mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
2345 lines
75 KiB
C++
2345 lines
75 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 "platform/platform.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "platform/profiler.h"
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#include "core/dnet.h"
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#include "core/util/safeDelete.h"
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#include "core/stream/bitStream.h"
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#include "console/consoleTypes.h"
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#include "console/simBase.h"
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#include "sfx/sfxProfile.h"
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#include "sfx/sfxDescription.h"
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#include "app/game.h"
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#include "app/auth.h"
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#include "T3D/camera.h"
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#include "T3D/gameBase/gameProcess.h"
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#include "T3D/gameBase/gameConnectionEvents.h"
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#include "console/engineAPI.h"
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#include "math/mTransform.h"
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#ifdef TORQUE_EXPERIMENTAL_EC
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#include "T3D/Entity.h"
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#include "T3D/Components/coreInterfaces.h"
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#endif
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#ifdef TORQUE_HIFI_NET
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#include "T3D/gameBase/hifi/hifiMoveList.h"
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#elif defined TORQUE_EXTENDED_MOVE
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#include "T3D/gameBase/extended/extendedMoveList.h"
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#else
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#include "T3D/gameBase/std/stdMoveList.h"
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#endif
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//----------------------------------------------------------------------------
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#define MAX_MOVE_PACKET_SENDS 4
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#define ControlRequestTime 5000
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const U32 GameConnection::CurrentProtocolVersion = 12;
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const U32 GameConnection::MinRequiredProtocolVersion = 12;
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//----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GameConnection);
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S32 GameConnection::mLagThresholdMS = 0;
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Signal<void(F32)> GameConnection::smFovUpdate;
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Signal<void()> GameConnection::smPlayingDemo;
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ConsoleDocClass( GameConnection,
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"@brief The game-specific subclass of NetConnection.\n\n"
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"The GameConnection introduces the concept of the control object. The control object "
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"is simply the object that the client is associated with that network connection controls. By "
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"default the control object is an instance of the Player class, but can also be an instance "
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"of Camera (when editing the mission, for example), or any other ShapeBase derived class as "
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"appropriate for the game.\n\n"
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"Torque uses a model in which the server is the authoritative master of the simulation. To "
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"prevent clients from cheating, the server simulates all player moves and then tells the "
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"client where his player is in the world. This model, while secure, can have problems. If "
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"the network latency is high, this round-trip time can give the player a very noticeable sense "
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"of movement lag. To correct this problem, the game uses a form of prediction - it simulates "
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"the movement of the control object on the client and on the server both. This way the client "
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"doesn't need to wait for round-trip verification of his moves. Only in the case of a force "
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"acting on the control object on the server that doesn't exist on the client does the client's "
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"position need to be forcefully changed.\n\n"
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"To support this, all control objects (derivative of ShapeBase) must supply a writePacketData() "
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"and readPacketData() function that send enough data to accurately simulate the object on the "
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"client. These functions are only called for the current control object, and only when the "
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"server can determine that the client's simulation is somehow out of sync with the server. This "
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"occurs usually if the client is affected by a force not present on the server (like an "
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"interpolating object) or if the server object is affected by a server only force (such as the "
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"impulse from an explosion).\n\n"
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"The Move structure is a 32 millisecond snapshot of player input, containing x, y, and z "
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"positional and rotational changes as well as trigger state changes. When time passes in the "
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"simulation moves are collected (depending on how much time passes), and applied to the current "
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"control object on the client. The same moves are then packed over to the server in "
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"GameConnection::writePacket(), for processing on the server's version of the control object.\n\n"
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"@see @ref Networking, NetConnection, ShapeBase\n\n"
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"@ingroup Networking\n");
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//----------------------------------------------------------------------------
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IMPLEMENT_CALLBACK( GameConnection, onConnectionTimedOut, void, (), (),
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"@brief Called on the client when the connection to the server times out.\n\n");
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IMPLEMENT_CALLBACK( GameConnection, onConnectionAccepted, void, (), (),
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"@brief Called on the client when the connection to the server has been established.\n\n");
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IMPLEMENT_CALLBACK( GameConnection, onConnectRequestTimedOut, void, (), (),
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"@brief Called when connection attempts have timed out.\n\n");
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IMPLEMENT_CALLBACK( GameConnection, onConnectionDropped, void, (const char* reason), (reason),
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"@brief Called on the client when the connection to the server has been dropped.\n\n"
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"@param reason The reason why the connection was dropped.\n\n");
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IMPLEMENT_CALLBACK( GameConnection, onConnectRequestRejected, void, (const char* reason), (reason),
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"@brief Called on the client when the connection to the server has been rejected.\n\n"
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"@param reason The reason why the connection request was rejected.\n\n");
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IMPLEMENT_CALLBACK( GameConnection, onConnectionError, void, (const char* errorString), (errorString),
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"@brief Called on the client when there is an error with the connection to the server.\n\n"
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"@param errorString The connection error text.\n\n");
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IMPLEMENT_CALLBACK( GameConnection, onDrop, void, (const char* disconnectReason), (disconnectReason),
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"@brief Called on the server when the client's connection has been dropped.\n\n"
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"@param disconnectReason The reason why the connection was dropped.\n\n");
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IMPLEMENT_CALLBACK( GameConnection, initialControlSet, void, (), (),
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"@brief Called on the client when the first control object has been set by the "
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"server and we are now ready to go.\n\n"
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"A common action to perform when this callback is called is to switch the GUI "
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"canvas from the loading screen and over to the 3D game GUI.");
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IMPLEMENT_CALLBACK( GameConnection, onControlObjectChange, void, (), (),
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"@brief Called on the client when the control object has been changed by the "
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"server.\n\n");
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IMPLEMENT_CALLBACK( GameConnection, setLagIcon, void, (bool state), (state),
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"@brief Called on the client to display the lag icon.\n\n"
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"When the connection with the server is lagging, this callback is called to "
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"allow the game GUI to display some indicator to the player.\n\n"
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"@param state Set to true if the lag icon should be displayed.\n\n");
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IMPLEMENT_CALLBACK( GameConnection, onDataBlocksDone, void, (U32 sequence), (sequence),
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"@brief Called on the server when all datablocks has been sent to the client.\n\n"
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"During phase 1 of the mission download, all datablocks are sent from the server "
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"to the client. Once all datablocks have been sent, this callback is called and "
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"the mission download procedure may move on to the next phase.\n\n"
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"@param sequence The sequence is common between the server and client and ensures "
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"that the client is acting on the most recent mission start process. If an errant "
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"network packet (one that was lost but has now been found) is received by the client "
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"with an incorrect sequence, it is just ignored. This sequence number is updated on "
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"the server every time a mission is loaded.\n\n"
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"@see GameConnection::transmitDataBlocks()\n\n");
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IMPLEMENT_GLOBAL_CALLBACK( onDataBlockObjectReceived, void, (U32 index, U32 total), (index, total),
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"@brief Called on the client each time a datablock has been received.\n\n"
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"This callback is typically used to notify the player of how far along "
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"in the datablock download process they are.\n\n"
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"@param index The index of the datablock just received.\n"
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"@param total The total number of datablocks to be received.\n\n"
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"@see GameConnection, GameConnection::transmitDataBlocks(), GameConnection::onDataBlocksDone()\n\n"
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"@ingroup Networking\n");
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IMPLEMENT_CALLBACK( GameConnection, onFlash, void, (bool state), (state),
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"@brief Called on the client when the damage flash or white out states change.\n\n"
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"When the server changes the damage flash or white out values, this callback is called "
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"either is on or both are off. Typically this is used to enable the flash postFx.\n\n"
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"@param state Set to true if either the damage flash or white out conditions are active.\n\n");
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//----------------------------------------------------------------------------
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GameConnection::GameConnection()
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{
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mLagging = false;
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mControlObject = NULL;
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mCameraObject = NULL;
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#ifdef TORQUE_HIFI_NET
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mMoveList = new HifiMoveList();
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#elif defined TORQUE_EXTENDED_MOVE
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mMoveList = new ExtendedMoveList();
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#else
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mMoveList = new StdMoveList();
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#endif
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mMoveList->setConnection( this );
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mDataBlockModifiedKey = 0;
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mMaxDataBlockModifiedKey = 0;
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mAuthInfo = NULL;
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mControlForceMismatch = false;
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mConnectArgc = 0;
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for(U32 i = 0; i < MaxConnectArgs; i++)
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mConnectArgv[i] = 0;
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mJoinPassword = NULL;
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mMissionCRC = 0xffffffff;
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mDamageFlash = mWhiteOut = 0;
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mCameraPos = 0;
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mCameraSpeed = 10;
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mCameraFov = 90.f;
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mUpdateCameraFov = false;
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mAIControlled = false;
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mLastPacketTime = 0;
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mDisconnectReason[0] = 0;
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//blackout vars
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mBlackOut = 0.0f;
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mBlackOutTimeMS = 0;
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mBlackOutStartTimeMS = 0;
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mFadeToBlack = false;
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// first person
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mFirstPerson = true;
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mUpdateFirstPerson = false;
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// Control scheme
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mUpdateControlScheme = false;
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mAbsoluteRotation = false;
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mAddYawToAbsRot = false;
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mAddPitchToAbsRot = false;
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mVisibleGhostDistance = 0.0f;
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clearDisplayDevice();
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}
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GameConnection::~GameConnection()
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{
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setDisplayDevice(NULL);
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delete mAuthInfo;
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for(U32 i = 0; i < mConnectArgc; i++)
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dFree(mConnectArgv[i]);
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dFree(mJoinPassword);
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delete mMoveList;
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}
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//----------------------------------------------------------------------------
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void GameConnection::setVisibleGhostDistance(F32 dist)
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{
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mVisibleGhostDistance = dist;
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}
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F32 GameConnection::getVisibleGhostDistance()
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{
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return mVisibleGhostDistance;
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}
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bool GameConnection::canRemoteCreate()
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{
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return true;
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}
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void GameConnection::setConnectArgs(U32 argc, const char **argv)
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{
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if(argc > MaxConnectArgs)
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argc = MaxConnectArgs;
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mConnectArgc = argc;
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for(U32 i = 0; i < mConnectArgc; i++)
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mConnectArgv[i] = dStrdup(argv[i]);
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}
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void GameConnection::setJoinPassword(const char *password)
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{
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mJoinPassword = dStrdup(password);
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}
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DefineEngineMethod( GameConnection, setJoinPassword, void, (const char* password),,
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"@brief On the client, set the password that will be passed to the server.\n\n"
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"On the server, this password is compared with what is stored in $pref::Server::Password. "
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"If $pref::Server::Password is empty then the client's sent password is ignored. Otherwise, "
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"if the passed in client password and the server password do not match, the CHR_PASSWORD "
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"error string is sent back to the client and the connection is immediately terminated.\n\n"
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"This password checking is performed quite early on in the connection request process so as "
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"to minimize the impact of multiple failed attempts -- also known as hacking.")
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{
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object->setJoinPassword(password);
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}
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ConsoleMethod(GameConnection, setConnectArgs, void, 3, 17,
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"(const char* args) @brief On the client, pass along a variable set of parameters to the server.\n\n"
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"Once the connection is established with the server, the server calls its onConnect() method "
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"with the client's passed in parameters as aruments.\n\n"
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"@see GameConnection::onConnect()\n\n")
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{
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StringStackWrapper args(argc - 2, argv + 2);
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object->setConnectArgs(args.count(), args);
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}
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void GameConnection::onTimedOut()
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{
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if(isConnectionToServer())
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{
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Con::printf("Connection to server timed out");
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onConnectionTimedOut_callback();
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}
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else
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{
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Con::printf("Client %d timed out.", getId());
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setDisconnectReason("TimedOut");
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}
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}
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void GameConnection::onConnectionEstablished(bool isInitiator)
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{
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if(isInitiator)
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{
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setGhostFrom(false);
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setGhostTo(true);
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setSendingEvents(true);
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setTranslatesStrings(true);
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setIsConnectionToServer();
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mServerConnection = this;
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Con::printf("Connection established %d", getId());
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onConnectionAccepted_callback();
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}
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else
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{
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setGhostFrom(true);
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setGhostTo(false);
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setSendingEvents(true);
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setTranslatesStrings(true);
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Sim::getClientGroup()->addObject(this);
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mMoveList->init();
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const char *argv[MaxConnectArgs + 2];
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argv[0] = "onConnect";
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argv[1] = NULL; // Filled in later
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for(U32 i = 0; i < mConnectArgc; i++)
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argv[i + 2] = mConnectArgv[i];
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// NOTE: Need to fallback to Con::execute() as IMPLEMENT_CALLBACK does not
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// support variadic functions.
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Con::execute(this, mConnectArgc + 2, argv);
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}
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}
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void GameConnection::onConnectTimedOut()
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{
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onConnectRequestTimedOut_callback();
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}
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void GameConnection::onDisconnect(const char *reason)
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{
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if(isConnectionToServer())
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{
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Con::printf("Connection with server lost.");
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onConnectionDropped_callback(reason);
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mMoveList->init();
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}
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else
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{
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Con::printf("Client %d disconnected.", getId());
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setDisconnectReason(reason);
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}
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}
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void GameConnection::onConnectionRejected(const char *reason)
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{
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onConnectRequestRejected_callback(reason);
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}
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void GameConnection::handleStartupError(const char *errorString)
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{
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onConnectRequestRejected_callback(errorString);
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}
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void GameConnection::writeConnectAccept(BitStream *stream)
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{
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Parent::writeConnectAccept(stream);
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stream->write(getProtocolVersion());
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}
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bool GameConnection::readConnectAccept(BitStream *stream, const char **errorString)
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{
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if(!Parent::readConnectAccept(stream, errorString))
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return false;
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U32 protocolVersion;
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stream->read(&protocolVersion);
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if(protocolVersion < MinRequiredProtocolVersion || protocolVersion > CurrentProtocolVersion)
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{
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*errorString = "CHR_PROTOCOL"; // this should never happen unless someone is faking us out.
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return false;
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}
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return true;
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}
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void GameConnection::writeConnectRequest(BitStream *stream)
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{
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Parent::writeConnectRequest(stream);
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stream->writeString(GameString);
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stream->write(CurrentProtocolVersion);
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stream->write(MinRequiredProtocolVersion);
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stream->writeString(mJoinPassword);
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stream->write(mConnectArgc);
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for(U32 i = 0; i < mConnectArgc; i++)
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stream->writeString(mConnectArgv[i]);
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}
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bool GameConnection::readConnectRequest(BitStream *stream, const char **errorString)
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{
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if(!Parent::readConnectRequest(stream, errorString))
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return false;
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U32 currentProtocol, minProtocol;
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char gameString[256];
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stream->readString(gameString);
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if(dStrcmp(gameString, GameString))
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{
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*errorString = "CHR_GAME";
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return false;
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}
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stream->read(¤tProtocol);
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stream->read(&minProtocol);
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char joinPassword[256];
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stream->readString(joinPassword);
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if(currentProtocol < MinRequiredProtocolVersion)
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{
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*errorString = "CHR_PROTOCOL_LESS";
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return false;
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}
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if(minProtocol > CurrentProtocolVersion)
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{
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*errorString = "CHR_PROTOCOL_GREATER";
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return false;
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}
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setProtocolVersion(currentProtocol < CurrentProtocolVersion ? currentProtocol : CurrentProtocolVersion);
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const char *serverPassword = Con::getVariable("pref::Server::Password");
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if(serverPassword[0])
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{
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if(dStrcmp(joinPassword, serverPassword))
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{
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*errorString = "CHR_PASSWORD";
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return false;
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}
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}
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stream->read(&mConnectArgc);
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if(mConnectArgc > MaxConnectArgs)
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{
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*errorString = "CR_INVALID_ARGS";
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return false;
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}
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ConsoleValueRef connectArgv[MaxConnectArgs + 3];
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ConsoleValue connectArgvValue[MaxConnectArgs + 3];
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for(U32 i = 0; i < mConnectArgc+3; i++)
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{
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connectArgv[i].value = &connectArgvValue[i];
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connectArgvValue[i].init();
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}
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for(U32 i = 0; i < mConnectArgc; i++)
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{
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char argString[256];
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stream->readString(argString);
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mConnectArgv[i] = dStrdup(argString);
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connectArgv[i + 3] = mConnectArgv[i];
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}
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connectArgvValue[0].setStackStringValue("onConnectRequest");
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connectArgvValue[1].setIntValue(0);
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char buffer[256];
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Net::addressToString(getNetAddress(), buffer);
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connectArgvValue[2].setStackStringValue(buffer);
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// NOTE: Cannot convert over to IMPLEMENT_CALLBACK as it has variable args.
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const char *ret = Con::execute(this, mConnectArgc + 3, connectArgv);
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if(ret[0])
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{
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*errorString = ret;
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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
|
|
//but only if we don't have a specific camera object
|
|
if (!mCameraObject)
|
|
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::getControlCameraEyeTransforms(IDisplayDevice *display, MatrixF *transforms)
|
|
{
|
|
GameBase* obj = getCameraObject();
|
|
if(!obj)
|
|
return false;
|
|
|
|
GameBase* cObj = obj;
|
|
while((cObj = cObj->getControlObject()) != 0)
|
|
{
|
|
if(cObj->useObjsEyePoint())
|
|
obj = cObj;
|
|
}
|
|
|
|
// Perform operation on left & right eyes. For each we need to calculate the world space
|
|
// of the rotated eye offset and add that onto the camera world space.
|
|
for (U32 i=0; i<2; i++)
|
|
{
|
|
obj->getEyeCameraTransform(display, i, &transforms[i]);
|
|
}
|
|
|
|
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)
|
|
{
|
|
#ifdef TORQUE_EXPERIMENTAL_EC
|
|
if (Entity* ent = dynamic_cast<Entity*>(cObj))
|
|
{
|
|
if (CameraInterface* camInterface = ent->getComponent<CameraInterface>())
|
|
{
|
|
*fov = camInterface->getCameraFov();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*fov = cObj->getCameraFov();
|
|
}
|
|
#else
|
|
*fov = cObj->getCameraFov();
|
|
#endif
|
|
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();
|
|
}
|
|
|
|
if (cObj)
|
|
{
|
|
#ifdef TORQUE_EXPERIMENTAL_EC
|
|
if (Entity* ent = dynamic_cast<Entity*>(cObj))
|
|
{
|
|
if (CameraInterface* camInterface = ent->getComponent<CameraInterface>())
|
|
{
|
|
return camInterface->isValidCameraFov(fov);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return cObj->isValidCameraFov(fov);
|
|
}
|
|
#else
|
|
return cObj->isValidCameraFov(fov);
|
|
#endif
|
|
}
|
|
|
|
return 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)
|
|
{
|
|
|
|
#ifdef TORQUE_EXPERIMENTAL_EC
|
|
F32 newFov = 90.f;
|
|
if (Entity* ent = dynamic_cast<Entity*>(cObj))
|
|
{
|
|
if (CameraInterface* camInterface = ent->getComponent<CameraInterface>())
|
|
{
|
|
camInterface->setCameraFov(mClampF(fov, MinCameraFov, MaxCameraFov));
|
|
newFov = camInterface->getCameraFov();
|
|
}
|
|
else
|
|
{
|
|
Con::errorf("Attempted to setControlCameraFov, but we don't have a camera!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// allow shapebase to clamp fov to its datablock values
|
|
cObj->setCameraFov(mClampF(fov, MinCameraFov, MaxCameraFov));
|
|
newFov = cObj->getCameraFov();
|
|
}
|
|
#else
|
|
// allow shapebase to clamp fov to its datablock values
|
|
cObj->setCameraFov(mClampF(fov, MinCameraFov, MaxCameraFov));
|
|
F32 newFov = cObj->getCameraFov();
|
|
#endif
|
|
|
|
// 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 const char* demoPlaybackArgv[1] = { "demoPlaybackComplete" };
|
|
static StringStackConsoleWrapper demoPlaybackCmd(1, demoPlaybackArgv);
|
|
|
|
Sim::postCurrentEvent(Sim::getRootGroup(), new SimConsoleEvent(demoPlaybackCmd.argc, demoPlaybackCmd.argv, 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())
|
|
{
|
|
bool callScript = false;
|
|
if (mCameraObject.isNull())
|
|
callScript = true;
|
|
|
|
S32 gIndex = bstream->readInt(NetConnection::GhostIdBitSize);
|
|
GameBase* obj = dynamic_cast<GameBase*>(resolveGhost(gIndex));
|
|
setCameraObject(obj);
|
|
obj->readPacketData(this, bstream);
|
|
|
|
if (callScript)
|
|
initialControlSet_callback();
|
|
}
|
|
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());
|
|
}
|
|
|
|
if (iCount == 0)
|
|
{
|
|
//if we have no datablocks to send, we still need to be able to complete the level load process
|
|
//so fire off our callback anyways
|
|
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. If set to 0, "
|
|
"it may be defined by the LevelInfo.\n\n"
|
|
"@dist - is the max distance\n\n"
|
|
)
|
|
{
|
|
object->setVisibleGhostDistance(dist);
|
|
}
|
|
|
|
DefineEngineMethod( GameConnection, getVisibleGhostDistance, F32, (),,
|
|
"@brief Gets the distance that objects around the connection will be ghosted.\n\n"
|
|
|
|
"@return S32 of distance.\n\n"
|
|
)
|
|
{
|
|
return object->getVisibleGhostDistance();
|
|
} |