392 lines
9.8 KiB
C++
392 lines
9.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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//
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// Includes
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//
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#include <string>
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#include <queue>
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#include <nel/misc/types_nl.h>
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#include <nel/misc/debug.h>
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#include <nel/net/udp_sock.h>
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#include "action_factory.h"
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//
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// Using
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//
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using namespace std;
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using namespace NLMISC;
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using namespace NLNET;
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namespace CLFECOMMON {
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//
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// Variables
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//
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CActionFactory *CActionFactory::Instance = NULL;
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//
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// Functions
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//
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CActionFactory::CActionFactory ()
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{
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CActionSint64::init();
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_VolatilePosition = NULL;
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uint i;
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for (i=0; i<NB_VISUAL_PROPERTIES; ++i)
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_VolatileActions[i] = NULL;
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}
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CActionFactory::~CActionFactory()
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{
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uint nbDeleted = 0;
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for ( std::vector<TActionStore>::iterator iv=RegisteredAction.begin(); iv!=RegisteredAction.end(); ++iv )
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{
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TActionStore& actionStore = (*iv);
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for ( std::vector<CAction*>::iterator ias=actionStore.second.begin(); ias!=actionStore.second.end(); ++ias )
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{
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delete (*ias);
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++nbDeleted;
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}
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}
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//nldebug( "Deleted %u actions", nbDeleted );
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}
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uint CActionFactory::getNbActionsInStore()
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{
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uint nb = 0;
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for ( std::vector<TActionStore>::iterator iv=RegisteredAction.begin(); iv!=RegisteredAction.end(); ++iv )
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{
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TActionStore& actionStore = (*iv);
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nb += (uint)actionStore.second.size();
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}
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return nb;
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}
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uint CActionFactory::getNbActionsInStore(uint code)
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{
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return (uint)RegisteredAction[code].second.size();
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}
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void CActionFactory::registerAction (uint32 code, CAction *(*creator)())
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{
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/*
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CRegisteredAction::iterator it = RegisteredAction.find (code);
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if (it != RegisteredAction.end ())
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{
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nlerror ("the code %u already registered in the CActionFactory", code);
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}
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RegisteredAction.insert (CRegisteredAction::value_type(code, creator));
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*/
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if (RegisteredAction.size() > code && RegisteredAction[code].first != NULL)
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{
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nlerror ("The code %u already registered in the CActionFactory", code);
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}
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if (code >= 256)
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{
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nlerror ("Cannot register action code %d because it exceeds 255", code);
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}
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if (RegisteredAction.size() <= code)
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RegisteredAction.resize(code+1, make_pair((CAction *(*)())NULL, vector<CAction*>()));
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RegisteredAction[code].first = creator;
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}
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CAction *CActionFactory::create (TCLEntityId slot, TActionCode code)
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{
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if (RegisteredAction.size() <= code || RegisteredAction[code].first == NULL)
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{
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nlwarning ("CActionFactory::create() try to create an unknown action (%u)", code);
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return NULL;
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}
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else if (RegisteredAction[code].second.empty())
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{
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// no action left in the store
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CAction *action = RegisteredAction[code].first (); // execute the factory function
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//nlinfo( "No action in store for code %u, creating action (total %u, total for code %u)", code, getNbActionsInStore(), getNbActionsInStore(action->Code) );
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action->Code = code;
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action->PropertyCode = code; // default, set the property code to the action code (see create(TProperty,TPropIndex))
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action->Slot = slot;
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action->reset();
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return action;
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}
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else
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{
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// pop an action off the store
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CAction *action = RegisteredAction[code].second.back();
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//nlinfo( "Found action in store for code %u (total %u, total for code %u)", code, getNbActionsInStore(), getNbActionsInStore(action->Code) );
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RegisteredAction[code].second.pop_back();
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action->reset();
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action->Slot = slot;
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action->PropertyCode = code;
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return action;
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}
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}
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/* Create the action from a property code, fills property index and fill the internal propindex if needed
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* (it assumes the frontend and the client have the same mapping property/propindex).
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*/
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CAction *CActionFactory::createByPropIndex( TCLEntityId slot, TPropIndex propIndex )
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{
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CAction *action;
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switch ( propIndex )
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{
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case PROPERTY_POSITION: // same as propertyId
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{
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action = create( slot, ACTION_POSITION_CODE );
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break;
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}
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default:
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{
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#ifdef NL_DEBUG
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nlassert( propIndex < NB_VISUAL_PROPERTIES );
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#endif
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action = create( slot, ACTION_SINT64 );
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((CActionSint64*)action)->setNbBits( propIndex );
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break;
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}
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}
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action->PropertyCode = propIndex;
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return action;
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}
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void CActionFactory::remove (CAction *&action)
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{
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if (action != NULL)
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{
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RegisteredAction[action->Code].second.push_back(action);
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//nlinfo( "Inserting action in store for code %u (total %u, total for code %u)", action->Code, getNbActionsInStore(), getNbActionsInStore(action->Code) );
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action = NULL;
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}
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}
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void CActionFactory::remove (CActionImpulsion *&action)
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{
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if (action != NULL)
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{
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CAction* ptr = static_cast<CAction*>(action);
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remove(ptr);
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action = NULL;
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}
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}
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/* Pack an action to a bit stream. Set transmitTimestamp=true for server-->client,
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* false for client-->server. If true, set the current gamecycle.
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*/
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void CActionFactory::pack (CAction *action, NLMISC::CBitMemStream &message, NLMISC::TGameCycle /* currentCycle */ )
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{
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//H_BEFORE(FactoryPack);
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//sint32 val = message.getPosInBit ();
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//
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if (action->Code < 4)
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{
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// short code (0 1 2 3)
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bool shortcode = true;
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uint32 code = action->Code;
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message.serialAndLog1 (shortcode);
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message.serialAndLog2 (code, 2);
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}
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else
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{
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bool shortcode = false;
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message.serialAndLog1 (shortcode);
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message.serialAndLog1 (action->Code);
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}
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action->pack (message);
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//H_AFTER(FactoryPack);
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//OLIV: nlassertex (message.getPosInBit () - val == (sint32)CActionFactory::getInstance()->size (action), ("CActionFactory::pack () : action %d packed %u bits, should be %u, size() is wrong", action->Code, message.getPosInBit () - val, CActionFactory::getInstance()->size (action)));
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// nlinfo ("ac:%p pack one action in message %d %hu %u %d", action, action->Code, (uint16)(action->CLEntityId), val, message.getPosInBit()-val);
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}
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/* Pack an action to a bit stream, for server-->client, actioncode < 4 only
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*/
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//void CActionFactory::packFast( CAction *action, NLMISC::CBitMemStream& message, NLMISC::TGameCycle currentCycle )
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/* Unpack some actions from a bit stream. Set transmitTimestamp=true for server-->client,
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* false for client-->server. If true, set the current gamecycle.
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*/
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void CActionFactory::unpack (NLMISC::CBitMemStream &message, std::vector <CAction *>& actions, NLMISC::TGameCycle /* currentCycle */ )
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{
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actions.clear ();
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static int n = 0;
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n++;
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while ((sint32)message.length() * 8 - message.getPosInBit () >= 8)
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{
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TActionCode code;
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bool shortcode;
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message.serial (shortcode);
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if (shortcode)
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{
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code = 0;
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uint32 val;
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message.serial (val, 2);
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code = (TActionCode) val;
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}
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else
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{
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message.serial (code);
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}
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CAction *action = create (INVALID_SLOT, code);
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//nlinfo ("m%d size: p:%d s:%d c:%d (actionsize: %d) slot:%hu", n, message.getPosInBit (), message.length() * 8, code, action->size(), (uint16)action->CLEntityId);
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if (action == NULL)
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{
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nlwarning ("Unpacking an action with unknown code, skip it (%u)", code);
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}
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else
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{
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action->unpack (message);
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actions.push_back (action);
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}
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}
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}
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/* Unpack an action from a bit stream.
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*/
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CAction *CActionFactory::unpack (NLMISC::CBitMemStream &message, NLMISC::TGameCycle /* currentCycle */ )
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{
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CAction *action = NULL;
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if ((sint32)message.length() * 8 - message.getPosInBit () >= 8)
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{
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TActionCode code;
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bool shortcode;
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message.serial (shortcode);
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if (shortcode)
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{
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code = 0;
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uint32 val;
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message.serial (val, 2);
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code = (TActionCode) val;
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}
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else
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{
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message.serial (code);
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}
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action = create (INVALID_SLOT, (TActionCode)code);
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if (action == NULL)
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{
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nlwarning ("Unpacking an action with unknown code, skip it (%u)", code);
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}
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else
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{
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action->unpack (message);
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}
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}
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return action;
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}
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/*
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* Return the size IN BITS, not in bytes
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*/
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uint32 CActionFactory::size (CAction *action)
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{
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// If you change this size, please update IMPULSE_ACTION_HEADER_SIZE in the front-end
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/*
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* Warning: when calculating bit sizes, don't forget to multiply sizeof by 8
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*/
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uint32 headerBitSize;
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// size of the code
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if (action->Code < 4)
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headerBitSize = 1 + 2;
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else
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headerBitSize = 1 + (sizeof (action->Code) * 8);
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return headerBitSize + action->size ();
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}
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void CActionFactory::initVolatileProperties()
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{
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for (uint i=PROPERTY_ORIENTATION; i<NB_VISUAL_PROPERTIES; ++i)
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_VolatileActions[i] = (CActionSint64*)createByPropIndex( 0, i );
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_VolatilePosition = (CActionPosition*)(createByPropIndex( 0, PROPERTY_POSITION ));
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}
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void CActionFactory::releaseVolatileProperties()
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{
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for (uint i=PROPERTY_ORIENTATION; i<NB_VISUAL_PROPERTIES; ++i)
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{
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CAction* action = _VolatileActions[i];
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remove(action);
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_VolatileActions[i] = NULL;
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}
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CAction* action = _VolatilePosition;
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remove(action);
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_VolatilePosition = NULL;
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}
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}
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NLMISC_COMMAND( displayActionVectors, "Display the size of action vector in factory", "" )
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{
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uint nbActionsInStore = CLFECOMMON::CActionFactory::getInstance()->getNbActionsInStore();
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log.displayNL( "%u actions in factory store", nbActionsInStore );
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return true;
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}
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