Exemplo n.º 1
0
void serializeto(const Costume &costume,BitStream &bs,const ColorAndPartPacker *packer)
{
    bs.StorePackedBits(3,costume.m_body_type); // 0:male normal
    bs.StoreBits(32,costume.skin_color); // rgb ?

    bs.StoreFloat(costume.m_height);
    bs.StoreFloat(costume.m_physique);

    bs.StoreBits(1,costume.m_send_full_costume);
    //m_num_parts = m_parts.size();
    assert(!costume.m_parts.empty());
    bs.StorePackedBits(4,costume.m_parts.size());

    try
    {
        for(uint32_t costume_part=0; costume_part<costume.m_parts.size();costume_part++)
        {
            CostumePart part=costume.m_parts[costume_part];
            // TODO: this is bad code, it's purpose is to NOT send all part strings if m_non_default_costme_p is false
            part.m_full_part = costume.m_send_full_costume;
            ::serializeto(part,bs,packer);
        }
    }
    catch(cereal::RapidJSONException &e)
    {
        qWarning() << e.what();
    }
    catch(std::exception &e)
    {
        qCritical() << e.what();
    }
}
Exemplo n.º 2
0
void EntitiesResponse::sendClientData(BitStream &tgt) const
{
    PlayerEntity *ent=static_cast<PlayerEntity *>(m_client->char_entity());
    Character &player_char=ent->m_char;
    if(!m_incremental)
    {
        ACE_DEBUG ((LM_DEBUG,ACE_TEXT ("\tSending Character to client: full\n")));

        //full_update - > receiveCharacterFromServer
        // initial character update = level/name/class/origin/map_name
        //m_client->char_entity()->m_char.m_ent=m_client->char_entity();
        ent->serialize_full(tgt);
        player_char.sendTray(tgt);
        player_char.sendTrayMode(tgt);
        tgt.StoreString(ent->name()); // maxlength 32

        tgt.StoreString(ent->m_battle_cry); //max 128
        tgt.StoreString(ent->m_character_description); //max 1024
        player_char.sendWindows(tgt);
        tgt.StoreBits(1,0); // lfg related
        tgt.StoreBits(1,0); // a2->ent_player2->field_AC
        player_char.sendTeamBuffMode(tgt);
        player_char.sendDockMode(tgt);
        player_char.sendChatSettings(tgt);
        player_char.sendTitles(tgt);
        player_char.sendDescription(tgt);
        uint8_t auth_data[]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
        tgt.StoreBitArray(auth_data,128);
        player_char.sendKeybinds(tgt);
        player_char.sendOptions(tgt);
        player_char.sendFriendList(tgt);
    }
    else
    {
        //ACE_DEBUG ((LM_DEBUG,ACE_TEXT ("\tSending Character to client: stats-only\n")));
        ent->m_char.sendFullStats(tgt);
    }
    storePowerInfoUpdate(tgt);
    //storePowerModeUpdate(tgt);
    //storeBadgeUpdate(tgt);
    //storeGenericinventoryUpdate(tgt);
    //storeInventionUpdate(tgt);
    storeTeamList(tgt);
    storeSuperStats(tgt);
    storeGroupDyn(tgt);
    bool additional=false;
    tgt.StoreBits(1,additional);
    if(additional)
    {
        tgt.StoreFloat(0.1f);
        tgt.StoreFloat(0.2f); // camera_yaw
        tgt.StoreFloat(0.3f);
    }
}
Exemplo n.º 3
0
void EntitiesResponse::sendServerControlState(BitStream &bs) const
{
    Vector3 spd(1,80,1);
    Vector3 zeroes;
    bool m_flying=false;
    bool m_dazed=false;
    // user entity
    Entity *ent = m_client->char_entity();
    CscCommon_Sub28 struct_csc;
    memset(&struct_csc,0,sizeof(struct_csc));
    static int vla=1;
    int g=rand()&0xff;
    for(int i=0; i<3; ++i)
        struct_csc.a.v[i] = g+vla;
    vla+=1;
    struct_csc.b.max_speed = struct_csc.a.max_speed = 5.0f;
    struct_csc.b.gravitational_constant = struct_csc.a.gravitational_constant = 3.0f;
    //    for(int i=3; i<5; ++i)
    //        struct_csc.a.v[i] = rand()&0xf;
    bool update_part_1=true;
    bool update_part_2=false;
    bs.StoreBits(1,update_part_1);
    if(update_part_1)
    {
        //rand()&0xFF
        bs.StoreBits(8,vla); // value stored in control state field_134
        // after input_send_time_initialized, this value is enqueued as CSC_9's control_flags
        // This is entity speed vector !!
        NetStructure::storeVector(bs,spd);

        bs.StoreFloat(1.0f); // speed rel back
        bs.StoreBitArray((uint8_t *)&struct_csc,sizeof(CscCommon_Sub28)*8);
        bs.StoreFloat(0.1f);
        bs.StoreBits(1,m_flying); // key push bits ??
        bs.StoreBits(1,m_dazed); // key push bits ??
        bs.StoreBits(1,0); // key push bits ??
        bs.StoreBits(1,0); // key push bits ??
        bs.StoreBits(1,0); // key push bits ??
        bs.StoreBits(1,0); // key push bits ??
    }
    // Used to force the client to a position/speed/pitch/rotation by server
    bs.StoreBits(1,update_part_2);
    if(update_part_2)
    {
        bs.StorePackedBits(1,0); // sets g_client_pos_id_rel
        NetStructure::storeVector(bs,spd);
        NetStructure::storeVectorConditional(bs,zeroes);  // vector3 -> speed ? likely

        NetStructure::storeFloatConditional(bs,0); // Pitch not used ?
        NetStructure::storeFloatConditional(bs,ent->inp_state.pyr.x); // Pitch
        NetStructure::storeFloatConditional(bs,0); // Roll
        bs.StorePackedBits(1,0); // sets the lowest bit in CscCommon::flags
    }
}
Exemplo n.º 4
0
void Character::sendOwnedPowers(BitStream &bs) const
{
    bs.StorePackedBits(4, m_char_data.m_powersets.size()); // count
    for(const CharacterPowerSet &pset : m_char_data.m_powersets)
    {
        bs.StorePackedBits(5, pset.m_level_bought);
        bs.StorePackedBits(4, pset.m_powers.size());
        for(const CharacterPower &power : pset.m_powers)
        {
            power.m_power_info.serializeto(bs);
            bs.StorePackedBits(5, power.m_level_bought);
            bs.StoreFloat(power.getPowerTemplate().Range);

            if(power.m_total_eh_slots > power.m_enhancements.size())
                qCWarning(logPowers) << "sendOwnedPowers: Total EH Slots larger than vector!";

            bs.StorePackedBits(4, power.m_enhancements.size());
            for(const CharacterEnhancement &eh : power.m_enhancements)
            {
                bs.StoreBits(1, eh.m_slot_used); // slot has enhancement
                if(eh.m_slot_used)
                {
                    eh.m_enhance_info.serializeto(bs);
                    bs.StorePackedBits(5, eh.m_level);
                    bs.StorePackedBits(2, eh.m_num_combines);
                }
            }
        }
    }
}
Exemplo n.º 5
0
void EntitiesResponse::sendServerPhysicsPositions(BitStream &bs) const
{
    Entity * target = m_client->char_entity();
    bool full_update = true;
    bool has_control_id = true;

    bs.StoreBits(1,full_update);
    if( !full_update )
        bs.StoreBits(1,has_control_id);
    fprintf(stderr,"Phys: send %d ",target->m_input_ack);
    if( full_update || has_control_id)
        bs.StoreBits(16,target->m_input_ack); //target->m_input_ack
    if(full_update)
    {
        bs.StoreFloat(target->pos.x); // server position
        bs.StoreFloat(target->pos.y);
        bs.StoreFloat(target->pos.z);
        NetStructure::storeFloatConditional(bs,0.0f); // PYR rotation ?
        NetStructure::storeFloatConditional(bs,0.0f);
        NetStructure::storeFloatConditional(bs,0.0f);
    }
}
Exemplo n.º 6
0
void SaveClientOptions::serializeto(BitStream &tgt) const
{
    qDebug() << "Serializing to ClientOptions";
    tgt.StorePackedBits(1,65);
    tgt.StoreFloat(data.m_mouse_speed);
    tgt.StoreFloat(data.m_turn_speed);
    tgt.StoreBits(1,data.m_mouse_invert);
    tgt.StoreBits(1,data.m_fade_chat_wnd);
    tgt.StoreBits(1,data.m_fade_nav_wnd);
    tgt.StoreBits(1,data.m_show_tooltips);
    tgt.StoreBits(1,data.m_allow_profanity);
    tgt.StoreBits(1,data.m_chat_balloons);
    tgt.StoreBits(3,data.m_show_archetype);
    tgt.StoreBits(3,data.m_show_supergroup);
    tgt.StoreBits(3,data.m_show_player_name);
    tgt.StoreBits(3,data.m_show_player_bars);
    tgt.StoreBits(3,data.m_show_enemy_name);
    tgt.StoreBits(3,data.m_show_enemy_bars);
    tgt.StoreBits(3,data.m_show_player_reticles);
    tgt.StoreBits(3,data.m_show_enemy_reticles);
    tgt.StoreBits(3,data.m_show_assist_reticles);
    tgt.StoreBits(5,data.m_chat_font_size);
}
Exemplo n.º 7
0
void storeFloatPacked( BitStream &bs,float val )
{
    bs.StoreBits(1,0);
    bs.StoreFloat(val);
}
Exemplo n.º 8
0
void storeFloatConditional( BitStream &bs,float val )
{
    bs.StoreBits(1,val!=0.0f);
    if(val!=0.0f)
        bs.StoreFloat(val);
}
Exemplo n.º 9
0
void storeVector( BitStream &bs,glm::vec3 &vec )
{
    bs.StoreFloat(vec.x);
    bs.StoreFloat(vec.y);
    bs.StoreFloat(vec.z);
}
Exemplo n.º 10
0
void NetStructure::storeFloatPacked( BitStream &bs,float val )
{
    bs.StoreBits(1,0);
    bs.StoreFloat(val);
}
Exemplo n.º 11
0
void NetStructure::storeFloatConditional( BitStream &bs,float val )
{
    bs.StoreBits(1,val!=0.0);
    if(val!=0.0)
        bs.StoreFloat(val);
}
Exemplo n.º 12
0
void NetStructure::storeVector( BitStream &bs,osg::Vec3 &vec )
{
    bs.StoreFloat(vec.x());
    bs.StoreFloat(vec.y());
    bs.StoreFloat(vec.z());
}