Exemple #1
0
mono::object CScriptbind_Entity::GetEntitiesByClass(mono::string _class)
{
	IEntityClass *pDesiredClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ToCryString(_class));

	std::vector<EntityId> classEntities;

	IEntityItPtr pIt = gEnv->pEntitySystem->GetEntityIterator();
	pIt->MoveFirst();

	while(!pIt->IsEnd())
	{
		if(IEntity *pEntity = pIt->Next())
		{
			if(pEntity->GetClass() == pDesiredClass)
				classEntities.push_back(pEntity->GetId());
		}
	}

	if(classEntities.size()<1)
		return nullptr;

	IMonoClass *pEntityIdClass = g_pScriptSystem->GetCryBraryAssembly()->GetClass("EntityId");

	IMonoArray *pArray = CreateMonoArray(classEntities.size());

	for(auto it = classEntities.begin(); it != classEntities.end(); ++it)
		pArray->Insert(pEntityIdClass->BoxObject(&mono::entityId(*it)));

	return pArray->GetManagedObject();
}
	virtual void OnIterStart(SActivationInfo *pActInfo)
	{
		const int type = GetPortInt(pActInfo, EIP_Type);

		IEntitySystem *pEntitySystem = gEnv->pEntitySystem;
		if (pEntitySystem)
		{
			IEntityItPtr iter = pEntitySystem->GetEntityIterator();
			if (iter)
			{
				iter->MoveFirst();
				IEntity *pEntity = NULL;
				while (!iter->IsEnd())
				{
					pEntity = iter->Next();
					if (pEntity)
					{
						const EntityId id = pEntity->GetId();
						const EEntityType entityType = GetEntityType(id);
						if (IsValidType(type, entityType))
						{
							AddEntity(id);
						}
					}
				}
			}
		}
	}
void CCheckpointSystem::DeleteDynamicEntities()
{
	IEntitySystem *pEntitySystem = gEnv->pEntitySystem;
	IEntityItPtr pIt = pEntitySystem->GetEntityIterator();
	//////////////////////////////////////////////////////////////////////////
	pIt->MoveFirst();
	while (!pIt->IsEnd())
	{
		IEntity * pEntity = pIt->Next();
		uint32 nEntityFlags = pEntity->GetFlags();

		// Local player must not be deleted.
		if (nEntityFlags & ENTITY_FLAG_LOCAL_PLAYER)
			continue;

		if (nEntityFlags & ENTITY_FLAG_SPAWNED)
			pEntitySystem->RemoveEntity( pEntity->GetId() );
	}
	// Force deletion of removed entities.
	pEntitySystem->DeletePendingEntities();
	//////////////////////////////////////////////////////////////////////////

	// Reset entity pools
	pEntitySystem->GetIEntityPoolManager()->ResetPools(false);
}
Exemple #4
0
// for editor only
static void OnSysSpecLightChange( ICVar *pVar )
{
	IEntityItPtr it	= GetIEntitySystem()->GetEntityIterator();
	it->MoveFirst();

	while(IEntity *pEntity = it->Next())
	{
		IScriptTable *pScriptTable = pEntity->GetScriptTable();
		if (pScriptTable && pScriptTable->HaveValue("OnSysSpecLightChanged"))
		{
			Script::CallMethod( pScriptTable, "OnSysSpecLightChanged" );
		}
	}
}
Exemple #5
0
void CVar::DumpEntityClassesInUse(IConsoleCmdArgs * args)
{
	IEntityItPtr it	= GetIEntitySystem()->GetEntityIterator();
	it->MoveFirst();

	std::map<string, int> classes;
	while(IEntity *pEntity = it->Next())
	{
		classes[pEntity->GetClass()->GetName()]++;
	}

	CryLogAlways("--------------------------------------------------------------------------------");
	for (std::map<string, int>::iterator iter = classes.begin(); iter != classes.end(); ++iter)
		CryLogAlways("%s: %d instances", iter->first.c_str(), iter->second);
}
Exemple #6
0
mono::object CScriptbind_Entity::GetEntitiesByClasses(mono::object classes)
{
	IMonoArray *pClassArray = *classes;

	int numClasses = pClassArray->GetSize();
	IEntityClass **pClasses = new IEntityClass *[numClasses];
	for(int i = 0; i < numClasses; i++)
		pClasses[i] = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ToCryString((mono::string)pClassArray->GetManagedObject()));

	IEntityItPtr pIt = gEnv->pEntitySystem->GetEntityIterator();

	IMonoClass *pEntityIdClass = GetMonoScriptSystem()->GetCryBraryAssembly()->GetClass("EntityId");
	IMonoArray *pEntities = CreateDynamicMonoArray();
	
	pIt->MoveFirst();
	while(!pIt->IsEnd())
	{
		if(IEntity *pEntity = pIt->Next())
		{
			IEntityClass *pEntityClass = pEntity->GetClass();
			for(int i = 0; i < numClasses; i++)
			{
				if(pEntityClass == pClasses[i])
				{
					pEntities->InsertMonoObject(pEntityIdClass->BoxObject(&mono::entityId(pEntity->GetId())));
					break;
				}
			}
		}
	}

	auto result = pEntities->GetManagedObject();
	pEntities->Release();

	return result;
}
Exemple #7
0
mono::object CScriptbind_Entity::GetEntitiesByClass(mono::string _class)
{
	IEntityClass *pDesiredClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(ToCryString(_class));

	IEntityItPtr pIt = gEnv->pEntitySystem->GetEntityIterator();

	IMonoClass *pEntityIdClass = GetMonoScriptSystem()->GetCryBraryAssembly()->GetClass("EntityId");
	IMonoArray *pEntities = CreateDynamicMonoArray();

	pIt->MoveFirst();
	while(!pIt->IsEnd())
	{
		if(IEntity *pEntity = pIt->Next())
		{
			if(pEntity->GetClass() == pDesiredClass)
				pEntities->InsertMonoObject(pEntityIdClass->BoxObject(&mono::entityId(pEntity->GetId())));
		}
	}

	auto result = pEntities->GetManagedObject();
	pEntities->Release();

	return result;
}
//------------------------------------------------------------------------
bool CGameRules::OnPromoteToServer(SHostMigrationInfo& hostMigrationInfo, uint32& state)
{
	if (!g_pGame->GetIGameFramework()->ShouldMigrateNub(hostMigrationInfo.m_session))
	{
		return true;
	}

	CryLogAlways("[Host Migration]: CGameRules::OnPromoteToServer() started");

	// Server time will change after we migrate (change from old server time to new server time)
	m_gameStartedTime.SetValue(m_gameStartedTime.GetValue() - m_cachedServerTime.GetValue());
	m_gameStartTime.SetValue(m_gameStartTime.GetValue() - m_cachedServerTime.GetValue());

	// If this migration has reset (we're not the original anticipated host, remove any entities from the first attempt
	if (!m_hostMigrationCachedEntities.empty())
	{
		HostMigrationRemoveDuplicateDynamicEntities();
	}

	// Now we know we're the server, remove the actors for anyone we know isn't going to migrate
	CGameLobby *pGameLobby = g_pGame->GetGameLobby();
	CRY_ASSERT(pGameLobby);
	if (pGameLobby)
	{
		TPlayers playersToRemove;

		IActorSystem *pActorSystem = g_pGame->GetIGameFramework()->GetIActorSystem();

		playersToRemove.reserve(pActorSystem->GetActorCount());

		IActorIteratorPtr actorIt = pActorSystem->CreateActorIterator();
		IActor *pActor;
		while (pActor = actorIt->Next())
		{
			if (pActor->IsPlayer())
			{
				CRY_ASSERT(pActor->GetChannelId());
				SCryMatchMakingConnectionUID conId = pGameLobby->GetConnectionUIDFromChannelID((int) pActor->GetChannelId());
				if (pGameLobby->GetSessionNames().Find(conId) == SSessionNames::k_unableToFind)
				{
					CryLog("  player '%s' has not got a corresponding CGameLobby entry, removing actor", pActor->GetEntity()->GetName());
					playersToRemove.push_back(pActor->GetEntityId());
				}
			}
		}

		const int numPlayersToRemove = playersToRemove.size();
		for (int i = 0; i < numPlayersToRemove; ++ i)
		{
			FakeDisconnectPlayer(playersToRemove[i]);
		}
	}

	for (uint32 i = 0; i < MAX_PLAYERS; ++ i)
	{
		m_migratedPlayerChannels[i] = 0;
	}

	IItemSystem *pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();

	IEntityItPtr it = gEnv->pEntitySystem->GetEntityIterator();
	it->MoveFirst();

	for (uint32 i = 0; i < m_hostMigrationItemMaxCount; ++ i)
	{
		m_pHostMigrationItemInfo[i].Reset();
	}
	uint32 itemIndex = 0;

	IEntity *pEntity = NULL;
	while (pEntity = it->Next())
	{
		IItem *pItem = pItemSystem->GetItem(pEntity->GetId());
		if (pItem)
		{
			if (pItem->GetOwnerId())
			{
				IEntity *pOwner = gEnv->pEntitySystem->GetEntity(pItem->GetOwnerId());
				if (pOwner)
				{
					EntityId currentItemId = 0;

					IActor *pOwnerActor = g_pGame->GetIGameFramework()->GetIActorSystem()->GetActor(pOwner->GetId());
					if (pOwnerActor)
					{
						IItem *pCurrentItem = pOwnerActor->GetCurrentItem();
						currentItemId = pCurrentItem ? pCurrentItem->GetEntityId() : 0;
					}

					CryLog("[CG] Item '%s' is owned by '%s'", pEntity->GetName(), pOwner->GetName());
					//m_pHostMigrationItemInfo[itemIndex].Set(pEntity->GetId(), pOwner->GetId(), pItem->IsUsed(), (pItem->GetEntityId() == currentItemId));
					itemIndex ++;
					if (itemIndex >= m_hostMigrationItemMaxCount)
					{
						CRY_ASSERT(itemIndex < m_hostMigrationItemMaxCount);
						break;
					}
				}
			}
		}
		// Tell entities that we're host migrating
		// - Currently only used by ForbiddenArea but may well be needed for other entities later
		// - Currently only called on the new server, add to OnDemoteToClient if we need to use this on a client
		IScriptTable *pScript = pEntity->GetScriptTable();
		if (pScript != NULL && pScript->GetValueType("OnHostMigration") == svtFunction)
		{
			m_pScriptSystem->BeginCall(pScript, "OnHostMigration");
			m_pScriptSystem->PushFuncParam(pScript);
			m_pScriptSystem->PushFuncParam(true);
			m_pScriptSystem->EndCall();
		}
	}

	// This needs initialising on the new server otherwise the respawn timer will be counting down
	// from uninitialised data.  Likewise for the pre-round timer.
	ResetReviveCycleTime();

	const int numRespawnParams = m_respawndata.size();
	for (int i = 0; i < numRespawnParams; ++ i)
	{
		SEntityRespawnData *pData = &m_respawndata[i];
		pEntity = gEnv->pEntitySystem->GetEntity(pData->m_currentEntityId);
		if (pEntity == NULL)
		{
			CryLog("  detected respawn entity (id=%u) is not present, scheduling for respawn", pData->m_currentEntityId);
			ScheduleEntityRespawn(pData->m_currentEntityId, false, g_pGameCVars->g_defaultItemRespawnTimer);
		}
	}

	CryLog("[Host Migration]: CGameRules::OnPromoteToServer() finished");

	CCCPOINT(HostMigration_OnPromoteToServer);
	return true;
}
//------------------------------------------------------------------------
bool CGameRules::OnPromoteToServer(SHostMigrationInfo &hostMigrationInfo, uint32 &state)
{
	if (!g_pGame->GetIGameFramework()->ShouldMigrateNub(hostMigrationInfo.m_session))
	{
		return true;
	}

	CryLogAlways("[Host Migration]: CGameRules::OnPromoteToServer() started");
	// Server time will change after we migrate (change from old server time to new server time)
	m_gameStartedTime.SetValue(m_gameStartedTime.GetValue() - m_cachedServerTime.GetValue());
	m_gameStartTime.SetValue(m_gameStartTime.GetValue() - m_cachedServerTime.GetValue());

	// If this migration has reset (we're not the original anticipated host, remove any entities from the first attempt
	if (!m_hostMigrationCachedEntities.empty())
	{
		HostMigrationRemoveDuplicateDynamicEntities();
	}

	for (uint32 i = 0; i < MAX_PLAYERS; ++ i)
	{
		m_migratedPlayerChannels[i] = 0;
	}

	IEntityItPtr it = gEnv->pEntitySystem->GetEntityIterator();
	it->MoveFirst();

	for (uint32 i = 0; i < m_hostMigrationItemMaxCount; ++ i)
	{
		m_pHostMigrationItemInfo[i].Reset();
	}

	uint32 itemIndex = 0;
	IEntity *pEntity = NULL;
	// Tell entities that we're host migrating
	// - Currently only used by ForbiddenArea but may well be needed for other entities later
	// - Currently only called on the new server, add to OnDemoteToClient if we need to use this on a client
	IScriptTable *pScript = pEntity->GetScriptTable();

	if (pScript != NULL && pScript->GetValueType("OnHostMigration") == svtFunction)
	{
		m_pScriptSystem->BeginCall(pScript, "OnHostMigration");
		m_pScriptSystem->PushFuncParam(pScript);
		m_pScriptSystem->PushFuncParam(true);
		m_pScriptSystem->EndCall();
	}

	// This needs initialising on the new server otherwise the respawn timer will be counting down
	// from uninitialised data.  Likewise for the pre-round timer.
	ResetReviveCycleTime();
	// the server does not listen for entity_event_done, clients do however, when we migrate
	// the new server needs to remove any of these events he may be listening for
	TEntityTeamIdMap::iterator entityTeamsIt = m_entityteams.begin();

	for (; entityTeamsIt != m_entityteams.end(); ++ entityTeamsIt)
	{
		EntityId entityId = entityTeamsIt->first;
		RemoveEntityEventDoneListener(entityId);
#if !defined(_RELEASE)
		IEntity *pTeamEntity = gEnv->pEntitySystem->GetEntity(entityId);
		CryLog("[GameRules] OnPromoteToServer RemoveEntityEventLister(%d(%s), ENTITY_EVENT_DONE, %p)", entityId,
			   pTeamEntity ? pTeamEntity->GetName() : "null",
			   this);
#endif
	}

	ClearRemoveEntityEventListeners();
	const int numRespawnParams = m_respawndata.size();

	for (int i = 0; i < numRespawnParams; ++ i)
	{
		SEntityRespawnData *pData = &m_respawndata[i];
		pEntity = gEnv->pEntitySystem->GetEntity(pData->m_currentEntityId);

		if (pEntity == NULL)
		{
			CryLog("  detected respawn entity (id=%u) is not present, scheduling for respawn", pData->m_currentEntityId);
			ScheduleEntityRespawn(pData->m_currentEntityId, false, g_pGameCVars->g_defaultItemRespawnTimer);
		}
	}

	CryLog("[Host Migration]: CGameRules::OnPromoteToServer() finished");
	CCCPOINT(HostMigration_OnPromoteToServer);
	return true;
}