123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212 |
- //-----------------------------------------------------------------------------
- // 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<SimDataBlock*>((*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;
- }
|