mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
186 lines
5.3 KiB
C++
186 lines
5.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "console/engineAPI.h"
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#include "platform/platform.h"
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#include "T3D/gameBase/gameProcess.h"
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#include "T3D/gameBase/gameBase.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/gameBase/moveList.h"
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//----------------------------------------------------------------------------
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ClientProcessList* ClientProcessList::smClientProcessList = NULL;
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ServerProcessList* ServerProcessList::smServerProcessList = NULL;
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static U32 gNetOrderNextId = 0;
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DefineEngineFunction( dumpProcessList, void, ( ), ,
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"Dumps all ProcessObjects in ServerProcessList and ClientProcessList to the console." )
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{
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Con::printf( "client process list:" );
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ClientProcessList::get()->dumpToConsole();
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Con::printf( "server process list:" );
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ServerProcessList::get()->dumpToConsole();
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}
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//--------------------------------------------------------------------------
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// ClientProcessList
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//--------------------------------------------------------------------------
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ClientProcessList::ClientProcessList()
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{
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}
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void ClientProcessList::addObject( ProcessObject *pobj )
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{
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AssertFatal( static_cast<SceneObject*>( pobj )->isClientObject(), "Tried to add server object to ClientProcessList." );
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GameBase *obj = getGameBase( pobj );
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if ( obj && obj->isNetOrdered() )
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{
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if ( ( gNetOrderNextId & 0xFFFF ) == 0 )
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// don't let it be zero
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gNetOrderNextId++;
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pobj->mOrderGUID = ( gNetOrderNextId++ ) & 0xFFFF; // 16 bits should be enough
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pobj->plLinkBefore( &mHead );
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mDirty = true;
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}
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else if ( obj && obj->isTickLast() )
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{
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pobj->mOrderGUID = 0xFFFFFFFF;
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pobj->plLinkBefore( &mHead );
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// not dirty
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}
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else
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{
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pobj->plLinkAfter( &mHead );
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// not dirty
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}
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}
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bool ClientProcessList::doBacklogged( SimTime timeDelta )
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{
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#ifdef TORQUE_DEBUG
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static bool backlogged = false;
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static U32 backloggedTime = 0;
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#endif
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// See if the control object has pending moves.
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GameConnection *connection = GameConnection::getConnectionToServer();
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if ( connection )
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{
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// If the connection to the server is backlogged
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// the simulation is frozen.
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if ( connection->mMoveList->isBacklogged() )
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{
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#ifdef TORQUE_DEBUG
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if ( !backlogged )
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{
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Con::printf( "client is backlogged, time is frozen" );
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backlogged = true;
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}
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backloggedTime += timeDelta;
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#endif
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return true;
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}
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}
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#ifdef TORQUE_DEBUG
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if ( backlogged )
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{
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Con::printf( "client is no longer backlogged, time is unfrozen (%i ms elapsed)", backloggedTime );
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backlogged = false;
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backloggedTime = 0;
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}
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#endif
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return false;
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}
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void ClientProcessList::onPreTickObject( ProcessObject *pobj )
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{
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// reset to tick boundary
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pobj->interpolateTick( 0.0f );
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}
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//--------------------------------------------------------------------------
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// ServerProcessList
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//--------------------------------------------------------------------------
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ServerProcessList::ServerProcessList()
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{
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}
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void ServerProcessList::addObject( ProcessObject *pobj )
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{
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AssertFatal( static_cast<SceneObject*>( pobj )->isServerObject(), "Tried to add client object to ServerProcessList." );
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GameBase *obj = getGameBase( pobj );
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if ( obj && obj->isNetOrdered() )
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{
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if ( ( gNetOrderNextId & 0xFFFF ) == 0)
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// don't let it be zero
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gNetOrderNextId++;
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pobj->mOrderGUID = ( gNetOrderNextId++ ) & 0xFFFF; // 16 bits should be enough
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pobj->plLinkBefore( &mHead );
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mDirty = true;
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}
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else if ( obj && obj->isTickLast() )
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{
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pobj->mOrderGUID = 0xFFFFFFFF;
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pobj->plLinkBefore( &mHead );
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// not dirty
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}
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else
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{
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pobj->plLinkAfter( &mHead );
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// not dirty
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}
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}
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void ServerProcessList::advanceObjects()
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{
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("Advance server time...");
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#endif
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Parent::advanceObjects();
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#ifdef TORQUE_DEBUG_NET_MOVES
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Con::printf("---------");
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#endif
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}
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void ServerProcessList::onPreTickObject( ProcessObject *pobj )
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{
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}
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