ddnet/src/game/client/gameclient.h
heinrich5991 0d7872c79e Send DDNet version early in the connection process
This gets rid of the problem that we don't know whether we should send
full snapshots to clients because they haven't told us about them being
DDNet yet.
2020-05-22 17:58:41 +02:00

457 lines
12 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_CLIENT_GAMECLIENT_H
#define GAME_CLIENT_GAMECLIENT_H
#include <base/color.h>
#include <base/vmath.h>
#include <engine/client.h>
#include <engine/console.h>
#include <engine/shared/config.h>
#include <game/layers.h>
#include <game/localization.h>
#include <game/gamecore.h>
#include "render.h"
#include <game/teamscore.h>
#include <game/client/prediction/gameworld.h>
#include <game/client/prediction/entities/character.h>
#include <game/client/prediction/entities/laser.h>
#include <game/client/prediction/entities/pickup.h>
class CGameInfo
{
public:
bool m_FlagStartsRace;
bool m_TimeScore;
bool m_UnlimitedAmmo;
bool m_DDRaceRecordMessage;
bool m_RaceRecordMessage;
bool m_AllowEyeWheel;
bool m_AllowHookColl;
bool m_AllowZoom;
bool m_BugDDRaceGhost;
bool m_BugDDRaceInput;
bool m_BugFNGLaserRange;
bool m_BugVanillaBounce;
bool m_PredictFNG;
bool m_PredictDDRace;
bool m_PredictDDRaceTiles;
bool m_PredictVanilla;
bool m_EntitiesDDNet;
bool m_EntitiesDDRace;
bool m_EntitiesRace;
bool m_EntitiesFNG;
bool m_EntitiesVanilla;
bool m_EntitiesBW;
bool m_Race;
bool m_DontMaskEntities;
};
class CGameClient : public IGameClient
{
class CStack
{
public:
enum
{
MAX_COMPONENTS = 64,
};
CStack();
void Add(class CComponent *pComponent);
class CComponent *m_paComponents[MAX_COMPONENTS];
int m_Num;
};
CStack m_All;
CStack m_Input;
CNetObjHandler m_NetObjHandler;
class IEngine *m_pEngine;
class IInput *m_pInput;
class IGraphics *m_pGraphics;
class ITextRender *m_pTextRender;
class IClient *m_pClient;
class ISound *m_pSound;
class IConsole *m_pConsole;
class IStorage *m_pStorage;
class IDemoPlayer *m_pDemoPlayer;
class IServerBrowser *m_pServerBrowser;
class IEditor *m_pEditor;
class IFriends *m_pFriends;
class IFriends *m_pFoes;
class IUpdater *m_pUpdater;
CLayers m_Layers;
class CCollision m_Collision;
CUI m_UI;
void ProcessEvents();
void UpdatePositions();
int m_PredictedTick;
int m_LastNewPredictedTick[2];
int m_LastRoundStartTick;
int m_LastFlagCarrierRed;
int m_LastFlagCarrierBlue;
int m_CheckInfo[2];
char m_aDDNetVersionStr[64];
static void ConTeam(IConsole::IResult *pResult, void *pUserData);
static void ConKill(IConsole::IResult *pResult, void *pUserData);
static void ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainClTextEntitiesSize(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConTuneZone(IConsole::IResult *pResult, void *pUserData);
public:
IKernel *Kernel() { return IInterface::Kernel(); }
IEngine *Engine() const { return m_pEngine; }
class IGraphics *Graphics() const { return m_pGraphics; }
class IClient *Client() const { return m_pClient; }
class CUI *UI() { return &m_UI; }
class ISound *Sound() const { return m_pSound; }
class IInput *Input() const { return m_pInput; }
class IStorage *Storage() const { return m_pStorage; }
class IConsole *Console() { return m_pConsole; }
class ITextRender *TextRender() const { return m_pTextRender; }
class IDemoPlayer *DemoPlayer() const { return m_pDemoPlayer; }
class IDemoRecorder *DemoRecorder(int Recorder) const { return Client()->DemoRecorder(Recorder); }
class IServerBrowser *ServerBrowser() const { return m_pServerBrowser; }
class CRenderTools *RenderTools() { return &m_RenderTools; }
class CLayers *Layers() { return &m_Layers; };
class CCollision *Collision() { return &m_Collision; };
class IEditor *Editor() { return m_pEditor; }
class IFriends *Friends() { return m_pFriends; }
class IFriends *Foes() { return m_pFoes; }
class IUpdater *Updater() { return m_pUpdater; }
int NetobjNumCorrections() { return m_NetObjHandler.NumObjCorrections(); }
const char *NetobjCorrectedOn() { return m_NetObjHandler.CorrectedObjOn(); }
bool m_SuppressEvents;
bool m_NewTick;
bool m_NewPredictedTick;
int m_FlagDropTick[2];
// TODO: move this
CTuningParams m_Tuning[2];
enum
{
SERVERMODE_PURE=0,
SERVERMODE_MOD,
SERVERMODE_PUREMOD,
};
int m_ServerMode;
CGameInfo m_GameInfo;
int m_DemoSpecID;
vec2 m_LocalCharacterPos;
// predicted players
CCharacterCore m_PredictedPrevChar;
CCharacterCore m_PredictedChar;
// snap pointers
struct CSnapState
{
const CNetObj_Character *m_pLocalCharacter;
const CNetObj_Character *m_pLocalPrevCharacter;
const CNetObj_PlayerInfo *m_pLocalInfo;
const CNetObj_SpectatorInfo *m_pSpectatorInfo;
const CNetObj_SpectatorInfo *m_pPrevSpectatorInfo;
const CNetObj_Flag *m_paFlags[2];
const CNetObj_GameInfo *m_pGameInfoObj;
const CNetObj_GameData *m_pGameDataObj;
int m_GameDataSnapID;
const CNetObj_PlayerInfo *m_paPlayerInfos[MAX_CLIENTS];
const CNetObj_PlayerInfo *m_paInfoByScore[MAX_CLIENTS];
const CNetObj_PlayerInfo *m_paInfoByName[MAX_CLIENTS];
//const CNetObj_PlayerInfo *m_paInfoByTeam[MAX_CLIENTS];
const CNetObj_PlayerInfo *m_paInfoByDDTeam[MAX_CLIENTS];
int m_LocalClientID;
int m_NumPlayers;
int m_aTeamSize[2];
// spectate data
struct CSpectateInfo
{
bool m_Active;
int m_SpectatorID;
bool m_UsePosition;
vec2 m_Position;
} m_SpecInfo;
//
struct CCharacterInfo
{
bool m_Active;
// snapshots
CNetObj_Character m_Prev;
CNetObj_Character m_Cur;
CNetObj_DDNetCharacter m_ExtendedData;
bool m_HasExtendedData;
// interpolated position
vec2 m_Position;
};
CCharacterInfo m_aCharacters[MAX_CLIENTS];
};
CSnapState m_Snap;
// client data
struct CClientData
{
int m_UseCustomColor;
int m_ColorBody;
int m_ColorFeet;
char m_aName[MAX_NAME_LENGTH];
char m_aClan[MAX_CLAN_LENGTH];
int m_Country;
char m_aSkinName[64];
int m_SkinID;
int m_SkinColor;
int m_Team;
int m_Emoticon;
int m_EmoticonStart;
bool m_Solo;
bool m_Jetpack;
bool m_NoCollision;
bool m_EndlessHook;
bool m_EndlessJump;
bool m_NoHammerHit;
bool m_NoGrenadeHit;
bool m_NoLaserHit;
bool m_NoShotgunHit;
bool m_NoHookHit;
bool m_Super;
bool m_HasTelegunGun;
bool m_HasTelegunGrenade;
bool m_HasTelegunLaser;
int m_FreezeEnd;
bool m_DeepFrozen;
CCharacterCore m_Predicted;
CCharacterCore m_PrevPredicted;
CTeeRenderInfo m_SkinInfo; // this is what the server reports
CTeeRenderInfo m_RenderInfo; // this is what we use
float m_Angle;
bool m_Active;
bool m_ChatIgnore;
bool m_Friend;
bool m_Foe;
int m_AuthLevel;
bool m_Afk;
bool m_Paused;
bool m_Spec;
CNetObj_Character m_Snapped;
CNetObj_Character m_Evolved;
void UpdateRenderInfo();
void Reset();
// DDRace
int m_Score;
// rendered characters
CNetObj_Character m_RenderCur;
CNetObj_Character m_RenderPrev;
vec2 m_RenderPos;
bool m_IsPredicted;
bool m_IsPredictedLocal;
int64 m_SmoothStart[2];
int64 m_SmoothLen[2];
vec2 m_PredPos[200];
int m_PredTick[200];
};
CClientData m_aClients[MAX_CLIENTS];
class CClientStats
{
int m_IngameTicks;
int m_JoinTick;
bool m_Active;
public:
CClientStats();
int m_aFragsWith[NUM_WEAPONS];
int m_aDeathsFrom[NUM_WEAPONS];
int m_Frags;
int m_Deaths;
int m_Suicides;
int m_BestSpree;
int m_CurrentSpree;
int m_FlagGrabs;
int m_FlagCaptures;
void Reset();
bool IsActive() const { return m_Active; }
void JoinGame(int Tick) { m_Active = true; m_JoinTick = Tick; };
void JoinSpec(int Tick) { m_Active = false; m_IngameTicks += Tick - m_JoinTick; };
int GetIngameTicks(int Tick) const { return m_IngameTicks + Tick - m_JoinTick; };
float GetFPM(int Tick, int TickSpeed) const { return (float)(m_Frags * TickSpeed * 60) / GetIngameTicks(Tick); };
};
CClientStats m_aStats[MAX_CLIENTS];
CRenderTools m_RenderTools;
void OnReset();
// hooks
virtual void OnConnected();
virtual void OnRender();
virtual void OnUpdate();
virtual void OnDummyDisconnect();
virtual void OnRelease();
virtual void OnInit();
virtual void OnConsoleInit();
virtual void OnStateChange(int NewState, int OldState);
virtual void OnMessage(int MsgId, CUnpacker *pUnpacker, bool IsDummy = 0);
virtual void OnNewSnapshot();
virtual void OnPredict();
virtual void OnActivateEditor();
virtual void OnDummySwap();
virtual int OnSnapInput(int *pData, bool Dummy, bool Force);
virtual void OnShutdown();
virtual void OnEnterGame();
virtual void OnRconType(bool UsernameReq);
virtual void OnRconLine(const char *pLine);
virtual void OnGameOver();
virtual void OnStartGame();
virtual void OnFlagGrab(int TeamID);
void OnWindowResize();
static void OnWindowResizeCB(void *pUser);
virtual const char *GetItemName(int Type);
virtual const char *Version();
virtual const char *NetVersion();
virtual int DDNetVersion();
virtual const char *DDNetVersionStr();
// actions
// TODO: move these
void SendSwitchTeam(int Team);
void SendInfo(bool Start);
virtual void SendDummyInfo(bool Start);
void SendKill(int ClientID);
// pointers to all systems
class CGameConsole *m_pGameConsole;
class CBinds *m_pBinds;
class CParticles *m_pParticles;
class CMenus *m_pMenus;
class CSkins *m_pSkins;
class CCountryFlags *m_pCountryFlags;
class CFlow *m_pFlow;
class CChat *m_pChat;
class CDamageInd *m_pDamageind;
class CCamera *m_pCamera;
class CControls *m_pControls;
class CEffects *m_pEffects;
class CSounds *m_pSounds;
class CMotd *m_pMotd;
class CMapImages *m_pMapimages;
class CVoting *m_pVoting;
class CScoreboard *m_pScoreboard;
class CStatboard *m_pStatboard;
class CItems *m_pItems;
class CMapLayers *m_pMapLayersBackGround;
class CMapLayers *m_pMapLayersForeGround;
class CBackground *m_pBackGround;
class CMapSounds *m_pMapSounds;
class CPlayers *m_pPlayers;
// DDRace
int m_LocalIDs[2];
CNetObj_PlayerInput m_DummyInput;
CNetObj_PlayerInput m_HammerInput;
int m_DummyFire;
class CRaceDemo *m_pRaceDemo;
class CGhost *m_pGhost;
class CTeamsCore m_Teams;
int IntersectCharacter(vec2 Pos0, vec2 Pos1, vec2& NewPos, int ownID);
virtual int GetLastRaceTick();
bool AntiPingPlayers() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingPlayers && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && (m_Tuning[g_Config.m_ClDummy].m_PlayerCollision || m_Tuning[g_Config.m_ClDummy].m_PlayerHooking); }
bool AntiPingGrenade() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingGrenade && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK; }
bool AntiPingWeapons() { return g_Config.m_ClAntiPing && g_Config.m_ClAntiPingWeapons && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK; }
bool AntiPingGunfire() { return AntiPingGrenade() && AntiPingWeapons() && g_Config.m_ClAntiPingGunfire; }
bool Predict() { return g_Config.m_ClPredict && !(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER) && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_pLocalCharacter; }
bool PredictDummy() { return g_Config.m_ClPredictDummy && Client()->DummyConnected() && m_Snap.m_LocalClientID >= 0 && m_PredictedDummyID >= 0; }
CGameWorld m_GameWorld;
CGameWorld m_PredictedWorld;
CGameWorld m_PrevPredictedWorld;
void Echo(const char *pString);
bool IsOtherTeam(int ClientID);
private:
bool m_DDRaceMsgSent[2];
int m_ShowOthers[2];
void UpdatePrediction();
void UpdateRenderedCharacters();
void DetectStrongHook();
vec2 GetSmoothPos(int ClientID);
int m_PredictedDummyID;
int m_IsDummySwapping;
CCharOrder m_CharOrder;
class CCharacter m_aLastWorldCharacters[MAX_CLIENTS];
enum
{
NUM_TUNEZONES = 256
};
void LoadMapSettings();
CTuningParams m_aTuningList[NUM_TUNEZONES];
CTuningParams *TuningList() { return m_aTuningList; }
};
ColorRGBA CalculateNameColor(ColorHSLA TextColorHSL);
#endif