Torque3D/Engine/source/T3D/gameBase/gameConnectionEvents.h
AzaezelX 846cec8dff hybridize suggested approaches with older code style, passing along either a matrix or a null.
for network transmission purposes, send which along as a bool
2024-02-03 22:35:41 -06:00

182 lines
5.4 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 _GAMECONNECTIONEVENTS_H_
#define _GAMECONNECTIONEVENTS_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _GAMECONNECTION_H_
#include "T3D/gameBase/gameConnection.h"
#endif
#ifndef _SFXPROFILE_H_
#include "sfx/sfxProfile.h"
#endif
#ifndef _BITSTREAM_H_
#include "core/stream/bitStream.h"
#endif
#include "T3D/assets/SoundAsset.h"
class QuitEvent : public SimEvent
{
void process(SimObject *object)
{
Platform::postQuitMessage(0);
}
};
/// Event for sending a datablock over the net from the server to the client.
///
/// Datablock events are GuaranteedOrdered client events.
///
class SimDataBlockEvent : public NetEvent
{
public:
typedef NetEvent Parent;
protected:
/// Id of the datablock object to be sent. This must be a datablock ID
/// (as opposed to a normal object ID).
SimObjectId id;
///
U32 mIndex;
/// Total number of datablocks that are part of this datablock transmission.
/// Each datablock is transmitted in an independent datablock event.
U32 mTotal;
/// The mission sequence number to which this datablock transmission
/// belongs.
///
/// @see GameConnection::getDataBlockSequence
U32 mMissionSequence;
/// Datablock object constructed on the client side.
SimDataBlock *mObj;
///
bool mProcess;
public:
SimDataBlockEvent(SimDataBlock* obj = NULL, U32 index = 0, U32 total = 0, U32 missionSequence = 0);
~SimDataBlockEvent();
void pack(NetConnection *, BitStream *bstream);
void write(NetConnection *, BitStream *bstream);
void unpack(NetConnection *cptr, BitStream *bstream);
void process(NetConnection*);
void notifyDelivered(NetConnection *, bool);
#ifdef TORQUE_DEBUG_NET
const char *getDebugName();
#endif
DECLARE_CONOBJECT( SimDataBlockEvent );
DECLARE_CATEGORY( "Game Networking" );
};
class SimSoundAssetEvent : public NetEvent
{
private:
AssetPtr<SoundAsset> mAsset;
MatrixF mTransform;
bool sentTransform;
public:
typedef NetEvent Parent;
SimSoundAssetEvent(StringTableEntry assetId = StringTable->EmptyString(), const MatrixF* mat = NULL);
void pack(NetConnection*, BitStream* bstream);
void write(NetConnection*, BitStream* bstream);
void unpack(NetConnection*, BitStream* bstream);
void process(NetConnection*);
DECLARE_CONOBJECT(SimSoundAssetEvent);
};
class Sim2DAudioEvent: public NetEvent
{
private:
SFXProfile *mProfile;
public:
typedef NetEvent Parent;
Sim2DAudioEvent(SFXProfile *profile=NULL);
void pack(NetConnection *, BitStream *bstream);
void write(NetConnection *, BitStream *bstream);
void unpack(NetConnection *, BitStream *bstream);
void process(NetConnection *);
DECLARE_CONOBJECT(Sim2DAudioEvent);
};
class Sim3DAudioEvent: public NetEvent
{
private:
SFXProfile *mProfile;
MatrixF mTransform;
public:
typedef NetEvent Parent;
Sim3DAudioEvent(SFXProfile *profile=NULL,const MatrixF* mat=NULL);
void pack(NetConnection *, BitStream *bstream);
void write(NetConnection *, BitStream *bstream);
void unpack(NetConnection *, BitStream *bstream);
void process(NetConnection *);
DECLARE_CONOBJECT(Sim3DAudioEvent);
};
//----------------------------------------------------------------------------
// used to set the crc for the current mission (mission lighting)
//----------------------------------------------------------------------------
class SetMissionCRCEvent : public NetEvent
{
private:
U32 mCrc;
public:
typedef NetEvent Parent;
SetMissionCRCEvent(U32 crc = 0xffffffff)
{ mCrc = crc; }
void pack(NetConnection *, BitStream * bstream)
{ bstream->write(mCrc); }
void write(NetConnection * con, BitStream * bstream)
{ pack(con, bstream); }
void unpack(NetConnection *, BitStream * bstream)
{ bstream->read(&mCrc); }
void process(NetConnection * con)
{ static_cast<GameConnection*>(con)->setMissionCRC(mCrc); }
DECLARE_CONOBJECT(SetMissionCRCEvent);
};
#endif