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/*
* PARSEC HEADER: e_simulator.h
*/
#ifndef _E_SIMULATOR_H_
#define _E_SIMULATOR_H_
#include "net_util.h"
#include "utl_math.h" // for playerlerp_s
// forward decls --------------------------------------------------------------
//
class E_Distributable;
class E_SimClientNetOutput;
class E_ClientInfo;
class E_GameServer;
class E_REList;
template <class T> class UTL_List;
//FIXME:
// gamecode stuff is skipped for now
#define GAMECODE( x ) {}
// gamecode2 is executed
#define GAMECODE2( x ) x
// class holding a ship state -------------------------------------------------
//
class E_SimShipState
{
protected:
Xmatrx m_ObjPosition;
fixed_t m_CurSpeed;
bams_t m_CurYaw;
bams_t m_CurPitch;
bams_t m_CurRoll;
geomv_t m_CurSlideHorz;
geomv_t m_CurSlideVert;
public:
// standard ctor
E_SimShipState()
{
Reset();
}
// reset al data members
void Reset();
E_SimShipState& operator= ( E_SimShipState& _other )
{
ASSERT( FALSE );
return _other;//remove the warning without it
}
// copy from other
E_SimShipState& CopyFrom( E_SimShipState& _other )
{
memcpy( &m_ObjPosition, &_other.m_ObjPosition, sizeof( Xmatrx ) );
m_CurSpeed = _other.m_CurSpeed;
m_CurYaw = _other.m_CurYaw;
m_CurPitch = _other.m_CurPitch;
m_CurRoll = _other.m_CurRoll;
m_CurSlideHorz = _other.m_CurSlideHorz;
m_CurSlideVert = _other.m_CurSlideVert;
return *this;
}
// copy information from ShipRemInfo struct
void CopyFromPlayerAndShipStatus( RE_PlayerAndShipStatus& _other )
{
memcpy( &m_ObjPosition, &_other.ObjPosition, sizeof( Xmatrx ) );
m_CurSpeed = _other.CurSpeed;
m_CurYaw = _other.CurYaw;
m_CurPitch = _other.CurPitch;
m_CurRoll = _other.CurRoll;
m_CurSlideHorz = _other.CurSlideHorz;
m_CurSlideVert = _other.CurSlideVert;
}
// various get/set functions
pXmatrx GetObjPosition() { return m_ObjPosition; }
//FIXME: get rid of friend classes
friend class E_SimClientState;
friend class E_REList;
};
// class handling the network input for a client -----------------------------
//
class E_SimClientState {
protected:
E_SimShipState* m_States;
int m_nNumStateSlots;
E_SimShipState m_InputState;
dword m_nInputStateMessageID;
dword m_nLastInputStateMessageId;
refframe_t m_LastSwitchToSimRefFrame;
int m_nClientID;
enum ClientMovementMode_t { CMM_SIMULATING, CMM_SMOOTHING };
ClientMovementMode_t m_ClientMovementMode;
playerlerp_s m_playerlerp;
bool_t m_ResyncClient;
bool_t m_ClientHasStateSync;
public:
E_SimClientState()
{
m_States = NULL;
m_nNumStateSlots = -1;
m_nInputStateMessageID = 0;
m_nLastInputStateMessageId = 0;
m_ClientMovementMode = CMM_SIMULATING;
m_ResyncClient = FALSE;
m_LastSwitchToSimRefFrame = -1;
m_ClientHasStateSync = FALSE;
}
~E_SimClientState()
{
Reset();
}
// reset all data-members
void Reset()
{
if ( m_States != NULL ) {
delete []m_States;
m_States = NULL;
}
m_nNumStateSlots = -1;
m_nInputStateMessageID = 0;
m_nLastInputStateMessageId = 0;
m_InputState.Reset();
m_ClientMovementMode = CMM_SIMULATING;
m_ResyncClient = FALSE;
m_LastSwitchToSimRefFrame = -1;
m_ClientHasStateSync = FALSE;
}
// connect a client
void Connect( int nClientID );
// disconnect a client
void Disconnect()
{
Reset();
}
// check the movement bounds between the last received state
int CheckMovementBounds( dword MessageID, RE_PlayerAndShipStatus* pPAS );
// store the received state as the newest
void StoreNewState( dword MessageID, RE_PlayerAndShipStatus* pPAS );
// reset the sim state
void ForceNewState( E_SimShipState* pSimShipState );
// either apply simulation or smoothing to get newest client-state
void CalcNewState( refframe_t CurSimRefFrames );
// dump some SimClientState for debugging purposes
void Dump();
// return the current/last simulation-state-slot
E_SimShipState* GetCurSimFrameStateSlot();
E_SimShipState* GetPrevSimFrameStateSlot();
// set the client resync flag ( RE_PLAYERANDSHIPSTATUS for this client sent from server to client )
void SetClientResync() { m_ResyncClient = TRUE; }
// clear the client resync flag
void ClearClientResync() { m_ResyncClient = FALSE; }
// check whether we must resync this client
int NeedsResync() { return m_ResyncClient; }
// Check whether state variables (nebula id, ammo pack sizes) have been sent
int HasState() { return m_ClientHasStateSync; }
void SetState() { m_ClientHasStateSync = TRUE; }
protected:
// calculate the newest smooothing target
void _CalcNewSmoothingTarget();
// check whether the change from the last to the current state involved a movement
int _CheckForMovement( dword MessageID, RE_PlayerAndShipStatus* pPAS );
// update the message ids the lateste state comes from ( dead reckoning )
void _UpdateStateMessageID( dword MessageID );
};
// class for handling the overall simulation as well as all the states --------
//
class E_Simulator {
protected:
refframe_t m_CurRefFrame; // the current RefFrame
refframe_t m_CurSimRefFrames; // refframes to advance in current sim step
refframe_t m_LastSimRefFrame; // last sim refframe
E_SimPlayerInfo* m_SimPlayerInfos;
E_SimClientState* m_SimClientState;
int m_nSimFrame;
// ctor/dtor
E_Simulator();
~E_Simulator();
public:
// SINGLETON access
static E_Simulator* GetSimulator()
{
static E_Simulator _TheSimulator;
return &_TheSimulator;
}
// main simulation method
int DoSim( refframe_t CurSimRefFrame );
// get the PlayerInfo for a client
E_SimPlayerInfo* GetSimPlayerInfo( int nClientID );
// return the current simulation refframe
refframe_t GetCurSimRefFrame() { return m_CurRefFrame; }
// return the refframes the simulation runs in this sim-frame
refframe_t GetThisFrameRefFrames() { return m_CurSimRefFrames; }
// get the SimClientState for a specific client
E_SimClientState* GetSimClientState( int nClientID );
// get the latest valid player
E_SimShipState* GetLatestSimShipState( int nClientID );
// reset all data
void Reset();
// connect the player in a specific slot
int ConnectPlayer( int nClientID );
// disconnect the player in a specific slot
int DisconnectPlayer( int nClientID );
// check whether a player in a slot is joined
int IsPlayerJoined( int nClientID );
// check whether a player in a slot is connected
int IsPlayerDisconnected( int nClientID );
// return the current simulation frame
int GetSimFrame() { return m_nSimFrame; }
protected:
// update the shipstate ( according to the current sim refframes )
void _UpdateShipState( int nClientID );
// simulate ship movements
void _SimulateShips();
// calculate the refframes we want to apply to this simulation step
int _CalcSimRefFrames();
// apply the current sim-state to the engine state ( E_SimShipState -> ShipObject )
void _ApplySimToEngineState();
// apply the current engine state to the sim-state ( ShipObject -> E_SimShipState )
void _ApplyEngineToSimState();
};
#endif // _E_SIMULATOR_H_
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