📄 netconnection.h
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{ if(mStringTable) return mStringTable->checkString(string, isOnOtherSide); else return 0; }
U32 getNetSendId(StringHandle &string)
{ if(mStringTable) return mStringTable->getNetSendId(string); else return 0;}
void confirmStringReceived(StringHandle &string, U32 index)
{ if(!isRemoved()) mStringTable->confirmStringReceived(string, index); }
StringHandle translateRemoteStringId(U32 id) { return mStringTable->lookupString(id); }
void validateSendString(const char *str);
void packString(BitStream *stream, const char *str);
void unpackString(BitStream *stream, char readBuffer[1024]);
void packStringHandleU(BitStream *stream, StringHandle &h);
StringHandle unpackStringHandleU(BitStream *stream);
/// @}
//----------------------------------------------------------------
/// @name Ghost manager
/// @{
//protected:
// enum GhostStates
// {
// GhostAlwaysDone,
// ReadyForNormalGhosts,
// EndGhosting,
// GhostAlwaysStarting,
// SendNextDownloadRequest,
// FileDownloadSizeMessage,
// NumConnectionMessages,
// };
// GhostInfo **mGhostArray; ///< Linked list of ghostInfos ghosted by this side of the connection
//
// U32 mGhostZeroUpdateIndex; ///< Index in mGhostArray of first ghost with 0 update mask.
// U32 mGhostFreeIndex; ///< Index in mGhostArray of first free ghost.
//
// U32 mGhostsActive; ///- Track actve ghosts on client side
//
// bool mGhosting; ///< Am I currently ghosting objects?
// bool mScoping; ///< am I currently scoping objects?
// U32 mGhostingSequence; ///< Sequence number describing this ghosting session.
//
// NetObject **mLocalGhosts; ///< Local ghost for remote object.
// ///
// /// mLocalGhosts pointer is NULL if mGhostTo is false
//
// GhostInfo *mGhostRefs; ///< Allocated array of ghostInfos. Null if ghostFrom is false.
// GhostInfo **mGhostLookupTable; ///< Table indexed by object id to GhostInfo. Null if ghostFrom is false.
//
// /// The object around which we are scoping this connection.
// ///
// /// This is usually the player object, or a related object, like a vehicle
// /// that the player is driving.
// SimObjectPtr<NetObject> mScopeObject;
//
// void clearGhostInfo();
// bool validateGhostArray();
//
// void ghostPacketDropped(PacketNotify *notify);
// void ghostPacketReceived(PacketNotify *notify);
//
// void ghostWritePacket(BitStream *bstream, PacketNotify *notify);
// void ghostReadPacket(BitStream *bstream);
// void freeGhostInfo(GhostInfo *);
//
// void ghostWriteStartBlock(ResizeBitStream *stream);
// void ghostReadStartBlock(BitStream *stream);
//
//public:
//
// U32 getGhostsActive() { return mGhostsActive;};
//
// /// Are we ghosting to someone?
// bool isGhostingTo() { return mLocalGhosts != NULL; };
//
// /// Are we ghosting from someone?
// bool isGhostingFrom() { return mGhostArray != NULL; };
//
/// Called when we're done with normal scoping.
///
/// This gives subclasses a chance to shove things into scope, such as
/// the results of a sensor network calculation, that would otherwise
/// be awkward to add.
virtual void doneScopingScene() { /* null */ }
// /// Set the object around which we are currently scoping network traffic.
// void setScopeObject(NetObject *object);
//
// /// Get the object aorund which we are currently scoping network traffic.
// NetObject *getScopeObject();
/// Add an object to scope.
virtual void objectInScope(NetObject *object){}
/// Add an object to scope, marking that it should always be scoped to this connection.
virtual void objectLocalScopeAlways(NetObject *object){}
/// Mark an object that is being ghosted as not always needing to be scoped.
///
/// This undoes objectLocalScopeAlways(), but doesn't immediately flush it from scope.
///
/// Instead, the standard scoping mechanisms will clear it from scope when it is appropos
/// to do so.
virtual void objectLocalClearAlways(NetObject *object){}
/// Get a NetObject* from a ghost ID (on client side).
virtual NetObject *resolveGhost(S32 id){return 0;}
/// Get a NetObject* from a ghost index (on the server side).
virtual NetObject *resolveObjectFromGhostIndex(S32 id){return 0;}
//
// /// Get the ghost index corresponding to a given NetObject. This is only
// /// meaningful on the server side.
virtual S32 getGhostIndex(NetObject *object){return -1;}
/// Move a GhostInfo into the nonzero portion of the list (so that we know to update it).
virtual void ghostPushNonZero(GhostInfo *gi){}
/// Move a GhostInfo into the zero portion of the list (so that we know not to update it).
virtual void ghostPushToZero(GhostInfo *gi){}
/// Move a GhostInfo from the zero portion of the list to the free portion.
virtual void ghostPushZeroToFree(GhostInfo *gi){}
/// Move a GhostInfo from the free portion of the list to the zero portion.
virtual void ghostPushFreeToZero(GhostInfo *info){}
/// Stop all ghosting activity and inform the other side about this.
///
/// Turns off ghosting.
virtual void resetGhosting(){}
/// Activate ghosting, once it's enabled.
virtual void activateGhosting(){}
/// Are we ghosting?
virtual bool isGhosting() { return false; }
/// Begin to stop ghosting an object.
virtual void detachObject(GhostInfo *info){}
/// Mark an object to be always ghosted. Index is the ghost index of the object.
void setGhostAlwaysObject(NetObject *object, U32 index);
/// Send ghost connection handshake message.
///
/// As part of the ghoost connection process, extensive hand-shaking must be performed.
///
/// This is done by passing ConnectionMessageEvents; this is a helper function
/// to more effectively perform this task. Messages are dealt with by
/// handleConnectionMessage().
///
/// @param message One of GhostStates
/// @param sequence A sequence number, if any.
/// @param ghostCount A count of ghosts relating to this message.
void sendConnectionMessage(U32 message, U32 sequence = 0, U32 ghostCount = 0);
/// Handle message from sendConnectionMessage().
///
/// This is called to handle messages sent via sendConnectionMessage.
///
/// @param message One of GhostStates
/// @param sequence A sequence number, if any.
/// @param ghostCount A count of ghosts relating to this message.
virtual void handleConnectionMessage(U32 message, U32 sequence, U32 ghostCount){}
/// @}
public:
//----------------------------------------------------------------
/// @name File transfer
/// @{
protected:
enum NetConnConstants
{
SendNextDownloadRequest,
FileDownloadSizeMessage,
NumConnectionMessages,
};
/// List of files missing for this connection.
///
/// The currently downloading file is always first in the list (ie, [0]).
Vector<char *> mMissingFileList;
/// Stream for currently uploading file (if any).
Stream *mCurrentDownloadingFile;
/// Storage for currently downloading file.
void *mCurrentFileBuffer;
/// Size of currently downloading file in bytes.
U32 mCurrentFileBufferSize;
/// Our position in the currently downloading file in bytes.
U32 mCurrentFileBufferOffset;
/// Number of files we have downloaded.
U32 mNumDownloadedFiles;
/// Error storage for file transfers.
char mLastFileErrorBuffer[256];
/// Structure to track ghost-always objects and their ghost indices.
struct GhostSave {
NetObject *ghost;
U32 index;
};
/// List of objects to ghost-always.
Vector<GhostSave> mGhostAlwaysSaveList;
public:
/// Start sending the specified file over the link.
bool startSendingFile(const char *fileName);
/// Called when we receive a FileChunkEvent.
void chunkReceived(U8 *chunkData, U32 chunkLen);
/// Get the next file...
void sendNextFileDownloadRequest();
/// Post the next FileChunkEvent.
void sendFileChunk();
/// Called when we finish downloading file data.
virtual void fileDownloadSegmentComplete();
/// This is part of the file transfer logic; basically, we call this
/// every time we finish downloading new files. It attempts to load
/// the GhostAlways objects; if they fail, it marks an error and we
/// have chance to retry.
void loadNextGhostAlwaysObject(bool hadNewFiles);
/// @}
//----------------------------------------------------------------
/// @name Demo Recording
/// @{
private:
Stream *mDemoWriteStream;
Stream *mDemoReadStream;
U32 mDemoNextBlockType;
U32 mDemoNextBlockSize;
U32 mDemoWriteStartTime;
U32 mDemoReadStartTime;
U32 mDemoLastWriteTime;
U32 mDemoRealStartTime;
public:
enum DemoBlockTypes {
BlockTypePacket,
BlockTypeSendPacket,
NetConnectionBlockTypeCount
};
enum DemoConstants {
MaxNumBlockTypes = 16,
MaxBlockSize = 0x1000,
};
bool isRecording()
{ return mDemoWriteStream != NULL; }
bool isPlayingBack()
{ return mDemoReadStream != NULL; }
U32 getNextBlockType() { return mDemoNextBlockType; }
void recordBlock(U32 type, U32 size, void *data);
virtual void handleRecordedBlock(U32 type, U32 size, void *data);
bool processNextBlock();
bool startDemoRecord(const char *fileName);
bool replayDemoRecord(const char *fileName);
void startDemoRead();
void stopRecording();
void stopDemoPlayback();
virtual void writeDemoStartBlock(ResizeBitStream *stream);
virtual bool readDemoStartBlock(BitStream *stream);
virtual void demoPlaybackComplete();
/// @}
};
////----------------------------------------------------------------------------
///// Information about a ghosted object.
/////
///// @note If the size of this structure changes, the
///// NetConnection::getGhostIndex function MUST be changed
///// to reflect the new size.
//struct GhostInfo
//{
//public: // required for MSVC
// NetObject *obj; ///< The object being ghosted.
// U32 updateMask; ///< Flags indicating what state data needs to be transferred.
//
// U32 updateSkipCount; ///< How many updates have we skipped this guy?
// U32 flags; ///< Flags from GhostInfo::Flags
// F32 priority; ///< A float value indicating the priority of this object for
// /// updates.
//
// /// @name References
// ///
// /// The GhostInfo structure is used in several linked lists; these members are
// /// the implementation for this.
// /// @{
//
// NetConnection::GhostRef *updateChain; ///< List of references in NetConnections to us.
//
// GhostInfo *nextObjectRef; ///< Next ghosted object.
// GhostInfo *prevObjectRef; ///< Previous ghosted object.
// NetConnection *connection; ///< Connection that we're ghosting over.
// GhostInfo *nextLookupInfo; ///< GhostInfo references are stored in a hash; this is the bucket
// /// implementation.
//
// /// @}
//
// U32 index;
// U32 arrayIndex;
//
// /// Flags relating to the state of the object.
// enum Flags
// {
// Valid = BIT(0),
// InScope = BIT(1),
// ScopeAlways = BIT(2),
// NotYetGhosted = BIT(3),
// Ghosting = BIT(4),
// KillGhost = BIT(5),
// KillingGhost = BIT(6),
// ScopedEvent = BIT(7),
// ScopeLocalAlways = BIT(8),
// };
//};
//
//inline void NetConnection::ghostPushNonZero(GhostInfo *info)
//{
// AssertFatal(info->arrayIndex >= mGhostZeroUpdateIndex && info->arrayIndex < mGhostFreeIndex, "Out of range arrayIndex.");
// AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
// if(info->arrayIndex != mGhostZeroUpdateIndex)
// {
// mGhostArray[mGhostZeroUpdateIndex]->arrayIndex = info->arrayIndex;
// mGhostArray[info->arrayIndex] = mGhostArray[mGhostZeroUpdateIndex];
// mGhostArray[mGhostZeroUpdateIndex] = info;
// info->arrayIndex = mGhostZeroUpdateIndex;
// }
// mGhostZeroUpdateIndex++;
// //AssertFatal(validateGhostArray(), "Invalid ghost array!");
//}
//
//inline void NetConnection::ghostPushToZero(GhostInfo *info)
//{
// AssertFatal(info->arrayIndex < mGhostZeroUpdateIndex, "Out of range arrayIndex.");
// AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
// mGhostZeroUpdateIndex--;
// if(info->arrayIndex != mGhostZeroUpdateIndex)
// {
// mGhostArray[mGhostZeroUpdateIndex]->arrayIndex = info->arrayIndex;
// mGhostArray[info->arrayIndex] = mGhostArray[mGhostZeroUpdateIndex];
// mGhostArray[mGhostZeroUpdateIndex] = info;
// info->arrayIndex = mGhostZeroUpdateIndex;
// }
// //AssertFatal(validateGhostArray(), "Invalid ghost array!");
//}
//
//inline void NetConnection::ghostPushZeroToFree(GhostInfo *info)
//{
// AssertFatal(info->arrayIndex >= mGhostZeroUpdateIndex && info->arrayIndex < mGhostFreeIndex, "Out of range arrayIndex.");
// AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
// mGhostFreeIndex--;
// if(info->arrayIndex != mGhostFreeIndex)
// {
// mGhostArray[mGhostFreeIndex]->arrayIndex = info->arrayIndex;
// mGhostArray[info->arrayIndex] = mGhostArray[mGhostFreeIndex];
// mGhostArray[mGhostFreeIndex] = info;
// info->arrayIndex = mGhostFreeIndex;
// }
// //AssertFatal(validateGhostArray(), "Invalid ghost array!");
//}
//
//inline void NetConnection::ghostPushFreeToZero(GhostInfo *info)
//{
// AssertFatal(info->arrayIndex >= mGhostFreeIndex, "Out of range arrayIndex.");
// AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
// if(info->arrayIndex != mGhostFreeIndex)
// {
// mGhostArray[mGhostFreeIndex]->arrayIndex = info->arrayIndex;
// mGhostArray[info->arrayIndex] = mGhostArray[mGhostFreeIndex];
// mGhostArray[mGhostFreeIndex] = info;
// info->arrayIndex = mGhostFreeIndex;
// }
// mGhostFreeIndex++;
// //AssertFatal(validateGhostArray(), "Invalid ghost array!");
//}
//};//namespace CS
#endif
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