dynamic map change

This commit is contained in:
Magnus Auvinen 2007-09-23 22:54:31 +00:00
parent e55ba53ba7
commit 06c341be51
6 changed files with 131 additions and 87 deletions

View file

@ -231,14 +231,6 @@ int snap_num_items(int snapid)
return snapshots[snapid]->snap->num_items;
}
static void snap_init()
{
snapshots[SNAP_CURRENT] = 0;
snapshots[SNAP_PREV] = 0;
recived_snapshots = 0;
current_predtick = 0;
}
// ------ time functions ------
float client_intratick() { return intratick; }
float client_intrapredtick() { return intrapredtick; }
@ -268,8 +260,6 @@ int client_send_msg()
static void client_send_info()
{
recived_snapshots = 0;
msg_pack_start_system(NETMSG_INFO, MSGFLAG_VITAL);
msg_pack_string(modc_net_version(), 128);
msg_pack_string(config.player_name, 128);
@ -472,6 +462,23 @@ static void client_set_state(int s)
modc_statechange(state, old);
}
/* called when the map is loaded and we should init for a new round */
static void client_on_enter_game()
{
// reset input
int i;
for(i = 0; i < 200; i++)
inputs[i].tick = -1;
current_input = 0;
// reset snapshots
snapshots[SNAP_CURRENT] = 0;
snapshots[SNAP_PREV] = 0;
snapstorage_purge_all(&snapshot_storage);
recived_snapshots = 0;
current_predtick = 0;
current_recv_tick = 0;
}
void client_connect(const char *server_address_str)
{
@ -500,14 +507,6 @@ void client_connect(const char *server_address_str)
netclient_connect(net, &server_address);
client_set_state(CLIENTSTATE_CONNECTING);
current_recv_tick = 0;
// reset input
int i;
for(i = 0; i < 200; i++)
inputs[i].tick = -1;
current_input = 0;
}
void client_disconnect()
@ -692,13 +691,15 @@ static void client_process_packet(NETPACKET *packet)
dbg_msg("client/network", "loading done");
// now we will wait for two snapshots
// to finish the connection
client_on_enter_game();
}
else
{
client_error("failure to load map");
}
}
else if(msg == NETMSG_SNAP || msg == NETMSG_SNAPEMPTY) //|| msg == NETMSG_SNAPSMALL || msg == NETMSG_SNAPEMPTY)
else if(msg == NETMSG_SNAP || msg == NETMSG_SNAPEMPTY)
{
//dbg_msg("client/network", "got snapshot");
int game_tick = msg_unpack_int();
@ -791,12 +792,13 @@ static void client_process_packet(NETPACKET *packet)
if(msg != NETMSG_SNAPEMPTY && snapshot_crc((SNAPSHOT*)tmpbuffer3) != crc)
{
if(config.debug)
dbg_msg("client", "snapshot crc error");
dbg_msg("client", "snapshot crc error %d", snapcrcerrors);
snapcrcerrors++;
if(snapcrcerrors > 25)
if(snapcrcerrors > 10)
{
// to many errors, send reset
ack_game_tick = -1;
client_send_input();
snapcrcerrors = 0;
}
return;
@ -845,27 +847,8 @@ static void client_process_packet(NETPACKET *packet)
}
st_update(&game_time, (game_tick-2)*time_freq()/50);
//client_send_input();
//st_update(&predicted_time, game_tick*time_freq());
/*
int64 now = time_get();
int64 t = now - game_tick*time_freq()/50;
if(game_start_time == -1 || t < game_start_time)
{
if(config.debug)
dbg_msg("client", "adjusted time");
game_start_time = t;
}
int64 wanted = game_start_time+(game_tick*time_freq())/50;
float current_latency = (now-wanted)/(float)time_freq();
snapshot_latency = snapshot_latency*0.95f+current_latency*0.05f;
*/
// ack snapshot
//dbg_msg("snap!", "%d", game_tick);
ack_game_tick = game_tick;
}
}
@ -932,9 +915,6 @@ static void client_run(const char *direct_connect_server)
// init menu
modmenu_init(); // TODO: remove
// init snapshotting
snap_init();
// init the mod
modc_init();
dbg_msg("client", "version %s", modc_net_version());

View file

@ -805,6 +805,7 @@ void snap_free_id(int id);
/* other */
void map_unload_data(int index);
void map_set(void *m);
#ifdef __cplusplus
}

View file

@ -1,7 +1,7 @@
#include <stdio.h>
#include "datafile.h"
static DATAFILE *map;
static DATAFILE *map = 0;
void *map_get_data(int index)
{
@ -51,3 +51,10 @@ int map_load(const char *mapname)
map = datafile_load(buf);
return map != 0;
}
void map_set(void *m)
{
if(map)
map_unload();
map = (DATAFILE*)m;
}

View file

@ -15,6 +15,7 @@
#include <engine/network.h>
#include <engine/config.h>
#include <engine/packer.h>
#include <engine/datafile.h>
#include <mastersrv/mastersrv.h>
@ -26,7 +27,8 @@ static int current_tick = 0;
static int64 lastheartbeat;
static NETADDR4 master_server;
static int biggest_snapshot;
static char current_map[64];
void *snap_new_item(int type, int id, int size)
{
@ -304,9 +306,6 @@ static void server_do_snap()
int compsize = zerobit_compress(intdata, intsize, compdata);
snapshot_size = compsize;
if(snapshot_size > biggest_snapshot)
biggest_snapshot = snapshot_size;
const int max_size = MAX_SNAPSHOT_PACKSIZE;
int numpackets = (snapshot_size+max_size-1)/max_size;
(void)numpackets;
@ -565,17 +564,29 @@ static void server_pump_network()
}
}
static int server_load_map(const char *mapname)
{
DATAFILE *df;
char buf[512];
sprintf(buf, "data/maps/%s.map", mapname);
df = datafile_load(buf);
if(!df)
return 0;
strcpy(current_map, mapname);
map_set(df);
return 1;
}
static int server_run()
{
biggest_snapshot = 0;
net_init(); /* For Windows compatibility. */
snap_init_id();
/* load map */
if(!map_load(config.sv_map))
if(!server_load_map(config.sv_map))
{
dbg_msg("server", "failed to load map. mapname='%s'", config.sv_map);
return -1;
@ -632,6 +643,39 @@ static int server_run()
while(1)
{
/* load new map TODO: don't poll this */
if(strcmp(config.sv_map, current_map) != 0)
{
/* load map */
if(server_load_map(config.sv_map))
{
int c;
/* new map loaded */
mods_shutdown();
for(c = 0; c < MAX_CLIENTS; c++)
{
if(clients[c].state == SRVCLIENT_STATE_EMPTY)
continue;
server_send_map(c);
clients[c].state = SRVCLIENT_STATE_CONNECTING;
clients[c].last_acked_snapshot = -1;
snapstorage_purge_all(&clients[c].snapshots);
}
mods_init();
game_start_time = time_get();
current_tick = 0;
}
else
{
dbg_msg("server", "failed to load map. mapname='%s'", config.sv_map);
config_set_sv_map(&config, current_map);
}
}
int64 t = time_get();
if(t > server_tick_start_time(current_tick+1))
{

View file

@ -19,6 +19,8 @@ void create_sound(vec2 pos, int sound, int loopflags = 0);
void create_targetted_sound(vec2 pos, int sound, int target, int loopflags = 0);
class player *intersect_player(vec2 pos0, vec2 pos1, vec2 &new_pos, class entity *notthis = 0);
game_world *world;
//////////////////////////////////////////////////
// Event handler
//////////////////////////////////////////////////
@ -253,8 +255,6 @@ void game_world::tick()
remove_entities();
}
game_world world;
//////////////////////////////////////////////////
// game object
//////////////////////////////////////////////////
@ -288,14 +288,14 @@ gameobject::gameobject()
void gameobject::endround()
{
world.paused = true;
world->paused = true;
game_over_tick = server_tick();
sudden_death = 0;
}
void gameobject::resetgame()
{
world.reset_requested = true;
world->reset_requested = true;
}
void gameobject::startround()
@ -305,7 +305,7 @@ void gameobject::startround()
round_start_tick = server_tick();
sudden_death = 0;
game_over_tick = -1;
world.paused = false;
world->paused = false;
}
void gameobject::post_reset()
@ -424,7 +424,7 @@ void gameobject::tick()
void gameobject::snap(int snapping_client)
{
obj_game *game = (obj_game *)snap_new_item(OBJTYPE_GAME, 0, sizeof(obj_game));
game->paused = world.paused;
game->paused = world->paused;
game->game_over = game_over_tick==-1?0:1;
game->sudden_death = sudden_death;
@ -469,12 +469,12 @@ projectile::projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity
this->sound_impact = sound_impact;
this->weapon = weapon;
this->bounce = 0;
world.insert_entity(this);
world->insert_entity(this);
}
void projectile::reset()
{
world.destroy_entity(this);
world->destroy_entity(this);
}
void projectile::tick()
@ -514,7 +514,7 @@ void projectile::tick()
targetplayer->take_damage(normalize(vel) * max(0.001f, force), damage, owner, weapon);
}
world.destroy_entity(this);
world->destroy_entity(this);
}
}
@ -551,7 +551,7 @@ void projectile_backpackrocket::tick()
{
lifespan--;
if(!lifespan)
world.destroy_entity(this);
world->destroy_entity(this);
vec2 oldpos = pos;
@ -592,7 +592,7 @@ void projectile_backpackrocket::tick()
create_explosion(oldpos, owner, weapon, false);
world.destroy_entity(this);
world->destroy_entity(this);
}
}
@ -706,7 +706,7 @@ void player::try_respawn()
// check if the position is occupado
entity *ents[2] = {0};
int types[] = {OBJTYPE_PLAYER};
int num_ents = world.find_entities(spawnpos, 64, ents, 2, types, 1);
int num_ents = world->find_entities(spawnpos, 64, ents, 2, types, 1);
for(int i = 0; i < num_ents; i++)
{
if(ents[i] != this)
@ -770,7 +770,7 @@ void player::release_hooks()
{
/*
// TODO: loop thru players only
for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
for(entity *ent = world->first_entity; ent; ent = ent->next_entity)
{
if(ent && ent->objtype == OBJTYPE_PLAYER)
{
@ -839,7 +839,7 @@ int player::handle_ninja()
vec2 dir = pos - oldpos;
float radius = phys_size * 2.0f; //length(dir * 0.5f);
vec2 center = oldpos + dir * 0.5f;
int num = world.find_entities(center, radius, ents, 64, &type, 1);
int num = world->find_entities(center, radius, ents, 64, &type, 1);
for (int i = 0; i < num; i++)
{
@ -999,7 +999,7 @@ int player::handle_weapons()
vec2 dir = lookdir * data->weapons[active_weapon].meleereach;
float radius = length(dir * 0.5f);
vec2 center = pos + dir * 0.5f;
int num = world.find_entities(center, radius, ents, 64, &type, 1);
int num = world->find_entities(center, radius, ents, 64, &type, 1);
for (int i = 0; i < num; i++)
{
@ -1106,7 +1106,7 @@ void player::tick()
// handle weapons
int retflags = handle_weapons();
handle_weapons();
/*
if (!(retflags & (MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY | MODIFIER_RETURNFLAGS_OVERRIDEPOSITION)))
{
@ -1329,7 +1329,7 @@ powerup::powerup(int _type, int _subtype)
reset();
// TODO: should this be done here?
world.insert_entity(this);
world->insert_entity(this);
}
void powerup::reset()
@ -1412,7 +1412,7 @@ void powerup::tick()
// loop through all players, setting their emotes
entity *ents[64];
const int types[] = {OBJTYPE_PLAYER};
int num = world.find_entities(vec2(0, 0), 1000000, ents, 64, types, 1);
int num = world->find_entities(vec2(0, 0), 1000000, ents, 64, types, 1);
for (int i = 0; i < num; i++)
{
player *p = (player *)ents[i];
@ -1467,7 +1467,7 @@ flag::flag(int _team)
reset();
// TODO: should this be done here?
world.insert_entity(this);
world->insert_entity(this);
}
void flag::reset()
@ -1477,7 +1477,7 @@ void flag::reset()
void flag::tick()
{
// THIS CODE NEEDS TO BE REWRITTEN. ITS NOT SAVE AT ALL
// THIS CODE NEEDS TO BE REWRITTEN. ITS NOT SAFE AT ALL
// wait for respawn
if(spawntick > 0)
@ -1493,7 +1493,7 @@ void flag::tick()
{
player *players[MAX_CLIENTS];
int types[] = {OBJTYPE_PLAYER};
int num = world.find_entities(pos, 32.0f, (entity**)players, MAX_CLIENTS, types, 1);
int num = world->find_entities(pos, 32.0f, (entity**)players, MAX_CLIENTS, types, 1);
for(int i = 0; i < num; i++)
{
if(players[i]->team != team)
@ -1589,7 +1589,7 @@ void create_explosion(vec2 p, int owner, int weapon, bool bnodamage)
entity *ents[64];
const float radius = 128.0f;
const float innerradius = 42.0f;
int num = world.find_entities(p, radius, ents, 64);
int num = world->find_entities(p, radius, ents, 64);
for(int i = 0; i < num; i++)
{
vec2 diff = ents[i]->pos - p;
@ -1667,7 +1667,7 @@ player* intersect_player(vec2 pos0, vec2 pos1, vec2& new_pos, entity* notthis)
float radius = length(dir * 0.5f);
vec2 center = pos0 + dir * 0.5f;
const int types[] = {OBJTYPE_PLAYER};
int num = world.find_entities(center, radius, ents, 64, types, 1);
int num = world->find_entities(center, radius, ents, 64, types, 1);
for (int i = 0; i < num; i++)
{
// Check if entity is a player
@ -1686,9 +1686,9 @@ void mods_tick()
{
// clear all events
events.clear();
world.tick();
world->tick();
if(world.paused) // make sure that the game object always updates
if(world->paused) // make sure that the game object always updates
gameobj->tick();
if(config.dbg_bots)
@ -1715,13 +1715,13 @@ void mods_tick()
void mods_snap(int client_id)
{
world.snap(client_id);
world->snap(client_id);
events.snap(client_id);
}
void mods_client_input(int client_id, void *input)
{
if(!world.paused)
if(!world->paused)
{
if (memcmp(&players[client_id].input, input, sizeof(player_input)) != 0)
players[client_id].last_action = server_tick();
@ -1771,7 +1771,7 @@ void mods_client_enter(int client_id)
{
players[client_id].init();
players[client_id].client_id = client_id;
world.insert_entity(&players[client_id]);
world->insert_entity(&players[client_id]);
players[client_id].respawn();
CLIENT_INFO info; // fetch login name
@ -1822,7 +1822,7 @@ void mods_client_drop(int client_id)
dbg_msg("game", "leave player='%d:%s'", client_id, players[client_id].name);
world.remove_entity(&players[client_id]);
world->remove_entity(&players[client_id]);
players[client_id].client_id = -1;
}
@ -1863,17 +1863,20 @@ extern unsigned char internal_data[];
void mods_init()
{
data = load_data_from_memory(internal_data);
if(!data) /* only load once */
data = load_data_from_memory(internal_data);
col_init(32);
world = new game_world;
players = new player[MAX_CLIENTS];
gameobj = new gameobject;
// setup core world
for(int i = 0; i < MAX_CLIENTS; i++)
{
players[i].core.world = &world.core;
world.core.players[i] = &players[i].core;
players[i].core.world = &world->core;
world->core.players[i] = &players[i].core;
}
//
@ -1942,15 +1945,24 @@ void mods_init()
flag *f = new flag(i);
f->pos = gameobj->flagsstands[i];
//world.insert_entity(f);
//world->insert_entity(f);
dbg_msg("game", "flag at %f,%f", f->pos.x, f->pos.y);
}
}
world.insert_entity(gameobj);
world->insert_entity(gameobj);
}
void mods_shutdown()
{
delete [] players;
delete gameobj;
delete world;
gameobj = 0;
players = 0;
world = 0;
}
void mods_shutdown() {}
void mods_presnap() {}
void mods_postsnap() {}

View file

@ -100,7 +100,7 @@ public:
void tick();
};
extern game_world world;
extern game_world *world;
// game object
class gameobject : public entity