static void gameStateUpdate() { // Can't dump isHumanPlayer, since it causes spurious desynch dumps when players leave. // TODO isHumanPlayer should probably be synchronised, since the game state seems to depend on it, so there might also be a risk of real desynchs when players leave. //syncDebug("map = \"%s\", humanPlayers = %d %d %d %d %d %d %d %d", game.map, isHumanPlayer(0), isHumanPlayer(1), isHumanPlayer(2), isHumanPlayer(3), isHumanPlayer(4), isHumanPlayer(5), isHumanPlayer(6), isHumanPlayer(7)); syncDebug("map = \"%s\"", game.map); // Actually send pending droid orders. sendQueuedDroidInfo(); sendPlayerGameTime(); gameSRand(gameTime); // Brute force way of synchronising the random number generator, which can't go out of synch. if (!paused && !scriptPaused() && !editPaused()) { /* Update the event system */ if (!bInTutorial) { eventProcessTriggers(gameTime/SCR_TICKRATE); } else { eventProcessTriggers(realTime/SCR_TICKRATE); } updateScripts(); } // Update abandoned structures handleAbandonedStructures(); // Update the visibility change stuff visUpdateLevel(); // Put all droids/structures/features into the grid. gridReset(); // Check which objects are visible. processVisibility(); // Update the map. mapUpdate(); //update the findpath system fpathUpdate(); // update the cluster system clusterUpdate(); // update the command droids cmdDroidUpdate(); if(getDrivingStatus()) { driveUpdate(); } fireWaitingCallbacks(); //Now is the good time to fire waiting callbacks (since interpreter is off now) for (unsigned i = 0; i < MAX_PLAYERS; i++) { //update the current power available for a player updatePlayerPower(i); //set the flag for each player setHQExists(false, i); setSatUplinkExists(false, i); numCommandDroids[i] = 0; numConstructorDroids[i] = 0; numDroids[i]=0; numTransporterDroids[i]=0; DROID *psNext; for (DROID *psCurr = apsDroidLists[i]; psCurr != NULL; psCurr = psNext) { // Copy the next pointer - not 100% sure if the droid could get destroyed but this covers us anyway psNext = psCurr->psNext; droidUpdate(psCurr); // update the droid counts numDroids[i]++; switch (psCurr->droidType) { case DROID_COMMAND: numCommandDroids[i] += 1; break; case DROID_CONSTRUCT: case DROID_CYBORG_CONSTRUCT: numConstructorDroids[i] += 1; break; case DROID_TRANSPORTER: if( (psCurr->psGroup != NULL) ) { DROID *psDroid = NULL; numTransporterDroids[i] += psCurr->psGroup->refCount-1; // and count the units inside it... for (psDroid = psCurr->psGroup->psList; psDroid != NULL && psDroid != psCurr; psDroid = psDroid->psGrpNext) { if (psDroid->droidType == DROID_CYBORG_CONSTRUCT || psDroid->droidType == DROID_CONSTRUCT) { numConstructorDroids[i] += 1; } if (psDroid->droidType == DROID_COMMAND) { numCommandDroids[i] += 1; } } } break; default: break; } } numMissionDroids[i]=0; for (DROID *psCurr = mission.apsDroidLists[i]; psCurr != NULL; psCurr = psNext) { /* Copy the next pointer - not 100% sure if the droid could get destroyed but this covers us anyway */ psNext = psCurr->psNext; missionDroidUpdate(psCurr); numMissionDroids[i]++; switch (psCurr->droidType) { case DROID_COMMAND: numCommandDroids[i] += 1; break; case DROID_CONSTRUCT: case DROID_CYBORG_CONSTRUCT: numConstructorDroids[i] += 1; break; case DROID_TRANSPORTER: if( (psCurr->psGroup != NULL) ) { numTransporterDroids[i] += psCurr->psGroup->refCount-1; } break; default: break; } } for (DROID *psCurr = apsLimboDroids[i]; psCurr != NULL; psCurr = psNext) { /* Copy the next pointer - not 100% sure if the droid could get destroyed but this covers us anyway */ psNext = psCurr->psNext; // count the type of units switch (psCurr->droidType) { case DROID_COMMAND: numCommandDroids[i] += 1; break; case DROID_CONSTRUCT: case DROID_CYBORG_CONSTRUCT: numConstructorDroids[i] += 1; break; default: break; } } // FIXME: These for-loops are code duplicationo /*set this up AFTER droidUpdate so that if trying to building a new one, we know whether one exists already*/ setLasSatExists(false, i); STRUCTURE *psNBuilding; for (STRUCTURE *psCBuilding = apsStructLists[i]; psCBuilding != NULL; psCBuilding = psNBuilding) { /* Copy the next pointer - not 100% sure if the structure could get destroyed but this covers us anyway */ psNBuilding = psCBuilding->psNext; structureUpdate(psCBuilding, false); //set animation flag if (psCBuilding->pStructureType->type == REF_HQ && psCBuilding->status == SS_BUILT) { setHQExists(true, i); } if (psCBuilding->pStructureType->type == REF_SAT_UPLINK && psCBuilding->status == SS_BUILT) { setSatUplinkExists(true, i); } //don't wait for the Las Sat to be built - can't build another if one is partially built if (asWeaponStats[psCBuilding->asWeaps[0].nStat]. weaponSubClass == WSC_LAS_SAT) { setLasSatExists(true, i); } } for (STRUCTURE *psCBuilding = mission.apsStructLists[i]; psCBuilding != NULL; psCBuilding = psNBuilding) { /* Copy the next pointer - not 100% sure if the structure could get destroyed but this covers us anyway. It shouldn't do since its not even on the map!*/ psNBuilding = psCBuilding->psNext; structureUpdate(psCBuilding, true); // update for mission if (psCBuilding->pStructureType->type == REF_HQ && psCBuilding->status == SS_BUILT) { setHQExists(true, i); } if (psCBuilding->pStructureType->type == REF_SAT_UPLINK && psCBuilding->status == SS_BUILT) { setSatUplinkExists(true, i); } //don't wait for the Las Sat to be built - can't build another if one is partially built if (asWeaponStats[psCBuilding->asWeaps[0].nStat]. weaponSubClass == WSC_LAS_SAT) { setLasSatExists(true, i); } } } missionTimerUpdate(); proj_UpdateAll(); FEATURE *psNFeat; for (FEATURE *psCFeat = apsFeatureLists[0]; psCFeat; psCFeat = psNFeat) { psNFeat = psCFeat->psNext; featureUpdate(psCFeat); } objmemUpdate(); // Do completely useless stuff. if (!isInSync()) { sendCheck(); // send some pointless checking info if we're doomed anyway } // Must end update, since we may or may not have ticked, and some message queue processing code may vary depending on whether it's in an update. gameTimeUpdateEnd(); }
static void gameStateUpdate() { syncDebug("map = \"%s\", pseudorandom 32-bit integer = 0x%08X, allocated = %d %d %d %d %d %d %d %d %d %d, position = %d %d %d %d %d %d %d %d %d %d", game.map, gameRandU32(), NetPlay.players[0].allocated, NetPlay.players[1].allocated, NetPlay.players[2].allocated, NetPlay.players[3].allocated, NetPlay.players[4].allocated, NetPlay.players[5].allocated, NetPlay.players[6].allocated, NetPlay.players[7].allocated, NetPlay.players[8].allocated, NetPlay.players[9].allocated, NetPlay.players[0].position, NetPlay.players[1].position, NetPlay.players[2].position, NetPlay.players[3].position, NetPlay.players[4].position, NetPlay.players[5].position, NetPlay.players[6].position, NetPlay.players[7].position, NetPlay.players[8].position, NetPlay.players[9].position ); for (unsigned n = 0; n < MAX_PLAYERS; ++n) { syncDebug("Player %d = \"%s\"", n, NetPlay.players[n].name); } // Add version string to desynch logs. Different version strings will not trigger a desynch dump per se, due to the syncDebug{Get, Set}Crc guard. auto crc = syncDebugGetCrc(); syncDebug("My client version = %s", version_getVersionString()); syncDebugSetCrc(crc); // Actually send pending droid orders. sendQueuedDroidInfo(); sendPlayerGameTime(); NETflush(); // Make sure the game time tick message is really sent over the network. if (!paused && !scriptPaused()) { /* Update the event system */ if (!bInTutorial) { eventProcessTriggers(gameTime / SCR_TICKRATE); } else { eventProcessTriggers(realTime / SCR_TICKRATE); } updateScripts(); } // Update abandoned structures handleAbandonedStructures(); // Update the visibility change stuff visUpdateLevel(); // Put all droids/structures/features into the grid. gridReset(); // Check which objects are visible. processVisibility(); // Update the map. mapUpdate(); //update the findpath system fpathUpdate(); // update the command droids cmdDroidUpdate(); fireWaitingCallbacks(); //Now is the good time to fire waiting callbacks (since interpreter is off now) for (unsigned i = 0; i < MAX_PLAYERS; i++) { //update the current power available for a player updatePlayerPower(i); DROID *psNext; for (DROID *psCurr = apsDroidLists[i]; psCurr != nullptr; psCurr = psNext) { // Copy the next pointer - not 100% sure if the droid could get destroyed but this covers us anyway psNext = psCurr->psNext; droidUpdate(psCurr); } for (DROID *psCurr = mission.apsDroidLists[i]; psCurr != nullptr; psCurr = psNext) { /* Copy the next pointer - not 100% sure if the droid could get destroyed but this covers us anyway */ psNext = psCurr->psNext; missionDroidUpdate(psCurr); } // FIXME: These for-loops are code duplicationo STRUCTURE *psNBuilding; for (STRUCTURE *psCBuilding = apsStructLists[i]; psCBuilding != nullptr; psCBuilding = psNBuilding) { /* Copy the next pointer - not 100% sure if the structure could get destroyed but this covers us anyway */ psNBuilding = psCBuilding->psNext; structureUpdate(psCBuilding, false); } for (STRUCTURE *psCBuilding = mission.apsStructLists[i]; psCBuilding != nullptr; psCBuilding = psNBuilding) { /* Copy the next pointer - not 100% sure if the structure could get destroyed but this covers us anyway. It shouldn't do since its not even on the map!*/ psNBuilding = psCBuilding->psNext; structureUpdate(psCBuilding, true); // update for mission } } missionTimerUpdate(); proj_UpdateAll(); FEATURE *psNFeat; for (FEATURE *psCFeat = apsFeatureLists[0]; psCFeat; psCFeat = psNFeat) { psNFeat = psCFeat->psNext; featureUpdate(psCFeat); } // Clean up dead droid pointers in UI. hciUpdate(); // Free dead droid memory. objmemUpdate(); // Must end update, since we may or may not have ticked, and some message queue processing code may vary depending on whether it's in an update. gameTimeUpdateEnd(); // Must be at the beginning or end of each tick, since countUpdate is also called randomly (unsynchronised) between ticks. countUpdate(true); static int i = 0; if (i++ % 10 == 0) // trigger every second { jsDebugUpdate(); } }