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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#if 1 // for debugging
#include "plCreatableIndex.h"
#include "../plModifier/plResponderModifier.h"
#include "../plSurface/plLayerAnimation.h"
#endif
#include "hsStream.h"
#include "plNetClientMgr.h"
#include "plgDispatch.h"
#include "hsResMgr.h"
#include "hsTimer.h"
#include "../plNetMessage/plNetMessage.h"
#include "../pnKeyedObject/plKey.h"
#include "../pnKeyedObject/plFixedKey.h"
#include "../pnKeyedObject/hsKeyedObject.h"
#include "../pnSceneObject/plSceneObject.h"
#include "../pnModifier/plModifier.h"
#include "../pnMessage/plNodeRefMsg.h"
#include "../pnMessage/plClientMsg.h"
#include "../pnMessage/plNodeChangeMsg.h"
#include "../pnMessage/plPlayerPageMsg.h"
#include "../plScene/plSceneNode.h"
#include "../plScene/plRelevanceMgr.h"
#include "../plNetTransport/plNetTransportMember.h"
#include "../plResMgr/plKeyFinder.h"
#include "../plAgeDescription/plAgeDescription.h"
#include "../plAvatar/plArmatureMod.h"
#include "../plAvatar/plAvatarMgr.h"
#include "../plSDL/plSDL.h"
/// TEMP HACK TO LOAD CONSOLE INIT FILES ON AGE LOAD
#include "../plMessage/plConsoleMsg.h"
#include "../plMessage/plLoadAvatarMsg.h"
#include "../plMessage/plAgeLoadedMsg.h"
#include "../plAgeLoader/plResPatcher.h"
#include "../plProgressMgr/plProgressMgr.h"
#include "../plResMgr/plRegistryHelpers.h"
#include "../plResMgr/plRegistryNode.h"
#include "../plResMgr/plResManager.h"
#include "process.h" // for getpid()
extern hsBool gDataServerLocal;
// Load Player object
// a clone will be created if cloneNum>0
// returns the playerKey if successful.
//
// Don't call this directly. Send a clone message to the NetClientManager instead.
// Load an object, optionally cloning if necessary.
plKey plNetClientMgr::ILoadClone(plLoadCloneMsg *pCloneMsg)
{
plKey cloneKey = pCloneMsg->GetCloneKey();
if(pCloneMsg->GetIsLoading())
{
if (cloneKey->ObjectIsLoaded())
{
char tmp[256];
DebugMsg("ILoadClone: object %s is already loaded, ignoring", cloneKey->GetUoid().StringIze(tmp));
return cloneKey;
}
// check if local or remote player before loading
plLoadAvatarMsg* loadAvMsg=plLoadAvatarMsg::ConvertNoRef(pCloneMsg);
if (loadAvMsg && loadAvMsg->GetIsPlayer())
{
bool originating = ( pCloneMsg->GetOriginatingPlayerID() == this->GetPlayerID() );
if (originating)
fLocalPlayerKey = cloneKey;
else
AddRemotePlayerKey(cloneKey);
}
plKey cloneNodeKey = hsgResMgr::ResMgr()->FindKey(kNetClientCloneRoom_KEY);
// Put the clone into the room, which also forces it to load.
plNodeRefMsg* nodeRefCloneMsg = TRACKED_NEW plNodeRefMsg(cloneNodeKey, plNodeRefMsg::kOnRequest, -1, plNodeRefMsg::kObject);
hsgResMgr::ResMgr()->AddViaNotify(cloneKey, nodeRefCloneMsg, plRefFlags::kActiveRef);
// Finally, pump the dispatch system so all the new refs get delivered. ?
plgDispatch::Dispatch()->MsgQueueProcess();
}
else // we're unloading a clone
{
if (!cloneKey->ObjectIsLoaded())
{
DebugMsg("ILoadClone: object %s is already unloaded, ignoring", cloneKey->GetName());
return cloneKey;
}
ICheckPendingStateLoad(hsTimer::GetSysSeconds());
plSynchEnabler p(false); // turn off dirty tracking while in this function
GetKey()->Release(cloneKey); // undo the active ref we took in ILoadClone
// send message to scene object to remove him from the room
plNodeChangeMsg* nodeChange = TRACKED_NEW plNodeChangeMsg(GetKey(), cloneKey, nil);
plgDispatch::MsgSend(nodeChange);
}
plKey requestorKey = pCloneMsg->GetRequestorKey();
// Readdress the message to the requestor and send it again
plKey myKey = GetKey();
pCloneMsg->SetBCastFlag(plMessage::kNetPropagate, false);
pCloneMsg->ClearReceivers();
pCloneMsg->AddReceiver(requestorKey);
pCloneMsg->Ref(); // each message send unrefs once
pCloneMsg->Send();
return cloneKey;
}
//
// Cause a player to respawn. This is typically called on the local player when he links to a new age.
// or for unspawn:
//
void plNetClientMgr::IPlayerChangeAge(hsBool exitAge, Int32 spawnPt)
{
plArmatureMod *avatar = plAvatarMgr::GetInstance()->GetLocalAvatar();
if (avatar)
{
plSynchEnabler ps(false); // disable state change tracking while we change ages
if (exitAge)
avatar->LeaveAge();
else
{
hsBool validSpawn = (spawnPt >= 0);
avatar->EnterAge(!validSpawn);
if (validSpawn)
avatar->SpawnAt(spawnPt, hsTimer::GetSysSeconds());
}
}
else if (fLocalPlayerKey)
{
ErrorMsg("Can't find avatarMod %s", fLocalPlayerKey->GetName());
}
}