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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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261 lines
8.8 KiB
C++
261 lines
8.8 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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#include "vision_receiver.h"
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#include <vector>
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using namespace NLMISC;
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using namespace NLNET;
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using namespace std;
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CVisionReceiver *VisionReceiverInstance = NULL;
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/*
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* Constructor
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*/
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CVisionReceiver::CVisionReceiver() : _HasPendingDelta(false)
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{
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nlassert( ! VisionReceiverInstance );
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VisionReceiverInstance = this;
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}
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/*
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* Initialisation
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*/
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void CVisionReceiver::init()
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{
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#ifdef NL_DEBUG
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nlwarning("To change, assign -1 is a bad idea.");
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#endif
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_FirstUpdatedEntityVision=TEntityIndex();
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// Register callback function for receiving vision deltas
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NLNET::TUnifiedCallbackItem _cbArray[1];
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_cbArray[0].Callback = cbDeltaNewVision;
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_cbArray[0].Key = "VISIONS_DELTA_2";
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CUnifiedNetwork::getInstance()->addCallbackArray( _cbArray, 1 );
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}
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//---------------------------------------------------
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// Vision management : Set a new delta of vision
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//
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//---------------------------------------------------
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bool CVisionReceiver::setVision( const CPlayerVisionDelta &visionDelta )
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{
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// Find the index
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//TEntityIndex iviewer = TheEntityContainer->entityIdToIndex( visionDelta.PlayerId );
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const TEntityIndex& iviewer = visionDelta.PlayerIndex;
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if ( !iviewer.isValid() ) // the vision is too old, the player has gone
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{
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//nldebug( "Discarding vision for player %s because not found", visionDelta.PlayerId.toString().c_str() );
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nldebug( "Discarding vision for player E%u because not found", visionDelta.PlayerIndex.getIndex() );
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return false;
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}
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CEntity *p = TheEntityContainer->getEntity( iviewer );
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// If entity has no unprocessed vision
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if( p->NextUpdatedEntityVision == LAST_VISION_CHANGE )
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{
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// Insert the entity in the vision list
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p->NextUpdatedEntityVision = _FirstUpdatedEntityVision;
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_FirstUpdatedEntityVision = iviewer;
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for( vector< CPlayerVisionDelta::CIdSlot >::const_iterator itIn = visionDelta.EntitiesIn.begin(); itIn != visionDelta.EntitiesIn.end(); ++itIn )
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{
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// Add
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//p->insertIntoVisionIn( iviewer, (*itIn).Id, (*itIn).Slot, false );
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p->insertIntoVisionIn( iviewer, (*itIn).Index, (*itIn).Slot, false );
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}
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for( vector< CPlayerVisionDelta::CIdSlot >::const_iterator itOut = visionDelta.EntitiesOut.begin(); itOut != visionDelta.EntitiesOut.end(); ++itOut )
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{
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p->VisionOut.insert( (*itOut).Slot );
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}
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/*for( vector< CPlayerVisionDelta::CIdSlot >::const_iterator itRep = visionDelta.EntitiesReplace.begin(); itRep != visionDelta.EntitiesReplace.end(); ++itRep )
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{
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// Replace (e.g. character -> bag)
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//p->insertIntoVisionIn( iviewer, (*itRep).Id, (*itRep).Slot, true );
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p->insertIntoVisionIn( iviewer, (*itRep).Index, (*itRep).Slot, true );
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}*/
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}
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else
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{
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// See 'Note' comments below
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nlwarning( "Deprecated code executed (merging vision), please warn the author" );
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// Merging old and new delta vision update (only if front-end has not processed the previous vision update yet)
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for( vector< CPlayerVisionDelta::CIdSlot >::const_iterator itIn = visionDelta.EntitiesIn.begin(); itIn != visionDelta.EntitiesIn.end(); ++itIn )
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{
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// Add
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//p->insertIntoVisionIn( iviewer, (*itIn).Id, (*itIn).Slot, false );
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p->insertIntoVisionIn( iviewer, (*itIn).Index, (*itIn).Slot, false );
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// Remove from VisionOut
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set< CLFECOMMON::TCLEntityId >::iterator it = p->VisionOut.find( (*itIn).Slot );
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if( it != p->VisionOut.end() )
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{
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p->VisionOut.erase( it );
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}
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// Note: if the new entityId that comes in the slot is the same as the previous,
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// we should delete both entries from VisionIn and VisionOut.
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// If they are different, we should first removePair, then addPair (which is the
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// order done in CVisionProvider::processVision().
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//
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// Instead of that, we always addPair and never removePair. Why this?
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// A long time ago, the CPlayerVisionDelta contained entityIds instead of slots
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// (these were allocated by the front-end). But what?
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//
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// Maybe the queue system (with _NextDeltas) made this case obsolete, meaning
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// we never get in this probably-bugged code again!
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}
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for( vector< CPlayerVisionDelta::CIdSlot >::const_iterator itOut = visionDelta.EntitiesOut.begin(); itOut != visionDelta.EntitiesOut.end(); ++itOut )
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{
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// Find the index of the id
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//TEntityIndex iviewed = TheEntityContainer->entityIdToIndex( (*itOut).Id );
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TEntityIndex iviewed = (*itOut).Index;
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if ( iviewed.isValid() )
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{
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// Remove the index of the VisionIn list (for proper merging)
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//nlinfo( "** Add E%u to VisionOut", iviewed );
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TMapOfVisionAssociations::iterator it = p->VisionIn.find( iviewed );
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if( it != p->VisionIn.end() )
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{
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p->VisionIn.erase( it );
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}
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}
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p->VisionOut.insert( (*itOut).Slot );
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// Note: see above
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}
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/*for( vector< CPlayerVisionDelta::CIdSlot >::const_iterator itRep = visionDelta.EntitiesReplace.begin(); itRep != visionDelta.EntitiesReplace.end(); ++itRep )
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{
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// Replace (e.g. character -> sack)
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//p->insertIntoVisionIn( iviewer, (*itRep).Id, (*itRep).Slot, true );
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p->insertIntoVisionIn( iviewer, (*itRep).Index, (*itRep).Slot, true );
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// Note: ?? What next?
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}*/
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}
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return true;
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}
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//---------------------------------------------------
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// Vision management : Call it after getting all the updated vision (eg, the.GetNextUpdatedVision function return -1 )
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//
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//---------------------------------------------------
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void CVisionReceiver::endUpdatedVision()
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{
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// for all the entities in the list of updated
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while(_FirstUpdatedEntityVision.isValid())
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{
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// Get the next entity
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TEntityIndex i = _FirstUpdatedEntityVision;
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CEntity *p = TheEntityContainer->getEntity( _FirstUpdatedEntityVision );
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// Clean the lists
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p->VisionIn.clear();
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p->VisionOut.clear();
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// Remove it from list of updated entities
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_FirstUpdatedEntityVision = p->NextUpdatedEntityVision;
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p->NextUpdatedEntityVision.initToLastChanged();
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}
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if ( _NextDeltas.empty() )
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{
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// The only delta has been processed by the front-end
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//nldebug( "End of vision scanning" );
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_HasPendingDelta = false;
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}
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else
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{
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// Somes more deltas need to be processed
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//nldebug( "End of vision scanning - Applying one more delta" );
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nlassert( _HasPendingDelta );
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list< CPlayerVisionDelta >& deltaVision = _NextDeltas.front();
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// Apply the next delta to the vision
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for( list< CPlayerVisionDelta >::iterator it = deltaVision.begin(); it != deltaVision.end(); ++it )
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{
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// setVision( (*it).Id, (*it).EntityIn, (*it).EntityOut );
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setVision( *it );
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}
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_NextDeltas.pop();
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}
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}
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//---------------------------------------------------
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// UpdateVision, unserial update vision message and process it
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//
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//---------------------------------------------------
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inline void CVisionReceiver::updateNewVision( CMessage& msgin )
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{
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//LOG_VISION("FEVIS:%u: Receiving a vision update", CTickEventHandler::getGameCycle() );
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list< CPlayerVisionDelta > deltaVision;
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CPlayerVisionDelta::decodeVisionDelta(msgin, deltaVision);
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//list< SPlayerVisionDelta > deltaVision;
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//msgin.serialCont( deltaVision );
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if ( ! _HasPendingDelta )
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{
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// Apply the delta to the vision
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//nldebug( "Applying delta" );
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//for( list< SPlayerVisionDelta >::iterator it = deltaVision.begin(); it != deltaVision.end(); ++it )
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for( list< CPlayerVisionDelta >::iterator it = deltaVision.begin(); it != deltaVision.end(); ++it )
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{
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setVision( *it );
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}
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_HasPendingDelta = true;
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}
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else
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{
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// Store the delta
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//nldebug( "Storing delta" );
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_NextDeltas.push( deltaVision );
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}
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}
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//---------------------------------------------------
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// Callback for delta vision update received
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//
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//---------------------------------------------------
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void cbDeltaNewVision( NLNET::CMessage& msgin, const std::string &serviceName, NLNET::TServiceId serviceId )
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{
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//H_BEFORE(RcvUpdateDeltaNewVision);
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//CFrontEndService::instance()->BackEndRecvWatch3.start();
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VisionReceiverInstance->updateNewVision( msgin );
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//CFrontEndService::instance()->BackEndRecvWatch3.stop();
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//H_AFTER(RcvUpdateDeltaNewVision);
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}
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