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206 lines
7.1 KiB
206 lines
7.1 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#if 1 // for debugging |
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#include "plCreatableIndex.h" |
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#include "plModifier/plResponderModifier.h" |
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#include "plSurface/plLayerAnimation.h" |
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#endif |
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#include "hsStream.h" |
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#include "plNetClientMgr.h" |
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#include "plgDispatch.h" |
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#include "hsResMgr.h" |
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#include "hsTimer.h" |
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#include "plNetMessage/plNetMessage.h" |
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#include "pnKeyedObject/plKey.h" |
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#include "pnKeyedObject/plFixedKey.h" |
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#include "pnKeyedObject/hsKeyedObject.h" |
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#include "pnSceneObject/plSceneObject.h" |
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#include "pnModifier/plModifier.h" |
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#include "pnMessage/plNodeRefMsg.h" |
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#include "pnMessage/plClientMsg.h" |
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#include "pnMessage/plNodeChangeMsg.h" |
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#include "pnMessage/plPlayerPageMsg.h" |
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#include "plScene/plSceneNode.h" |
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#include "plScene/plRelevanceMgr.h" |
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#include "plNetTransport/plNetTransportMember.h" |
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#include "plResMgr/plKeyFinder.h" |
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#include "plAgeDescription/plAgeDescription.h" |
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#include "plAvatar/plArmatureMod.h" |
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#include "plAvatar/plAvatarMgr.h" |
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#include "plSDL/plSDL.h" |
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/// TEMP HACK TO LOAD CONSOLE INIT FILES ON AGE LOAD |
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#include "plMessage/plConsoleMsg.h" |
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#include "plMessage/plLoadAvatarMsg.h" |
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#include "plMessage/plAgeLoadedMsg.h" |
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#include "plAgeLoader/plResPatcher.h" |
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#include "plProgressMgr/plProgressMgr.h" |
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#include "plResMgr/plRegistryHelpers.h" |
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#include "plResMgr/plRegistryNode.h" |
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#include "plResMgr/plResManager.h" |
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#ifdef _MSC_VER |
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#include <process.h> // for getpid() |
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#else |
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#include <sys/types.h> |
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#include <unistd.h> |
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#endif |
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extern bool gDataServerLocal; |
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// Load Player object |
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// a clone will be created if cloneNum>0 |
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// returns the playerKey if successful. |
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// |
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// Don't call this directly. Send a clone message to the NetClientManager instead. |
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// Load an object, optionally cloning if necessary. |
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plKey plNetClientMgr::ILoadClone(plLoadCloneMsg *pCloneMsg) |
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{ |
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plKey cloneKey = pCloneMsg->GetCloneKey(); |
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if(pCloneMsg->GetIsLoading()) |
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{ |
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if (!cloneKey) |
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{ |
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DebugMsg("ILoadClone: got a null clone key... either a loading race or someone is being naughty."); |
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return nullptr; |
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} |
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if (cloneKey->ObjectIsLoaded()) |
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{ |
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DebugMsg("ILoadClone: object %s is already loaded, ignoring", cloneKey->GetUoid().StringIze().c_str()); |
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return cloneKey; |
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} |
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// check if local or remote player before loading |
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plLoadAvatarMsg* loadAvMsg=plLoadAvatarMsg::ConvertNoRef(pCloneMsg); |
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if (loadAvMsg) |
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{ |
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bool originating = ( pCloneMsg->GetOriginatingPlayerID() == this->GetPlayerID() ); |
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if (loadAvMsg->GetIsPlayer()) |
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if (originating) |
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fLocalPlayerKey = cloneKey; |
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else |
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AddRemotePlayerKey(cloneKey); |
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else // hey, we got a quab or yeesha... or some other such devilry... |
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AddNPCKey(cloneKey); |
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} |
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plKey cloneNodeKey = hsgResMgr::ResMgr()->FindKey(kNetClientCloneRoom_KEY); |
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// Put the clone into the room, which also forces it to load. |
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plNodeRefMsg* nodeRefCloneMsg = new plNodeRefMsg(cloneNodeKey, plNodeRefMsg::kOnRequest, -1, plNodeRefMsg::kObject); |
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hsgResMgr::ResMgr()->AddViaNotify(cloneKey, nodeRefCloneMsg, plRefFlags::kActiveRef); |
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// Finally, pump the dispatch system so all the new refs get delivered. ? |
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plgDispatch::Dispatch()->MsgQueueProcess(); |
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} |
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else // we're unloading a clone |
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{ |
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if (!cloneKey->ObjectIsLoaded()) |
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{ |
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DebugMsg("ILoadClone: object %s is already unloaded, ignoring", cloneKey->GetName().c_str()); |
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return cloneKey; |
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} |
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// need to drop our ref if it's an NPC |
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// remote players handled by plPlayerPageMsg--don't sweat that |
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plKeyVec::iterator it = std::find(fNPCKeys.begin(), fNPCKeys.end(), cloneKey); |
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if (it != fNPCKeys.end()) |
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fNPCKeys.erase(it); |
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ICheckPendingStateLoad(hsTimer::GetSysSeconds()); |
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plSynchEnabler p(false); // turn off dirty tracking while in this function |
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GetKey()->Release(cloneKey); // undo the active ref we took in ILoadClone |
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// send message to scene object to remove him from the room |
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plNodeChangeMsg* nodeChange = new plNodeChangeMsg(GetKey(), cloneKey, nil); |
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plgDispatch::MsgSend(nodeChange); |
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} |
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plKey requestorKey = pCloneMsg->GetRequestorKey(); |
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// Readdress the message to the requestor and send it again |
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plKey myKey = GetKey(); |
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pCloneMsg->SetBCastFlag(plMessage::kNetPropagate, false); |
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pCloneMsg->ClearReceivers(); |
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pCloneMsg->AddReceiver(requestorKey); |
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pCloneMsg->Ref(); // each message send unrefs once |
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pCloneMsg->Send(); |
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return cloneKey; |
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} |
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// |
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// Cause a player to respawn. This is typically called on the local player when he links to a new age. |
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// or for unspawn: |
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// |
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void plNetClientMgr::IPlayerChangeAge(bool exitAge, int32_t spawnPt) |
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{ |
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plArmatureMod *avatar = plAvatarMgr::GetInstance()->GetLocalAvatar(); |
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if (avatar) |
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{ |
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plSynchEnabler ps(false); // disable state change tracking while we change ages |
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if (exitAge) |
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avatar->LeaveAge(); |
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else |
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{ |
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bool validSpawn = (spawnPt >= 0); |
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avatar->EnterAge(!validSpawn); |
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if (validSpawn) |
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avatar->SpawnAt(spawnPt, hsTimer::GetSysSeconds()); |
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} |
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} |
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else if (fLocalPlayerKey) |
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{ |
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ErrorMsg("Can't find avatarMod %s", fLocalPlayerKey->GetName().c_str()); |
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} |
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} |
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