Beispiel #1
0
void CGameObject::net_Save		(NET_Packet &net_packet)
{
	u32							position;
	net_packet.w_chunk_open16	(position);
	save						(net_packet);

	// Script Binder Save ---------------------------------------
#ifdef DEBUG	
	if (psAI_Flags.test(aiSerialize))	{
		Msg(">> **** Save script object [%s] *****", *cName());
		Msg(">> Before save :: packet position = [%u]", net_packet.w_tell());
	}

#endif

	CScriptBinder::save			(net_packet);

#ifdef DEBUG	

	if (psAI_Flags.test(aiSerialize))	{
		Msg(">> After save :: packet position = [%u]", net_packet.w_tell());
	}
#endif

	// ----------------------------------------------------------

	net_packet.w_chunk_close16	(position);
}
void CSE_Abstract::Spawn_Write				(NET_Packet	&tNetPacket, BOOL bLocal)
{
	// generic
	tNetPacket.w_begin			(M_SPAWN);
	tNetPacket.w_stringZ		(s_name			);
	tNetPacket.w_stringZ		(s_name_replace ?	s_name_replace : "");
	tNetPacket.w_u8				(0);
	tNetPacket.w_u8				(s_RP			);
	tNetPacket.w_vec3			(o_Position		);
	tNetPacket.w_vec3			(o_Angle		);
	tNetPacket.w_u16			(RespawnTime	);
	tNetPacket.w_u16			(ID				);
	tNetPacket.w_u16			(ID_Parent		);
	tNetPacket.w_u16			(ID_Phantom		);

	s_flags.set					(M_SPAWN_VERSION,TRUE);
	if (bLocal)
		tNetPacket.w_u16		(u16(s_flags.flags|M_SPAWN_OBJECT_LOCAL) );
	else
		tNetPacket.w_u16		(u16(s_flags.flags&~(M_SPAWN_OBJECT_LOCAL|M_SPAWN_OBJECT_ASPLAYER)));
	
	tNetPacket.w_u16			(SPAWN_VERSION);

	tNetPacket.w_u16			(m_gameType.m_GameType.get());
	
	tNetPacket.w_u16			(script_server_object_version());


	//client object custom data serialization SAVE
	u16 client_data_size		= (u16)client_data.size(); //не может быть больше 256 байт
	tNetPacket.w_u16			(client_data_size);
//	Msg							("SERVER:saving:save:%d bytes:%d:%s",client_data_size,ID,s_name_replace ? s_name_replace : "");
	if (client_data_size > 0) {
		tNetPacket.w			(&*client_data.begin(),client_data_size);
	}

	tNetPacket.w_u16			(m_tSpawnID);
//	tNetPacket.w_float			(m_spawn_probability);
//	tNetPacket.w_u32			(m_spawn_flags.get());
//	tNetPacket.w_stringZ		(m_spawn_control);
//	tNetPacket.w_u32			(m_max_spawn_count);
//	tNetPacket.w_u64			(m_min_spawn_interval);
//	tNetPacket.w_u64			(m_max_spawn_interval);

#ifdef XRSE_FACTORY_EXPORTS
	CScriptValueContainer::assign();
#endif

	// write specific data
	u32	position				= tNetPacket.w_tell();
	tNetPacket.w_u16			(0);
	STATE_Write					(tNetPacket);
	u16 size					= u16(tNetPacket.w_tell() - position);
//#ifdef XRSE_FACTORY_EXPORTS
	R_ASSERT3					((m_tClassID == CLSID_SPECTATOR) || (size > sizeof(size)),
		"object isn't successfully saved, get your backup :(",name_replace());
//#endif
	tNetPacket.w_seek			(position,&size,sizeof(u16));
}
		bool operator()(HitData & hit)
		{
			if (hit.Completed)
			{
				if (NET_PacketSizeLimit - packet_to_write->w_tell() < HitData::net_packet_size)
					return false;
				hit.net_save(packet_to_write, vtable, btable);
				++complete_hits_count;
				return true;
			}
			return false;
		}
Beispiel #4
0
void xrServer::Update	()
{
	NET_Packet		Packet;
	u32				position;

	csPlayers.Enter	();

	VERIFY						(verify_entities());

	// game update
	game->ProcessDelayedEvent();
	game->Update	();

	// spawn queue
	u32 svT				= Device.TimerAsync();
	while (!(q_respawn.empty() || (svT<q_respawn.begin()->timestamp)))
	{
		// get
		svs_respawn	R		= *q_respawn.begin();
		q_respawn.erase		(q_respawn.begin());

		// 
		CSE_Abstract* E	= ID_to_entity(R.phantom);
		E->Spawn_Write		(Packet,FALSE);
		u16					ID;
		Packet.r_begin		(ID);	R_ASSERT(M_SPAWN==ID);
		ClientID clientID; clientID.set(0xffff);
		Process_spawn		(Packet,clientID);
	}

	// 
	for (u32 client=0; client<net_Players.size(); ++client)
	{
		// Initialize process and check for available bandwidth
		xrClientData*	Client		= (xrClientData*) net_Players	[client];
		if (!Client->net_Ready)		continue;		
		if (!HasBandwidth(Client) 
#ifdef DEBUG
			&& !g_sv_SendUpdate
#endif
			)	continue;		

		// Send relevant entities to client
		// CSE_Abstract*	Base	= Client->owner;
		u16 PacketType = M_UPDATE;
		Packet.w_begin	(PacketType);

		// GameUpdate
		++(Client->game_replicate_id);
		u32		g_it				= (Client->game_replicate_id % client_Count());
//		u32		g_id				= net_Players[g_it]->ID;
		ClientID g_id 				= net_Players[g_it]->ID;
		game->net_Export_Update		(Packet,Client->ID,g_id);

//		if (!Client->flags.bLocal)	
			game->net_Export_GameTime(Packet);

		if (!Client->flags.bLocal || client_Count() == 1)
		{
#ifdef DEBUG
			if (g_Dump_Update_Write) Msg("---- UPDATE_Write to %s --- ", *(Client->Name));
#endif					// Entities
			
			NET_Packet tmpPacket;
			xrS_entities::iterator	I=entities.begin(),E=entities.end();
			for (; I!=E; ++I)
			{
				CSE_Abstract&	Test = *(I->second);

				if (0==Test.owner)							continue;	// Phantom(?)
				if (!Test.net_Ready)						continue;
				if (Test.owner == Client && Client->flags.bLocal)					continue;	// Can't be relevant

				if (Test.s_flags.is(M_SPAWN_OBJECT_PHANTOM))	continue;	// Surely: phantom
				
				tmpPacket.B.count = 0;
				// write specific data
				{
					tmpPacket.w_u16			(Test.ID		);
					tmpPacket.w_chunk_open8	(position		);
					Test.UPDATE_Write		(tmpPacket			);
#ifdef DEBUG
					if (g_Dump_Update_Write) Msg("* %s : %d", Test.name(), u32(tmpPacket.w_tell()-position)-sizeof(u8));
#endif
					tmpPacket.w_chunk_close8	(position		);
					if (Packet.B.count + tmpPacket.B.count < NET_PacketSizeLimit)
					{
						Packet.w(tmpPacket.B.data, tmpPacket.B.count);
					}
					else
					{
						if (Packet.B.count > 2)	
						{
//							if (!Client->flags.bLocal)
//								Msg ("- Server Update[%d] to Client  : %d", PacketType, Packet.B.count);
							SendTo			(Client->ID,Packet,net_flags(FALSE,TRUE));
						}
						PacketType = M_UPDATE_OBJECTS;
						Packet.w_begin(PacketType);
					}
				}
			}
#ifdef DEBUG
			if (g_Dump_Update_Write) Msg("----------------------- ");
#endif			
		};

		if (Packet.B.count > 2)	
		{
//			if (!Client->flags.bLocal)
//				Msg ("- Server Update[%d] to Client  : %d", PacketType, Packet.B.count);
			SendTo			(Client->ID,Packet,net_flags(FALSE,TRUE));
		}
	}
#ifdef DEBUG
	g_sv_SendUpdate = 0;
#endif			

	if (game->sv_force_sync)	Perform_game_export();

	VERIFY						(verify_entities());
	//-----------------------------------------------------
	//Remove any of long time disconnected players
	for (u32 DI = 0; DI<net_Players_disconnected.size(); DI++)
	{
		IClient* CL = net_Players_disconnected[DI];
		if (CL->dwTime_LastUpdate+g_sv_Client_Reconnect_Time*60000<Device.dwTimeGlobal)
			client_Destroy(CL);
	}
	//-----------------------------------------------------
	csPlayers.Leave	();
}