Esempio n. 1
0
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();
}
Esempio n. 2
0
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();
	}
}