Пример #1
0
void CLevelChanger::feel_touch_new	(CObject *tpObject)
{
	CActor*			l_tpActor = smart_cast<CActor*>(tpObject);
	VERIFY			(l_tpActor);
	if (!l_tpActor->g_Alive())
		return;

	if (m_bSilentMode) {
		NET_Packet	p;
		p.w_begin	(M_CHANGE_LEVEL);
		p.w			(&m_game_vertex_id,sizeof(m_game_vertex_id));
		p.w			(&m_level_vertex_id,sizeof(m_level_vertex_id));
		p.w_vec3	(m_position);
		p.w_vec3	(m_angles);
		Level().Send(p,net_flags(TRUE));
		return;
	}
	Fvector			p,r;
	bool			b = get_reject_pos(p,r);
	CUIGameSP		*pGameSP = smart_cast<CUIGameSP*>(HUD().GetUI()->UIGame());
	if (pGameSP)
        pGameSP->ChangeLevel	(m_game_vertex_id,m_level_vertex_id,m_position,m_angles,p,r,b);

	m_entrance_time	= Device.fTimeGlobal;
}
Пример #2
0
void WeaponUsageStatistic::Send_Check_Respond()
{
	if (!OnServer()) return;
	NET_Packet P;
	string1024 STrue, SFalse;
	for (u32 i=0; i<m_Requests.size(); i++)
	{
		Bullet_Check_Array& BChA_Request = m_Requests[i];
		if (BChA_Request.Requests.empty()) continue;
		Bullet_Check_Respond_True* pSTrue = (Bullet_Check_Respond_True*) STrue;
		u32* pSFalse = (u32*) SFalse;
		//-----------------------------------------------------
		u32 NumFalse = 0;
		u32 NumTrue = 0;
		u32 j=0;
		while (j<BChA_Request.Requests.size())
		{
			Bullet_Check_Request& curBChR = BChA_Request.Requests[j];
			if (!curBChR.Processed)
			{
				j++;
				continue;
			}
			else
			{
				if (curBChR.Result) 
				{
					pSTrue->BulletID = curBChR.BulletID;
					pSTrue->BoneID = curBChR.BoneID;
					pSTrue++;				
//					HitChecksRespondedTrue++;
					NumTrue++;
				}
				else 
				{
					*(pSFalse++) = curBChR.BulletID;
//					HitChecksRespondedFalse++;
					NumFalse++;
				};
//				HitChecksResponded++;
				//-----------------------------------------------------
				*(BChA_Request.Requests.begin()+j) = BChA_Request.Requests.back();
				BChA_Request.Requests.pop_back();
			}
		}
		//-----------------------------------------------------
		P.w_begin(M_BULLET_CHECK_RESPOND);		
//		Msg("%d-%d || %d-%d", NumFalse, BChA_Request.NumFalse, NumTrue, BChA_Request.NumTrue);
		P.w_u8(BChA_Request.NumFalse);		BChA_Request.NumFalse = 0;
		P.w_u8(BChA_Request.NumTrue);		BChA_Request.NumTrue = 0;

		if ((char*)pSFalse != (char*)SFalse) P.w(SFalse, u32((char*)pSFalse-(char*)SFalse));
		if ((char*)pSTrue != (char*)STrue) P.w(STrue, u32((char*)pSTrue-(char*)STrue));
		//-----------------------------------------------------
		ClientID ClID; ClID.set(BChA_Request.SenderID);
		if(Level().Server) Level().Server->SendTo(ClID, P);
	};
}
Пример #3
0
void CSE_Abstract::Spawn_Write				(NET_Packet	&tNetPacket, BOOL bLocal)
{
	// generic
	tNetPacket.w_begin			(M_SPAWN);
	tNetPacket.w_stringZ		(s_name			);
	tNetPacket.w_stringZ		(s_name_replace ?	s_name_replace : "");
	tNetPacket.w_u8				(s_gameid		);
	tNetPacket.w_u8				(s_RP			);
	tNetPacket.w_vec3			(o_Position		);
	tNetPacket.w_vec3			(o_Angle		);
	tNetPacket.w_u16			(RespawnTime	);
	tNetPacket.w_u16			(ID				);
	tNetPacket.w_u16			(ID_Parent		);
	tNetPacket.w_u16			(ID_Phantom		);

	s_flags.set					(M_SPAWN_VERSION,TRUE);
	if (bLocal)
		tNetPacket.w_u16		(u16(s_flags.flags|M_SPAWN_OBJECT_LOCAL) );
	else
		tNetPacket.w_u16		(u16(s_flags.flags&~(M_SPAWN_OBJECT_LOCAL|M_SPAWN_OBJECT_ASPLAYER)));
	
	tNetPacket.w_u16			(SPAWN_VERSION);
	
	tNetPacket.w_u16			(script_server_object_version());


	//client object custom data serialization SAVE
	u16 client_data_size		= (u16)client_data.size(); //не может быть больше 256 байт
	tNetPacket.w_u16			(client_data_size);
//	Msg							("SERVER:saving:save:%d bytes:%d:%s",client_data_size,ID,s_name_replace ? s_name_replace : "");
	if (client_data_size > 0) {
		tNetPacket.w			(&*client_data.begin(),client_data_size);
	}

	tNetPacket.w				(&m_tSpawnID,	sizeof(m_tSpawnID));
//	tNetPacket.w_float			(m_spawn_probability);
//	tNetPacket.w_u32			(m_spawn_flags.get());
//	tNetPacket.w_stringZ		(m_spawn_control);
//	tNetPacket.w_u32			(m_max_spawn_count);
//	tNetPacket.w_u64			(m_min_spawn_interval);
//	tNetPacket.w_u64			(m_max_spawn_interval);

#ifdef XRSE_FACTORY_EXPORTS
	CScriptValueContainer::assign();
#endif

	// write specific data
	u32	position				= tNetPacket.w_tell();
	tNetPacket.w_u16			(0);
	STATE_Write					(tNetPacket);
	u16 size					= u16(tNetPacket.w_tell() - position);
//#ifdef XRSE_FACTORY_EXPORTS
	R_ASSERT3					((m_tClassID == CLSID_SPECTATOR) || (size > sizeof(size)),"object isn't successfully saved, get your backup :(",name_replace());
//#endif
	tNetPacket.w_seek			(position,&size,sizeof(u16));
}
Пример #4
0
void CChangeLevelWnd::OnOk()
{
	Game().StartStopMenu					(this, true);
	NET_Packet								p;
	p.w_begin								(M_CHANGE_LEVEL);
	p.w										(&m_game_vertex_id,sizeof(m_game_vertex_id));
	p.w										(&m_level_vertex_id,sizeof(m_level_vertex_id));
	p.w_vec3								(m_position);
	p.w_vec3								(m_angles);

	Level().Send							(p,net_flags(TRUE));
}
Пример #5
0
void BattlEyeServer::SendPacket( int player, void* packet, int len )
{
	NET_Packet P;
	P.w_begin( M_BATTLEYE );
	P.w_u32( len );
	P.w( packet, len );
	Level().Server->SendTo( (u32)player, P, net_flags() );
}
Пример #6
0
void CAI_Stalker::net_Export		(NET_Packet& P)
{
	R_ASSERT						(Local());

	// export last known packet
	R_ASSERT						(!NET.empty());
	net_update& N					= NET.back();
//	P.w_float						(inventory().TotalWeight());
//	P.w_u32							(m_dwMoney);

	P.w_float						(GetfHealth());

	P.w_u32							(N.dwTimeStamp);
	P.w_u8							(0);
	P.w_vec3						(N.p_pos);
	P.w_float /*w_angle8*/						(N.o_model);
	P.w_float /*w_angle8*/						(N.o_torso.yaw);
	P.w_float /*w_angle8*/						(N.o_torso.pitch);
	P.w_float /*w_angle8*/						(N.o_torso.roll);
	P.w_u8							(u8(g_Team()));
	P.w_u8							(u8(g_Squad()));
	P.w_u8							(u8(g_Group()));
	

	float					f1 = 0;
	GameGraph::_GRAPH_ID		l_game_vertex_id = ai_location().game_vertex_id();
	P.w						(&l_game_vertex_id,			sizeof(l_game_vertex_id));
	P.w						(&l_game_vertex_id,			sizeof(l_game_vertex_id));
//	P.w						(&f1,						sizeof(f1));
//	P.w						(&f1,						sizeof(f1));
	if (ai().game_graph().valid_vertex_id(l_game_vertex_id)) {
		f1					= Position().distance_to	(ai().game_graph().vertex(l_game_vertex_id)->level_point());
		P.w					(&f1,						sizeof(f1));
		f1					= Position().distance_to	(ai().game_graph().vertex(l_game_vertex_id)->level_point());
		P.w					(&f1,						sizeof(f1));
	}
	else {
		P.w					(&f1,						sizeof(f1));
		P.w					(&f1,						sizeof(f1));
	}

	P.w_stringZ						(m_sStartDialog);
}
Пример #7
0
void CAI_Rat::net_Export(NET_Packet& P)
{
	R_ASSERT				(Local());

	// export last known packet
	R_ASSERT				(!NET.empty());
	net_update& N			= NET.back();
	P.w_float				(GetfHealth());
	P.w_u32					(N.dwTimeStamp);
	P.w_u8					(0);
	P.w_vec3				(N.p_pos);
	P.w_float				(N.o_model);
	P.w_float				(N.o_torso.yaw);
	P.w_float				(N.o_torso.pitch);
	P.w_float				(N.o_torso.roll);
	P.w_u8					(u8(g_Team()));
	P.w_u8					(u8(g_Squad()));
	P.w_u8					(u8(g_Group()));

	GameGraph::_GRAPH_ID		l_game_vertex_id = ai_location().game_vertex_id();
	P.w						(&l_game_vertex_id,			sizeof(l_game_vertex_id));
	P.w						(&l_game_vertex_id,			sizeof(l_game_vertex_id));
//	P.w						(&m_fGoingSpeed,			sizeof(m_fGoingSpeed));
//	P.w						(&m_fGoingSpeed,			sizeof(m_fGoingSpeed));
	float					f1 = 0;
	if (ai().game_graph().valid_vertex_id(l_game_vertex_id)) {
		f1					= Position().distance_to	(ai().game_graph().vertex(l_game_vertex_id)->level_point());
		P.w					(&f1,						sizeof(f1));
		f1					= Position().distance_to	(ai().game_graph().vertex(l_game_vertex_id)->level_point());
		P.w					(&f1,						sizeof(f1));
	}
	else {
		P.w					(&f1,						sizeof(f1));
		P.w					(&f1,						sizeof(f1));
	}

	CEatableItem::net_Export(P);
}
void CSE_ALifeItemPDA::STATE_Write		(NET_Packet	&tNetPacket)
{
	inherited::STATE_Write		(tNetPacket);
	tNetPacket.w				(&m_original_owner,sizeof(m_original_owner));
#ifdef XRGAME_EXPORTS
	tNetPacket.w_stringZ		(m_specific_character);
	tNetPacket.w_stringZ		(m_info_portion);
#else
	shared_str		tmp_1	= NULL;
	shared_str						tmp_2	= NULL;

	tNetPacket.w_stringZ		(tmp_1);
	tNetPacket.w_stringZ		(tmp_2);
#endif

}
Пример #9
0
void xrServer::Update	()
{
	NET_Packet		Packet;
	u32				position;

	csPlayers.Enter	();

	VERIFY						(verify_entities());

	// game update
	game->ProcessDelayedEvent();
	game->Update	();

	// spawn queue
	u32 svT				= Device.TimerAsync();
	while (!(q_respawn.empty() || (svT<q_respawn.begin()->timestamp)))
	{
		// get
		svs_respawn	R		= *q_respawn.begin();
		q_respawn.erase		(q_respawn.begin());

		// 
		CSE_Abstract* E	= ID_to_entity(R.phantom);
		E->Spawn_Write		(Packet,FALSE);
		u16					ID;
		Packet.r_begin		(ID);	R_ASSERT(M_SPAWN==ID);
		ClientID clientID; clientID.set(0xffff);
		Process_spawn		(Packet,clientID);
	}

	// 
	for (u32 client=0; client<net_Players.size(); ++client)
	{
		// Initialize process and check for available bandwidth
		xrClientData*	Client		= (xrClientData*) net_Players	[client];
		if (!Client->net_Ready)		continue;		
		if (!HasBandwidth(Client) 
#ifdef DEBUG
			&& !g_sv_SendUpdate
#endif
			)	continue;		

		// Send relevant entities to client
		// CSE_Abstract*	Base	= Client->owner;
		u16 PacketType = M_UPDATE;
		Packet.w_begin	(PacketType);

		// GameUpdate
		++(Client->game_replicate_id);
		u32		g_it				= (Client->game_replicate_id % client_Count());
//		u32		g_id				= net_Players[g_it]->ID;
		ClientID g_id 				= net_Players[g_it]->ID;
		game->net_Export_Update		(Packet,Client->ID,g_id);

//		if (!Client->flags.bLocal)	
			game->net_Export_GameTime(Packet);

		if (!Client->flags.bLocal || client_Count() == 1)
		{
#ifdef DEBUG
			if (g_Dump_Update_Write) Msg("---- UPDATE_Write to %s --- ", *(Client->Name));
#endif					// Entities
			
			NET_Packet tmpPacket;
			xrS_entities::iterator	I=entities.begin(),E=entities.end();
			for (; I!=E; ++I)
			{
				CSE_Abstract&	Test = *(I->second);

				if (0==Test.owner)							continue;	// Phantom(?)
				if (!Test.net_Ready)						continue;
				if (Test.owner == Client && Client->flags.bLocal)					continue;	// Can't be relevant

				if (Test.s_flags.is(M_SPAWN_OBJECT_PHANTOM))	continue;	// Surely: phantom
				
				tmpPacket.B.count = 0;
				// write specific data
				{
					tmpPacket.w_u16			(Test.ID		);
					tmpPacket.w_chunk_open8	(position		);
					Test.UPDATE_Write		(tmpPacket			);
#ifdef DEBUG
					if (g_Dump_Update_Write) Msg("* %s : %d", Test.name(), u32(tmpPacket.w_tell()-position)-sizeof(u8));
#endif
					tmpPacket.w_chunk_close8	(position		);
					if (Packet.B.count + tmpPacket.B.count < NET_PacketSizeLimit)
					{
						Packet.w(tmpPacket.B.data, tmpPacket.B.count);
					}
					else
					{
						if (Packet.B.count > 2)	
						{
//							if (!Client->flags.bLocal)
//								Msg ("- Server Update[%d] to Client  : %d", PacketType, Packet.B.count);
							SendTo			(Client->ID,Packet,net_flags(FALSE,TRUE));
						}
						PacketType = M_UPDATE_OBJECTS;
						Packet.w_begin(PacketType);
					}
				}
			}
#ifdef DEBUG
			if (g_Dump_Update_Write) Msg("----------------------- ");
#endif			
		};

		if (Packet.B.count > 2)	
		{
//			if (!Client->flags.bLocal)
//				Msg ("- Server Update[%d] to Client  : %d", PacketType, Packet.B.count);
			SendTo			(Client->ID,Packet,net_flags(FALSE,TRUE));
		}
	}
#ifdef DEBUG
	g_sv_SendUpdate = 0;
#endif			

	if (game->sv_force_sync)	Perform_game_export();

	VERIFY						(verify_entities());
	//-----------------------------------------------------
	//Remove any of long time disconnected players
	for (u32 DI = 0; DI<net_Players_disconnected.size(); DI++)
	{
		IClient* CL = net_Players_disconnected[DI];
		if (CL->dwTime_LastUpdate+g_sv_Client_Reconnect_Time*60000<Device.dwTimeGlobal)
			client_Destroy(CL);
	}
	//-----------------------------------------------------
	csPlayers.Leave	();
}