Torque3D/Engine/source/T3D/gameBase/moveList.h
2012-09-19 11:15:01 -04:00

123 lines
3.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _MOVELIST_H_
#define _MOVELIST_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MOVEMANAGER_H_
#include "T3D/gameBase/moveManager.h"
#endif
class BitStream;
class ResizeBitStream;
class NetObject;
class GameConnection;
class PlayerRep;
class ProcessList;
class MoveList
{
public:
MoveList();
virtual ~MoveList() {}
virtual void init() {}
void setConnection( GameConnection *connection) { mConnection = connection; }
/// @name Move Packets
/// Write/read move data to the packet.
/// @{
virtual void ghostReadExtra( NetObject *, BitStream *, bool newGhost) {};
virtual void ghostWriteExtra( NetObject *,BitStream * ) {};
virtual void ghostPreRead( NetObject *, bool newGhost ) {};
virtual void clientWriteMovePacket( BitStream *bstream ) = 0;
virtual void clientReadMovePacket( BitStream * ) = 0;
virtual void serverWriteMovePacket( BitStream * ) = 0;
virtual void serverReadMovePacket( BitStream *bstream ) = 0;
virtual void writeDemoStartBlock( ResizeBitStream *stream );
virtual void readDemoStartBlock( BitStream *stream );
/// @}
virtual void advanceMove() = 0;
virtual void onAdvanceObjects() = 0;
virtual U32 getMoves( Move**, U32 *numMoves );
/// Reset to beginning of client move list.
void resetClientMoves() { mLastClientMove = mFirstMoveIndex; }
/// Reset move list back to last acknowledged move.
void resetCatchup() { mLastClientMove = mLastMoveAck; }
void collectMove();
void pushMove( const Move &mv );
virtual void clearMoves( U32 count );
virtual void markControlDirty() { mLastClientMove = mLastMoveAck; }
bool isMismatch() { return mControlMismatch; }
void clearMismatch() { mControlMismatch = false; }
/// Clear out all moves in the list and reset to initial state.
void reset();
/// If there are no pending moves and the input queue is full,
/// then the connection to the server must be clogged.
bool isBacklogged();
bool areMovesPending();
void ackMoves( U32 count );
protected:
bool getNextMove( Move &curMove );
protected:
enum
{
MoveCountBits = 5,
/// MaxMoveCount should not exceed the MoveManager's
/// own maximum (MaxMoveQueueSize)
MaxMoveCount = 30,
};
U32 mLastMoveAck;
U32 mLastClientMove;
U32 mFirstMoveIndex;
bool mControlMismatch;
GameConnection *mConnection;
Vector<Move> mMoveVec;
};
#endif // _MOVELIST_H_