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317 lines
8.1 KiB
C++
317 lines
8.1 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef ENGINE_CLIENT_CLIENT_H
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#define ENGINE_CLIENT_CLIENT_H
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class CGraph
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{
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public:
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enum
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{
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// restrictions: Must be power of two
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MAX_VALUES=128,
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};
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float m_Min, m_Max;
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float m_aValues[MAX_VALUES];
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float m_aColors[MAX_VALUES][3];
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int m_Index;
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void Init(float Min, float Max);
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void ScaleMax();
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void ScaleMin();
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void Add(float v, float r, float g, float b);
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void Render(IGraphics *pGraphics, int Font, float x, float y, float w, float h, const char *pDescription);
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};
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class CSmoothTime
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{
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int64 m_Snap;
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int64 m_Current;
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int64 m_Target;
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int64 m_RLast;
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int64 m_TLast;
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CGraph m_Graph;
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int m_SpikeCounter;
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float m_aAdjustSpeed[2]; // 0 = down, 1 = up
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public:
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void Init(int64 Target);
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void SetAdjustSpeed(int Direction, float Value);
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int64 Get(int64 Now);
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void UpdateInt(int64 Target);
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void Update(CGraph *pGraph, int64 Target, int TimeLeft, int AdjustDirection);
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};
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class CClient : public IClient, public CDemoPlayer::IListner
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{
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// needed interfaces
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IEngine *m_pEngine;
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IEditor *m_pEditor;
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IEngineInput *m_pInput;
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IEngineGraphics *m_pGraphics;
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IEngineSound *m_pSound;
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IGameClient *m_pGameClient;
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IEngineMap *m_pMap;
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IConsole *m_pConsole;
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IStorage *m_pStorage;
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IEngineMasterServer *m_pMasterServer;
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enum
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{
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NUM_SNAPSHOT_TYPES=2,
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PREDICTION_MARGIN=1000/50/2, // magic network prediction value
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};
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class CNetClient m_NetClient;
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class CDemoPlayer m_DemoPlayer;
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class CDemoRecorder m_DemoRecorder;
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class CServerBrowser m_ServerBrowser;
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class CFriends m_Friends;
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class CMapChecker m_MapChecker;
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char m_aServerAddressStr[256];
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unsigned m_SnapshotParts;
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int64 m_LocalStartTime;
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int m_DebugFont;
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int64 m_LastRenderTime;
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float m_RenderFrameTimeLow;
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float m_RenderFrameTimeHigh;
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int m_RenderFrames;
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NETADDR m_ServerAddress;
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int m_WindowMustRefocus;
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int m_SnapCrcErrors;
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bool m_AutoScreenshotRecycle;
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bool m_EditorActive;
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bool m_SoundInitFailed;
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bool m_ResortServerBrowser;
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int m_AckGameTick;
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int m_CurrentRecvTick;
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int m_RconAuthed;
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int m_UseTempRconCommands;
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// version-checking
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char m_aVersionStr[10];
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// pinging
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int64 m_PingStartTime;
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//
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char m_aCurrentMap[256];
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unsigned m_CurrentMapCrc;
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//
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char m_aCmdConnect[256];
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// map download
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char m_aMapdownloadFilename[256];
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char m_aMapdownloadName[256];
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IOHANDLE m_MapdownloadFile;
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int m_MapdownloadChunk;
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int m_MapdownloadCrc;
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int m_MapdownloadAmount;
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int m_MapdownloadTotalsize;
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// time
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CSmoothTime m_GameTime;
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CSmoothTime m_PredictedTime;
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// input
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struct // TODO: handle input better
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{
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int m_aData[MAX_INPUT_SIZE]; // the input data
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int m_Tick; // the tick that the input is for
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int64 m_PredictedTime; // prediction latency when we sent this input
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int64 m_Time;
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} m_aInputs[200];
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int m_CurrentInput;
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// graphs
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CGraph m_InputtimeMarginGraph;
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CGraph m_GametimeMarginGraph;
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CGraph m_FpsGraph;
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// the game snapshots are modifiable by the game
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class CSnapshotStorage m_SnapshotStorage;
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CSnapshotStorage::CHolder *m_aSnapshots[NUM_SNAPSHOT_TYPES];
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int m_RecivedSnapshots;
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char m_aSnapshotIncommingData[CSnapshot::MAX_SIZE];
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class CSnapshotStorage::CHolder m_aDemorecSnapshotHolders[NUM_SNAPSHOT_TYPES];
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char *m_aDemorecSnapshotData[NUM_SNAPSHOT_TYPES][2][CSnapshot::MAX_SIZE];
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class CSnapshotDelta m_SnapshotDelta;
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//
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class CServerInfo m_CurrentServerInfo;
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int64 m_CurrentServerInfoRequestTime; // >= 0 should request, == -1 got info
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// version info
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struct CVersionInfo
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{
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enum
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{
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STATE_INIT=0,
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STATE_START,
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STATE_READY,
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};
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int m_State;
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class CHostLookup m_VersionServeraddr;
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} m_VersionInfo;
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volatile int m_GfxState;
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static void GraphicsThreadProxy(void *pThis) { ((CClient*)pThis)->GraphicsThread(); }
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void GraphicsThread();
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vec3 GetColorV3(int v);
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public:
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IEngine *Engine() { return m_pEngine; }
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IEngineGraphics *Graphics() { return m_pGraphics; }
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IEngineInput *Input() { return m_pInput; }
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IEngineSound *Sound() { return m_pSound; }
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IGameClient *GameClient() { return m_pGameClient; }
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IEngineMasterServer *MasterServer() { return m_pMasterServer; }
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IStorage *Storage() { return m_pStorage; }
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CClient();
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// ----- send functions -----
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virtual int SendMsg(CMsgPacker *pMsg, int Flags);
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int SendMsgEx(CMsgPacker *pMsg, int Flags, bool System=true);
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void SendInfo();
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void SendEnterGame();
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void SendReady();
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virtual bool RconAuthed() { return m_RconAuthed != 0; }
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virtual bool UseTempRconCommands() { return m_UseTempRconCommands != 0; }
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void RconAuth(const char *pName, const char *pPassword);
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virtual void Rcon(const char *pCmd);
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virtual bool ConnectionProblems();
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virtual bool SoundInitFailed() { return m_SoundInitFailed; }
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virtual int GetDebugFont() { return m_DebugFont; }
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void DirectInput(int *pInput, int Size);
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void SendInput();
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// TODO: OPT: do this alot smarter!
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virtual int *GetInput(int Tick);
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const char *LatestVersion();
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void VersionUpdate();
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// ------ state handling -----
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void SetState(int s);
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// called when the map is loaded and we should init for a new round
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void OnEnterGame();
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virtual void EnterGame();
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virtual void Connect(const char *pAddress);
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void DisconnectWithReason(const char *pReason);
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virtual void Disconnect();
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virtual void GetServerInfo(CServerInfo *pServerInfo);
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void ServerInfoRequest();
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int LoadData();
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// ---
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void *SnapGetItem(int SnapID, int Index, CSnapItem *pItem);
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void SnapInvalidateItem(int SnapID, int Index);
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void *SnapFindItem(int SnapID, int Type, int ID);
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int SnapNumItems(int SnapID);
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void SnapSetStaticsize(int ItemType, int Size);
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void Render();
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void DebugRender();
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virtual void Quit();
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virtual const char *ErrorString();
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const char *LoadMap(const char *pName, const char *pFilename, unsigned WantedCrc);
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const char *LoadMapSearch(const char *pMapName, int WantedCrc);
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static int PlayerScoreComp(const void *a, const void *b);
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void ProcessConnlessPacket(CNetChunk *pPacket);
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void ProcessServerPacket(CNetChunk *pPacket);
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virtual int MapDownloadAmount() { return m_MapdownloadAmount; }
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virtual int MapDownloadTotalsize() { return m_MapdownloadTotalsize; }
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void PumpNetwork();
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virtual void OnDemoPlayerSnapshot(void *pData, int Size);
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virtual void OnDemoPlayerMessage(void *pData, int Size);
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void Update();
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void RegisterInterfaces();
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void InitInterfaces();
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void Run();
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bool CtrlShiftKey(int Key, bool &Last);
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static void Con_Connect(IConsole::IResult *pResult, void *pUserData);
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static void Con_Disconnect(IConsole::IResult *pResult, void *pUserData);
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static void Con_Quit(IConsole::IResult *pResult, void *pUserData);
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static void Con_Minimize(IConsole::IResult *pResult, void *pUserData);
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static void Con_Ping(IConsole::IResult *pResult, void *pUserData);
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static void Con_Screenshot(IConsole::IResult *pResult, void *pUserData);
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static void Con_Rcon(IConsole::IResult *pResult, void *pUserData);
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static void Con_RconAuth(IConsole::IResult *pResult, void *pUserData);
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static void Con_AddFavorite(IConsole::IResult *pResult, void *pUserData);
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static void Con_RemoveFavorite(IConsole::IResult *pResult, void *pUserData);
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static void Con_Play(IConsole::IResult *pResult, void *pUserData);
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static void Con_Record(IConsole::IResult *pResult, void *pUserData);
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static void Con_StopRecord(IConsole::IResult *pResult, void *pUserData);
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static void Con_AddDemoMarker(IConsole::IResult *pResult, void *pUserData);
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static void ConchainServerBrowserUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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void RegisterCommands();
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const char *DemoPlayer_Play(const char *pFilename, int StorageType);
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void DemoRecorder_Start(const char *pFilename, bool WithTimestamp);
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void DemoRecorder_HandleAutoStart();
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void DemoRecorder_Stop();
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void DemoRecorder_AddDemoMarker();
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void AutoScreenshot_Start();
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void AutoScreenshot_Cleanup();
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void ServerBrowserUpdate();
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// DDRace
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virtual const char* GetCurrentMap();
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virtual int GetCurrentMapCrc();
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virtual const char* RaceRecordStart(const char *pFilename);
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virtual void RaceRecordStop();
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virtual bool DemoIsRecording();
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};
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#endif
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