//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "console/simDatablock.h" #include "console/console.h" #include "console/consoleInternal.h" #include "console/engineAPI.h" #include "T3D/gameBase/gameConnectionEvents.h" #include "T3D/gameBase/gameConnection.h" IMPLEMENT_CO_DATABLOCK_V1(SimDataBlock); SimObjectId SimDataBlock::sNextObjectId = DataBlockObjectIdFirst; S32 SimDataBlock::sNextModifiedKey = 0; ConsoleDocClass( SimDataBlock, "@brief \n" "@ingroup \n" "@section Datablock_Networking Datablocks and Networking\n" "@section Datablock_ClientSide Client-Side Datablocks\n" ); //----------------------------------------------------------------------------- SimDataBlock::SimDataBlock() { setModDynamicFields(true); setModStaticFields(true); } //----------------------------------------------------------------------------- bool SimDataBlock::onAdd() { Parent::onAdd(); // This initialization is done here, and not in the constructor, // because some jokers like to construct and destruct objects // (without adding them to the manager) to check what class // they are. modifiedKey = ++sNextModifiedKey; AssertFatal(sNextObjectId <= DataBlockObjectIdLast, "Exceeded maximum number of data blocks"); // add DataBlock to the DataBlockGroup unless it is client side ONLY DataBlock if ( !isClientOnly() ) if (SimGroup* grp = Sim::getDataBlockGroup()) grp->addObject(this); Sim::getDataBlockSet()->addObject( this ); return true; } //----------------------------------------------------------------------------- void SimDataBlock::assignId() { // We don't want the id assigned by the manager, but it may have // already been assigned a correct data block id. if ( isClientOnly() ) setId(sNextObjectId++); } //----------------------------------------------------------------------------- void SimDataBlock::onStaticModified(const char* slotName, const char* newValue) { modifiedKey = sNextModifiedKey++; } //----------------------------------------------------------------------------- void SimDataBlock::packData(BitStream*) { } //----------------------------------------------------------------------------- void SimDataBlock::unpackData(BitStream*) { } //----------------------------------------------------------------------------- bool SimDataBlock::preload(bool, String&) { return true; } //----------------------------------------------------------------------------- void SimDataBlock::write(Stream &stream, U32 tabStop, U32 flags) { // Only output selected objects if they want that. if((flags & SelectedOnly) && !isSelected()) return; stream.writeTabs(tabStop); char buffer[1024]; // Client side datablocks are created with 'new' while // regular server datablocks use the 'datablock' keyword. if ( isClientOnly() ) dSprintf(buffer, sizeof(buffer), "new %s(%s) {\r\n", getClassName(), getName() ? getName() : ""); else dSprintf(buffer, sizeof(buffer), "datablock %s(%s) {\r\n", getClassName(), getName() ? getName() : ""); stream.write(dStrlen(buffer), buffer); writeFields(stream, tabStop + 1); stream.writeTabs(tabStop); stream.write(4, "};\r\n"); } //============================================================================= // API. //============================================================================= // MARK: ---- API ---- //----------------------------------------------------------------------------- DefineConsoleMethod( SimDataBlock, reloadOnLocalClient, void, (),, "Reload the datablock. This can only be used with a local client configuration." ) { // Make sure we're running a local client. GameConnection* localClient = GameConnection::getLocalClientConnection(); if( !localClient ) return; // Do an in-place pack/unpack/preload. if( !object->preload( true, NetConnection::getErrorBuffer() ) ) { Con::errorf( NetConnection::getErrorBuffer() ); return; } U8 buffer[ 16384 ]; BitStream stream( buffer, 16384 ); object->packData( &stream ); stream.setPosition(0); object->unpackData( &stream ); if( !object->preload( false, NetConnection::getErrorBuffer() ) ) { Con::errorf( NetConnection::getErrorBuffer() ); return; } // Trigger a post-apply so that change notifications respond. object->inspectPostApply(); } //----------------------------------------------------------------------------- DefineConsoleFunction( preloadClientDataBlocks, void, (),, "Preload all datablocks in client mode.\n\n" "(Server parameter is set to false). This will take some time to complete.") { // we go from last to first because we cut 'n pasted the loop from deleteDataBlocks SimGroup *grp = Sim::getDataBlockGroup(); String errorStr; for(S32 i = grp->size() - 1; i >= 0; i--) { AssertFatal(dynamic_cast((*grp)[i]), "Doh! non-datablock in datablock group!"); SimDataBlock *obj = (SimDataBlock*)(*grp)[i]; if (!obj->preload(false, errorStr)) Con::errorf("Failed to preload client datablock, %s: %s", obj->getName(), errorStr.c_str()); } } //----------------------------------------------------------------------------- DefineConsoleFunction( deleteDataBlocks, void, (),, "Delete all the datablocks we've downloaded.\n\n" "This is usually done in preparation of downloading a new set of datablocks, " "such as occurs on a mission change, but it's also good post-mission cleanup." ) { // delete from last to first: SimGroup *grp = Sim::getDataBlockGroup(); grp->deleteAllObjects(); SimDataBlock::sNextObjectId = DataBlockObjectIdFirst; SimDataBlock::sNextModifiedKey = 0; }