ddnet/src/engine/client/client.h

327 lines
9 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 ENGINE_CLIENT_CLIENT_H
#define ENGINE_CLIENT_CLIENT_H
class CGraph
{
public:
enum
{
// restrictions: Must be power of two
MAX_VALUES=128,
};
float m_Min, m_Max;
float m_MinRange, m_MaxRange;
float m_aValues[MAX_VALUES];
float m_aColors[MAX_VALUES][3];
int m_Index;
void Init(float Min, float Max);
void ScaleMax();
void ScaleMin();
void Add(float v, float r, float g, float b);
void Render(IGraphics *pGraphics, IGraphics::CTextureHandle FontTexture, float x, float y, float w, float h, const char *pDescription);
};
class CSmoothTime
{
int64 m_Snap;
int64 m_Current;
int64 m_Target;
CGraph m_Graph;
int m_SpikeCounter;
float m_aAdjustSpeed[2]; // 0 = down, 1 = up
public:
void Init(int64 Target);
void SetAdjustSpeed(int Direction, float Value);
int64 Get(int64 Now);
void UpdateInt(int64 Target);
void Update(CGraph *pGraph, int64 Target, int TimeLeft, int AdjustDirection);
};
class CClient : public IClient, public CDemoPlayer::IListner
{
// needed interfaces
IEngine *m_pEngine;
IEditor *m_pEditor;
IEngineInput *m_pInput;
IEngineGraphics *m_pGraphics;
IEngineSound *m_pSound;
IGameClient *m_pGameClient;
IEngineMap *m_pMap;
IConsole *m_pConsole;
IStorage *m_pStorage;
IEngineMasterServer *m_pMasterServer;
enum
{
NUM_SNAPSHOT_TYPES=2,
PREDICTION_MARGIN=1000/50/2, // magic network prediction value
};
class CNetClient m_NetClient;
class CNetClient m_ContactClient;
class CDemoPlayer m_DemoPlayer;
class CDemoRecorder m_DemoRecorder;
class CServerBrowser m_ServerBrowser;
class CFriends m_Friends;
class CMapChecker m_MapChecker;
char m_aServerAddressStr[256];
unsigned m_SnapshotParts;
int64 m_LocalStartTime;
IGraphics::CTextureHandle m_DebugFont;
int64 m_LastRenderTime;
int64 m_LastCpuTime;
float m_LastAvgCpuFrameTime;
float m_RenderFrameTimeLow;
float m_RenderFrameTimeHigh;
int m_RenderFrames;
NETADDR m_ServerAddress;
int m_WindowMustRefocus;
int m_SnapCrcErrors;
bool m_AutoScreenshotRecycle;
bool m_EditorActive;
bool m_SoundInitFailed;
bool m_ResortServerBrowser;
bool m_RecordGameMessage;
int m_AckGameTick;
int m_CurrentRecvTick;
int m_RconAuthed;
int m_UseTempRconCommands;
// version-checking
char m_aVersionStr[10];
// pinging
int64 m_PingStartTime;
//
char m_aCurrentMap[256];
unsigned m_CurrentMapCrc;
//
char m_aCmdConnect[256];
// map download
char m_aMapdownloadFilename[256];
char m_aMapdownloadName[256];
IOHANDLE m_MapdownloadFile;
int m_MapdownloadChunk;
int m_MapdownloadChunkNum;
int m_MapDownloadChunkSize;
int m_MapdownloadCrc;
int m_MapdownloadAmount;
int m_MapdownloadTotalsize;
// time
CSmoothTime m_GameTime;
CSmoothTime m_PredictedTime;
// input
struct // TODO: handle input better
{
int m_aData[MAX_INPUT_SIZE]; // the input data
int m_Tick; // the tick that the input is for
int64 m_PredictedTime; // prediction latency when we sent this input
int64 m_Time;
} m_aInputs[200];
int m_CurrentInput;
// graphs
CGraph m_InputtimeMarginGraph;
CGraph m_GametimeMarginGraph;
CGraph m_FpsGraph;
// the game snapshots are modifiable by the game
class CSnapshotStorage m_SnapshotStorage;
CSnapshotStorage::CHolder *m_aSnapshots[NUM_SNAPSHOT_TYPES];
int m_RecivedSnapshots;
char m_aSnapshotIncommingData[CSnapshot::MAX_SIZE];
class CSnapshotStorage::CHolder m_aDemorecSnapshotHolders[NUM_SNAPSHOT_TYPES];
char *m_aDemorecSnapshotData[NUM_SNAPSHOT_TYPES][2][CSnapshot::MAX_SIZE];
class CSnapshotBuilder m_DemoRecSnapshotBuilder;
class CSnapshotDelta m_SnapshotDelta;
//
class CServerInfo m_CurrentServerInfo;
// version info
struct CVersionInfo
{
enum
{
STATE_INIT=0,
STATE_START,
STATE_READY,
STATE_ERROR,
};
int m_State;
class CHostLookup m_VersionServeraddr;
} m_VersionInfo;
int64 TickStartTime(int Tick);
public:
IEngine *Engine() { return m_pEngine; }
IEngineGraphics *Graphics() { return m_pGraphics; }
IEngineInput *Input() { return m_pInput; }
IEngineSound *Sound() { return m_pSound; }
IGameClient *GameClient() { return m_pGameClient; }
IEngineMasterServer *MasterServer() { return m_pMasterServer; }
IStorage *Storage() { return m_pStorage; }
CClient();
// ----- send functions -----
virtual int SendMsg(CMsgPacker *pMsg, int Flags);
void SendInfo();
void SendEnterGame();
void SendReady();
virtual bool RconAuthed() const { return m_RconAuthed != 0; }
virtual bool UseTempRconCommands() const { return m_UseTempRconCommands != 0; }
void RconAuth(const char *pName, const char *pPassword);
virtual void Rcon(const char *pCmd);
virtual bool ConnectionProblems() const;
virtual bool SoundInitFailed() const { return m_SoundInitFailed; }
virtual IGraphics::CTextureHandle GetDebugFont() const { return m_DebugFont; }
void SendInput();
// TODO: OPT: do this alot smarter!
virtual const int *GetInput(int Tick) const;
const char *LatestVersion() const;
void VersionUpdate();
// ------ state handling -----
void SetState(int s);
// called when the map is loaded and we should init for a new round
void OnEnterGame();
virtual void EnterGame();
virtual void Connect(const char *pAddress);
void DisconnectWithReason(const char *pReason);
virtual void Disconnect();
virtual void GetServerInfo(CServerInfo *pServerInfo) const;
int LoadData();
// ---
const void *SnapGetItem(int SnapID, int Index, CSnapItem *pItem) const;
void SnapInvalidateItem(int SnapID, int Index);
const void *SnapFindItem(int SnapID, int Type, int ID) const;
int SnapNumItems(int SnapID) const;
void *SnapNewItem(int Type, int ID, int Size);
void SnapSetStaticsize(int ItemType, int Size);
void Render();
void DebugRender();
virtual void Quit();
virtual const char *ErrorString() const;
const char *LoadMap(const char *pName, const char *pFilename, unsigned WantedCrc);
const char *LoadMapSearch(const char *pMapName, int WantedCrc);
static int PlayerScoreComp(const void *a, const void *b);
int UnpackServerInfo(CUnpacker *pUnpacker, CServerInfo *pInfo, int *pToken);
void ProcessConnlessPacket(CNetChunk *pPacket);
void ProcessServerPacket(CNetChunk *pPacket);
virtual const char *MapDownloadName() const { return m_aMapdownloadName; }
virtual int MapDownloadAmount() const { return m_MapdownloadAmount; }
virtual int MapDownloadTotalsize() const { return m_MapdownloadTotalsize; }
void PumpNetwork();
virtual void OnDemoPlayerSnapshot(void *pData, int Size);
virtual void OnDemoPlayerMessage(void *pData, int Size);
void Update();
void RegisterInterfaces();
void InitInterfaces();
bool LimitFps();
void Run();
static void Con_Connect(IConsole::IResult *pResult, void *pUserData);
static void Con_Disconnect(IConsole::IResult *pResult, void *pUserData);
static void Con_Quit(IConsole::IResult *pResult, void *pUserData);
static void Con_Minimize(IConsole::IResult *pResult, void *pUserData);
static void Con_Ping(IConsole::IResult *pResult, void *pUserData);
static void Con_Screenshot(IConsole::IResult *pResult, void *pUserData);
static void Con_Rcon(IConsole::IResult *pResult, void *pUserData);
static void Con_RconAuth(IConsole::IResult *pResult, void *pUserData);
static void Con_AddFavorite(IConsole::IResult *pResult, void *pUserData);
static void Con_RemoveFavorite(IConsole::IResult *pResult, void *pUserData);
static void Con_Play(IConsole::IResult *pResult, void *pUserData);
static void Con_Record(IConsole::IResult *pResult, void *pUserData);
static void Con_StopRecord(IConsole::IResult *pResult, void *pUserData);
static void Con_AddDemoMarker(IConsole::IResult *pResult, void *pUserData);
static void ConchainServerBrowserUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainFullscreen(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainWindowBordered(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainWindowScreen(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
static void ConchainWindowVSync(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
void RegisterCommands();
const char *DemoPlayer_Play(const char *pFilename, int StorageType);
void DemoRecorder_Start(const char *pFilename, bool WithTimestamp);
void DemoRecorder_HandleAutoStart();
void DemoRecorder_Stop();
void DemoRecorder_AddDemoMarker();
void RecordGameMessage(bool State) { m_RecordGameMessage = State; }
void AutoScreenshot_Start();
void AutoScreenshot_Cleanup();
void ServerBrowserUpdate();
// gfx
void SwitchWindowScreen(int Index);
void ToggleFullscreen();
void ToggleWindowBordered();
void ToggleWindowVSync();
// Teeworlds connect link
const char * const m_pConLinkIdentifier;
void HandleTeeworldsConnectLink(const char *pConLink);
};
#endif