//----------------------------------------------------------------------------- // 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. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #include "platform/platform.h" #include "platform/platformInput.h" #include "app/game.h" #include "math/mMath.h" #include "core/dnet.h" #include "core/stream/fileStream.h" #include "core/frameAllocator.h" #include "core/iTickable.h" #include "core/strings/findMatch.h" #include "console/simBase.h" #include "console/console.h" #include "console/consoleTypes.h" #include "console/engineAPI.h" #include "gui/controls/guiMLTextCtrl.h" #ifdef TORQUE_TGB_ONLY #include "T2D/oldModel/networking/t2dGameConnection.h" #include "T2D/oldModel/networking/t2dNetworkServerSceneProcess.h" #include "T2D/oldModel/networking/t2dNetworkClientSceneProcess.h" #else #include "T3D/gameBase/gameConnection.h" #include "T3D/gameFunctions.h" #include "T3D/gameBase/gameProcess.h" #endif #include "platform/profiler.h" #include "gfx/gfxCubemap.h" #include "gfx/gfxTextureManager.h" #include "sfx/sfxSystem.h" #ifdef TORQUE_AFX_ENABLED #include "afx/arcaneFX.h" #endif #if defined(TORQUE_PLAYER) || !defined(TORQUE_TOOLS) // See matching #ifdef in editor/editor.cpp bool gEditingMission = false; #endif //-------------------------------------------------------------------------- ConsoleFunctionGroupBegin( InputManagement, "Functions that let you deal with input from scripts" ); DefineEngineFunction( deactivateDirectInput, void, (), , "()" "@brief Disables DirectInput.\n\n" "Also deactivates any connected joysticks.\n\n" "@ingroup Input" ) { if ( Input::isActive() ) Input::deactivate(); } DefineEngineFunction( activateDirectInput, void, (), , "()" "@brief Activates DirectInput.\n\n" "Also activates any connected joysticks." "@ingroup Input") { if ( !Input::isActive() ) Input::activate(); } ConsoleFunctionGroupEnd( InputManagement ); //-------------------------------------------------------------------------- static const U32 MaxPlayerNameLength = 16; DefineEngineFunction( strToPlayerName, const char*, (const char* ptr ), , "strToPlayerName(string);" ) { // Strip leading spaces and underscores: while ( *ptr == ' ' || *ptr == '_' ) ptr++; U32 len = dStrlen( ptr ); if ( len ) { char* ret = Con::getReturnBuffer( MaxPlayerNameLength + 1 ); char* rptr = ret; ret[MaxPlayerNameLength - 1] = '\0'; ret[MaxPlayerNameLength] = '\0'; bool space = false; U8 ch; while ( *ptr && dStrlen( ret ) < MaxPlayerNameLength ) { ch = (U8) *ptr; // Strip all illegal characters: if ( ch < 32 || ch == ',' || ch == '.' || ch == '\'' || ch == '`' ) { ptr++; continue; } // Don't allow double spaces or space-underline combinations: if ( ch == ' ' || ch == '_' ) { if ( space ) { ptr++; continue; } else space = true; } else space = false; *rptr++ = *ptr; ptr++; } *rptr = '\0'; //finally, strip out the ML text control chars... return GuiMLTextCtrl::stripControlChars(ret); } return( "" ); } ConsoleFunctionGroupBegin( Platform , "General platform functions."); DefineEngineFunction( lockMouse, void, (bool isLocked ), , "(bool isLocked)" "@brief Lock or unlock the mouse to the window.\n\n" "When true, prevents the mouse from leaving the bounds of the game window.\n\n" "@ingroup Input") { Platform::setWindowLocked(isLocked); } DefineEngineFunction( setNetPort, bool, (int port, bool bind), (true), "(int port, bool bind=true)" "@brief Set the network port for the game to use.\n\n" "@param port The port to use.\n" "@param bind True if bind() should be called on the port.\n" "@returns True if the port was successfully opened.\n" "This will trigger a windows firewall prompt. " "If you don't have firewall tunneling tech you can set this to false to avoid the prompt.\n\n" "@ingroup Networking") { return Net::openPort((S32)port, bind); } DefineEngineFunction(isAddressTypeAvailable, bool, (int addressType), , "(protocol id)" "@brief Determines if a specified address type can be reached.\n\n" "@ingroup Networking") { return Net::isAddressTypeAvailable((NetAddress::Type)addressType); } DefineEngineFunction( closeNetPort, void, (), , "()" "@brief Closes the current network port\n\n" "@ingroup Networking") { Net::closePort(); } DefineEngineFunction( saveJournal, void, (const char * filename), , "(string filename)" "Save the journal to the specified file.\n\n" "@ingroup Platform") { Journal::Record(filename); } DefineEngineFunction( playJournal, void, (const char * filename), , "(string filename)" "@brief Begin playback of a journal from a specified field.\n\n" "@param filename Name and path of file journal file\n" "@ingroup Platform") { // CodeReview - BJG 4/24/2007 - The break flag needs to be wired back in. // bool jBreak = (argc > 2)? dAtob(argv[2]): false; Journal::Play(filename); } DefineEngineFunction( getSimTime, S32, (), , "()" "Return the current sim time in milliseconds.\n\n" "@brief Sim time is time since the game started.\n\n" "@ingroup Platform") { return Sim::getCurrentTime(); } DefineEngineFunction( getRealTime, S32, (), , "()" "@brief Return the current real time in milliseconds.\n\n" "Real time is platform defined; typically time since the computer booted.\n\n" "@ingroup Platform") { return Platform::getRealMilliseconds(); } DefineEngineFunction(getLocalTime, const char*, (),, "@brief Return the current local time as: weekday month day year hour min sec.\n\n" "Local time is platform defined." "@ingroup Platform") { Platform::LocalTime lt; Platform::getLocalTime(lt); static const U32 bufSize = 128; char *retBuffer = Con::getReturnBuffer(bufSize); dSprintf(retBuffer, bufSize, "%d %d %d %d %02d %02d %02d", lt.weekday, lt.month + 1, lt.monthday, lt.year + 1900, lt.hour, lt.min, lt.sec); return retBuffer; } ConsoleFunctionGroupEnd(Platform); //----------------------------------------------------------------------------- bool clientProcess(U32 timeDelta) { #ifdef TORQUE_AFX_ENABLED // Required heartbeat call on the client side which must come // before the advanceTime() calls are made to the scene objects. arcaneFX::advanceTime(timeDelta); #endif bool ret = true; #ifndef TORQUE_TGB_ONLY ret = ClientProcessList::get()->advanceTime(timeDelta); #else ret = gt2dNetworkClientProcess.advanceTime( timeDelta ); #endif ITickable::advanceTime(timeDelta); #ifndef TORQUE_TGB_ONLY // Determine if we're lagging GameConnection* connection = GameConnection::getConnectionToServer(); if(connection) { connection->detectLag(); } #else // Determine if we're lagging t2dGameConnection* connection = t2dGameConnection::getConnectionToServer(); if(connection) { connection->detectLag(); } #endif // Let SFX process. SFX->_update(); return ret; } bool serverProcess(U32 timeDelta) { bool ret = true; #ifndef TORQUE_TGB_ONLY ret = ServerProcessList::get()->advanceTime(timeDelta); #else ret = gt2dNetworkServerProcess.advanceTime( timeDelta ); #endif return ret; }