netObject.cc 7.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247
  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "sim/simBase.h"
  24. #include "network/connectionProtocol.h"
  25. #include "network/netConnection.h"
  26. #include "network/netObject.h"
  27. #include "console/consoleTypes.h"
  28. #include "netObject_ScriptBinding.h"
  29. IMPLEMENT_CONOBJECT(NetObject);
  30. //----------------------------------------------------------------------------
  31. NetObject *NetObject::mDirtyList = NULL;
  32. NetObject::NetObject()
  33. {
  34. // netFlags will clear itself to 0
  35. mNetIndex = U32(-1);
  36. mFirstObjectRef = NULL;
  37. mPrevDirtyList = NULL;
  38. mNextDirtyList = NULL;
  39. mDirtyMaskBits = 0;
  40. }
  41. NetObject::~NetObject()
  42. {
  43. if(mDirtyMaskBits)
  44. {
  45. if(mPrevDirtyList)
  46. mPrevDirtyList->mNextDirtyList = mNextDirtyList;
  47. else
  48. mDirtyList = mNextDirtyList;
  49. if(mNextDirtyList)
  50. mNextDirtyList->mPrevDirtyList = mPrevDirtyList;
  51. }
  52. }
  53. void NetObject::setMaskBits(U32 orMask)
  54. {
  55. AssertFatal(orMask != 0, "Invalid net mask bits set.");
  56. AssertFatal(mDirtyMaskBits == 0 || (mPrevDirtyList != NULL || mNextDirtyList != NULL || mDirtyList == this), "Invalid dirty list state.");
  57. if(!mDirtyMaskBits)
  58. {
  59. AssertFatal(mNextDirtyList == NULL && mPrevDirtyList == NULL, "Object with zero mask already in list.");
  60. if(mDirtyList)
  61. {
  62. mNextDirtyList = mDirtyList;
  63. mDirtyList->mPrevDirtyList = this;
  64. }
  65. mDirtyList = this;
  66. }
  67. mDirtyMaskBits |= orMask;
  68. AssertFatal(mDirtyMaskBits == 0 || (mPrevDirtyList != NULL || mNextDirtyList != NULL || mDirtyList == this), "Invalid dirty list state.");
  69. }
  70. void NetObject::clearMaskBits(U32 orMask)
  71. {
  72. if(isDeleted())
  73. return;
  74. if(mDirtyMaskBits)
  75. {
  76. mDirtyMaskBits &= ~orMask;
  77. if(!mDirtyMaskBits)
  78. {
  79. if(mPrevDirtyList)
  80. mPrevDirtyList->mNextDirtyList = mNextDirtyList;
  81. else
  82. mDirtyList = mNextDirtyList;
  83. if(mNextDirtyList)
  84. mNextDirtyList->mPrevDirtyList = mPrevDirtyList;
  85. mNextDirtyList = mPrevDirtyList = NULL;
  86. }
  87. }
  88. for(GhostInfo *walk = mFirstObjectRef; walk; walk = walk->nextObjectRef)
  89. {
  90. if(walk->updateMask && walk->updateMask == orMask)
  91. {
  92. walk->updateMask = 0;
  93. walk->connection->ghostPushToZero(walk);
  94. }
  95. else
  96. walk->updateMask &= ~orMask;
  97. }
  98. }
  99. void NetObject::collapseDirtyList()
  100. {
  101. Vector<NetObject *> tempV;
  102. for(NetObject *t = mDirtyList; t; t = t->mNextDirtyList)
  103. tempV.push_back(t);
  104. for(NetObject *obj = mDirtyList; obj; )
  105. {
  106. NetObject *next = obj->mNextDirtyList;
  107. U32 orMask = obj->mDirtyMaskBits;
  108. obj->mNextDirtyList = NULL;
  109. obj->mPrevDirtyList = NULL;
  110. obj->mDirtyMaskBits = 0;
  111. if(!obj->isDeleted() && orMask)
  112. {
  113. for(GhostInfo *walk = obj->mFirstObjectRef; walk; walk = walk->nextObjectRef)
  114. {
  115. if(!walk->updateMask)
  116. {
  117. walk->updateMask = orMask;
  118. walk->connection->ghostPushNonZero(walk);
  119. }
  120. else
  121. walk->updateMask |= orMask;
  122. }
  123. }
  124. obj = next;
  125. }
  126. mDirtyList = NULL;
  127. for(U32 i = 0; i < (U32)tempV.size(); i++)
  128. {
  129. AssertFatal(tempV[i]->mNextDirtyList == NULL && tempV[i]->mPrevDirtyList == NULL && tempV[i]->mDirtyMaskBits == 0, "Error in collapse");
  130. }
  131. }
  132. //-----------------------------------------------------------------------------
  133. void NetObject::setScopeAlways()
  134. {
  135. if(mNetFlags.test(Ghostable) && !mNetFlags.test(IsGhost))
  136. {
  137. mNetFlags.set(ScopeAlways);
  138. // if it's a ghost always object, add it to the ghost always set
  139. // for ClientReps created later.
  140. Sim::getGhostAlwaysSet()->addObject(this);
  141. // add it to all Connections that already exist.
  142. SimGroup *clientGroup = Sim::getClientGroup();
  143. SimGroup::iterator i;
  144. for(i = clientGroup->begin(); i != clientGroup->end(); i++)
  145. {
  146. NetConnection *con = (NetConnection *) (*i);
  147. if(con->isGhosting())
  148. con->objectInScope(this);
  149. }
  150. }
  151. }
  152. void NetObject::clearScopeAlways()
  153. {
  154. if(!mNetFlags.test(IsGhost))
  155. {
  156. mNetFlags.clear(ScopeAlways);
  157. Sim::getGhostAlwaysSet()->removeObject(this);
  158. // Un ghost this object from all the connections
  159. while(mFirstObjectRef)
  160. mFirstObjectRef->connection->detachObject(mFirstObjectRef);
  161. }
  162. }
  163. bool NetObject::onAdd()
  164. {
  165. if(mNetFlags.test(ScopeAlways))
  166. setScopeAlways();
  167. return Parent::onAdd();
  168. }
  169. void NetObject::onRemove()
  170. {
  171. while(mFirstObjectRef)
  172. mFirstObjectRef->connection->detachObject(mFirstObjectRef);
  173. Parent::onRemove();
  174. }
  175. //-----------------------------------------------------------------------------
  176. F32 NetObject::getUpdatePriority(CameraScopeQuery*, U32, S32 updateSkips)
  177. {
  178. return F32(updateSkips) * 0.1f;
  179. }
  180. U32 NetObject::packUpdate(NetConnection* conn, U32 mask, BitStream* stream)
  181. {
  182. return 0;
  183. }
  184. void NetObject::unpackUpdate(NetConnection*, BitStream*)
  185. {
  186. }
  187. void NetObject::onCameraScopeQuery(NetConnection *cr, CameraScopeQuery* /*camInfo*/)
  188. {
  189. // default behavior -
  190. // ghost everything that is ghostable
  191. for (SimSetIterator obj(Sim::getRootGroup()); *obj; ++obj)
  192. {
  193. NetObject* nobj = dynamic_cast<NetObject*>(*obj);
  194. if (nobj)
  195. {
  196. AssertFatal(!nobj->mNetFlags.test(NetObject::Ghostable) || !nobj->mNetFlags.test(NetObject::IsGhost),
  197. "NetObject::onCameraScopeQuery: object marked both ghostable and as ghost");
  198. // Some objects don't ever want to be ghosted
  199. if (!nobj->mNetFlags.test(NetObject::Ghostable))
  200. continue;
  201. if (!nobj->mNetFlags.test(NetObject::ScopeAlways))
  202. {
  203. // it's in scope...
  204. cr->objectInScope(nobj);
  205. }
  206. }
  207. }
  208. }
  209. //-----------------------------------------------------------------------------
  210. void NetObject::initPersistFields()
  211. {
  212. Parent::initPersistFields();
  213. }