tge/engine/sim/netObject.h
2017-04-17 06:17:10 -06:00

404 lines
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//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _NETOBJECT_H_
#define _NETOBJECT_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
//-----------------------------------------------------------------------------
class NetConnection;
class NetObject;
//-----------------------------------------------------------------------------
struct CameraScopeQuery
{
NetObject *camera; ///< Pointer to the viewing object.
Point3F pos; ///< Position in world space
Point3F orientation; ///< Viewing vector in world space
F32 fov; ///< Viewing angle/2
F32 sinFov; ///< sin(fov/2);
F32 cosFov; ///< cos(fov/2);
F32 visibleDistance; ///< Visible distance.
};
struct GhostInfo;
//-----------------------------------------------------------------------------
/// Superclass for ghostable networked objects.
///
/// @section NetObject_intro Introduction To NetObject And Ghosting
///
/// One of the most powerful aspects of Torque's networking code is its support
/// for ghosting and prioritized, most-recent-state network updates. The way
/// this works is a bit complex, but it is immensely efficient. Let's run
/// through the steps that the server goes through for each client in this part
/// of Torque's networking:
/// - First, the server determines what objects are in-scope for the client.
/// This is done by calling onCameraScopeQuery() on the object which is
/// considered the "scope" object. This is usually the player object, but
/// it can be something else. (For instance, the current vehicle, or a
/// object we're remote controlling.)
/// - Second, it ghosts them to the client; this is implemented in netGhost.cc.
/// - Finally, it sends updates as needed, by checking the dirty list and packing
/// updates.
///
/// There several significant advantages to using this networking system:
/// - Efficient network usage, since we only send data that has changed. In addition,
/// since we only care about most-recent data, if a packet is dropped, we don't waste
/// effort trying to deliver stale data.
/// - Cheating protection; since we don't deliver information about game objects which
/// aren't in scope, we dramatically reduce the ability of clients to hack the game and
/// gain a meaningful advantage. (For instance, they can't find out about things behind
/// them, since objects behind them don't fall in scope.) In addition, since ghost IDs are
/// assigned per-client, it's difficult for any sort of co-ordination between cheaters to
/// occur.
///
/// NetConnection contains the Ghost Manager implementation, which deals with transferring data to
/// the appropriate clients and keeping state in synch.
///
/// @section NetObject_Implementation An Example Implementation
///
/// The basis of the ghost implementation in Torque is NetObject. It tracks the dirty flags for the
/// various states that the object trackers, and does some other book-keeping to allow more efficient
/// operation of the networking layer.
///
/// Using a NetObject is very simple; let's go through a simple example implementation:
///
/// @code
/// class SimpleNetObject : public NetObject
/// {
/// public:
/// typedef NetObject Parent;
/// DECLARE_CONOBJECT(SimpleNetObject);
/// @endcode
///
/// Above is the standard boilerplate code for a Torque class. You can find out more about this in SimObject.
///
/// @code
/// char message1[256];
/// char message2[256];
/// enum States {
/// Message1Mask = BIT(0),
/// Message2Mask = BIT(1),
/// };
/// @endcode
///
/// For our example, we're having two "states" that we keep track of, message1 and message2. In a real
/// object, we might map our states to health and position, or some other set of fields. You have 32
/// bits to work with, so it's possible to be very specific when defining states. In general, you
/// should try to use as few states as possible (you never know when you'll need to expand your object's
/// functionality!), and in fact, most of your fields will end up changing all at once, so it's not worth
/// it to be too fine-grained. (As an example, position and velocity on Player are controlled by the same
/// bit, as one rarely changes without the other changing, too.)
///
/// @code
/// SimpleNetObject()
/// {
/// // in order for an object to be considered by the network system,
/// // the Ghostable net flag must be set.
/// // the ScopeAlways flag indicates that the object is always scoped
/// // on all active connections.
/// mNetFlags.set(ScopeAlways | Ghostable);
/// dStrcpy(message1, "Hello World 1!");
/// dStrcpy(message2, "Hello World 2!");
/// }
/// @endcode
///
/// Here is the constructor. Here, you see that we initialize our net flags to show that
/// we should always be scoped, and that we're to be taken into consideration for ghosting. We
/// also provide some initial values for the message fields.
///
/// @code
/// U32 packUpdate(NetConnection *, U32 mask, BitStream *stream)
/// {
/// // check which states need to be updated, and update them
/// if(stream->writeFlag(mask & Message1Mask))
/// stream->writeString(message1);
/// if(stream->writeFlag(mask & Message2Mask))
/// stream->writeString(message2);
///
/// // the return value from packUpdate can set which states still
/// // need to be updated for this object.
/// return 0;
/// }
/// @endcode
///
/// Here's half of the meat of the networking code, the packUpdate() function. (The other half, unpackUpdate(),
/// we'll get to in a second.) The comments in the code pretty much explain everything, however, notice that the
/// code follows a pattern of if(writeFlag(mask & StateMask)) { ... write data ... }. The packUpdate()/unpackUpdate()
/// functions are responsible for reading and writing the dirty bits to the bitstream by themselves.
///
/// @code
/// void unpackUpdate(NetConnection *, BitStream *stream)
/// {
/// // the unpackUpdate function must be symmetrical to packUpdate
/// if(stream->readFlag())
/// {
/// stream->readString(message1);
/// Con::printf("Got message1: %s", message1);
/// }
/// if(stream->readFlag())
/// {
/// stream->readString(message2);
/// Con::printf("Got message2: %s", message2);
/// }
/// }
/// @endcode
///
/// The other half of the networking code in any NetObject, unpackUpdate(). In our simple example, all that
/// the code does is print the new messages to the console; however, in a more advanced object, you might
/// trigger animations, update complex object properties, or even spawn new objects, based on what packet
/// data you unpack.
///
/// @code
/// void setMessage1(const char *msg)
/// {
/// setMaskBits(Message1Mask);
/// dStrcpy(message1, msg);
/// }
/// void setMessage2(const char *msg)
/// {
/// setMaskBits(Message2Mask);
/// dStrcpy(message2, msg);
/// }
/// @endcode
///
/// Here are the accessors for the two properties. It is good to encapsulate your state
/// variables, so that you don't have to remember to make a call to setMaskBits every time you change
/// anything; the accessors can do it for you. In a more complex object, you might need to set
/// multiple mask bits when you change something; this can be done using the | operator, for instance,
/// setMaskBits( Message1Mask | Message2Mask ); if you changed both messages.
///
/// @code
/// IMPLEMENT_CO_NETOBJECT_V1(SimpleNetObject);
///
/// ConsoleMethod(SimpleNetObject, setMessage1, void, 3, 3, "(string msg) Set message 1.")
/// {
/// object->setMessage1(argv[2]);
/// }
///
/// ConsoleMethod(SimpleNetObject, setMessage2, void, 3, 3, "(string msg) Set message 2.")
/// {
/// object->setMessage2(argv[2]);
/// }
/// @endcode
///
/// Finally, we use the NetObject implementation macro, IMPLEMENT_CO_NETOBJECT_V1(), to implement our
/// NetObject. It is important that we use this, as it makes Torque perform certain initialization tasks
/// that allow us to send the object over the network. IMPLEMENT_CONOBJECT() doesn't perform these tasks, see
/// the documentation on AbstractClassRep for more details.
///
/// @nosubgrouping
class NetObject: public SimObject
{
// The Ghost Manager needs read/write access
friend class NetConnection;
friend struct GhostInfo;
friend class ProcessList;
// Not the best way to do this, but the event needs access to mNetFlags
friend class GhostAlwaysObjectEvent;
private:
typedef SimObject Parent;
/// Mask indicating which states are dirty and need to be retransmitted on this
/// object.
U32 mDirtyMaskBits;
/// @name Dirty List
///
/// Whenever a NetObject becomes "dirty", we add it to the dirty list.
/// We also remove ourselves on the destructor.
///
/// This is done so that when we want to send updates (in NetConnection),
/// it's very fast to find the objects that need to be updated.
/// @{
/// Static pointer to the head of the dirty NetObject list.
static NetObject *mDirtyList;
/// Next item in the dirty list...
NetObject *mPrevDirtyList;
/// Previous item in the dirty list...
NetObject *mNextDirtyList;
/// @}
protected:
/// Pointer to the server object; used only when we are doing "short-circuited" networking.
///
/// When we are running with client and server on the same system (which can happen be either
/// when we are doing a single player game, or if we're hosting a multiplayer game and having
/// someone playing on the same instance), we can do some short circuited code to enhance
/// performance.
///
/// This variable is used to make it simpler; if we are running in short-circuited mode, it's set
/// to the object on the server that this NetObject is ghosting.
///
/// @note "Premature optimization is the root of all evil" - Donald Knuth. The current codebase
/// uses this feature in three small places, mostly for non-speed-related purposes.
SimObjectPtr<NetObject> mServerObject;
enum NetFlags
{
IsGhost = BIT(1), ///< This is a ghost.
ScopeAlways = BIT(6), ///< Object always ghosts to clients.
ScopeLocal = BIT(7), ///< Ghost only to local client.
Ghostable = BIT(8), ///< Set if this object CAN ghost.
MaxNetFlagBit = 15
};
BitSet32 mNetFlags; ///< Flag values from NetFlags
U32 mNetIndex; ///< The index of this ghost in the GhostManager on the server.
GhostInfo *mFirstObjectRef; ///< Head of a linked list storing GhostInfos referencing this NetObject.
public:
NetObject();
~NetObject();
/// @name Miscellaneous
/// @{
DECLARE_CONOBJECT(NetObject);
static void initPersistFields();
bool onAdd();
void onRemove();
/// @}
static void collapseDirtyList();
/// Used to mark a bit as dirty; ie, that its corresponding set of fields need to be transmitted next update.
///
/// @param orMask Bit(s) to set
void setMaskBits(U32 orMask);
/// Clear the specified bits from the dirty mask.
///
/// @param orMask Bits to clear
void clearMaskBits(U32 orMask);
/// Scope the object to all connections.
///
/// The object is marked as ScopeAlways and is immediately ghosted to
/// all active connections. This function has no effect if the object
/// is not marked as Ghostable.
void setScopeAlways();
/// Stop scoping the object to all connections.
///
/// The object's ScopeAlways flag is cleared and the object is removed from
/// all current active connections.
void clearScopeAlways();
/// This returns a value which is used to prioritize which objects need to be updated.
///
/// In NetObject, our returned priority is 0.1 * updateSkips, so that less recently
/// updated objects are more likely to be updated.
///
/// In subclasses, this can be adjusted. For instance, ShapeBase provides priority
/// based on proximity to the camera.
///
/// @param focusObject Information from a previous call to onCameraScopeQuery.
/// @param updateMask Current update mask.
/// @param updateSkips Number of ticks we haven't been updated for.
/// @returns A floating point value indicating priority. These are typically < 5.0.
virtual F32 getUpdatePriority(CameraScopeQuery *focusObject, U32 updateMask, S32 updateSkips);
/// Instructs this object to pack its state for transfer over the network.
///
/// @param conn Net connection being used
/// @param mask Mask indicating fields to transmit.
/// @param stream Bitstream to pack data to
///
/// @returns Any bits which were not dealt with. The value is stored by the networking
/// system. Don't set bits you weren't passed.
virtual U32 packUpdate(NetConnection * conn, U32 mask, BitStream *stream);
/// Instructs this object to read state data previously packed with packUpdate.
///
/// @param conn Net connection being used
/// @param stream stream to read from
virtual void unpackUpdate(NetConnection * conn, BitStream *stream);
/// Queries the object about information used to determine scope.
///
/// Something that is 'in scope' is somehow interesting to the client.
///
/// If we are a NetConnection's scope object, it calls this method to determine
/// how things should be scoped; basically, we tell it our field of view with camInfo,
/// and have the opportunity to manually mark items as "in scope" as we see fit.
///
/// By default, we just mark all ghostable objects as in scope.
///
/// @param cr Net connection requesting scope information.
/// @param camInfo Information about what this object can see.
virtual void onCameraScopeQuery(NetConnection *cr, CameraScopeQuery *camInfo);
/// Get the ghost index of this object.
U32 getNetIndex() { return mNetIndex; }
bool isServerObject() const; ///< Is this a server object?
bool isClientObject() const; ///< Is this a client object?
bool isGhost() const; ///< Is this is a ghost?
bool isScopeLocal() const; ///< Should this object only be visible to the client which created it?
bool isScopeable() const; ///< Is this object subject to scoping?
bool isGhostable() const; ///< Is this object ghostable?
bool isGhostAlways() const; ///< Should this object always be ghosted?
};
//-----------------------------------------------------------------------------
inline bool NetObject::isGhost() const
{
return mNetFlags.test(IsGhost);
}
inline bool NetObject::isClientObject() const
{
return mNetFlags.test(IsGhost);
}
inline bool NetObject::isServerObject() const
{
return !mNetFlags.test(IsGhost);
}
inline bool NetObject::isScopeLocal() const
{
return mNetFlags.test(ScopeLocal);
}
inline bool NetObject::isScopeable() const
{
return mNetFlags.test(Ghostable) && !mNetFlags.test(ScopeAlways);
}
inline bool NetObject::isGhostable() const
{
return mNetFlags.test(Ghostable);
}
inline bool NetObject::isGhostAlways() const
{
AssertFatal(mNetFlags.test(Ghostable) || mNetFlags.test(ScopeAlways) == false,
"That's strange, a ScopeAlways non-ghostable object? Something wrong here");
return mNetFlags.test(Ghostable) && mNetFlags.test(ScopeAlways);
}
#endif