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- //-----------------------------------------------------------------------------
- // 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 _PROCESSLIST_H_
- #define _PROCESSLIST_H_
- #ifndef _SIM_H_
- #include "console/sim.h"
- #endif
- #ifndef _TSIGNAL_H_
- #include "core/util/tSignal.h"
- #endif
- //----------------------------------------------------------------------------
- #define TickMs 32
- #define TickSec (F32(TickMs) / 1000.0f)
- //----------------------------------------------------------------------------
- class GameConnection;
- struct Move;
- class ProcessObject
- {
-
- public:
- ProcessObject();
- virtual ~ProcessObject() { removeFromProcessList(); }
- /// Removes this object from the tick-processing list
- void removeFromProcessList() { plUnlink(); }
- /// Set the status of tick processing.
- ///
- /// Set true to receive processTick, advanceTime, and interpolateTick calls.
- ///
- /// @see processTick
- /// @param t If true, tick processing is enabled.
- virtual void setProcessTick( bool t ) { mProcessTick = t; }
- /// Returns true if this object processes ticks.
- bool isTicking() const { return mProcessTick; }
- /// This is really implemented in GameBase and is only here to avoid
- /// casts within ProcessList.
- virtual GameConnection* getControllingClient() { return NULL; }
- /// This is really implemented in GameBase and is only here to avoid
- /// casts within ProcessList.
- virtual U32 getPacketDataChecksum( GameConnection *conn ) { return -1; }
- /// Force this object to process after some other object.
- ///
- /// For example, a player mounted to a vehicle would want to process after
- /// the vehicle to prevent a visible 'lagging' from occurring when the
- /// vehicle moves. So the player would be set to processAfter(theVehicle).
- ///
- /// @param obj Object to process after
- virtual void processAfter( ProcessObject *obj ) {}
-
- /// Clears the effects of a call to processAfter()
- virtual void clearProcessAfter() {}
- /// Returns the object that this processes after.
- ///
- /// @see processAfter
- virtual ProcessObject* getAfterObject() const { return NULL; }
- /// Processes a move event and updates object state once every 32 milliseconds.
- ///
- /// This takes place both on the client and server, every 32 milliseconds (1 tick).
- ///
- /// @see ProcessList
- /// @param move Move event corresponding to this tick, or NULL.
- virtual void processTick( const Move *move ) {}
- /// Interpolates between tick events. This takes place on the CLIENT ONLY.
- ///
- /// @param delta Time since last call to interpolate
- virtual void interpolateTick( F32 delta ) {}
- /// Advances simulation time for animations. This is called every frame.
- ///
- /// @param dt Time since last advance call
- virtual void advanceTime( F32 dt ) {}
-
- /// Allow object to modify the Move before it is ticked or sent to the server.
- /// This is only called for the control object on the client-side.
- virtual void preprocessMove( Move *move ) {}
- //protected:
- struct Link
- {
- ProcessObject *next;
- ProcessObject *prev;
- };
- // Processing interface
- void plUnlink();
- void plLinkAfter(ProcessObject*);
- void plLinkBefore(ProcessObject*);
- void plJoin(ProcessObject*);
- U32 mProcessTag; // Tag used during sort
- U32 mOrderGUID; // UID for keeping order synced (e.g., across network or runs of sim)
- Link mProcessLink; // Ordered process queue
- bool mProcessTick;
- bool mIsGameBase;
- };
- //----------------------------------------------------------------------------
- typedef Signal<void()> PreTickSignal;
- typedef Signal<void(SimTime)> PostTickSignal;
- class GameBase;
- /// List of ProcessObjects.
- class ProcessList
- {
- public:
- ProcessList();
- virtual ~ProcessList() {}
- void markDirty() { mDirty = true; }
- bool isDirty() { return mDirty; }
- SimTime getLastTime() { return mLastTime; }
- F32 getLastDelta() { return mLastDelta; }
- F32 getLastInterpDelta() { return mLastDelta / F32(TickMs); }
- U32 getTotalTicks() { return mTotalTicks; }
- void dumpToConsole();
- PreTickSignal& preTickSignal() { return mPreTick; }
- PostTickSignal& postTickSignal() { return mPostTick; }
-
- virtual void addObject( ProcessObject *obj );
-
- /// Returns true if a tick was processed.
- virtual bool advanceTime( SimTime timeDelta );
- protected:
-
- void orderList();
- GameBase* getGameBase( ProcessObject *obj );
- virtual void advanceObjects();
- virtual void onAdvanceObjects() { advanceObjects(); }
- virtual void onPreTickObject( ProcessObject* ) {}
- virtual void onTickObject( ProcessObject* ) {}
- protected:
- ProcessObject mHead;
- U32 mCurrentTag;
- bool mDirty;
- U32 mTotalTicks;
- SimTime mLastTick;
- SimTime mLastTime;
- F32 mLastDelta;
- PreTickSignal mPreTick;
- PostTickSignal mPostTick;
- // JTF: still needed?
- public:
- ProcessObject* findNearestToEnd(Vector<ProcessObject*>& objs) const;
- };
- #endif // _PROCESSLIST_H_
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