- Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-

efficient.


SVN r1445 (trunk)
This commit is contained in:
Randy Heit 2009-02-24 05:58:59 +00:00
parent a71e87b9df
commit c2b4522b8f
11 changed files with 247 additions and 85 deletions

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@ -1,4 +1,6 @@
February 23, 2009
- Changed DEM_ADDSLOTDEFAULT, DEM_ADDSLOT, and DEM_SETSLOT to be more space-
efficient.
- Fixed: player->oldbuttons was copied from the current button set at the end
of P_PlayerThink(), well before ACS could ever get at it with GetPlayerInput.

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@ -2605,6 +2605,7 @@ void D_DoomMain (void)
StartScreen->LoadingStatus ("Init game engine", 0x3f);
P_Init ();
P_SetupWeapons_ntohton();
//SBarInfo support.
SBarInfo::Load();

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@ -2351,35 +2351,33 @@ void Net_DoCommand (int type, BYTE **stream, int player)
case DEM_SETSLOT:
{
BYTE playernum = ReadByte(stream);
BYTE slot = ReadByte(stream);
BYTE count = ReadByte(stream);
TArray<const char *> weapons;
weapons.Resize(count);
for(int i = 0; i < count; i++)
unsigned int slot = ReadByte(stream);
int count = ReadByte(stream);
if (slot < NUM_WEAPON_SLOTS)
{
weapons[i] = ReadStringConst(stream);
players[player].weapons.Slots[slot].Clear();
}
for(int i = 0; i < count; ++i)
{
const PClass *wpn = Net_ReadWeapon(stream);
players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
}
players[playernum].weapons.SetSlot(slot, weapons);
}
break;
case DEM_ADDSLOT:
{
BYTE playernum = ReadByte(stream);
BYTE slot = ReadByte(stream);
const char *weap = ReadStringConst(stream);
players[playernum].weapons.AddSlot(slot, weap);
int slot = ReadByte(stream);
const PClass *wpn = Net_ReadWeapon(stream);
players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
}
break;
case DEM_ADDSLOTDEFAULT:
{
BYTE playernum = ReadByte(stream);
BYTE slot = ReadByte(stream);
const char *weap = ReadStringConst(stream);
players[playernum].weapons.AddSlotDefault(slot, weap);
int slot = ReadByte(stream);
const PClass *wpn = Net_ReadWeapon(stream);
players[player].weapons.AddSlotDefault(slot, wpn, player == consoleplayer);
}
break;
@ -2503,17 +2501,17 @@ void Net_SkipCommand (int type, BYTE **stream)
case DEM_SETSLOT:
{
skip = 3;
for(int numweapons = *(*stream + 2); numweapons > 0; numweapons--)
skip = 2;
for(int numweapons = (*stream)[1]; numweapons > 0; numweapons--)
{
skip += strlen ((char *)(*stream + skip)) + 1;
skip += 1 + ((*stream)[skip] >> 7);
}
}
break;
case DEM_ADDSLOT:
case DEM_ADDSLOTDEFAULT:
skip = strlen ((char *)(*stream + 2)) + 3;
skip = 2 + ((*stream)[1] >> 7);
break;

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@ -48,6 +48,7 @@
#define COMP_ID BIGE_ID('C','O','M','P')
#define BODY_ID BIGE_ID('B','O','D','Y')
#define NETD_ID BIGE_ID('N','E','T','D')
#define WEAP_ID BIGE_ID('W','E','A','P')
#define ANGLE2SHORT(x) ((((x)/360) & 65535)
#define SHORT2ANGLE(x) ((x)*360)

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@ -2175,6 +2175,11 @@ void G_BeginRecording (const char *startmap)
C_WriteCVars (&demo_p, CVAR_SERVERINFO|CVAR_DEMOSAVE);
FinishChunk (&demo_p);
// Write weapon ordering chunk
StartChunk (WEAP_ID, &demo_p);
P_WriteDemoWeaponsChunk(&demo_p);
FinishChunk (&demo_p);
// Indicate body is compressed
StartChunk (COMP_ID, &demo_p);
democompspot = demo_p;
@ -2301,6 +2306,10 @@ bool G_ProcessIFFDemo (char *mapname)
multiplayer = true;
break;
case WEAP_ID:
P_ReadDemoWeaponsChunk(&demo_p);
break;
case BODY_ID:
bodyHit = true;
zdembodyend = demo_p + len;
@ -2456,19 +2465,16 @@ bool G_CheckDemoStatus (void)
endtime = I_GetTime (false) - starttime;
C_RestoreCVars (); // [RH] Restore cvars demo might have changed
M_Free (demobuffer);
P_SetupWeapons_ntohton();
demoplayback = false;
netdemo = false;
netgame = false;
multiplayer = false;
singletics = false;
{
int i;
for (i = 1; i < MAXPLAYERS; i++)
playeringame[i] = 0;
}
for (int i = 1; i < MAXPLAYERS; i++)
playeringame[i] = 0;
consoleplayer = 0;
players[0].camera = NULL;
StatusBar->AttachToPlayer (&players[0]);

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@ -922,7 +922,7 @@ void G_DoLoadLevel (int position, bool autosave)
}
P_SetupLevel (level.mapname, position);
P_CompleteWeaponSetup(consoleplayer, players[consoleplayer].mo->GetClass());
P_CompleteWeaponSetup();
AM_LevelInit();

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@ -73,14 +73,19 @@ struct FWeaponSlots
int RestoreSlots (FConfigFile *config, const char *section);
void PrintSettings();
void SetSlot(int slot, TArray<const char *> argv);
void AddSlot(int slot, const char *name);
void AddSlotDefault(int slot, const char *name);
void AddSlot(int slot, const PClass *type, bool feedback);
void AddSlotDefault(int slot, const PClass *type, bool feedback);
};
void P_PlaybackKeyConfWeapons();
void P_CompleteWeaponSetup(int playernum, const PClass *type);
void P_CompleteWeaponSetup();
void Net_WriteWeapon(const PClass *type);
const PClass *Net_ReadWeapon(BYTE **stream);
void P_SetupWeapons_ntohton();
void P_WriteDemoWeaponsChunk(BYTE **demo);
void P_ReadDemoWeaponsChunk(BYTE **demo);
/************************************************************************/
/* Class definitions */

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@ -30,6 +30,11 @@ FString WeaponSection;
TArray<FString> KeyConfWeapons;
bool PlayingKeyConf;
TArray<const PClass *> Weapons_ntoh;
TMap<const PClass *, int> Weapons_hton;
static int STACK_ARGS ntoh_cmp(const void *a, const void *b);
//===========================================================================
//
// AWeapon :: Serialize
@ -1132,21 +1137,22 @@ void FWeaponSlots::CompleteSetup(const PClass *type)
}
}
void P_CompleteWeaponSetup(int playernum, const PClass *type)
void P_CompleteWeaponSetup()
{
// Set up the weapon slots locally
LocalWeapons.CompleteSetup(type);
LocalWeapons.CompleteSetup(players[consoleplayer].mo->GetClass());
// Now transmit them across the network
for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
{
Net_WriteByte(DEM_SETSLOT);
Net_WriteByte(playernum);
Net_WriteByte(i);
Net_WriteByte(LocalWeapons.Slots[i].Size());
for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
if (LocalWeapons.Slots[i].Size() > 0)
{
const PClass *cls = LocalWeapons.Slots[i].GetWeapon(j);
if (cls != NULL) Net_WriteString(cls->TypeName.GetChars());
Net_WriteByte(DEM_SETSLOT);
Net_WriteByte(i);
Net_WriteByte(LocalWeapons.Slots[i].Size());
for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
{
Net_WriteWeapon(LocalWeapons.Slots[i].GetWeapon(j));
}
}
}
}
@ -1214,18 +1220,6 @@ int FWeaponSlots::RestoreSlots(FConfigFile *config, const char *section)
// CCMD setslot
//
//===========================================================================
void FWeaponSlots::SetSlot(int slot, TArray<const char *> argv)
{
Slots[slot].Clear();
for (int i = 0; i < argv.Size(); ++i)
{
if (!Slots[slot].AddWeapon (argv[i]))
{
Printf ("Could not add %s to slot %d\n", argv[i], slot);
}
}
}
void FWeaponSlots::PrintSettings()
{
@ -1272,15 +1266,11 @@ CCMD (setslot)
}
else if (PlayingKeyConf)
{
BYTE count = argv.argc()-2;
TArray<const char *> weapons;
weapons.Resize(count);
for(int i = 0; i < count; i++)
LocalWeapons.Slots[slot].Clear();
for (int i = 2; i < argv.argc(); ++i)
{
weapons[i] = argv[i+2];
LocalWeapons.Slots[slot].AddWeapon(argv[i]);
}
LocalWeapons.SetSlot(slot, weapons);
}
else
{
@ -1290,12 +1280,11 @@ CCMD (setslot)
}
Net_WriteByte(DEM_SETSLOT);
Net_WriteByte(consoleplayer);
Net_WriteByte(slot);
Net_WriteByte(argv.argc()-2);
for (int i = 2; i < argv.argc(); i++)
{
Net_WriteString(argv[i]);
Net_WriteWeapon(PClass::FindClass(argv[i]));
}
}
}
@ -1306,11 +1295,11 @@ CCMD (setslot)
//
//===========================================================================
void FWeaponSlots::AddSlot(int slot, const char *name)
void FWeaponSlots::AddSlot(int slot, const PClass *type, bool feedback)
{
if (!Slots[slot].AddWeapon (name))
if (type != NULL && !Slots[slot].AddWeapon(type) && feedback)
{
Printf ("Could not add %s to slot %zu\n", name, slot);
Printf ("Could not add %s to slot %zu\n", type->TypeName.GetChars(), slot);
}
}
@ -1330,14 +1319,13 @@ CCMD (addslot)
}
else if (PlayingKeyConf)
{
LocalWeapons.AddSlot(int(slot), argv[2]);
LocalWeapons.AddSlot(int(slot), PClass::FindClass(argv[2]), false);
}
else
{
Net_WriteByte(DEM_ADDSLOT);
Net_WriteByte(consoleplayer);
Net_WriteByte(slot);
Net_WriteString(argv[2]);
Net_WriteWeapon(PClass::FindClass(argv[2]));
}
}
@ -1360,15 +1348,17 @@ CCMD (weaponsection)
// CCMD addslotdefault
//
//===========================================================================
void FWeaponSlots::AddSlotDefault(int slot, const char *name)
void FWeaponSlots::AddSlotDefault(int slot, const PClass *type, bool feedback)
{
const PClass *type = PClass::FindClass (name);
if (type != NULL && type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
if (type != NULL && type->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
switch (AddDefaultWeapon (slot, type))
switch (AddDefaultWeapon(slot, type))
{
case SLOTDEF_Full:
Printf ("Could not add %s to slot %d\n", name, slot);
if (feedback)
{
Printf ("Could not add %s to slot %d\n", type->TypeName.GetChars(), slot);
}
break;
default:
@ -1405,14 +1395,13 @@ CCMD (addslotdefault)
}
else if (PlayingKeyConf)
{
LocalWeapons.AddSlotDefault(int(slot), argv[2]);
LocalWeapons.AddSlotDefault(int(slot), PClass::FindClass(argv[2]), false);
}
else
{
Net_WriteByte(DEM_ADDSLOTDEFAULT);
Net_WriteByte(consoleplayer);
Net_WriteByte(slot);
Net_WriteString(argv[2]);
Net_WriteWeapon(PClass::FindClass(argv[2]));
}
}
@ -1437,12 +1426,172 @@ void P_PlaybackKeyConfWeapons()
//===========================================================================
//
// CCMD dumpslots
// P_SetupWeapons_ntohton
//
// Dumps a config-friendly listing of the current slot assignments.
// Initializes the ntoh and hton maps for weapon types. To populate the ntoh
// array, weapons are sorted first by game, then lexicographically. Weapons
// from the current game are sorted first, followed by weapons for all other
// games, and within each block, they are sorted by name.
//
//===========================================================================
CCMD (dumpslots)
void P_SetupWeapons_ntohton()
{
unsigned int i;
const PClass *cls;
Weapons_ntoh.Clear();
Weapons_hton.Clear();
cls = NULL;
Weapons_ntoh.Push(cls); // Index 0 is always NULL.
for (i = 0; i < PClass::m_Types.Size(); ++i)
{
PClass *cls = PClass::m_Types[i];
if (cls->ActorInfo != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
Weapons_ntoh.Push(cls);
}
}
qsort(&Weapons_ntoh[1], Weapons_ntoh.Size() - 1, sizeof(Weapons_ntoh[0]), ntoh_cmp);
for (i = 0; i < Weapons_ntoh.Size(); ++i)
{
Weapons_hton[Weapons_ntoh[i]] = i;
}
}
//===========================================================================
//
// ntoh_cmp
//
// Sorting comparison function used by P_SetupWeapons_ntohton().
//
// Weapons that filter for the current game appear first, weapons that filter
// for any game appear second, and weapons that filter for some other game
// appear last. The idea here is to try to keep all the weapons that are
// most likely to be used at the start of the list so that they only need
// one byte to transmit across the network.
//
//===========================================================================
static int STACK_ARGS ntoh_cmp(const void *a, const void *b)
{
const PClass *c1 = *(const PClass **)a;
const PClass *c2 = *(const PClass **)b;
int g1 = c1->ActorInfo->GameFilter == GAME_Any ? 1 : (c1->ActorInfo->GameFilter & gameinfo.gametype) ? 0 : 2;
int g2 = c2->ActorInfo->GameFilter == GAME_Any ? 1 : (c2->ActorInfo->GameFilter & gameinfo.gametype) ? 0 : 2;
if (g1 != g2)
{
return g1 - g2;
}
return stricmp(c1->TypeName.GetChars(), c2->TypeName.GetChars());
}
//===========================================================================
//
// P_WriteDemoWeaponsChunk
//
// Store the list of weapons so that adding new ones does not automatically
// break demos.
//
//===========================================================================
void P_WriteDemoWeaponsChunk(BYTE **demo)
{
WriteWord(Weapons_ntoh.Size(), demo);
for (unsigned int i = 1; i < Weapons_ntoh.Size(); ++i)
{
WriteString(Weapons_ntoh[i]->TypeName.GetChars(), demo);
}
}
//===========================================================================
//
// P_ReadDemoWeaponsChunk
//
// Restore the list of weapons that was current at the time the demo was
// recorded.
//
//===========================================================================
void P_ReadDemoWeaponsChunk(BYTE **demo)
{
int count, i;
const PClass *type;
const char *s;
count = ReadWord(demo);
Weapons_ntoh.Resize(count);
Weapons_hton.Clear(count);
Weapons_ntoh[0] = type = NULL;
Weapons_hton[type] = 0;
for (i = 1; i < count; ++i)
{
s = ReadStringConst(demo);
type = PClass::FindClass(s);
// If a demo was recorded with a weapon that is no longer present,
// should we report it?
Weapons_ntoh[i] = type;
if (type != NULL)
{
Weapons_hton[type] = i;
}
}
}
//===========================================================================
//
// Net_WriteWeapon
//
//===========================================================================
void Net_WriteWeapon(const PClass *type)
{
int index, *index_p;
index_p = Weapons_hton.CheckKey(type);
if (index_p == NULL)
{
index = 0;
}
else
{
index = *index_p;
}
// 32767 weapons better be enough for anybody.
assert(index >= 0 && index <= 32767);
if (index < 128)
{
Net_WriteByte(index);
}
else
{
Net_WriteByte(0x80 | index);
Net_WriteByte(index >> 7);
}
}
//===========================================================================
//
// Net_ReadWeapon
//
//===========================================================================
const PClass *Net_ReadWeapon(BYTE **stream)
{
int index;
index = ReadByte(stream);
if (index & 0x80)
{
index = (index & 0x7F) | (ReadByte(stream) << 7);
}
if (index >= Weapons_ntoh.Size())
{
return NULL;
}
return Weapons_ntoh[index];
}

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@ -1180,7 +1180,7 @@ void DBaseStatusBar::Draw (EHudState state)
}
else if (automapactive)
{
int y, i, time = level.time / TICRATE, height;
int y, time = level.time / TICRATE, height;
int totaltime = level.totaltime / TICRATE;
EColorRange highlight = (gameinfo.gametype & GAME_DoomChex) ?
CR_UNTRANSLATED : CR_YELLOW;

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@ -390,7 +390,7 @@ typedef unsigned int hash_t;
template<class KT> struct THashTraits
{
// Returns the hash value for a key.
hash_t Hash(const KT key) { return hash_t(key); }
hash_t Hash(const KT key) { return (hash_t)(intptr_t)key; }
// Compares two keys, returning zero if they are the same.
int Compare(const KT left, const KT right) { return left != right; }

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@ -54,7 +54,7 @@
// Version identifier for network games.
// Bump it every time you do a release unless you're certain you
// didn't change anything that will affect sync.
#define NETGAMEVERSION 219
#define NETGAMEVERSION 220
// Version stored in the ini's [LastRun] section.
// Bump it if you made some configuration change that you want to
@ -64,11 +64,11 @@
// Protocol version used in demos.
// Bump it if you change existing DEM_ commands or add new ones.
// Otherwise, it should be safe to leave it alone.
#define DEMOGAMEVERSION 0x20F
#define DEMOGAMEVERSION 0x210
// Minimum demo version we can play.
// Bump it whenever you change or remove existing DEM_ commands.
#define MINDEMOVERSION 0x20F
#define MINDEMOVERSION 0x210
// SAVEVER is the version of the information stored in level snapshots.
// Note that SAVEVER is not directly comparable to VERSION.