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https://github.com/ZDoom/gzdoom.git
synced 2025-02-21 03:21:28 +00:00
moved the NetworkEntityManager into the backend code.
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parent
f6c02d459d
commit
a938e9c66c
7 changed files with 186 additions and 183 deletions
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@ -622,3 +622,164 @@ void *DObject::ScriptVar(FName field, PType *type)
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// This is only for internal use so I_Error is fine.
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I_Error("Variable %s not found in %s\n", field.GetChars(), cls->TypeName.GetChars());
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void NetworkEntityManager::InitializeNetworkEntities()
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{
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if (!s_netEntities.Size())
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s_netEntities.AppendFill(nullptr, NetIDStart); // Allocate the first 0-8 slots for the world and clients.
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}
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// Clients need special handling since they always go in slots 1 - MAXPLAYERS.
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void NetworkEntityManager::SetClientNetworkEntity(DObject* mo, const uint32_t id)
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{
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// If resurrecting, we need to swap the corpse's position with the new pawn's
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// position so it's no longer considered the client's body.
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DObject* const oldBody = s_netEntities[id];
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if (oldBody != nullptr)
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{
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if (oldBody == mo)
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return;
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const uint32_t curID = mo->GetNetworkID();
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s_netEntities[curID] = oldBody;
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oldBody->ClearNetworkID();
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oldBody->SetNetworkID(curID);
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mo->ClearNetworkID();
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}
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else
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{
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RemoveNetworkEntity(mo); // Free up its current id.
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}
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s_netEntities[id] = mo;
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mo->SetNetworkID(ClientNetIDStart + id);
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}
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void NetworkEntityManager::AddNetworkEntity(DObject* const ent)
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{
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if (ent->IsNetworked())
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return;
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// Slot 0 is reserved for the world.
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// Clients go in the first 1 - MAXPLAYERS slots
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// Everything else is first come first serve.
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uint32_t id = WorldNetID;
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if (s_openNetIDs.Size())
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{
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s_openNetIDs.Pop(id);
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s_netEntities[id] = ent;
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}
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else
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{
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id = s_netEntities.Push(ent);
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}
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ent->SetNetworkID(id);
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}
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void NetworkEntityManager::RemoveNetworkEntity(DObject* const ent)
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{
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if (!ent->IsNetworked())
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return;
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const uint32_t id = ent->GetNetworkID();
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if (id == WorldNetID)
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return;
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assert(s_netEntities[id] == ent);
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if (id >= NetIDStart)
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s_openNetIDs.Push(id);
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s_netEntities[id] = nullptr;
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ent->ClearNetworkID();
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}
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DObject* NetworkEntityManager::GetNetworkEntity(const uint32_t id)
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{
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if (id == WorldNetID || id >= s_netEntities.Size())
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return nullptr;
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return s_netEntities[id];
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DObject::SetNetworkID(const uint32_t id)
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{
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if (!IsNetworked())
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{
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ObjectFlags |= OF_Networked;
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_networkID = id;
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}
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}
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void DObject::ClearNetworkID()
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{
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ObjectFlags &= ~OF_Networked;
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_networkID = NetworkEntityManager::WorldNetID;
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}
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void DObject::EnableNetworking(const bool enable)
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{
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if (enable)
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NetworkEntityManager::AddNetworkEntity(this);
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else
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NetworkEntityManager::RemoveNetworkEntity(this);
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}
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void DObject::RemoveFromNetwork()
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{
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NetworkEntityManager::RemoveNetworkEntity(this);
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}
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static unsigned int GetNetworkID(DObject* const self)
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{
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return self->GetNetworkID();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DObject, GetNetworkID, GetNetworkID)
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{
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PARAM_SELF_PROLOGUE(DObject);
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ACTION_RETURN_INT(self->GetNetworkID());
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}
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static void EnableNetworking(DObject* const self, const bool enable)
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{
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self->EnableNetworking(enable);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DObject, EnableNetworking, EnableNetworking)
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{
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PARAM_SELF_PROLOGUE(DObject);
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PARAM_BOOL(enable);
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self->EnableNetworking(enable);
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return 0;
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}
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static DObject* GetNetworkEntity(const unsigned int id)
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{
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return NetworkEntityManager::GetNetworkEntity(id);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DObject, GetNetworkEntity, GetNetworkEntity)
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{
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PARAM_PROLOGUE;
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PARAM_UINT(id);
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ACTION_RETURN_OBJECT(NetworkEntityManager::GetNetworkEntity(id));
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}
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@ -487,4 +487,25 @@ inline T *&DObject::PointerVar(FName field)
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return *(T**)ScriptVar(field, nullptr); // pointer check is more tricky and for the handful of uses in the DECORATE parser not worth the hassle.
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}
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class NetworkEntityManager
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{
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private:
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inline static TArray<DObject*> s_netEntities = {};
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inline static TArray<uint32_t> s_openNetIDs = {};
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public:
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NetworkEntityManager() = delete;
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static constexpr uint32_t WorldNetID = 0u;
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static constexpr uint32_t ClientNetIDStart = 1u;
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inline static uint32_t NetIDStart;// = MAXPLAYERS + 1u;
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static void InitializeNetworkEntities();
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static void SetClientNetworkEntity(DObject* mo, const uint32_t id);
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static void AddNetworkEntity(DObject* const ent);
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static void RemoveNetworkEntity(DObject* const ent);
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static DObject* GetNetworkEntity(const uint32_t id);
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};
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#endif //__DOBJECT_H__
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@ -1,4 +1,5 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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@ -3617,6 +3618,7 @@ static int D_DoomMain_Internal (void)
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const char *wad;
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FIWadManager *iwad_man;
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NetworkEntityManager::NetIDStart = MAXPLAYERS + 1;
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GC::AddMarkerFunc(GC_MarkGameRoots);
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VM_CastSpriteIDToString = Doom_CastSpriteIDToString;
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162
src/d_net.cpp
162
src/d_net.cpp
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@ -2971,168 +2971,6 @@ int Net_GetLatency(int *ld, int *ad)
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//
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//==========================================================================
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void NetworkEntityManager::InitializeNetworkEntities()
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{
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if (!s_netEntities.Size())
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s_netEntities.AppendFill(nullptr, NetIDStart); // Allocate the first 0-8 slots for the world and clients.
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}
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// Clients need special handling since they always go in slots 1 - MAXPLAYERS.
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void NetworkEntityManager::SetClientNetworkEntity(player_t* const client)
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{
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AActor* const mo = client->mo;
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const uint32_t id = ClientNetIDStart + mo->Level->PlayerNum(client);
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// If resurrecting, we need to swap the corpse's position with the new pawn's
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// position so it's no longer considered the client's body.
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DObject* const oldBody = s_netEntities[id];
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if (oldBody != nullptr)
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{
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if (oldBody == mo)
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return;
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const uint32_t curID = mo->GetNetworkID();
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s_netEntities[curID] = oldBody;
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oldBody->ClearNetworkID();
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oldBody->SetNetworkID(curID);
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mo->ClearNetworkID();
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}
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else
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{
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RemoveNetworkEntity(mo); // Free up its current id.
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}
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s_netEntities[id] = mo;
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mo->SetNetworkID(id);
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}
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void NetworkEntityManager::AddNetworkEntity(DObject* const ent)
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{
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if (ent->IsNetworked())
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return;
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// Slot 0 is reserved for the world.
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// Clients go in the first 1 - MAXPLAYERS slots
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// Everything else is first come first serve.
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uint32_t id = WorldNetID;
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if (s_openNetIDs.Size())
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{
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s_openNetIDs.Pop(id);
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s_netEntities[id] = ent;
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}
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else
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{
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id = s_netEntities.Push(ent);
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}
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ent->SetNetworkID(id);
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}
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void NetworkEntityManager::RemoveNetworkEntity(DObject* const ent)
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{
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if (!ent->IsNetworked())
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return;
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const uint32_t id = ent->GetNetworkID();
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if (id == WorldNetID)
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return;
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assert(s_netEntities[id] == ent);
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if (id >= NetIDStart)
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s_openNetIDs.Push(id);
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s_netEntities[id] = nullptr;
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ent->ClearNetworkID();
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}
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DObject* NetworkEntityManager::GetNetworkEntity(const uint32_t id)
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{
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if (id == WorldNetID || id >= s_netEntities.Size())
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return nullptr;
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return s_netEntities[id];
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DObject::SetNetworkID(const uint32_t id)
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{
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if (!IsNetworked())
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{
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ObjectFlags |= OF_Networked;
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_networkID = id;
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}
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}
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void DObject::ClearNetworkID()
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{
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ObjectFlags &= ~OF_Networked;
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_networkID = NetworkEntityManager::WorldNetID;
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}
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void DObject::EnableNetworking(const bool enable)
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{
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if (enable)
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NetworkEntityManager::AddNetworkEntity(this);
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else
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NetworkEntityManager::RemoveNetworkEntity(this);
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}
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void DObject::RemoveFromNetwork()
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{
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NetworkEntityManager::RemoveNetworkEntity(this);
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}
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static unsigned int GetNetworkID(DObject* const self)
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{
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return self->GetNetworkID();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DObject, GetNetworkID, GetNetworkID)
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{
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PARAM_SELF_PROLOGUE(DObject);
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ACTION_RETURN_INT(self->GetNetworkID());
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}
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static void EnableNetworking(DObject* const self, const bool enable)
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{
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self->EnableNetworking(enable);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DObject, EnableNetworking, EnableNetworking)
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{
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PARAM_SELF_PROLOGUE(DObject);
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PARAM_BOOL(enable);
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self->EnableNetworking(enable);
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return 0;
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}
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static DObject* GetNetworkEntity(const unsigned int id)
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{
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return NetworkEntityManager::GetNetworkEntity(id);
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}
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DEFINE_ACTION_FUNCTION_NATIVE(DObject, GetNetworkEntity, GetNetworkEntity)
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{
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PARAM_PROLOGUE;
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PARAM_UINT(id);
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ACTION_RETURN_OBJECT(NetworkEntityManager::GetNetworkEntity(id));
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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// [RH] List "ping" times
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CCMD (pings)
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{
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19
src/d_net.h
19
src/d_net.h
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@ -98,25 +98,6 @@ extern int ticdup;
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class player_t;
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class DObject;
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class NetworkEntityManager
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{
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private:
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inline static TArray<DObject*> s_netEntities = {};
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inline static TArray<uint32_t> s_openNetIDs = {};
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public:
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NetworkEntityManager() = delete;
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inline static uint32_t WorldNetID = 0u;
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inline static uint32_t ClientNetIDStart = 1u;
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inline static uint32_t NetIDStart = MAXPLAYERS + 1u;
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static void InitializeNetworkEntities();
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static void SetClientNetworkEntity(player_t* const client);
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static void AddNetworkEntity(DObject* const ent);
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static void RemoveNetworkEntity(DObject* const ent);
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static DObject* GetNetworkEntity(const uint32_t id);
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};
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// [RH]
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// New generic packet structure:
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@ -1425,7 +1425,7 @@ void FLevelLocals::PlayerReborn (int player)
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p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately
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p->original_oldbuttons = ~0;
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p->playerstate = PST_LIVE;
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NetworkEntityManager::SetClientNetworkEntity(p);
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NetworkEntityManager::SetClientNetworkEntity(p->mo, p - players);
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if (gamestate != GS_TITLELEVEL)
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{
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@ -660,7 +660,7 @@ void FLevelLocals::SerializePlayers(FSerializer &arc, bool skipload)
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for (unsigned int i = 0u; i < MAXPLAYERS; ++i)
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{
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if (PlayerInGame(i) && Players[i]->mo != nullptr)
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NetworkEntityManager::SetClientNetworkEntity(Players[i]);
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NetworkEntityManager::SetClientNetworkEntity(Players[i]->mo, i);
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}
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}
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}
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