mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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123 lines
3.7 KiB
C++
123 lines
3.7 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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#ifndef _MOVELIST_H_
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#define _MOVELIST_H_
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _MOVEMANAGER_H_
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#include "T3D/gameBase/moveManager.h"
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#endif
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class BitStream;
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class ResizeBitStream;
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class NetObject;
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class GameConnection;
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class PlayerRep;
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class ProcessList;
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class MoveList
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{
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public:
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MoveList();
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virtual ~MoveList() {}
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virtual void init() {}
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void setConnection( GameConnection *connection) { mConnection = connection; }
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/// @name Move Packets
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/// Write/read move data to the packet.
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/// @{
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virtual void ghostReadExtra( NetObject *, BitStream *, bool newGhost) {};
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virtual void ghostWriteExtra( NetObject *,BitStream * ) {};
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virtual void ghostPreRead( NetObject *, bool newGhost ) {};
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virtual void clientWriteMovePacket( BitStream *bstream ) = 0;
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virtual void clientReadMovePacket( BitStream * ) = 0;
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virtual void serverWriteMovePacket( BitStream * ) = 0;
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virtual void serverReadMovePacket( BitStream *bstream ) = 0;
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virtual void writeDemoStartBlock( ResizeBitStream *stream );
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virtual void readDemoStartBlock( BitStream *stream );
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/// @}
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virtual void advanceMove() = 0;
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virtual void onAdvanceObjects() = 0;
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virtual U32 getMoves( Move**, U32 *numMoves );
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/// Reset to beginning of client move list.
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void resetClientMoves() { mLastClientMove = mFirstMoveIndex; }
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/// Reset move list back to last acknowledged move.
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void resetCatchup() { mLastClientMove = mLastMoveAck; }
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void collectMove();
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void pushMove( const Move &mv );
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virtual void clearMoves( U32 count );
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virtual void markControlDirty() { mLastClientMove = mLastMoveAck; }
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bool isMismatch() { return mControlMismatch; }
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void clearMismatch() { mControlMismatch = false; }
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/// Clear out all moves in the list and reset to initial state.
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void reset();
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/// If there are no pending moves and the input queue is full,
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/// then the connection to the server must be clogged.
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bool isBacklogged();
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bool areMovesPending();
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void ackMoves( U32 count );
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protected:
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bool getNextMove( Move &curMove );
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protected:
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enum
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{
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MoveCountBits = 5,
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/// MaxMoveCount should not exceed the MoveManager's
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/// own maximum (MaxMoveQueueSize)
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MaxMoveCount = 30,
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};
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U32 mLastMoveAck;
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U32 mLastClientMove;
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U32 mFirstMoveIndex;
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bool mControlMismatch;
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GameConnection *mConnection;
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Vector<Move> mMoveVec;
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};
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#endif // _MOVELIST_H_
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