//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #ifndef _GAMECONNECTION_H_ #define _GAMECONNECTION_H_ #ifndef _SIMBASE_H_ #include "console/simBase.h" #endif #ifndef _GAMEBASE_H_ #include "T3D/gameBase/gameBase.h" #endif #ifndef _NETCONNECTION_H_ #include "sim/netConnection.h" #endif #ifndef _MOVEMANAGER_H_ #include "T3D/gameBase/moveManager.h" #endif #ifndef _BITVECTOR_H_ #include "core/bitVector.h" #endif enum GameConnectionConstants { MaxClients = 126, DataBlockQueueCount = 16 }; class IDisplayDevice; class SFXProfile; class MatrixF; class MatrixF; class Point3F; class MoveManager; class MoveList; struct Move; struct AuthInfo; // To disable datablock caching, remove or comment out the AFX_CAP_DATABLOCK_CACHE define below. // Also, at a minimum, the following script preferences should be set to false: // $pref::Client::EnableDatablockCache = false; (in arcane.fx/client/defaults.tscript) // $Pref::Server::EnableDatablockCache = false; (in arcane.fx/server/defaults.tscript) // Alternatively, all script code marked with "DATABLOCK CACHE CODE" can be removed or // commented out. // #define AFX_CAP_DATABLOCK_CACHE const F32 MinCameraFov = 1.f; ///< min camera FOV const F32 MaxCameraFov = 179.f; ///< max camera FOV class GameConnection : public NetConnection { private: typedef NetConnection Parent; SimObjectPtr mControlObject; SimObjectPtr mCameraObject; U32 mDataBlockSequence; char mDisconnectReason[256]; U32 mMissionCRC; // crc of the current mission file from the server F32 mVisibleGhostDistance; private: U32 mLastControlRequestTime; S32 mDataBlockModifiedKey; S32 mMaxDataBlockModifiedKey; /// @name Client side first/third person /// @{ /// bool mFirstPerson; ///< Are we currently first person or not. bool mUpdateFirstPerson; ///< Set to notify client or server of first person change. bool mUpdateCameraFov; ///< Set to notify server of camera FOV change. F32 mCameraFov; ///< Current camera fov (in degrees). F32 mCameraPos; ///< Current camera pos (0-1). F32 mCameraSpeed; ///< Camera in/out speed. IDisplayDevice* mDisplayDevice; ///< Optional client display device that imposes rendering properties. /// @} /// @name Client side control scheme that may be referenced by control objects /// @{ bool mUpdateControlScheme; ///< Set to notify client or server of control scheme change bool mAbsoluteRotation; ///< Use absolute rotation values from client, likely through ExtendedMove bool mAddYawToAbsRot; ///< Add relative yaw control to the absolute rotation calculation. Only useful with mAbsoluteRotation. bool mAddPitchToAbsRot; ///< Add relative pitch control to the absolute rotation calculation. Only useful with mAbsoluteRotation. /// @} public: /// @name Protocol Versions /// /// Protocol versions are used to indicated changes in network traffic. /// These could be changes in how any object transmits or processes /// network information. You can specify backwards compatibility by /// specifying a MinRequireProtocolVersion. If the client /// protocol is >= this min value, the connection is accepted. /// /// Torque (V12) SDK 1.0 uses protocol = 1 /// /// Torque SDK 1.1 uses protocol = 2 /// Torque SDK 1.4 uses protocol = 12 /// @{ static const U32 CurrentProtocolVersion; static const U32 MinRequiredProtocolVersion; /// @} /// Configuration enum Constants { BlockTypeMove = NetConnectionBlockTypeCount, GameConnectionBlockTypeCount, MaxConnectArgs = 16, DataBlocksDone = NumConnectionMessages, DataBlocksDownloadDone, }; /// Set connection arguments; these are passed to the server when we connect. void setConnectArgs(U32 argc, const char **argv); /// Set the server password to use when we join. void setJoinPassword(const char *password); /// @name Event Handling /// @{ virtual void onTimedOut(); virtual void onConnectTimedOut(); virtual void onDisconnect(const char *reason); virtual void onConnectionRejected(const char *reason); virtual void onConnectionEstablished(bool isInitiator); virtual void handleStartupError(const char *errorString); /// @} /// @name Packet I/O /// @{ virtual void writeConnectRequest(BitStream *stream); virtual bool readConnectRequest(BitStream *stream, const char **errorString); virtual void writeConnectAccept(BitStream *stream); virtual bool readConnectAccept(BitStream *stream, const char **errorString); /// @} bool canRemoteCreate(); void setVisibleGhostDistance(F32 dist); F32 getVisibleGhostDistance(); private: /// @name Connection State /// This data is set with setConnectArgs() and setJoinPassword(), and /// sent across the wire when we connect. /// @{ U32 mConnectArgc; char *mConnectArgv[MaxConnectArgs]; char *mJoinPassword; /// @} protected: struct GamePacketNotify : public NetConnection::PacketNotify { S32 cameraFov; GamePacketNotify(); }; PacketNotify *allocNotify(); bool mControlForceMismatch; Vector mDataBlockLoadList; public: MoveList *mMoveList; protected: bool mAIControlled; AuthInfo * mAuthInfo; static S32 mLagThresholdMS; S32 mLastPacketTime; bool mLagging; /// @name Flashing //// /// Note, these variables are not networked, they are for the local connection only. /// @{ F32 mDamageFlash; F32 mWhiteOut; F32 mBlackOut; S32 mBlackOutTimeMS; S32 mBlackOutStartTimeMS; bool mFadeToBlack; /// @} /// @name Packet I/O /// @{ void readPacket (BitStream *bstream); void writePacket (BitStream *bstream, PacketNotify *note); void packetReceived (PacketNotify *note); void packetDropped (PacketNotify *note); void connectionError (const char *errorString); void writeDemoStartBlock (ResizeBitStream *stream); bool readDemoStartBlock (BitStream *stream); void handleRecordedBlock (U32 type, U32 size, void *data); /// @} void ghostWriteExtra(NetObject *,BitStream *); void ghostReadExtra(NetObject *,BitStream *, bool newGhost); void ghostPreRead(NetObject *, bool newGhost); virtual void onEndGhosting(); public: DECLARE_CONOBJECT(GameConnection); void handleConnectionMessage(U32 message, U32 sequence, U32 ghostCount); void preloadDataBlock(SimDataBlock *block); void fileDownloadSegmentComplete(); void preloadNextDataBlock(bool hadNew); static void consoleInit(); void setDisconnectReason(const char *reason); GameConnection(); ~GameConnection(); bool onAdd(); void onRemove(); static GameConnection *getConnectionToServer() { return dynamic_cast((NetConnection *) mServerConnection); } static GameConnection *getLocalClientConnection() { return dynamic_cast((NetConnection *) mLocalClientConnection); } /// @name Control object /// @{ /// void setControlObject(GameBase *); GameBase* getControlObject() { return mControlObject; } const GameBase* getControlObject() const { return mControlObject; } void setCameraObject(GameBase *); GameBase* getCameraObject(); bool getControlCameraTransform(F32 dt,MatrixF* mat); bool getControlCameraVelocity(Point3F *vel); /// Returns the head transform for the control object, using supplemental information /// from the provided IDisplayDevice bool getControlCameraHeadTransform(IDisplayDevice *display, MatrixF *transform); /// Returns the eye transforms for the control object, using supplemental information /// from the provided IDisplayDevice. bool getControlCameraEyeTransforms(IDisplayDevice *display, MatrixF *transforms); bool getControlCameraDefaultFov(F32 *fov); bool getControlCameraFov(F32 *fov); bool setControlCameraFov(F32 fov); bool isValidControlCameraFov(F32 fov); // Used by editor bool isControlObjectRotDampedCamera(); void setFirstPerson(bool firstPerson); bool hasDisplayDevice() const { return mDisplayDevice != NULL; } IDisplayDevice* getDisplayDevice() const { return mDisplayDevice; } void setDisplayDevice(IDisplayDevice* display) { if (mDisplayDevice) mDisplayDevice->setDrawCanvas(NULL); mDisplayDevice = display; } void clearDisplayDevice() { mDisplayDevice = NULL; } void setControlSchemeParameters(bool absoluteRotation, bool addYawToAbsRot, bool addPitchToAbsRot); bool getControlSchemeAbsoluteRotation() {return mAbsoluteRotation;} bool getControlSchemeAddYawToAbsRot() {return mAddYawToAbsRot;} bool getControlSchemeAddPitchToAbsRot() {return mAddPitchToAbsRot;} /// @} void detectLag(); /// @name Datablock management /// @{ S32 getDataBlockModifiedKey () { return mDataBlockModifiedKey; } void setDataBlockModifiedKey (S32 key) { mDataBlockModifiedKey = key; } S32 getMaxDataBlockModifiedKey () { return mMaxDataBlockModifiedKey; } void setMaxDataBlockModifiedKey (S32 key) { mMaxDataBlockModifiedKey = key; } /// Return the datablock sequence number that this game connection is on. /// The datablock sequence number is synchronized to the mission sequence number /// on each datablock transmission. U32 getDataBlockSequence() { return mDataBlockSequence; } /// Set the datablock sequence number. void setDataBlockSequence(U32 seq) { mDataBlockSequence = seq; } /// @} /// @name Fade control /// @{ F32 getDamageFlash() const { return mDamageFlash; } F32 getWhiteOut() const { return mWhiteOut; } void setBlackOut(bool fadeToBlack, S32 timeMS); F32 getBlackOut(); /// @} /// @name Authentication /// /// This is remnant code from Tribes 2. /// @{ void setAuthInfo(const AuthInfo *info); const AuthInfo *getAuthInfo(); /// @} /// @name Sound /// @{ void play2D(StringTableEntry assetId); void play3D(StringTableEntry assetId, const MatrixF *transform); /// @} /// @name Misc. /// @{ bool isFirstPerson() const { return mCameraPos == 0; } bool isAIControlled() { return mAIControlled; } void doneScopingScene(); void demoPlaybackComplete(); void setMissionCRC(U32 crc) { mMissionCRC = crc; } U32 getMissionCRC() { return(mMissionCRC); } /// @} static Signal smFovUpdate; static Signal smPlayingDemo; protected: DECLARE_CALLBACK( void, onConnectionTimedOut, () ); DECLARE_CALLBACK( void, onConnectionAccepted, () ); DECLARE_CALLBACK( void, onConnectRequestTimedOut, () ); DECLARE_CALLBACK( void, onConnectionDropped, (const char* reason) ); DECLARE_CALLBACK( void, onConnectRequestRejected, (const char* reason) ); DECLARE_CALLBACK( void, onConnectionError, (const char* errorString) ); DECLARE_CALLBACK( void, onDrop, (const char* disconnectReason) ); DECLARE_CALLBACK( void, initialControlSet, () ); DECLARE_CALLBACK( void, onControlObjectChange, () ); DECLARE_CALLBACK( void, setLagIcon, (bool state) ); DECLARE_CALLBACK( void, onDataBlocksDone, (U32 sequence) ); DECLARE_CALLBACK( void, onFlash, (bool state) ); #ifdef TORQUE_AFX_ENABLED // GameConnection is modified to keep track of object selections which are used in // spell targeting. This code stores the current object selection as well as the // current rollover object beneath the cursor. The rollover object is treated as a // pending object selection and actual object selection is usually made by promoting // the rollover object to the current object selection. private: SimObjectPtr mRolloverObj; SimObjectPtr mPreSelectedObj; SimObjectPtr mSelectedObj; bool mChangedSelectedObj; U32 mPreSelectTimestamp; protected: virtual void onDeleteNotify(SimObject*); public: void setRolloverObj(SceneObject*); SceneObject* getRolloverObj() { return mRolloverObj; } void setSelectedObj(SceneObject*, bool propagate_to_client=false); SceneObject* getSelectedObj() { return mSelectedObj; } void setPreSelectedObjFromRollover(); void clearPreSelectedObj(); void setSelectedObjFromPreSelected(); // Flag is added to indicate when a client is fully connected or "zoned-in". // This information determines when AFX will startup active effects on a newly // added client. private: bool zoned_in; public: bool isZonedIn() const { return zoned_in; } void setZonedIn() { zoned_in = true; } #endif #ifdef AFX_CAP_DATABLOCK_CACHE private: static StringTableEntry server_cache_filename; static StringTableEntry client_cache_filename; static bool server_cache_on; static bool client_cache_on; BitStream* client_db_stream; U32 server_cache_CRC; public: void repackClientDatablock(BitStream*, S32 start_pos); void saveDatablockCache(bool on_server); void loadDatablockCache(); bool loadDatablockCache_Begin(); bool loadDatablockCache_Continue(); void tempDisableStringBuffering(BitStream* bs) const; void restoreStringBuffering(BitStream* bs) const; void setServerCacheCRC(U32 crc) { server_cache_CRC = crc; } static void resetDatablockCache(); static bool serverCacheEnabled() { return server_cache_on; } static bool clientCacheEnabled() { return client_cache_on; } static const char* serverCacheFilename() { return server_cache_filename; } static const char* clientCacheFilename() { return client_cache_filename; } #endif }; #endif