moveList.h
Engine/source/T3D/gameBase/moveList.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _MOVELIST_H_ 25#define _MOVELIST_H_ 26 27#ifndef _TVECTOR_H_ 28#include "core/util/tVector.h" 29#endif 30#ifndef _MOVEMANAGER_H_ 31#include "T3D/gameBase/moveManager.h" 32#endif 33 34class BitStream; 35class ResizeBitStream; 36class NetObject; 37class GameConnection; 38class PlayerRep; 39class ProcessList; 40 41class MoveList 42{ 43public: 44 45 MoveList(); 46 virtual ~MoveList() {} 47 48 virtual void init() {} 49 50 void setConnection( GameConnection *connection) { mConnection = connection; } 51 52 /// @name Move Packets 53 /// Write/read move data to the packet. 54 /// @{ 55 56 virtual void ghostReadExtra( NetObject *, BitStream *, bool newGhost) {}; 57 virtual void ghostWriteExtra( NetObject *,BitStream * ) {}; 58 virtual void ghostPreRead( NetObject *, bool newGhost ) {}; 59 60 virtual void clientWriteMovePacket( BitStream *bstream ) = 0; 61 virtual void clientReadMovePacket( BitStream * ) = 0; 62 63 virtual void serverWriteMovePacket( BitStream * ) = 0; 64 virtual void serverReadMovePacket( BitStream *bstream ) = 0; 65 66 virtual void writeDemoStartBlock( ResizeBitStream *stream ); 67 virtual void readDemoStartBlock( BitStream *stream ); 68 /// @} 69 70 virtual void advanceMove() = 0; 71 virtual void onAdvanceObjects() = 0; 72 virtual U32 getMoves( Move**, U32 *numMoves ); 73 74 /// Reset to beginning of client move list. 75 void resetClientMoves() { mLastClientMove = mFirstMoveIndex; } 76 77 /// Reset move list back to last acknowledged move. 78 void resetCatchup() { mLastClientMove = mLastMoveAck; } 79 80 virtual void collectMove(); 81 virtual void pushMove( const Move &mv ); 82 virtual void clearMoves( U32 count ); 83 84 virtual void markControlDirty() { mLastClientMove = mLastMoveAck; } 85 bool isMismatch() { return mControlMismatch; } 86 void clearMismatch() { mControlMismatch = false; } 87 88 /// Clear out all moves in the list and reset to initial state. 89 virtual void reset(); 90 91 /// If there are no pending moves and the input queue is full, 92 /// then the connection to the server must be clogged. 93 virtual bool isBacklogged(); 94 95 virtual bool areMovesPending(); 96 97 virtual void ackMoves( U32 count ); 98 99protected: 100 101 bool getNextMove( Move &curMove ); 102 103protected: 104 105 enum 106 { 107 MoveCountBits = 5, 108 /// MaxMoveCount should not exceed the MoveManager's 109 /// own maximum (MaxMoveQueueSize) 110 MaxMoveCount = 30, 111 }; 112 113 U32 mLastMoveAck; 114 U32 mLastClientMove; 115 U32 mFirstMoveIndex; 116 bool mControlMismatch; 117 118 GameConnection *mConnection; 119 120 Vector<Move> mMoveVec; 121}; 122 123#endif // _MOVELIST_H_ 124