233 lines
7.4 KiB
C++
233 lines
7.4 KiB
C++
//----------------------------------------------------------------
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// Instance.cpp
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//
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// Copyright 2002-2005 Raven Software
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//----------------------------------------------------------------
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Instance.h"
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rvInstance::rvInstance( int id, bool deferPopulate ) {
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instanceID = id;
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spawnInstanceID = id;
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gameLocal.AddClipWorld( id );
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mapEntityNumbers = NULL;
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numMapEntities = 0;
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initialSpawnCount = idGameLocal::INITIAL_SPAWN_COUNT;
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if ( !deferPopulate ) {
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Populate();
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}
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}
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rvInstance::~rvInstance() {
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if ( mapEntityNumbers ) {
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delete[] mapEntityNumbers;
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mapEntityNumbers = NULL;
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}
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gameLocal.RemoveClipWorld( instanceID );
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}
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void rvInstance::Populate( int serverChecksum ) {
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gameState_t currentState = gameLocal.GameState();
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// disable the minSpawnIndex lock out
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int latchMinSpawnIndex = gameLocal.minSpawnIndex;
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gameLocal.minSpawnIndex = MAX_CLIENTS;
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if ( currentState != GAMESTATE_STARTUP ) {
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gameLocal.SetGameState( GAMESTATE_RESTART );
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}
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if ( gameLocal.isServer ) {
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// When populating on a server, record the entity numbers
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numMapEntities = gameLocal.GetNumMapEntities();
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// mwhitlock: Dynamic memory consolidation
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RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_LEVEL);
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if ( mapEntityNumbers ) {
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delete[] mapEntityNumbers;
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}
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mapEntityNumbers = new unsigned short[ numMapEntities ];
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RV_POP_HEAP();
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memset( mapEntityNumbers, -1, sizeof( unsigned short ) * numMapEntities );
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// read the index we should start populating at as transmitted by the server
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gameLocal.firstFreeIndex = gameLocal.GetStartingIndexForInstance( instanceID );
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//common->Printf( "pos: get starting index for instance %d sets firstFreeIndex to %d\n", instanceID, gameLocal.firstFreeIndex );
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// remember the spawnCount ahead of time, so that the client can accurately reconstruct its spawnIds
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gameLocal.SpawnMapEntities( spawnInstanceID, NULL, mapEntityNumbers, &initialSpawnCount );
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// only build the message in MP
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if ( gameLocal.isMultiplayer ) {
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BuildInstanceMessage();
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// force joins of anyone in our instance so they get potentially new map entitynumbers
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for( int i = 0; i < MAX_CLIENTS; i++ ) {
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PACIFIER_UPDATE;
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idPlayer* player = (idPlayer*)gameLocal.entities[ i ];
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if( player && player->GetInstance() == instanceID ) {
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networkSystem->ServerSendReliableMessage( player->entityNumber, mapEntityMsg );
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}
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}
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}
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} else {
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bool proto69 = ( gameLocal.GetCurrentDemoProtocol() == 69 );
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// When populating on a client, spawn the map using existing numbers
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// check for good state
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// OK to spawn w/o specific entity numbers if we're in the startup process. Otherwise,
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// we need entity numbers from the server.
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// TTimo: only valid for backward 1.2 playback now
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assert( !proto69 || ( mapEntityNumbers || ( instanceID == 0 && gameLocal.GameState() == GAMESTATE_STARTUP ) ) );
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if ( !proto69 ) {
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// have the client produce a log of the entity layout so we can match it with the server's
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// this is also going to be used to issue the EV_FindTargets below
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if ( mapEntityNumbers ) {
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delete []mapEntityNumbers;
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}
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numMapEntities = gameLocal.GetNumMapEntities();
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RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_LEVEL);
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mapEntityNumbers = new unsigned short[ numMapEntities ];
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RV_POP_HEAP();
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memset( mapEntityNumbers, -1, sizeof( unsigned short ) * numMapEntities );
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}
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gameLocal.firstFreeIndex = gameLocal.GetStartingIndexForInstance( instanceID );
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gameLocal.SetSpawnCount( initialSpawnCount ); // that was transmitted through the instance msg
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if ( proto69 ) {
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gameLocal.SpawnMapEntities( spawnInstanceID, mapEntityNumbers, NULL );
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} else {
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gameLocal.SpawnMapEntities( spawnInstanceID, NULL, mapEntityNumbers );
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LittleRevBytes( mapEntityNumbers, sizeof(unsigned short ), numMapEntities ); //DAJ
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int checksum = MD5_BlockChecksum( mapEntityNumbers, sizeof( unsigned short ) * numMapEntities );
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if ( serverChecksum != 0 && checksum != serverChecksum ) {
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common->Error( "client side map populate checksum ( 0x%x ) doesn't match server's ( 0x%x )", checksum, serverChecksum );
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}
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}
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}
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for ( int i = 0; i < numMapEntities; i++ ) {
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if ( mapEntityNumbers[ i ] < 0 || mapEntityNumbers[ i ] >= MAX_GENTITIES ) {
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continue;
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}
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if ( (i % 100) == 0 ) {
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PACIFIER_UPDATE;
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}
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idEntity* ent = gameLocal.entities[ mapEntityNumbers[ i ] ];
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if ( ent ) {
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ent->PostEventMS( &EV_FindTargets, 0 );
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ent->PostEventMS( &EV_PostSpawn, 0 );
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}
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}
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if ( currentState != GAMESTATE_STARTUP ) {
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gameLocal.SetGameState( currentState );
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}
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// re-enable the min spawn index
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assert( latchMinSpawnIndex == MAX_CLIENTS || gameLocal.firstFreeIndex <= latchMinSpawnIndex );
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gameLocal.minSpawnIndex = latchMinSpawnIndex;
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}
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void rvInstance::PopulateFromMessage( const idBitMsg& msg ) {
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bool proto69 = ( gameLocal.GetCurrentDemoProtocol() == 69 );
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if ( proto69 ) {
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numMapEntities = msg.ReadShort();
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}
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initialSpawnCount = msg.ReadShort();
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delete[] mapEntityNumbers;
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mapEntityNumbers = NULL;
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if ( proto69 ) {
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RV_PUSH_SYS_HEAP_ID(RV_HEAP_ID_LEVEL);
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mapEntityNumbers = new unsigned short[ numMapEntities ];
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RV_POP_HEAP();
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memset( mapEntityNumbers, -1, sizeof( unsigned short ) * numMapEntities );
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for ( int i = 0; i < numMapEntities; i++ ) {
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mapEntityNumbers[ i ] = msg.ReadShort();
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}
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Populate();
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} else {
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int populateIndex = msg.ReadLong();
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gameLocal.ClientSetStartingIndex( populateIndex );
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//common->Printf( "pos: set firstFreeIndex to %d\n", populateIndex );
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int checksum = msg.ReadLong();
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Populate( checksum );
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}
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}
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void rvInstance::Restart( void ) {
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if ( gameLocal.isMultiplayer ) {
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Populate();
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} else {
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gameLocal.SpawnMapEntities();
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}
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}
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void rvInstance::BuildInstanceMessage( void ) {
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// Build the client join instance msg
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mapEntityMsg.BeginWriting();
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mapEntityMsg.Init( mapEntityMsgBuf, sizeof( byte ) * MAX_GAME_MESSAGE_SIZE );
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mapEntityMsg.WriteByte( GAME_RELIABLE_MESSAGE_SET_INSTANCE );
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mapEntityMsg.WriteByte( instanceID );
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mapEntityMsg.WriteShort( initialSpawnCount );
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// we need to send that down for tourney so the index will match
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mapEntityMsg.WriteLong( gameLocal.GetStartingIndexForInstance( instanceID ) );
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LittleRevBytes( mapEntityNumbers, sizeof(unsigned short ), numMapEntities ); //DAJ
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int checksum = MD5_BlockChecksum( mapEntityNumbers, sizeof( unsigned short ) * numMapEntities );
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//common->Printf( "pop: server checksum: 0x%x\n", checksum );
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mapEntityMsg.WriteLong( checksum );
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}
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void rvInstance::JoinInstance( idPlayer* player ) {
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assert( player && gameLocal.isServer );
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// Transmit the instance information to the new client
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if( gameLocal.isListenServer && player == gameLocal.GetLocalPlayer() ) {
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gameLocal.mpGame.ServerSetInstance( instanceID );
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} else {
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networkSystem->ServerSendReliableMessage( player->entityNumber, mapEntityMsg );
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}
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}
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void rvInstance::PrintMapNumbers( void ) {
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gameLocal.Printf( "Instance: %d\n", instanceID );
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gameLocal.Printf( "Num Map Entities: %d\n", numMapEntities );
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for( int i = 0; i < numMapEntities; i++ ) {
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gameLocal.Printf( "%d\n", mapEntityNumbers[ i ] );
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}
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}
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/*
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================
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rvInstance::SetSpawnInstanceID
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Sets the spawn instance ID for this instance. On the client, only instance 0 is ever
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used, but it spawns in map entities for other instances. spawnInstanceID is used to
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spawn map entities with the correct instance number on the client.
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================
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*/
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void rvInstance::SetSpawnInstanceID( int newInstance ) {
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assert( gameLocal.isClient );
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spawnInstanceID = newInstance;
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}
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