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https://github.com/ZDoom/gzdoom.git
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New API for assigning unique network ids to objects
This commit is contained in:
parent
4d1590ad82
commit
e37c19b5b4
11 changed files with 233 additions and 1 deletions
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@ -218,6 +218,8 @@ CCMD (dumpclasses)
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//
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//==========================================================================
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#include "d_net.h"
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void DObject::InPlaceConstructor (void *mem)
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{
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new ((EInPlace *)mem) DObject;
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@ -317,6 +319,8 @@ void DObject::Release()
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void DObject::Destroy ()
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{
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NetworkEntityManager::RemoveNetworkEntity(this);
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// We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted.
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if (PClass::bVMOperational)
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{
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@ -504,8 +508,15 @@ void DObject::Serialize(FSerializer &arc)
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SerializeFlag("justspawned", OF_JustSpawned);
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SerializeFlag("spawned", OF_Spawned);
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SerializeFlag("networked", OF_Networked);
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ObjectFlags |= OF_SerialSuccess;
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if (arc.isReading() && (ObjectFlags & OF_Networked))
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{
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ClearNetworkID();
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EnableNetworking(true);
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}
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}
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void DObject::CheckIfSerialized () const
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@ -520,6 +531,73 @@ void DObject::CheckIfSerialized () const
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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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//==========================================================================
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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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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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DEFINE_ACTION_FUNCTION(DObject, MSTime)
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{
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@ -351,6 +351,17 @@ protected:
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friend T* Create(Args&&... args);
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friend class JitCompiler;
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private:
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// This is intentionally left unserialized.
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uint32_t _networkID;
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public:
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inline bool IsNetworked() const { return (ObjectFlags & OF_Networked); }
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inline uint32_t GetNetworkID() const { return _networkID; }
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void SetNetworkID(const uint32_t id);
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void ClearNetworkID();
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virtual void EnableNetworking(const bool enable);
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};
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// This is the only method aside from calling CreateNew that should be used for creating DObjects
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@ -26,6 +26,7 @@ enum EObjectFlags
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OF_Transient = 1 << 11, // Object should not be archived (references to it will be nulled on disk)
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OF_Spawned = 1 << 12, // Thinker was spawned at all (some thinkers get deleted before spawning)
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OF_Released = 1 << 13, // Object was released from the GC system and should not be processed by GC function
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OF_Networked = 1 << 14, // Object has a unique network identifier that makes it synchronizable between all clients.
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};
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template<class T> class TObjPtr;
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@ -3100,6 +3100,8 @@ static int FileSystemPrintf(FSMessageLevel level, const char* fmt, ...)
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static int D_InitGame(const FIWADInfo* iwad_info, std::vector<std::string>& allwads, std::vector<std::string>& pwads)
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{
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NetworkEntityManager::InitializeNetworkEntities();
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if (!restart)
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{
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V_InitScreenSize();
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@ -2965,6 +2965,89 @@ int Net_GetLatency(int *ld, int *ad)
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return severity;
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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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// [RH] List "ping" times
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CCMD (pings)
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{
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23
src/d_net.h
23
src/d_net.h
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@ -95,6 +95,29 @@ extern int nodeforplayer[MAXPLAYERS];
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extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
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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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//
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@ -1424,6 +1424,7 @@ 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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if (gamestate != GS_TITLELEVEL)
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{
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@ -62,6 +62,7 @@
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#include "fragglescript/t_script.h"
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#include "s_music.h"
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#include "model.h"
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#include "d_net.h"
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EXTERN_CVAR(Bool, save_formatted)
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ReadMultiplePlayers(arc, numPlayers, numPlayersNow, skipload);
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}
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arc.EndArray();
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if (!skipload)
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{
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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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}
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}
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}
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if (!skipload && numPlayersNow > numPlayers)
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{
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virtual void PostSerialize() override;
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virtual void PostBeginPlay() override; // Called immediately before the actor's first tick
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virtual void Tick() override;
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void EnableNetworking(const bool enable) override;
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static AActor *StaticSpawn (FLevelLocals *Level, PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing = false);
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@ -100,6 +100,7 @@
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#include "a_dynlight.h"
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#include "fragglescript/t_fs.h"
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#include "shadowinlines.h"
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#include "d_net.h"
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// MACROS ------------------------------------------------------------------
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IMPLEMENT_POINTER(boneComponentData)
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IMPLEMENT_POINTERS_END
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//==========================================================================
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//
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// Make sure Actors can never have their networking disabled.
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//
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//==========================================================================
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void AActor::EnableNetworking(const bool enable)
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{
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if (!enable)
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{
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ThrowAbortException(X_OTHER, "Cannot disable networking on Actors. Consider a Thinker instead.");
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return;
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}
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Super::EnableNetworking(true);
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}
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//==========================================================================
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//
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// AActor :: Serialize
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AActor *actor;
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actor = static_cast<AActor *>(Level->CreateThinker(type));
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actor->EnableNetworking(true);
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ConstructActor(actor, pos, SpawningMapThing);
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return actor;
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@ -137,6 +137,9 @@ extend class Object
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native static void MarkSound(Sound snd);
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native static uint BAM(double angle);
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native static void SetMusicVolume(float vol);
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native clearscope static Object GetNetworkEntity(uint id);
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native play void EnableNetworking(bool enable);
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native clearscope uint GetNetworkID() const;
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}
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class Thinker : Object native play
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