- revert changes in backend code which will not sync properly with raze

This is a combination of 2 commits.

Revert "New API for assigning unique network ids to objects"

This reverts commit e37c19b5b4.

 This is the commit message #2:

Revert "Fix for Morph virtual"

This reverts commit 0ef042562e.
This commit is contained in:
Rachael Alexanderson 2024-04-17 14:12:13 -04:00
parent 0055042112
commit ef10467ff8
No known key found for this signature in database
GPG key ID: 26A8ACCE97115EE0
14 changed files with 2 additions and 250 deletions

View file

@ -218,8 +218,6 @@ CCMD (dumpclasses)
//
//==========================================================================
#include "d_net.h"
void DObject::InPlaceConstructor (void *mem)
{
new ((EInPlace *)mem) DObject;
@ -319,8 +317,6 @@ void DObject::Release()
void DObject::Destroy ()
{
NetworkEntityManager::RemoveNetworkEntity(this);
// We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted.
if (PClass::bVMOperational)
{
@ -573,15 +569,8 @@ void DObject::Serialize(FSerializer &arc)
SerializeFlag("justspawned", OF_JustSpawned);
SerializeFlag("spawned", OF_Spawned);
SerializeFlag("networked", OF_Networked);
ObjectFlags |= OF_SerialSuccess;
if (arc.isReading() && (ObjectFlags & OF_Networked))
{
ClearNetworkID();
EnableNetworking(true);
}
}
void DObject::CheckIfSerialized () const
@ -596,73 +585,6 @@ void DObject::CheckIfSerialized () const
}
}
//==========================================================================
//
//
//
//==========================================================================
void DObject::SetNetworkID(const uint32_t id)
{
if (!IsNetworked())
{
ObjectFlags |= OF_Networked;
_networkID = id;
}
}
void DObject::ClearNetworkID()
{
ObjectFlags &= ~OF_Networked;
_networkID = NetworkEntityManager::WorldNetID;
}
void DObject::EnableNetworking(const bool enable)
{
if (enable)
NetworkEntityManager::AddNetworkEntity(this);
else
NetworkEntityManager::RemoveNetworkEntity(this);
}
static unsigned int GetNetworkID(DObject* const self)
{
return self->GetNetworkID();
}
DEFINE_ACTION_FUNCTION_NATIVE(DObject, GetNetworkID, GetNetworkID)
{
PARAM_SELF_PROLOGUE(DObject);
ACTION_RETURN_INT(self->GetNetworkID());
}
static void EnableNetworking(DObject* const self, const bool enable)
{
self->EnableNetworking(enable);
}
DEFINE_ACTION_FUNCTION_NATIVE(DObject, EnableNetworking, EnableNetworking)
{
PARAM_SELF_PROLOGUE(DObject);
PARAM_BOOL(enable);
self->EnableNetworking(enable);
return 0;
}
static DObject* GetNetworkEntity(const unsigned int id)
{
return NetworkEntityManager::GetNetworkEntity(id);
}
DEFINE_ACTION_FUNCTION_NATIVE(DObject, GetNetworkEntity, GetNetworkEntity)
{
PARAM_PROLOGUE;
PARAM_UINT(id);
ACTION_RETURN_OBJECT(NetworkEntityManager::GetNetworkEntity(id));
}
DEFINE_ACTION_FUNCTION(DObject, MSTime)
{

View file

@ -351,17 +351,6 @@ protected:
friend T* Create(Args&&... args);
friend class JitCompiler;
private:
// This is intentionally left unserialized.
uint32_t _networkID;
public:
inline bool IsNetworked() const { return (ObjectFlags & OF_Networked); }
inline uint32_t GetNetworkID() const { return _networkID; }
void SetNetworkID(const uint32_t id);
void ClearNetworkID();
virtual void EnableNetworking(const bool enable);
};
// This is the only method aside from calling CreateNew that should be used for creating DObjects

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@ -26,7 +26,6 @@ enum EObjectFlags
OF_Transient = 1 << 11, // Object should not be archived (references to it will be nulled on disk)
OF_Spawned = 1 << 12, // Thinker was spawned at all (some thinkers get deleted before spawning)
OF_Released = 1 << 13, // Object was released from the GC system and should not be processed by GC function
OF_Networked = 1 << 14, // Object has a unique network identifier that makes it synchronizable between all clients.
};
template<class T> class TObjPtr;

View file

@ -667,8 +667,6 @@ PClass *PClass::FindClassTentative(FName name)
//
//==========================================================================
bool ShouldAllowGameSpecificVirtual(FName name, unsigned index, PType* arg, PType* varg);
int PClass::FindVirtualIndex(FName name, PFunction::Variant *variant, PFunction *parentfunc, bool exactReturnType, bool ignorePointerReadOnly)
{
auto proto = variant->Proto;
@ -700,7 +698,7 @@ int PClass::FindVirtualIndex(FName name, PFunction::Variant *variant, PFunction
break;
}
}
else if(!ShouldAllowGameSpecificVirtual(name, a, proto->ArgumentTypes[a], vproto->ArgumentTypes[a]))
else
{
fail = true;
break;

View file

@ -3101,8 +3101,6 @@ static int FileSystemPrintf(FSMessageLevel level, const char* fmt, ...)
static int D_InitGame(const FIWADInfo* iwad_info, std::vector<std::string>& allwads, std::vector<std::string>& pwads)
{
NetworkEntityManager::InitializeNetworkEntities();
if (!restart)
{
V_InitScreenSize();

View file

@ -2965,89 +2965,6 @@ int Net_GetLatency(int *ld, int *ad)
return severity;
}
void NetworkEntityManager::InitializeNetworkEntities()
{
if (!s_netEntities.Size())
s_netEntities.AppendFill(nullptr, NetIDStart); // Allocate the first 0-8 slots for the world and clients.
}
// Clients need special handling since they always go in slots 1 - MAXPLAYERS.
void NetworkEntityManager::SetClientNetworkEntity(player_t* const client)
{
AActor* const mo = client->mo;
const uint32_t id = ClientNetIDStart + mo->Level->PlayerNum(client);
// If resurrecting, we need to swap the corpse's position with the new pawn's
// position so it's no longer considered the client's body.
DObject* const oldBody = s_netEntities[id];
if (oldBody != nullptr)
{
if (oldBody == mo)
return;
const uint32_t curID = mo->GetNetworkID();
s_netEntities[curID] = oldBody;
oldBody->ClearNetworkID();
oldBody->SetNetworkID(curID);
mo->ClearNetworkID();
}
else
{
RemoveNetworkEntity(mo); // Free up its current id.
}
s_netEntities[id] = mo;
mo->SetNetworkID(id);
}
void NetworkEntityManager::AddNetworkEntity(DObject* const ent)
{
if (ent->IsNetworked())
return;
// Slot 0 is reserved for the world.
// Clients go in the first 1 - MAXPLAYERS slots
// Everything else is first come first serve.
uint32_t id = WorldNetID;
if (s_openNetIDs.Size())
{
s_openNetIDs.Pop(id);
s_netEntities[id] = ent;
}
else
{
id = s_netEntities.Push(ent);
}
ent->SetNetworkID(id);
}
void NetworkEntityManager::RemoveNetworkEntity(DObject* const ent)
{
if (!ent->IsNetworked())
return;
const uint32_t id = ent->GetNetworkID();
if (id == WorldNetID)
return;
assert(s_netEntities[id] == ent);
if (id >= NetIDStart)
s_openNetIDs.Push(id);
s_netEntities[id] = nullptr;
ent->ClearNetworkID();
}
DObject* NetworkEntityManager::GetNetworkEntity(const uint32_t id)
{
if (id == WorldNetID || id >= s_netEntities.Size())
return nullptr;
return s_netEntities[id];
}
// [RH] List "ping" times
CCMD (pings)
{

View file

@ -95,29 +95,6 @@ extern int nodeforplayer[MAXPLAYERS];
extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
extern int ticdup;
class player_t;
class DObject;
class NetworkEntityManager
{
private:
inline static TArray<DObject*> s_netEntities = {};
inline static TArray<uint32_t> s_openNetIDs = {};
public:
NetworkEntityManager() = delete;
inline static uint32_t WorldNetID = 0u;
inline static uint32_t ClientNetIDStart = 1u;
inline static uint32_t NetIDStart = MAXPLAYERS + 1u;
static void InitializeNetworkEntities();
static void SetClientNetworkEntity(player_t* const client);
static void AddNetworkEntity(DObject* const ent);
static void RemoveNetworkEntity(DObject* const ent);
static DObject* GetNetworkEntity(const uint32_t id);
};
// [RH]
// New generic packet structure:
//

View file

@ -1424,7 +1424,6 @@ void FLevelLocals::PlayerReborn (int player)
p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately
p->original_oldbuttons = ~0;
p->playerstate = PST_LIVE;
NetworkEntityManager::SetClientNetworkEntity(p);
if (gamestate != GS_TITLELEVEL)
{

View file

@ -462,7 +462,6 @@ xx(WBobSpeed)
xx(WBobFire)
xx(PlayerClass)
xx(MonsterClass)
xx(Morph)
xx(MorphedMonster)
xx(Wi_NoAutostartMap)

View file

@ -62,7 +62,6 @@
#include "fragglescript/t_script.h"
#include "s_music.h"
#include "model.h"
#include "d_net.h"
EXTERN_CVAR(Bool, save_formatted)
@ -654,15 +653,6 @@ void FLevelLocals::SerializePlayers(FSerializer &arc, bool skipload)
ReadMultiplePlayers(arc, numPlayers, numPlayersNow, skipload);
}
arc.EndArray();
if (!skipload)
{
for (unsigned int i = 0u; i < MAXPLAYERS; ++i)
{
if (PlayerInGame(i) && Players[i]->mo != nullptr)
NetworkEntityManager::SetClientNetworkEntity(Players[i]);
}
}
}
if (!skipload && numPlayersNow > numPlayers)
{

View file

@ -804,7 +804,6 @@ public:
virtual void PostSerialize() override;
virtual void PostBeginPlay() override; // Called immediately before the actor's first tick
virtual void Tick() override;
void EnableNetworking(const bool enable) override;
static AActor *StaticSpawn (FLevelLocals *Level, PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing = false);

View file

@ -100,7 +100,6 @@
#include "a_dynlight.h"
#include "fragglescript/t_fs.h"
#include "shadowinlines.h"
#include "d_net.h"
#include "model.h"
// MACROS ------------------------------------------------------------------
@ -180,23 +179,6 @@ IMPLEMENT_POINTERS_START(AActor)
IMPLEMENT_POINTER(boneComponentData)
IMPLEMENT_POINTERS_END
//==========================================================================
//
// Make sure Actors can never have their networking disabled.
//
//==========================================================================
void AActor::EnableNetworking(const bool enable)
{
if (!enable)
{
ThrowAbortException(X_OTHER, "Cannot disable networking on Actors. Consider a Thinker instead.");
return;
}
Super::EnableNetworking(true);
}
//==========================================================================
//
// AActor :: Serialize
@ -4848,7 +4830,6 @@ AActor *AActor::StaticSpawn(FLevelLocals *Level, PClassActor *type, const DVecto
AActor *actor;
actor = static_cast<AActor *>(Level->CreateThinker(type));
actor->EnableNetworking(true);
ConstructActor(actor, pos, SpawningMapThing);
return actor;

View file

@ -57,19 +57,6 @@ PFunction* FindBuiltinFunction(FName funcname);
//
//==========================================================================
bool ShouldAllowGameSpecificVirtual(FName name, unsigned index, PType* arg, PType* varg)
{
return (name == NAME_Morph && index == 3u && arg->isClassPointer() && varg->isClassPointer()
&& PType::toClassPointer(varg)->ClassRestriction->TypeName == NAME_Actor
&& PType::toClassPointer(arg)->ClassRestriction->TypeName == NAME_MorphedMonster);
}
//==========================================================================
//
//
//
//==========================================================================
bool isActor(PContainerType *type)
{
auto cls = PType::toClass(type);

View file

@ -137,9 +137,6 @@ extend class Object
native static void MarkSound(Sound snd);
native static uint BAM(double angle);
native static void SetMusicVolume(float vol);
native clearscope static Object GetNetworkEntity(uint id);
native play void EnableNetworking(bool enable);
native clearscope uint GetNetworkID() const;
}
class Thinker : Object native play