocks($missionSequence);\n"
"}\n"
"@endtsexample\n\n"
"@see GameConnection::onDataBlocksDone()\n\n")
{
// Set the datablock sequence.
object->setDataBlockSequence(sequence);
// Store a pointer to the datablock group.
SimDataBlockGroup* pGroup = Sim::getDataBlockGroup();
// Determine the size of the datablock group.
const U32 iCount = pGroup->size();
// If this is the local client...
if (GameConnection::getLocalClientConnection() == object)
{
// Set up a pointer to the datablock.
SimDataBlock* pDataBlock = 0;
// Set up a buffer for the datablock send.
U8 iBuffer[16384];
BitStream mStream(iBuffer, 16384);
// Iterate through all the datablocks...
for (U32 i = 0; i < iCount; i++)
{
// Get a pointer to the datablock in question...
pDataBlock = (SimDataBlock*)(*pGroup)[i];
// Set the client's new modified key.
object->setMaxDataBlockModifiedKey(pDataBlock->getModifiedKey());
// Pack the datablock stream.
mStream.setPosition(0);
mStream.clearCompressionPoint();
pDataBlock->packData(&mStream);
// Unpack the datablock stream.
mStream.setPosition(0);
mStream.clearCompressionPoint();
pDataBlock->unpackData(&mStream);
// Call the console function to set the number of blocks to be sent.
onDataBlockObjectReceived_callback(i, iCount);
// Preload the datablock on the dummy client.
pDataBlock->preload(false, NetConnection::getErrorBuffer());
}
// Get the last datablock (if any)...
if (pDataBlock)
{
// Ensure the datablock modified key is set.
object->setDataBlockModifiedKey(object->getMaxDataBlockModifiedKey());
// Ensure that the client knows that the datablock send is done...
object->sendConnectionMessage(GameConnection::DataBlocksDone, object->getDataBlockSequence());
}
}
else
{
// Otherwise, store the current datablock modified key.
const S32 iKey = object->getDataBlockModifiedKey();
// Iterate through the datablock group...
U32 i = 0;
for (; i < iCount; i++)
{
// If the datablock's modified key has already been set, break out of the loop...
if (((SimDataBlock*)(*pGroup)[i])->getModifiedKey() > iKey)
{
break;
}
}
// If this is the last datablock in the group...
if (i == iCount)
{
// Ensure that the client knows that the datablock send is done...
object->sendConnectionMessage(GameConnection::DataBlocksDone, object->getDataBlockSequence());
// Then exit out since nothing else needs to be done.
return;
}
// Set the maximum datablock modified key value.
object->setMaxDataBlockModifiedKey(iKey);
// Get the minimum number of datablocks...
const U32 iMax = getMin(i + DataBlockQueueCount, iCount);
// Iterate through the remaining datablocks...
for (;i < iMax; i++)
{
// Get a pointer to the datablock in question...
SimDataBlock* pDataBlock = (SimDataBlock*)(*pGroup)[i];
// Post the datablock event to the client.
object->postNetEvent(new SimDataBlockEvent(pDataBlock, i, iCount, object->getDataBlockSequence()));
}
}
}
DefineEngineMethod( GameConnection, activateGhosting, void, (),,
"@brief Called by the server during phase 2 of the mission download to start sending ghosts to the client.\n\n"
"Ghosts represent objects on the server that are in scope for the client. These need "
"to be synchronized with the client in order for the client to see and interact with them. "
"This is typically done during the standard mission start phase 2 when following Torque's "
"example mission startup sequence.\n\n"
"@tsexample\n"
"function serverCmdMissionStartPhase2Ack(%client, %seq, %playerDB)\n"
"{\n"
" // Make sure to ignore calls from a previous mission load\n"
" if (%seq != $missionSequence || !$MissionRunning)\n"
" return;\n"
" if (%client.currentPhase != 1.5)\n"
" return;\n"
" %client.currentPhase = 2;\n"
"\n"
" // Set the player datablock choice\n"
" %client.playerDB = %playerDB;\n"
"\n"
" // Update mod paths, this needs to get there before the objects.\n"
" %client.transmitPaths();\n"
"\n"
" // Start ghosting objects to the client\n"
" %client.activateGhosting();\n"
"}\n"
"@endtsexample\n\n"
"@see @ref ghosting_scoping for a description of the ghosting system.\n\n")
{
object->activateGhosting();
}
DefineEngineMethod( GameConnection, resetGhosting, void, (),,
"@brief On the server, resets the connection to indicate that ghosting has been disabled.\n\n"
"Typically when a mission has ended on the server, all connected clients are informed of this change "
"and their connections are reset back to a starting state. This method resets a connection on the "
"server to indicate that ghosts are no longer being transmitted. On the client end, all ghost "
"information will be deleted.\n\n"
"@tsexample\n"
" // Inform the clients\n"
" for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)\n"
" {\n"
" // clear ghosts and paths from all clients\n"
" %cl = ClientGroup.getObject(%clientIndex);\n"
" %cl.endMission();\n"
" %cl.resetGhosting();\n"
" %cl.clearPaths();\n"
" }\n"
"@endtsexample\n\n"
"@see @ref ghosting_scoping for a description of the ghosting system.\n\n")
{
object->resetGhosting();
}
DefineEngineMethod( GameConnection, setControlObject, bool, (GameBase* ctrlObj),,
"@brief On the server, sets the object that the client will control.\n\n"
"By default the control object is an instance of the Player class, but can also be an instance "
"of Camera (when editing the mission, for example), or any other ShapeBase derived class as "
"appropriate for the game.\n\n"
"@param ctrlObj The GameBase object on the server to control.")
{
if(!ctrlObj)
return false;
object->setControlObject(ctrlObj);
return true;
}
DefineEngineMethod( GameConnection, clearDisplayDevice, void, (),,
"@brief Clear any display device.\n\n"
"A display device may define a number of properties that are used during rendering.\n\n")
{
object->clearDisplayDevice();
}
DefineEngineMethod( GameConnection, getControlObject, GameBase*, (),,
"@brief On the server, returns the object that the client is controlling."
"By default the control object is an instance of the Player class, but can also be an instance "
"of Camera (when editing the mission, for example), or any other ShapeBase derived class as "
"appropriate for the game.\n\n"
"@see GameConnection::setControlObject()\n\n")
{
return object->getControlObject();
}
DefineEngineMethod( GameConnection, isAIControlled, bool, (),,
"@brief Returns true if this connection is AI controlled.\n\n"
"@see AIConnection")
{
return object->isAIControlled();
}
DefineEngineMethod( GameConnection, isControlObjectRotDampedCamera, bool, (),,
"@brief Returns true if the object being controlled by the client is making use "
"of a rotation damped camera.\n\n"
"@see Camera")
{
return object->isControlObjectRotDampedCamera();
}
DefineEngineMethod( GameConnection, play2D, bool, (SFXProfile* profile),,
"@brief Used on the server to play a 2D sound that is not attached to any object.\n\n"
"@param profile The SFXProfile that defines the sound to play.\n\n"
"@tsexample\n"
"function ServerPlay2D(%profile)\n"
"{\n"
" // Play the given sound profile on every client.\n"
" // The sounds will be transmitted as an event, not attached to any object.\n"
" for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)\n"
" ClientGroup.getObject(%idx).play2D(%profile);\n"
"}\n"
"@endtsexample\n\n")
{
if(!profile)
return false;
object->play2D(profile);
return true;
}
DefineEngineMethod( GameConnection, play3D, bool, (SFXProfile* profile, TransformF location),,
"@brief Used on the server to play a 3D sound that is not attached to any object.\n\n"
"@param profile The SFXProfile that defines the sound to play.\n"
"@param location The position and orientation of the 3D sound given in the form of \"x y z ax ay az aa\".\n\n"
"@tsexample\n"
"function ServerPlay3D(%profile,%transform)\n"
"{\n"
" // Play the given sound profile at the given position on every client\n"
" // The sound will be transmitted as an event, not attached to any object.\n"
" for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)\n"
" ClientGroup.getObject(%idx).play3D(%profile,%transform);\n"
"}\n"
"@endtsexample\n\n")
{
if(!profile)
return false;
MatrixF mat = location.getMatrix();
object->play3D(profile,&mat);
return true;
}
DefineEngineMethod( GameConnection, chaseCam, bool, (S32 size),,
"@brief Sets the size of the chase camera's matrix queue.\n\n"
"@note This sets the queue size across all GameConnections.\n\n"
"@note This is not currently hooked up.\n\n")
{
if (size != sChaseQueueSize)
{
SAFE_DELETE_ARRAY(sChaseQueue);
sChaseQueueSize = size;
sChaseQueueHead = sChaseQueueTail = 0;
if (size)
{
sChaseQueue = new MatrixF[size];
return true;
}
}
return false;
}
DefineEngineMethod( GameConnection, getControlCameraDefaultFov, F32, (),,
"@brief Returns the default field of view as used by the control object's camera.\n\n")
{
F32 fov = 0.0f;
if(!object->getControlCameraDefaultFov(&fov))
return(0.0f);
return(fov);
}
DefineEngineMethod( GameConnection, setControlCameraFov, void, (F32 newFOV),,
"@brief On the server, sets the control object's camera's field of view.\n\n"
"@param newFOV New field of view (in degrees) to force the control object's camera to use. This value "
"is clamped to be within the range of 1 to 179 degrees.\n\n"
"@note When transmitted over the network to the client, the resolution is limited to "
"one degree. Any fraction is dropped.")
{
object->setControlCameraFov(newFOV);
}
DefineEngineMethod( GameConnection, getControlCameraFov, F32, (),,
"@brief Returns the field of view as used by the control object's camera.\n\n")
{
F32 fov = 0.0f;
if(!object->getControlCameraFov(&fov))
return(0.0f);
return(fov);
}
DefineEngineMethod( GameConnection, getDamageFlash, F32, (),,
"@brief On the client, get the control object's damage flash level.\n\n"
"@return flash level\n")
{
return object->getDamageFlash();
}
DefineEngineMethod( GameConnection, getWhiteOut, F32, (),,
"@brief On the client, get the control object's white-out level.\n\n"
"@return white-out level\n")
{
return object->getWhiteOut();
}
DefineEngineMethod( GameConnection, setBlackOut, void, (bool doFade, S32 timeMS),,
"@brief On the server, sets the client's 3D display to fade to black.\n\n"
"@param doFade Set to true to fade to black, and false to fade from black.\n"
"@param timeMS Time it takes to perform the fade as measured in ms.\n\n"
"@note Not currently hooked up, and is not synchronized over the network.")
{
object->setBlackOut(doFade, timeMS);
}
DefineEngineMethod( GameConnection, setMissionCRC, void, (S32 CRC),,
"@brief On the server, transmits the mission file's CRC value to the client.\n\n"
"Typically, during the standard mission start phase 1, the mission file's CRC value "
"on the server is send to the client. This allows the client to determine if the mission "
"has changed since the last time it downloaded this mission and act appropriately, such as "
"rebuilt cached lightmaps.\n\n"
"@param CRC The mission file's CRC value on the server.\n\n"
"@tsexample\n"
"function serverCmdMissionStartPhase1Ack(%client, %seq)\n"
"{\n"
" // Make sure to ignore calls from a previous mission load\n"
" if (%seq != $missionSequence || !$MissionRunning)\n"
" return;\n"
" if (%client.currentPhase != 0)\n"
" return;\n"
" %client.currentPhase = 1;\n"
"\n"
" // Start with the CRC\n"
" %client.setMissionCRC( $missionCRC );\n"
"\n"
" // Send over the datablocks...\n"
" // OnDataBlocksDone will get called when have confirmation\n"
" // that they've all been received.\n"
" %client.transmitDataBlocks($missionSequence);\n"
"}\n"
"@endtsexample\n\n")
{
if(object->isConnectionToServer())
return;
object->postNetEvent(new SetMissionCRCEvent(CRC));
}
DefineEngineMethod( GameConnection, delete, void, (const char* reason), (""),
"@brief On the server, disconnect a client and pass along an optional reason why.\n\n"
"This method performs two operations: it disconnects a client connection from the server, "
"and it deletes the connection object. The optional reason is sent in the disconnect packet "
"and is often displayed to the user so they know why they've been disconnected.\n\n"
"@param reason [optional] The reason why the user has been disconnected from the server.\n\n"
"@tsexample\n"
"function kick(%client)\n"
"{\n"
" messageAll( 'MsgAdminForce', '\\c2The Admin has kicked %1.', %client.playerName);\n"
"\n"
" if (!%client.isAIControlled())\n"
" BanList::add(%client.guid, %client.getAddress(), $Pref::Server::KickBanTime);\n"
" %client.delete(\"You have been kicked from this server\");\n"
"}\n"
"@endtsexample\n\n")
{
object->setDisconnectReason(reason);
object->deleteObject();
}
//--------------------------------------------------------------------------
void GameConnection::consoleInit()
{
Con::addVariable("$pref::Net::LagThreshold", TypeS32, &mLagThresholdMS,
"@brief How long between received packets before the client is considered as lagging (in ms).\n\n"
"This is used by GameConnection to determine if the client is lagging. "
"If the client is indeed lagging, setLagIcon() is called to inform the user in some way. i.e. "
"display an icon on screen.\n\n"
"@see GameConnection, GameConnection::setLagIcon()\n\n"
"@ingroup Networking\n");
// Con::addVariable("specialFog", TypeBool, &SceneGraph::useSpecial);
}
DefineEngineMethod( GameConnection, startRecording, void, (const char* fileName),,
"@brief On the client, starts recording the network connection's traffic to a demo file.\n\n"
"It is often useful to play back a game session. This could be for producing a "
"demo of the game that will be shown at a later time, or for debugging a game. "
"By recording the entire network stream it is possible to later play game the game "
"exactly as it unfolded during the actual play session. This is because all user "
"control and server results pass through the connection.\n\n"
"@param fileName The file name to use for the demo recording.\n\n"
"@see GameConnection::stopRecording(), GameConnection::playDemo()")
{
char expFileName[1024];
Con::expandScriptFilename(expFileName, sizeof(expFileName), fileName);
object->startDemoRecord(expFileName);
}
DefineEngineMethod( GameConnection, stopRecording, void, (),,
"@brief On the client, stops the recording of a connection's network traffic to a file.\n\n"
"@see GameConnection::startRecording(), GameConnection::playDemo()")
{
object->stopRecording();
}
DefineEngineMethod( GameConnection, playDemo, bool, (const char* demoFileName),,
"@brief On the client, play back a previously recorded game session.\n\n"
"It is often useful to play back a game session. This could be for producing a "
"demo of the game that will be shown at a later time, or for debugging a game. "
"By recording the entire network stream it is possible to later play game the game "
"exactly as it unfolded during the actual play session. This is because all user "
"control and server results pass through the connection.\n\n"
"@returns True if the playback was successful. False if there was an issue, such as "
"not being able to open the demo file for playback.\n\n"
"@see GameConnection::startRecording(), GameConnection::stopRecording()")
{
char filename[1024];
Con::expandScriptFilename(filename, sizeof(filename), demoFileName);
// Note that calling onConnectionEstablished will change the values in argv!
object->onConnectionEstablished(true);
object->setEstablished();
if(!object->replayDemoRecord(filename))
{
Con::printf("Unable to open demo file %s.", filename);
object->deleteObject();
return false;
}
// After demo has loaded, execute the scene re-light the scene
//SceneLighting::lightScene(0, 0);
GameConnection::smPlayingDemo.trigger();
return true;
}
DefineEngineMethod( GameConnection, isDemoPlaying, bool, (),,
"@brief Returns true if a previously recorded demo file is now playing.\n\n"
"@see GameConnection::playDemo()")
{
return object->isPlayingBack();
}
DefineEngineMethod( GameConnection, isDemoRecording, bool, (),,
"@brief Returns true if a demo file is now being recorded.\n\n"
"@see GameConnection::startRecording(), GameConnection::stopRecording()")
{
return object->isRecording();
}
DefineEngineMethod( GameConnection, listClassIDs, void, (),,
"@brief List all of the classes that this connection knows about, and what their IDs are. Useful for debugging network problems.\n\n"
"@note The list is sent to the console.\n\n")
{
Con::printf("--------------- Class ID Listing ----------------");
Con::printf(" id | name");
for(AbstractClassRep *rep = AbstractClassRep::getClassList();
rep;
rep = rep->getNextClass())
{
ConsoleObject *obj = rep->create();
if(obj && rep->getClassId(object->getNetClassGroup()) >= 0)
Con::printf("%7.7d| %s", rep->getClassId(object->getNetClassGroup()), rep->getClassName());
delete obj;
}
}
DefineEngineStaticMethod( GameConnection, getServerConnection, S32, (),,
"@brief On the client, this static mehtod will return the connection to the server, if any.\n\n"
"@returns The SimObject ID of the server connection, or -1 if none is found.\n\n")
{
if(GameConnection::getConnectionToServer())
return GameConnection::getConnectionToServer()->getId();
else
{
Con::errorf("GameConnection::getServerConnection - no connection available.");
return -1;
}
}
DefineEngineMethod( GameConnection, setCameraObject, bool, (GameBase* camera),,
"@brief On the server, set the connection's camera object used when not viewing "
"through the control object.\n\n"
"@see GameConnection::getCameraObject() and GameConnection::clearCameraObject()\n\n")
{
if(!camera)
return false;
object->setCameraObject(camera);
return true;
}
DefineEngineMethod( GameConnection, getCameraObject, SimObject*, (),,
"@brief Returns the connection's camera object used when not viewing through the control object.\n\n"
"@see GameConnection::setCameraObject() and GameConnection::clearCameraObject()\n\n")
{
SimObject *obj = dynamic_cast<SimObject*>(object->getCameraObject());
return obj;
}
DefineEngineMethod( GameConnection, clearCameraObject, void, (),,
"@brief Clear the connection's camera object reference.\n\n"
"@see GameConnection::setCameraObject() and GameConnection::getCameraObject()\n\n")
{
object->setCameraObject(NULL);
}
DefineEngineMethod( GameConnection, isFirstPerson, bool, (),,
"@brief Returns true if this connection is in first person mode.\n\n"
"@note Transition to first person occurs over time via mCameraPos, so this "
"won't immediately return true after a set.\n\n")
{
// Note: Transition to first person occurs over time via mCameraPos, so this
// won't immediately return true after a set.
return object->isFirstPerson();
}
DefineEngineMethod( GameConnection, setFirstPerson, void, (bool firstPerson),,
"@brief On the server, sets this connection into or out of first person mode.\n\n"
"@param firstPerson Set to true to put the connection into first person mode.\n\n")
{
object->setFirstPerson(firstPerson);
}
DefineEngineMethod( GameConnection, setControlSchemeParameters, void, (bool absoluteRotation, bool addYawToAbsRot, bool addPitchToAbsRot),,
"@brief Set the control scheme that may be used by a connection's control object.\n\n"
"@param absoluteRotation Use absolute rotation values from client, likely through ExtendedMove.\n"
"@param addYawToAbsRot Add relative yaw control to the absolute rotation calculation. Only useful when absoluteRotation is true.\n\n" )
{
object->setControlSchemeParameters(absoluteRotation, addYawToAbsRot, addPitchToAbsRot);
}
DefineEngineMethod( GameConnection, getControlSchemeAbsoluteRotation, bool, (),,
"@brief Get the connection's control scheme absolute rotation property.\n\n"
"@return True if the connection's control object should use an absolute rotation control scheme.\n\n"
"@see GameConnection::setControlSchemeParameters()\n\n")
{
return object->getControlSchemeAbsoluteRotation();
}
DefineEngineMethod( GameConnection, setVisibleGhostDistance, void, (F32 dist),,
"@brief Sets the distance that objects around it will be ghosted.\n\n"
"@dist - is the max distance\n\n"
)
{
#ifdef GHOSTSCOPING
object->setVisibleGhostDistance(dist);
#endif
}
DefineEngineMethod( GameConnection, getVisibleGhostDistance, F32, (),,
"@brief Gets the distance that objects around the connection will be ghosted.\n\n"
"@return S32 of distance.\n\n"
)
{
#ifdef GHOSTSCOPING
return object->getVisibleGhostDistance();
#else
return 0;
#endif
}