mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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193 lines
6 KiB
C++
193 lines
6 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 _PROCESSLIST_H_
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#define _PROCESSLIST_H_
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#ifndef _SIM_H_
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#include "console/sim.h"
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#endif
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#ifndef _TSIGNAL_H_
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#include "core/util/tSignal.h"
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#endif
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//----------------------------------------------------------------------------
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#define TickMs 32
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#define TickSec (F32(TickMs) / 1000.0f)
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//----------------------------------------------------------------------------
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class GameConnection;
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struct Move;
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class ProcessObject
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{
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public:
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ProcessObject();
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virtual ~ProcessObject() { removeFromProcessList(); }
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/// Removes this object from the tick-processing list
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void removeFromProcessList() { plUnlink(); }
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/// Set the status of tick processing.
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///
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/// Set true to receive processTick, advanceTime, and interpolateTick calls.
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///
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/// @see processTick
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/// @param t If true, tick processing is enabled.
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virtual void setProcessTick( bool t ) { mProcessTick = t; }
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/// Returns true if this object processes ticks.
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bool isTicking() const { return mProcessTick; }
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/// This is really implemented in GameBase and is only here to avoid
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/// casts within ProcessList.
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virtual GameConnection* getControllingClient() { return NULL; }
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/// This is really implemented in GameBase and is only here to avoid
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/// casts within ProcessList.
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virtual U32 getPacketDataChecksum( GameConnection *conn ) { return -1; }
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/// Force this object to process after some other object.
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///
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/// For example, a player mounted to a vehicle would want to process after
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/// the vehicle to prevent a visible 'lagging' from occurring when the
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/// vehicle moves. So the player would be set to processAfter(theVehicle).
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///
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/// @param obj Object to process after
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virtual void processAfter( ProcessObject *obj ) {}
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/// Clears the effects of a call to processAfter()
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virtual void clearProcessAfter() {}
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/// Returns the object that this processes after.
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///
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/// @see processAfter
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virtual ProcessObject* getAfterObject() const { return NULL; }
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/// Processes a move event and updates object state once every 32 milliseconds.
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///
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/// This takes place both on the client and server, every 32 milliseconds (1 tick).
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///
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/// @see ProcessList
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/// @param move Move event corresponding to this tick, or NULL.
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virtual void processTick( const Move *move ) {}
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/// Interpolates between tick events. This takes place on the CLIENT ONLY.
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///
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/// @param delta Time since last call to interpolate
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virtual void interpolateTick( F32 delta ) {}
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/// Advances simulation time for animations. This is called every frame.
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///
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/// @param dt Time since last advance call
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virtual void advanceTime( F32 dt ) {}
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/// Allow object to modify the Move before it is ticked or sent to the server.
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/// This is only called for the control object on the client-side.
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virtual void preprocessMove( Move *move ) {}
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//protected:
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struct Link
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{
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ProcessObject *next;
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ProcessObject *prev;
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};
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// Processing interface
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void plUnlink();
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void plLinkAfter(ProcessObject*);
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void plLinkBefore(ProcessObject*);
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void plJoin(ProcessObject*);
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U32 mProcessTag; // Tag used during sort
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U32 mOrderGUID; // UID for keeping order synced (e.g., across network or runs of sim)
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Link mProcessLink; // Ordered process queue
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bool mProcessTick;
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bool mIsGameBase;
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};
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//----------------------------------------------------------------------------
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typedef Signal<void()> PreTickSignal;
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typedef Signal<void(SimTime)> PostTickSignal;
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class GameBase;
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/// List of ProcessObjects.
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class ProcessList
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{
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public:
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ProcessList();
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virtual ~ProcessList() {}
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void markDirty() { mDirty = true; }
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bool isDirty() { return mDirty; }
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SimTime getLastTime() { return mLastTime; }
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F32 getLastDelta() { return mLastDelta; }
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F32 getLastInterpDelta() { return mLastDelta / F32(TickMs); }
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U32 getTotalTicks() { return mTotalTicks; }
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void dumpToConsole();
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PreTickSignal& preTickSignal() { return mPreTick; }
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PostTickSignal& postTickSignal() { return mPostTick; }
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virtual void addObject( ProcessObject *obj );
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/// Returns true if a tick was processed.
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virtual bool advanceTime( SimTime timeDelta );
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protected:
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void orderList();
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GameBase* getGameBase( ProcessObject *obj );
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virtual void advanceObjects();
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virtual void onAdvanceObjects() { advanceObjects(); }
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virtual void onPreTickObject( ProcessObject* ) {}
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virtual void onTickObject( ProcessObject* ) {}
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protected:
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ProcessObject mHead;
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U32 mCurrentTag;
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bool mDirty;
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U32 mTotalTicks;
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SimTime mLastTick;
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SimTime mLastTime;
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F32 mLastDelta;
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PreTickSignal mPreTick;
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PostTickSignal mPostTick;
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};
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#endif // _PROCESSLIST_H_
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