/*==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==*/ #include "plSDLModifier.h" #include "pnNetCommon/plSynchedObject.h" #include "pnDispatch/plDispatch.h" #include "pnSceneObject/plSceneObject.h" #include "pnMessage/plSDLModifierMsg.h" #include "plNetCommon/plNetObjectDebugger.h" #include "plNetMessage/plNetMessage.h" #include "plSDL/plSDL.h" plSDLModifier::plSDLModifier() : fStateCache(nil), fSentOrRecvdState(false) { } plSDLModifier::~plSDLModifier() { delete fStateCache; } plKey plSDLModifier::GetStateOwnerKey() const { return GetTarget() ? GetTarget()->GetKey() : nil; } void plSDLModifier::AddTarget(plSceneObject* so) { if (so) plSingleModifier::AddTarget(so); if (!fStateCache) fStateCache = new plStateDataRecord(GetSDLName()); } uint32_t plSDLModifier::IApplyModFlags(uint32_t sendFlags) { return sendFlags; } // // write to net msg and send to server // void plSDLModifier::ISendNetMsg(plStateDataRecord*& state, plKey senderKey, uint32_t sendFlags) { hsAssert(senderKey, "nil senderKey?"); plSynchedObject* sobj = plSynchedObject::ConvertNoRef(senderKey->ObjectIsLoaded()); if (sobj && (sobj->IsInSDLVolatileList(GetSDLName()))) state->SetFlags(state->GetFlags() | plStateDataRecord::kVolatile); bool dirtyOnly = (sendFlags & plSynchedObject::kForceFullSend) == 0; bool broadcast = (sendFlags & plSynchedObject::kBCastToClients) != 0; int writeOptions=0; // if (dirtyOnly) writeOptions |= plSDL::kDirtyOnly; if (broadcast) writeOptions |= plSDL::kBroadcast; writeOptions |= plSDL::kTimeStampOnRead; // send to server plNetMsgSDLState* msg = state->PrepNetMsg(0, writeOptions); msg->SetNetProtocol(kNetProtocolCli2Game); msg->ObjectInfo()->SetUoid(senderKey->GetUoid()); if (sendFlags & plSynchedObject::kNewState) msg->SetBit(plNetMessage::kNewSDLState); if (sendFlags & plSynchedObject::kUseRelevanceRegions) msg->SetBit(plNetMessage::kUseRelevanceRegions); if (sendFlags & plSynchedObject::kDontPersistOnServer) msg->SetPersistOnServer(false); if (sendFlags & plSynchedObject::kIsAvatarState) msg->SetIsAvatarState(true); if (broadcast && plNetClientApp::GetInstance()) { msg->SetPlayerID(plNetClientApp::GetInstance()->GetPlayerID()); } plNetClientApp::GetInstance()->SendMsg(msg); msg->UnRef(); fSentOrRecvdState = true; } // // Process SDL msgs to send and recv state // bool plSDLModifier::MsgReceive(plMessage* msg) { plSDLModifierMsg* sdlMsg = plSDLModifierMsg::ConvertNoRef(msg); if (sdlMsg && !sdlMsg->GetSDLName().CompareI(GetSDLName())) { uint32_t sendFlags = IApplyModFlags(sdlMsg->GetFlags()); if (!fSentOrRecvdState) sendFlags |= plSynchedObject::kNewState; if (sdlMsg->GetAction()==plSDLModifierMsg::kSendToServer) { // local player is changing the state and sending it out plStateChangeNotifier::SetCurrentPlayerID(plNetClientApp::GetInstance()->GetPlayerID()); SendState(sendFlags); } else if (sdlMsg->GetAction()==plSDLModifierMsg::kSendToServerAndClients) { // local player is changing the state and sending it out plStateChangeNotifier::SetCurrentPlayerID(plNetClientApp::GetInstance()->GetPlayerID()); SendState(sendFlags | plSynchedObject::kBCastToClients); } else if (sdlMsg->GetAction()==plSDLModifierMsg::kRecv) { plStateDataRecord* sdRec=sdlMsg->GetState(); plStateChangeNotifier::SetCurrentPlayerID(sdlMsg->GetPlayerID()); // remote player changed the state ReceiveState(sdRec); } return true; // consumed } return plSingleModifier::MsgReceive(msg); } // // send a state update // bool gMooseDump=false; void plSDLModifier::SendState(uint32_t sendFlags) { hsAssert(fStateCache, "nil stateCache"); bool debugObject = (plNetObjectDebugger::GetInstance() && plNetObjectDebugger::GetInstance()->IsDebugObject(GetStateOwnerKey()->ObjectIsLoaded())); bool force = (sendFlags & plSynchedObject::kForceFullSend) != 0; bool broadcast = (sendFlags & plSynchedObject::kBCastToClients) != 0; // record current state plStateDataRecord* curState = new plStateDataRecord(GetSDLName()); IPutCurrentStateIn(curState); // return sdl record which reflects current state of sceneObj, dirties curState if (!force) { curState->FlagDifferentState(*fStateCache); // flag items which are different from localCopy as dirty } if (curState->IsDirty()) { // send current state bool dirtyOnly = force ? false : true; ISendNetMsg(curState, GetStateOwnerKey(), sendFlags); // send the state if (debugObject) { gMooseDump=true; plNetObjectDebugger::GetInstance()->SetDebugging(true); curState->DumpToObjectDebugger(plFormat("Object {} SENDS SDL state", GetStateOwnerKey()->GetName()).c_str(), dirtyOnly); gMooseDump=false; } // cache current state, send notifications if necessary fStateCache->UpdateFrom(*curState, dirtyOnly); // update local copy of state ISentState(curState); } delete curState; if (plNetObjectDebugger::GetInstance()) plNetObjectDebugger::GetInstance()->SetDebugging(false); } void plSDLModifier::ReceiveState(const plStateDataRecord* srcState) { hsAssert(fStateCache, "nil stateCache"); if (plNetObjectDebugger::GetInstance() && plNetObjectDebugger::GetInstance()->IsDebugObject(GetStateOwnerKey()->ObjectIsLoaded())) { gMooseDump=true; plNetObjectDebugger::GetInstance()->SetDebugging(true); srcState->DumpToObjectDebugger(plFormat("Object {} RECVS SDL state", GetStateOwnerKey()->GetName()).c_str()); gMooseDump=false; } if (srcState->IsUsed()) { plSynchEnabler ps(false); // disable dirty tracking while we are receiving/applying state // apply incoming state ISetCurrentStateFrom(srcState); // apply incoming state to sceneObj // cache state, send notifications if necessary fStateCache->UpdateFrom(*srcState, false); // update local copy of state fSentOrRecvdState = true; } else { plNetClientApp::GetInstance()->DebugMsg("\tReceiving and ignoring unused SDL state msg: type %s, object %s", GetSDLName(), GetStateOwnerKey()->GetName().c_str()); } if (plNetObjectDebugger::GetInstance()) plNetObjectDebugger::GetInstance()->SetDebugging(false); } void plSDLModifier::AddNotifyForVar(plKey key, const plString& varName, float tolerance) const { // create a SDL notifier object plStateChangeNotifier notifier(tolerance, key); // set the notification plStateDataRecord* rec = GetStateCache(); if (rec) { plSimpleStateVariable* var = rec->FindVar(varName); // was the variable found? if (var) var->AddStateChangeNotification(notifier); } }