/*==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 . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. 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" #ifdef _MSC_VER #include // for getpid() #else #include #include #endif 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()) { DebugMsg("ILoadClone: object %s is already loaded, ignoring", cloneKey->GetUoid().StringIze().c_str()); 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()); } }