Torque3D/Engine/source/T3D/gameBase/extended/extendedGameProcess.cpp
DavidWyand-GG 35374f939e ExtendedMove class and support
The ExtendedMove class can optionally replace the standard Move class to
allow the passing of absolute position and rotation information from the
client's input device to the server.  It is enabled by changing
$TORQUE_EXTENDED_MOVE to true in buildFiles/config/project.conf and
re-running the project generator.
2013-01-23 01:52:46 -05:00

380 lines
11 KiB
C++

#include "platform/platform.h"
#include "T3D/gameBase/extended/extendedGameProcess.h"
#include "T3D/gameBase/extended/extendedMoveList.h"
#include "platform/profiler.h"
#include "console/consoleTypes.h"
#include "core/dnet.h"
#include "core/stream/bitStream.h"
#include "core/frameAllocator.h"
#include "core/util/refBase.h"
#include "math/mPoint3.h"
#include "math/mMatrix.h"
#include "math/mathUtils.h"
#include "T3D/gameBase/gameBase.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/fx/cameraFXMgr.h"
MODULE_BEGIN( ProcessList )
MODULE_INIT
{
ExtendedServerProcessList::init();
ExtendedClientProcessList::init();
}
MODULE_SHUTDOWN
{
ExtendedServerProcessList::shutdown();
ExtendedClientProcessList::shutdown();
}
MODULE_END;
void ExtendedServerProcessList::init()
{
smServerProcessList = new ExtendedServerProcessList();
}
void ExtendedServerProcessList::shutdown()
{
delete smServerProcessList;
}
void ExtendedClientProcessList::init()
{
smClientProcessList = new ExtendedClientProcessList();
}
void ExtendedClientProcessList::shutdown()
{
delete smClientProcessList;
}
//----------------------------------------------------------------------------
namespace
{
// local work class
struct GameBaseListNode
{
GameBaseListNode()
{
mPrev=this;
mNext=this;
mObject=NULL;
}
GameBaseListNode * mPrev;
GameBaseListNode * mNext;
GameBase * mObject;
void linkBefore(GameBaseListNode * obj)
{
// Link this before obj
mNext = obj;
mPrev = obj->mPrev;
obj->mPrev = this;
mPrev->mNext = this;
}
};
} // namespace
//--------------------------------------------------------------------------
// ExtendedClientProcessList
//--------------------------------------------------------------------------
ExtendedClientProcessList::ExtendedClientProcessList()
{
}
bool ExtendedClientProcessList::advanceTime( SimTime timeDelta )
{
PROFILE_SCOPE( ExtendedClientProcessList_AdvanceTime );
if ( doBacklogged( timeDelta ) )
return false;
bool ret = Parent::advanceTime( timeDelta );
ProcessObject *obj = NULL;
AssertFatal( mLastDelta >= 0.0f && mLastDelta <= 1.0f, "mLastDelta is not zero to one.");
obj = mHead.mProcessLink.next;
while ( obj != &mHead )
{
if ( obj->isTicking() )
obj->interpolateTick( mLastDelta );
obj = obj->mProcessLink.next;
}
// Inform objects of total elapsed delta so they can advance
// client side animations.
F32 dt = F32(timeDelta) / 1000;
// Update camera FX.
gCamFXMgr.update( dt );
obj = mHead.mProcessLink.next;
while ( obj != &mHead )
{
obj->advanceTime( dt );
obj = obj->mProcessLink.next;
}
return ret;
}
//----------------------------------------------------------------------------
void ExtendedClientProcessList::onAdvanceObjects()
{
PROFILE_SCOPE( ExtendedClientProcessList_OnAdvanceObjects );
GameConnection* connection = GameConnection::getConnectionToServer();
if ( connection )
{
// process any demo blocks that are NOT moves, and exactly one move
// we advance time in the demo stream by a move inserted on
// each tick. So before doing the tick processing we advance
// the demo stream until a move is ready
if ( connection->isPlayingBack() )
{
U32 blockType;
do
{
blockType = connection->getNextBlockType();
bool res = connection->processNextBlock();
// if there are no more blocks, exit out of this function,
// as no more client time needs to process right now - we'll
// get it all on the next advanceClientTime()
if(!res)
return;
}
while ( blockType != GameConnection::BlockTypeMove );
}
connection->mMoveList->collectMove();
advanceObjects();
}
else
advanceObjects();
}
void ExtendedClientProcessList::onTickObject( ProcessObject *obj )
{
PROFILE_SCOPE( ExtendedClientProcessList_OnTickObject );
// In case the object deletes itself during its processTick.
SimObjectPtr<SceneObject> safePtr = static_cast<SceneObject*>( obj );
// Each object is either advanced a single tick, or if it's
// being controlled by a client, ticked once for each pending move.
ExtendedMove* extMovePtr;
U32 numMoves;
GameConnection* con = obj->getControllingClient();
if ( con && con->getControlObject() == obj )
{
ExtendedMoveList* extMoveList = static_cast<ExtendedMoveList*>(con->mMoveList);
extMoveList->getExtMoves( &extMovePtr, &numMoves );
if ( numMoves )
{
// Note: should only have a single move at this point
AssertFatal(numMoves==1,"ClientProccessList::onTickObject: more than one move in queue");
#ifdef TORQUE_DEBUG_NET_MOVES
U32 sum = Move::ChecksumMask & obj->getPacketDataChecksum(obj->getControllingClient());
#endif
if ( obj->isTicking() )
obj->processTick( extMovePtr );
if ( bool(safePtr) && obj->getControllingClient() )
{
U32 newsum = Move::ChecksumMask & obj->getPacketDataChecksum( obj->getControllingClient() );
// set checksum if not set or check against stored value if set
extMovePtr->checksum = newsum;
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("move checksum: %i, (start %i), (move %f %f %f)",
movePtr->checksum,sum,movePtr->yaw,movePtr->y,movePtr->z);
#endif
}
con->mMoveList->clearMoves( 1 );
}
}
else if ( obj->isTicking() )
obj->processTick( 0 );
}
void ExtendedClientProcessList::advanceObjects()
{
PROFILE_SCOPE( ExtendedClientProcessList_AdvanceObjects );
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("Advance client time...");
#endif
Parent::advanceObjects();
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("---------");
#endif
}
void ExtendedClientProcessList::clientCatchup( GameConnection * connection )
{
SimObjectPtr<GameBase> control = connection->getControlObject();
if ( control )
{
ExtendedMove * extMovePtr;
U32 numMoves;
U32 m = 0;
ExtendedMoveList* extMoveList = static_cast<ExtendedMoveList*>(connection->mMoveList);
extMoveList->getExtMoves( &extMovePtr, &numMoves );
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("client catching up... (%i)", numMoves);
#endif
preTickSignal().trigger();
if ( control->isTicking() )
for ( m = 0; m < numMoves; m++ )
control->processTick( extMovePtr++ );
extMoveList->clearMoves( m );
}
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("---------");
#endif
}
//--------------------------------------------------------------------------
// ServerProcessList
//--------------------------------------------------------------------------
ExtendedServerProcessList::ExtendedServerProcessList()
{
}
void ExtendedServerProcessList::onPreTickObject( ProcessObject *pobj )
{
if ( pobj->mIsGameBase )
{
SimObjectPtr<GameBase> obj = getGameBase( pobj );
// Each object is either advanced a single tick, or if it's
// being controlled by a client, ticked once for each pending move.
GameConnection *con = obj->getControllingClient();
if ( con && con->getControlObject() == obj )
{
ExtendedMove* extMovePtr;
U32 numMoves;
ExtendedMoveList* extMoveList = static_cast<ExtendedMoveList*>(con->mMoveList);
extMoveList->getExtMoves( &extMovePtr, &numMoves );
if ( numMoves == 0 )
{
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("no moves on object %i, skip tick",obj->getId());
#endif
return;
}
}
}
Parent::onPreTickObject (pobj );
}
void ExtendedServerProcessList::onTickObject( ProcessObject *pobj )
{
PROFILE_SCOPE( ExtendedServerProcessList_OnTickObject );
// Each object is either advanced a single tick, or if it's
// being controlled by a client, ticked once for each pending move.
GameConnection *con = pobj->getControllingClient();
if ( pobj->mIsGameBase && con && con->getControlObject() == pobj )
{
// In case the object is deleted during its own tick.
SimObjectPtr<GameBase> obj = getGameBase( pobj );
ExtendedMove* extMovePtr;
U32 m, numMoves;
ExtendedMoveList* extMoveList = static_cast<ExtendedMoveList*>(con->mMoveList);
extMoveList->getExtMoves( &extMovePtr, &numMoves );
// For debugging it can be useful to know when this happens.
//if ( numMoves > 1 )
// Con::printf( "numMoves: %i", numMoves );
// Do we really need to test the control object each iteration? Does it change?
for ( m = 0; m < numMoves && con && con->getControlObject() == obj; m++, extMovePtr++ )
{
#ifdef TORQUE_DEBUG_NET_MOVES
U32 sum = Move::ChecksumMask & obj->getPacketDataChecksum(obj->getControllingClient());
#endif
if ( obj->isTicking() )
obj->processTick( extMovePtr );
if ( con && con->getControlObject() == obj )
{
U32 newsum = Move::ChecksumMask & obj->getPacketDataChecksum( obj->getControllingClient() );
// check move checksum
if ( extMovePtr->checksum != newsum )
{
#ifdef TORQUE_DEBUG_NET_MOVES
if( !obj->isAIControlled() )
Con::printf("move %i checksum disagree: %i != %i, (start %i), (move %f %f %f)",
extMovePtr->id, extMovePtr->checksum,newsum,sum,extMovePtr->yaw,extMovePtr->y,extMovePtr->z);
#endif
extMovePtr->checksum = Move::ChecksumMismatch;
}
else
{
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("move %i checksum agree: %i == %i, (start %i), (move %f %f %f)",
extMovePtr->id, extMovePtr->checksum,newsum,sum,extMovePtr->yaw,extMovePtr->y,extMovePtr->z);
#endif
}
}
}
extMoveList->clearMoves( m );
}
else if ( pobj->isTicking() )
pobj->processTick( 0 );
}
void ExtendedServerProcessList::advanceObjects()
{
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("Advance server time...");
#endif
Parent::advanceObjects();
// Credit all connections with the elapsed tick
SimGroup *clientGroup = Sim::getClientGroup();
for(SimGroup::iterator i = clientGroup->begin(); i != clientGroup->end(); i++)
{
if (GameConnection *con = dynamic_cast<GameConnection *>(*i))
{
con->mMoveList->advanceMove();
}
}
#ifdef TORQUE_DEBUG_NET_MOVES
Con::printf("---------");
#endif
}