Example #1
0
void Chat::HandleNetworkMessage(StringHash eventType, VariantMap& eventData)
{
    Network* network = GetSubsystem<Network>();
    
    using namespace NetworkMessage;
    
    int msgID = eventData[P_MESSAGEID].GetInt();
    if (msgID == MSG_CHAT)
    {
        const PODVector<unsigned char>& data = eventData[P_DATA].GetBuffer();
        // Use a MemoryBuffer to read the message data so that there is no unnecessary copying
        MemoryBuffer msg(data);
        String text = msg.ReadString();
        
        // If we are the server, prepend the sender's IP address and port and echo to everyone
        // If we are a client, just display the message
        if (network->IsServerRunning())
        {
            Connection* sender = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
            
            text = sender->ToString() + " " + text;
            
            VectorBuffer sendMsg;
            sendMsg.WriteString(text);
            // Broadcast as in-order and reliable
            network->BroadcastMessage(MSG_CHAT, true, true, sendMsg);
        }
        
        ShowChatText(text);
    }
}
Example #2
0
bool Node::Save(Serializer& dest)
{
    // Write node ID
    if (!dest.WriteUInt(id_))
        return false;
    
    // Write attributes
    if (!Serializable::Save(dest))
        return false;
    
    // Write components
    dest.WriteVLE(components_.Size());
    for (unsigned i = 0; i < components_.Size(); ++i)
    {
        Component* component = components_[i];
        // Create a separate buffer to be able to skip unknown components during deserialization
        VectorBuffer compBuffer;
        if (!component->Save(compBuffer))
            return false;
        dest.WriteVLE(compBuffer.GetSize());
        dest.Write(compBuffer.GetData(), compBuffer.GetSize());
    }
    
    // Write child nodes
    dest.WriteVLE(children_.Size());
    for (unsigned i = 0; i < children_.Size(); ++i)
    {
        Node* node = children_[i];
        if (!node->Save(dest))
            return false;
    }
    
    return true;
}
//
// write_node
//
void ClientSidePrediction::write_node(VectorBuffer& message, Node& node)
{
    // Write node ID
    message.WriteUInt(node.GetID());

    // Write attributes
    write_network_attributes(node, message);

    // Write user variables
    const auto& vars = node.GetVars();
    message.WriteVLE(vars.Size());
    for (auto i = vars.Begin(); i != vars.End(); ++i)
    {
        message.WriteStringHash(i->first_);
        message.WriteVariant(i->second_);
    }

    // Write number of components
    message.WriteVLE(node.GetNumComponents());

    // Write components
    const auto& components = node.GetComponents();
    for (unsigned i = 0; i < components.Size(); ++i)
    {
        auto component = components[i];
        write_component(message, *component);
    }
}
Example #4
0
String XMLFile::ToString(const String& indentation) const
{
    VectorBuffer dest;
    XMLWriter writer(dest);
    document_->save(writer, indentation.CString());
    return String((const char*)dest.GetData(), dest.GetSize());
}
Example #5
0
VectorBuffer DecompressVectorBuffer(VectorBuffer& src)
{
    VectorBuffer ret;
    src.Seek(0);
    DecompressStream(ret, src);
    ret.Seek(0);
    return ret;
}
//
// write_component
//
void ClientSidePrediction::write_component(VectorBuffer& message, Component& component)
{
    // Write ID
    message.WriteUInt(component.GetID());
    // Write type
    message.WriteStringHash(component.GetType());
    // Write attributes
    write_network_attributes(component, message);
}
Example #7
0
std::vector<unsigned char> CollisionChain2D::GetVerticesAttr() const
{
    VectorBuffer ret;

    for (unsigned i = 0; i < vertices_.size(); ++i)
        ret.WriteVector2(vertices_[i]);

    return ret.GetBuffer();
}
Example #8
0
PODVector<unsigned char> CrowdAgent::GetAgentDataAttr() const
{
    const dtCrowdAgent* agent = GetDetourCrowdAgent();
    if (!agent)
        return Variant::emptyBuffer;

    // Reading it back in isn't this simple, see SetAgentDataAttr
    VectorBuffer ret;
    ret.Write(agent, sizeof(dtCrowdAgent));

    return ret.GetBuffer();
}
Example #9
0
PODVector<unsigned char> ScriptInstance::GetScriptDataAttr() const
{
    if (!scriptObject_ || !methods_[METHOD_SAVE])
        return PODVector<unsigned char>();
    else
    {
        VectorBuffer buf;
        VariantVector parameters;
        parameters.Push(Variant((void*)static_cast<Serializer*>(&buf)));
        scriptFile_->Execute(scriptObject_, methods_[METHOD_SAVE], parameters);
        return buf.GetBuffer();
    }
}
PODVector<unsigned char> CrowdAgent::GetAgentDataAttr() const
{
    if (!inCrowd_ || !crowdManager_ || !IsEnabled())
        return Variant::emptyBuffer;
    dtCrowd* crowd = crowdManager_->GetCrowd();
    const dtCrowdAgent* agent = crowd->getAgent(agentCrowdId_);
    
    // Reading it back in isn't this simple, see SetAgentDataAttr
    VectorBuffer ret;
    ret.Write(agent, sizeof(dtCrowdAgent));

    return ret.GetBuffer();
}
Example #11
0
void Network::OnServerConnected()
{
    serverConnection_->SetConnectPending(false);
    
    LOGINFO("Connected to server");
    
    // Send the identity map now
    VectorBuffer msg;
    msg.WriteVariantMap(serverConnection_->GetIdentity());
    serverConnection_->SendMessage(MSG_IDENTITY, true, true, msg);
    
    SendEvent(E_SERVERCONNECTED);
}
//
// write_scene_state
//
void ClientSidePrediction::write_scene_state(VectorBuffer& message, Scene* scene)
{
    // Write placeholder last input ID, which will be set per connection before sending
    message.WriteUInt(0);

    auto& nodes = scene_nodes[scene];

    // Write number of nodes
    message.WriteVLE(nodes.size());

    // Write nodes
    for (auto node : nodes)
        write_node(message, *node);
}
Example #13
0
void Material::RefreshShaderParameterHash()
{
    VectorBuffer temp;
    for (HashMap<StringHash, MaterialShaderParameter>::ConstIterator i = shaderParameters_.Begin(); i != shaderParameters_.End(); ++i)
    {
        temp.WriteStringHash(i->first_);
        temp.WriteVariant(i->second_.value_);
    }

    shaderParameterHash_ = 0;
    const unsigned char* data = temp.GetData();
    unsigned dataSize = temp.GetSize();
    for (unsigned i = 0; i < dataSize; ++i)
        shaderParameterHash_ = SDBMHash(shaderParameterHash_, data[i]);
}
Example #14
0
bool Variant::operator ==(const VectorBuffer& rhs) const
{
    const PODVector<unsigned char>& buffer = *(reinterpret_cast<const PODVector<unsigned char>*>(&value_));
    return type_ == VAR_BUFFER && buffer.Size() == rhs.GetSize() ?
        strncmp(reinterpret_cast<const char*>(&buffer[0]), reinterpret_cast<const char*>(rhs.GetData()), buffer.Size()) == 0 :
        false;
}
Example #15
0
PODVector<unsigned char> LuaScriptInstance::GetScriptNetworkDataAttr() const
{
    if (scriptObjectRef_ == LUA_REFNIL)
        return PODVector<unsigned char>();

    VectorBuffer buf;

    WeakPtr<LuaFunction> function = scriptObjectMethods_[LSOM_WRITENETWORKUPDATE];
    if (function && function->BeginCall(this))
    {
        function->PushUserType((Serializer&)buf, "Serializer");
        function->EndCall();
    }

    return buf.GetBuffer();
}
Example #16
0
void Chat::HandleSend(StringHash eventType, VariantMap& eventData)
{
    String text = textEdit_->GetText();
    if (text.Empty())
        return; // Do not send an empty message
    
    Network* network = GetSubsystem<Network>();
    Connection* serverConnection = network->GetServerConnection();
    
    if (serverConnection)
    {
        // A VectorBuffer object is convenient for constructing a message to send
        VectorBuffer msg;
        msg.WriteString(text);
        // Send the chat message as in-order and reliable
        serverConnection->SendMessage(MSG_CHAT, true, true, msg);
        // Empty the text edit after sending
        textEdit_->SetText(String::EMPTY);
    }
}
Example #17
0
PODVector<unsigned char> ScriptInstance::GetDelayedMethodCallsAttr() const
{
    VectorBuffer buf;
    buf.WriteVLE(delayedMethodCalls_.Size());
    for (Vector<DelayedMethodCall>::ConstIterator i = delayedMethodCalls_.Begin(); i != delayedMethodCalls_.End(); ++i)
    {
        buf.WriteFloat(i->period_);
        buf.WriteFloat(i->delay_);
        buf.WriteBool(i->repeat_);
        buf.WriteString(i->declaration_);
        buf.WriteVariantVector(i->parameters_);
    }
    return buf.GetBuffer();
}
Example #18
0
bool Node::Save(Serializer& dest) const
{
    // Write node ID
    if (!dest.WriteUInt(id_))
        return false;

    // Write attributes
    if (!Animatable::Save(dest))
        return false;

    // Write components
    dest.WriteVLE(GetNumPersistentComponents());
    for (unsigned i = 0; i < components_.Size(); ++i)
    {
        Component* component = components_[i];
        if (component->IsTemporary())
            continue;

        // Create a separate buffer to be able to skip failing components during deserialization
        VectorBuffer compBuffer;
        if (!component->Save(compBuffer))
            return false;
        dest.WriteVLE(compBuffer.GetSize());
        dest.Write(compBuffer.GetData(), compBuffer.GetSize());
    }

    // Write child nodes
    dest.WriteVLE(GetNumPersistentChildren());
    for (unsigned i = 0; i < children_.Size(); ++i)
    {
        Node* node = children_[i];
        if (node->IsTemporary())
            continue;

        if (!node->Save(dest))
            return false;
    }

    return true;
}
void GameEconomicServerClientConsole::SendMessage(String Message)
{
    /// If sending message is empty
    if (Message.Empty())
    {
        return; // Do not send an empty message
    }

    /// Get connection
    Network* network = GetSubsystem<Network>();
    Connection* serverConnection = network->GetServerConnection();

    /// Send message only if serverconnection and connection is true
    if (serverConnection&&serverconnection)
    {
               // A VectorBuffer object is convenient for constructing a message to send
        VectorBuffer msg;
        msg.WriteString(Message);
        // Send the chat message as in-order and reliable
        serverConnection->SendMessage(NetMessageAdminClientSend, true, true, msg);
    }

    return;
}
Example #20
0
void PvPGM::RequestMechanicExecution(Node* receiver, VectorBuffer& mechanicParams)
{
	const PODVector<unsigned char>& data = mechanicParams.GetBuffer();
	MemoryBuffer msg(data);

	for (int x = 0; x < players_.Size(); x++)
	{
		if (players_[x]->player_ == receiver)
		{
			((GameMechanic*)(players_[x]))->message_ = &msg;
			((GameMechanic*)(players_[x]))->clientID_ = ((GameMechanic*)(players_[x]))->clientIDSelf_;
			((GameMechanic*)(players_[x]))->lagTime_ = 0.0f;
			players_[x]->RequestMechanicExecute();
			break;
		}
	}
}
PODVector<unsigned char> DynamicNavigationMesh::GetNavigationDataAttr() const
{
    VectorBuffer ret;
    if (navMesh_ && tileCache_)
    {
        ret.WriteBoundingBox(boundingBox_);
        ret.WriteInt(numTilesX_);
        ret.WriteInt(numTilesZ_);

        const dtNavMeshParams* params = navMesh_->getParams();
        ret.Write(params, sizeof(dtNavMeshParams));

        const dtTileCacheParams* tcParams = tileCache_->getParams();
        ret.Write(tcParams, sizeof(dtTileCacheParams));

        for (int z = 0; z < numTilesZ_; ++z)
        {
            for (int x = 0; x < numTilesX_; ++x)
            {
                dtCompressedTileRef tiles[TILECACHE_MAXLAYERS];
                const int ct = tileCache_->getTilesAt(x, z, tiles, TILECACHE_MAXLAYERS);
                for (int i = 0; i < ct; ++i)
                {
                    const dtCompressedTile* tile = tileCache_->getTileByRef(tiles[i]);
                    if (!tile || !tile->header || !tile->dataSize)
                        continue; // Don't write "void-space" tiles
                    // The header conveniently has the majority of the information required
                    ret.Write(tile->header, sizeof(dtTileCacheLayerHeader));
                    ret.WriteInt(tile->dataSize);
                    ret.Write(tile->data, tile->dataSize);
                }
            }
        }
    }
    return ret.GetBuffer();
}
Example #22
0
PODVector<unsigned char> DynamicNavigationMesh::GetNavigationDataAttr() const
{
    VectorBuffer ret;
    if (navMesh_ && tileCache_)
    {
        ret.WriteBoundingBox(boundingBox_);
        ret.WriteInt(numTilesX_);
        ret.WriteInt(numTilesZ_);

        const dtNavMeshParams* params = navMesh_->getParams();
        ret.Write(params, sizeof(dtNavMeshParams));

        const dtTileCacheParams* tcParams = tileCache_->getParams();
        ret.Write(tcParams, sizeof(dtTileCacheParams));

        for (int z = 0; z < numTilesZ_; ++z)
            for (int x = 0; x < numTilesX_; ++x)
                WriteTiles(ret, x, z);
    }
    return ret.GetBuffer();
}
Example #23
0
PODVector<unsigned char> DynamicNavigationMesh::GetTileData(const IntVector2& tile) const
{
    VectorBuffer ret;
    WriteTiles(ret, tile.x_, tile.y_);
    return ret.GetBuffer();
}
PODVector<unsigned char> CustomGeometry::GetGeometryDataAttr() const
{
    VectorBuffer ret;

    ret.WriteVLE(geometries_.Size());
    ret.WriteUInt(elementMask_);

    for (unsigned i = 0; i < geometries_.Size(); ++i)
    {
        unsigned numVertices = vertices_[i].Size();
        ret.WriteVLE(numVertices);
        ret.WriteUByte(primitiveTypes_[i]);

        for (unsigned j = 0; j < numVertices; ++j)
        {
            if (elementMask_ & MASK_POSITION)
                ret.WriteVector3(vertices_[i][j].position_);
            if (elementMask_ & MASK_NORMAL)
                ret.WriteVector3(vertices_[i][j].normal_);
            if (elementMask_ & MASK_COLOR)
                ret.WriteUInt(vertices_[i][j].color_);
            if (elementMask_ & MASK_TEXCOORD1)
                ret.WriteVector2(vertices_[i][j].texCoord_);
            if (elementMask_ & MASK_TANGENT)
                ret.WriteVector4(vertices_[i][j].tangent_);
        }
    }

    return ret.GetBuffer();
}
Example #25
0
PODVector<unsigned char> DecalSet::GetDecalsAttr() const
{
    VectorBuffer ret;

    ret.WriteBool(skinned_);
    ret.WriteVLE(decals_.Size());

    for (List<Decal>::ConstIterator i = decals_.Begin(); i != decals_.End(); ++i)
    {
        ret.WriteFloat(i->timer_);
        ret.WriteFloat(i->timeToLive_);
        ret.WriteVLE(i->vertices_.Size());
        ret.WriteVLE(i->indices_.Size());

        for (PODVector<DecalVertex>::ConstIterator j = i->vertices_.Begin(); j != i->vertices_.End(); ++j)
        {
            ret.WriteVector3(j->position_);
            ret.WriteVector3(j->normal_);
            ret.WriteVector2(j->texCoord_);
            ret.WriteVector4(j->tangent_);
            if (skinned_)
            {
                for (unsigned k = 0; k < 4; ++k)
                    ret.WriteFloat(j->blendWeights_[k]);
                for (unsigned k = 0; k < 4; ++k)
                    ret.WriteUByte(j->blendIndices_[k]);
            }
        }

        for (PODVector<unsigned short>::ConstIterator j = i->indices_.Begin(); j != i->indices_.End(); ++j)
            ret.WriteUShort(*j);
    }

    if (skinned_)
    {
        ret.WriteVLE(bones_.Size());

        for (Vector<Bone>::ConstIterator i = bones_.Begin(); i != bones_.End(); ++i)
        {
            ret.WriteString(i->name_);
            ret.WriteUByte(i->collisionMask_);
            if (i->collisionMask_ & BONECOLLISION_SPHERE)
                ret.WriteFloat(i->radius_);
            if (i->collisionMask_ & BONECOLLISION_BOX)
                ret.WriteBoundingBox(i->boundingBox_);
            ret.Write(i->offsetMatrix_.Data(), sizeof(Matrix3x4));
        }
    }

    return ret.GetBuffer();
}
PODVector<unsigned char> NavigationMesh::GetNavigationDataAttr() const
{
    VectorBuffer ret;

    if (navMesh_)
    {
        ret.WriteBoundingBox(boundingBox_);
        ret.WriteInt(numTilesX_);
        ret.WriteInt(numTilesZ_);

        const dtNavMeshParams* params = navMesh_->getParams();
        ret.WriteFloat(params->tileWidth);
        ret.WriteFloat(params->tileHeight);
        ret.WriteInt(params->maxTiles);
        ret.WriteInt(params->maxPolys);

        const dtNavMesh* navMesh = navMesh_;

        for (int z = 0; z < numTilesZ_; ++z)
        {
            for (int x = 0; x < numTilesX_; ++x)
            {
                const dtMeshTile* tile = navMesh->getTileAt(x, z, 0);
                if (!tile)
                    continue;

                ret.WriteInt(x);
                ret.WriteInt(z);
                ret.WriteUInt(navMesh->getTileRef(tile));
                ret.WriteUInt((unsigned)tile->dataSize);
                ret.Write(tile->data, (unsigned)tile->dataSize);
            }
        }
    }

    return ret.GetBuffer();
}
Example #27
0
void Network::BroadcastMessage(int msgID, bool reliable, bool inOrder, const VectorBuffer& msg, unsigned contentID)
{
    BroadcastMessage(msgID, reliable, inOrder, msg.GetData(), msg.GetSize(), contentID);
}