tge/engine/game/gameConnectionMoves.cc
2017-04-17 06:17:10 -06:00

368 lines
10 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "core/dnet.h"
#include "console/consoleTypes.h"
#include "console/simBase.h"
#include "game/gameConnection.h"
#include "game/shapeBase.h"
#include "core/bitStream.h"
#include "sim/pathManager.h"
#include "audio/audio.h"
#include "game/game.h"
#include "sceneGraph/sceneGraph.h"
#include "game/gameConnectionEvents.h"
F32 MoveManager::mForwardAction = 0;
F32 MoveManager::mBackwardAction = 0;
F32 MoveManager::mUpAction = 0;
F32 MoveManager::mDownAction = 0;
F32 MoveManager::mLeftAction = 0;
F32 MoveManager::mRightAction = 0;
bool MoveManager::mFreeLook = false;
F32 MoveManager::mPitch = 0;
F32 MoveManager::mYaw = 0;
F32 MoveManager::mRoll = 0;
F32 MoveManager::mPitchUpSpeed = 0;
F32 MoveManager::mPitchDownSpeed = 0;
F32 MoveManager::mYawLeftSpeed = 0;
F32 MoveManager::mYawRightSpeed = 0;
F32 MoveManager::mRollLeftSpeed = 0;
F32 MoveManager::mRollRightSpeed = 0;
U32 MoveManager::mTriggerCount[MaxTriggerKeys] = { 0, };
U32 MoveManager::mPrevTriggerCount[MaxTriggerKeys] = { 0, };
#define MAX_MOVE_PACKET_SENDS 4
const Move NullMove =
{
16,16,16,
0,0,0,
0,0,0, // x,y,z
0,0,0, // Yaw, pitch, roll,
0,0,
false,
false,false,false,false,false,false
};
void MoveManager::init()
{
Con::addVariable("mvForwardAction", TypeF32, &mForwardAction);
Con::addVariable("mvBackwardAction", TypeF32, &mBackwardAction);
Con::addVariable("mvUpAction", TypeF32, &mUpAction);
Con::addVariable("mvDownAction", TypeF32, &mDownAction);
Con::addVariable("mvLeftAction", TypeF32, &mLeftAction);
Con::addVariable("mvRightAction", TypeF32, &mRightAction);
Con::addVariable("mvFreeLook", TypeBool, &mFreeLook);
Con::addVariable("mvPitch", TypeF32, &mPitch);
Con::addVariable("mvYaw", TypeF32, &mYaw);
Con::addVariable("mvRoll", TypeF32, &mRoll);
Con::addVariable("mvPitchUpSpeed", TypeF32, &mPitchUpSpeed);
Con::addVariable("mvPitchDownSpeed", TypeF32, &mPitchDownSpeed);
Con::addVariable("mvYawLeftSpeed", TypeF32, &mYawLeftSpeed);
Con::addVariable("mvYawRightSpeed", TypeF32, &mYawRightSpeed);
Con::addVariable("mvRollLeftSpeed", TypeF32, &mRollLeftSpeed);
Con::addVariable("mvRollRightSpeed", TypeF32, &mRollRightSpeed);
for(U32 i = 0; i < MaxTriggerKeys; i++)
{
char varName[256];
dSprintf(varName, sizeof(varName), "mvTriggerCount%d", i);
Con::addVariable(varName, TypeS32, &mTriggerCount[i]);
}
}
static inline F32 clampFloatWrap(F32 val)
{
return val - F32(S32(val));
}
static F32 clampFloatClamp(F32 val, U32 bits)
{
if(val < 0)
val = 0;
else if(val > 1)
val = 1;
F32 mask = (1 << bits);
return U32(val * mask) / F32(mask);
}
static inline S32 clampRangeClamp(F32 val)
{
if(val < -1)
return 0;
if(val > 1)
return 32;
return (S32)((val + 1) * 16);
}
#define FANG2IANG(x) ((U32)((S16)((F32(0x10000) / M_2PI) * x)) & 0xFFFF)
#define IANG2FANG(x) (F32)((M_2PI / F32(0x10000)) * (F32)((S16)x))
void Move::unclamp()
{
yaw = IANG2FANG(pyaw);
pitch = IANG2FANG(ppitch);
roll = IANG2FANG(proll);
x = (px - 16) / F32(16);
y = (py - 16) / F32(16);
z = (pz - 16) / F32(16);
}
void Move::clamp()
{
// angles are all 16 bit.
pyaw = FANG2IANG(yaw);
ppitch = FANG2IANG(pitch);
proll = FANG2IANG(roll);
px = clampRangeClamp(x);
py = clampRangeClamp(y);
pz = clampRangeClamp(z);
unclamp();
}
void Move::pack(BitStream *stream)
{
if(stream->writeFlag(pyaw != 0))
stream->writeInt(pyaw, 16);
if(stream->writeFlag(ppitch != 0))
stream->writeInt(ppitch, 16);
if(stream->writeFlag(proll != 0))
stream->writeInt(proll, 16);
stream->writeInt(px, 6);
stream->writeInt(py, 6);
stream->writeInt(pz, 6);
stream->writeFlag(freeLook);
for(U32 i = 0; i < MaxTriggerKeys; i++)
stream->writeFlag(trigger[i]);
}
void Move::unpack(BitStream *stream)
{
if(stream->readFlag())
pyaw = stream->readInt(16);
else
pyaw = 0;
if(stream->readFlag())
ppitch = stream->readInt(16);
else
ppitch = 0;
if(stream->readFlag())
proll = stream->readInt(16);
else
proll = 0;
px = stream->readInt(6);
py = stream->readInt(6);
pz = stream->readInt(6);
unclamp();
freeLook = stream->readFlag();
for(U32 i = 0; i < MaxTriggerKeys; i++)
trigger[i] = stream->readFlag();
}
bool GameConnection::getNextMove(Move &curMove)
{
if(mMoveList.size() > MaxMoveQueueSize)
return false;
F32 pitchAdd = MoveManager::mPitchUpSpeed - MoveManager::mPitchDownSpeed;
F32 yawAdd = MoveManager::mYawLeftSpeed - MoveManager::mYawRightSpeed;
F32 rollAdd = MoveManager::mRollRightSpeed - MoveManager::mRollLeftSpeed;
curMove.pitch = MoveManager::mPitch + pitchAdd;
curMove.yaw = MoveManager::mYaw + yawAdd;
curMove.roll = MoveManager::mRoll + rollAdd;
MoveManager::mPitch = 0;
MoveManager::mYaw = 0;
MoveManager::mRoll = 0;
curMove.x = MoveManager::mRightAction - MoveManager::mLeftAction;
curMove.y = MoveManager::mForwardAction - MoveManager::mBackwardAction;
curMove.z = MoveManager::mUpAction - MoveManager::mDownAction;
curMove.freeLook = MoveManager::mFreeLook;
for(U32 i = 0; i < MaxTriggerKeys; i++)
{
curMove.trigger[i] = false;
if(MoveManager::mTriggerCount[i] & 1)
curMove.trigger[i] = true;
else if(!(MoveManager::mPrevTriggerCount[i] & 1) && MoveManager::mPrevTriggerCount[i] != MoveManager::mTriggerCount[i])
curMove.trigger[i] = true;
MoveManager::mPrevTriggerCount[i] = MoveManager::mTriggerCount[i];
}
curMove.clamp(); // clamp for net traffic
return true;
}
void GameConnection::pushMove(const Move &mv)
{
U32 id = mFirstMoveIndex + mMoveList.size();
U32 sz = mMoveList.size();
mMoveList.push_back(mv);
mMoveList[sz].id = id;
mMoveList[sz].sendCount = 0;
}
void GameConnection::getMoveList(Move** movePtr,U32* numMoves)
{
if (isConnectionToServer())
{
// give back moves starting at the last client move...
AssertFatal(mLastClientMove >= mFirstMoveIndex, "Bad move request");
AssertFatal(mLastClientMove - mFirstMoveIndex <= mMoveList.size(), "Desynched first and last move.");
*numMoves = mMoveList.size() - mLastClientMove + mFirstMoveIndex;
*movePtr = mMoveList.address() + mLastClientMove - mFirstMoveIndex;
}
else
{
// On the server we keep our own move list.
*numMoves = (mMoveList.size() < mMoveCredit)?
mMoveList.size(): mMoveCredit;
*movePtr = mMoveList.begin();
//
mMoveCredit -= *numMoves;
mMoveList.setSize(*numMoves);
}
}
void GameConnection::collectMove(U32 time)
{
Move mv;
if(!isPlayingBack() && getNextMove(mv))
{
pushMove(mv);
recordBlock(BlockTypeMove, sizeof(Move), &mv);
}
}
void GameConnection::clearMoves(U32 count)
{
if (isConnectionToServer()) {
mLastClientMove += count;
}
else {
AssertFatal(count <= mMoveList.size(),"GameConnection: Clearing too many moves");
if (count == mMoveList.size())
mMoveList.clear();
else
while (count--)
mMoveList.pop_front();
}
}
void GameConnection::incMoveCredit(U32 ticks)
{
AssertFatal(!isConnectionToServer(), "Cannot inc move credit on the client.");
// Game tick increment
if ((mMoveCredit += ticks) > MaxMoveCount)
mMoveCredit = MaxMoveCount;
// Clear pending moves for the elapsed time if there
// is no control object.
if (mControlObject.isNull())
mMoveList.clear();
}
bool GameConnection::areMovesPending()
{
return isConnectionToServer() ?
mMoveList.size() - mLastClientMove + mFirstMoveIndex :
mMoveList.size();
}
bool GameConnection::isBacklogged()
{
// If there are no pending moves and the input queue is full,
// then the connection to the server must be clogged.
if(!isConnectionToServer())
return false;
return mLastClientMove - mFirstMoveIndex == mMoveList.size() &&
mMoveList.size() >= MaxMoveCount;
}
void GameConnection::moveWritePacket(BitStream *bstream)
{
Move* move;
U32 count;
AssertFatal(mLastMoveAck == mFirstMoveIndex, "Invalid move index.");
count = mMoveList.size();
move = mMoveList.address();
U32 start = mLastMoveAck;
U32 offset;
for(offset = 0; offset < count; offset++)
if(move[offset].sendCount < MAX_MOVE_PACKET_SENDS)
break;
if(offset == count && count != 0)
offset--;
start += offset;
count -= offset;
if (count > MaxMoveCount)
count = MaxMoveCount;
bstream->writeInt(start,32);
bstream->writeInt(count,MoveCountBits);
for (int i = 0; i < count; i++)
{
move[offset + i].sendCount++;
move[offset + i].pack(bstream);
}
}
void GameConnection::moveReadPacket(BitStream *bstream)
{
// Server side packet read.
U32 start = bstream->readInt(32);
U32 count = bstream->readInt(MoveCountBits);
// Skip forward (must be starting up), or over the moves
// we already have.
int skip = mLastMoveAck - start;
if (skip < 0) {
mLastMoveAck = start;
//mMoveList.clear();
}
else {
Move tmp;
if (skip > count)
skip = count;
for (int i = 0; i < skip; i++)
tmp.unpack(bstream);
start += skip;
count = count - skip;
}
// Put the rest on the move list.
int index = mMoveList.size();
mMoveList.increment(count);
while (index < mMoveList.size())
{
mMoveList[index].unpack(bstream);
mMoveList[index].id = start++;
index ++;
}
mLastMoveAck += count;
}