etqw-sdk/source/game/network/SnapshotState.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __NETWORK_SNAPSHOTSTATE_H__
#define __NETWORK_SNAPSHOTSTATE_H__
// #define SAFE_STATE_CONVERSION
enum networkStateMode_t {
NSM_VISIBLE = 0,
NSM_BROADCAST,
NSM_NUM_MODES,
};
enum extNetworkStateMode_t {
ENSM_TEAM = 0,
ENSM_RULES,
ENSM_NUM_MODES,
};
#define NET_GET_STATES( STATE_TYPE ) \
const STATE_TYPE& baseData = baseState.GetData< STATE_TYPE >(); \
STATE_TYPE& newData = newState.GetData< STATE_TYPE >() \
#define NET_ON_BROADCAST \
if ( mode == NSM_BROADCAST )
#define NET_ON_VISIBLE \
if ( mode == NSM_VISIBLE )
#define NET_GET_BASE( STATE_TYPE ) \
const STATE_TYPE& baseData = baseState.GetData< STATE_TYPE >()
#define NET_GET_NEW( STATE_TYPE ) \
const STATE_TYPE& newData = newState.GetData< STATE_TYPE >()
#define NET_CHECK_FIELD( FIELD_NAME, OBJECT_FIELD ) \
if ( baseData.FIELD_NAME != OBJECT_FIELD ) { \
return true; \
}
#define NET_READ_STATE_PHYSICS \
if ( baseData.physicsData ) { \
GetPhysics()->ReadNetworkState( mode, *baseData.physicsData, *newData.physicsData, msg ); \
}
#define NET_WRITE_STATE_PHYSICS \
if ( baseData.physicsData ) { \
GetPhysics()->WriteNetworkState( mode, *baseData.physicsData, *newData.physicsData, msg ); \
}
#define NET_APPLY_STATE_PHYSICS \
if ( newData.physicsData ) { \
GetPhysics()->ApplyNetworkState( mode, *newData.physicsData ); \
}
#define NET_CHECK_STATE_PHYSICS \
if ( baseData.physicsData ) { \
if ( GetPhysics()->CheckNetworkStateChanges( mode, *baseData.physicsData ) ) { \
return true; \
} \
}
#define NET_APPLY_STATE_SCRIPT \
scriptObject->ApplyNetworkState( mode, newData.scriptData );
#define NET_READ_STATE_SCRIPT \
scriptObject->ReadNetworkState( mode, baseData.scriptData, newData.scriptData, msg );
#define NET_WRITE_STATE_SCRIPT \
scriptObject->WriteNetworkState( mode, baseData.scriptData, newData.scriptData, msg );
#define NET_CHECK_STATE_SCRIPT \
if ( scriptObject->CheckNetworkStateChanges( mode, baseData.scriptData ) ) { \
return true; \
}
class sdEntityStateNetworkData {
public:
virtual ~sdEntityStateNetworkData( void ) { }
virtual void MakeDefault( void ) = 0;
virtual void Write( idFile* file ) const = 0;
virtual void Read( idFile* file ) = 0;
#ifdef SAFE_STATE_CONVERSION
template< typename T >
T& GetData( void ) { return dynamic_cast< T& >( *this ); }
template< typename T >
const T& GetData( void ) const { return dynamic_cast< const T& >( *this ); }
#else
template< typename T >
T& GetData( void ) { return static_cast< T& >( *this ); }
template< typename T >
const T& GetData( void ) const { return static_cast< const T& >( *this ); }
#endif // SAFE_STATE_CONVERSION
};
class sdEntityState {
public:
sdEntityState( idEntity* entity, networkStateMode_t mode );
~sdEntityState( void );
int GetSpawnId( void ) const { return spawnId; }
int spawnId;
sdEntityState* next;
sdEntityStateNetworkData* data;
};
class sdNetworkStateObject;
class sdGameState {
public:
sdGameState( const sdNetworkStateObject& object );
~sdGameState( void );
sdGameState* next;
sdEntityStateNetworkData* data;
};
class snapshot_t {
public:
snapshot_t( void );
void Init( int _sequence, int _time );
int sequence; // snapshot number
int time;
idList< int > visibleEntities;
sdBitField< MAX_CLIENTS > clientUserCommands; // which clients have user commands going along with this snapshot
sdEntityState* firstEntityState[ NSM_NUM_MODES ];
sdGameState* gameStates[ ENSM_NUM_MODES ];
snapshot_t* next;
};
class clientNetworkInfo_t {
public:
clientNetworkInfo_t( void );
void Reset( void );
int lastMarker[ MAX_GENTITIES ]; // when each entity was last sent to a client
int lastUserCommand[ MAX_CLIENTS ]; // when user commands were last sent to a client
int lastUserCommandDelay[ MAX_CLIENTS ]; // time between two previous user commands
snapshot_t* snapshots;
sdEntityState* states[ MAX_GENTITIES ][ NSM_NUM_MODES ];
sdGameState* gameStates[ ENSM_NUM_MODES ];
};
class sdNetworkStateObject {
public:
sdNetworkStateObject( void ) { freeStates = NULL; }
~sdNetworkStateObject( void );
void Clear( void );
virtual void ApplyNetworkState( const sdEntityStateNetworkData& newState ) = 0;
virtual void ReadNetworkState( const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, const idBitMsg& msg ) const = 0;
virtual void WriteNetworkState( const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const = 0;
virtual bool CheckNetworkStateChanges( const sdEntityStateNetworkData& baseState ) const = 0;
virtual sdEntityStateNetworkData* CreateNetworkStructure( void ) const = 0;
public:
mutable sdGameState* freeStates;
};
template< typename T,
void ( T::*APPLYFUNC )( const sdEntityStateNetworkData& newState ),
void ( T::*READFUNC )( const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, const idBitMsg& msg ) const,
void ( T::*WRITEFUNC )( const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const,
bool ( T::*CHECKFUNC )( const sdEntityStateNetworkData& baseState ) const,
sdEntityStateNetworkData* ( T::*CREATEFUNC )( void ) const >
class sdNetworkStateObject_Generic : public sdNetworkStateObject {
public:
sdNetworkStateObject_Generic( void ) { owner = NULL; }
void Init( T* _owner ) { owner = _owner; }
virtual void ApplyNetworkState( const sdEntityStateNetworkData& newState ) { CALL_MEMBER_FN_PTR( owner, APPLYFUNC )( newState ); }
virtual void ReadNetworkState( const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, const idBitMsg& msg ) const { CALL_MEMBER_FN_PTR( owner, READFUNC )( baseState, newState, msg ); }
virtual void WriteNetworkState( const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const { CALL_MEMBER_FN_PTR( owner, WRITEFUNC )( baseState, newState, msg ); }
virtual bool CheckNetworkStateChanges( const sdEntityStateNetworkData& baseState ) const { return CALL_MEMBER_FN_PTR( owner, CHECKFUNC )( baseState ); }
virtual sdEntityStateNetworkData* CreateNetworkStructure( void ) const { return CALL_MEMBER_FN_PTR( owner, CREATEFUNC )(); }
private:
T* owner;
};
#endif // __NETWORK_SNAPSHOTSTATE_H__