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/*
$Id: world_template.h,v 1.22 2001/12/18 15:55:33 sphair Exp $
------------------------------------------------------------------------
ClanLib, the platform independent game SDK.
This library is distributed under the GNU LIBRARY GENERAL PUBLIC LICENSE
version 2. See COPYING for details.
For a total list of contributers see CREDITS.
See http://www.clanlib.org
------------------------------------------------------------------------
*/
//! clanNetwork="World Template"
//! header=network.h
#ifndef header_world_template
#define header_world_template
#include "../Core/System/cl_assert.h"
#include "../Core/System/system.h"
#include "../Core/IOData/inputsource_memory.h"
#include "../Core/IOData/outputsource_memory.h"
#include "netobject_channel.h"
#include "netobject.h"
template<class World>
//: Game object template.
class CL_GameObject
{
public:
//: Predefined message types:
enum EGameObjectMessageTypes
{
msgtype_full_update = 0,
msgtype_tick_update = 1,
msgtype_destroy = 2,
msgtype_user = 1000 // reserve first 1000 entries for clanlib.
};
//! Construction:
public:
//: Server constructor.
CL_GameObject(World *world, int object_type)
: world(world), object_type(object_type), netobject(&world->get_netobject_channel())
{
common_init();
}
//: Client construtor.
CL_GameObject(World *world, int object_type, const CL_NetObject &netobject)
: world(world), object_type(object_type), netobject(netobject)
{
common_init();
}
//: Game Object Destructor
virtual ~CL_GameObject() { return; }
//! Attributes:
public:
//: Get World
World *get_world() { return world; }
//: Get destroy flag
bool get_destroy_flag() { return destroy_flag; }
//: Get netobject
CL_NetObject &get_netobject() { return netobject; }
//: Get object type
int get_object_type() { return object_type; }
//! Operations:
public:
//: Set destroy flag
void set_destroy_flag(bool new_value = true) { destroy_flag = new_value; }
//: Set tick rate
void set_tick_rate(float time_per_tick) { tick_rate = time_per_tick; }
//: Send full
void send_full(const CL_NetComputer *dest = NULL)
{
CL_OutputSource_Memory output;
output.write_int32(object_type);
write_full_update(output);
netobject.send(/*dest,*/ msgtype_full_update, output.get_data());
}
//: Send tick
void send_tick(const CL_NetComputer *dest = NULL)
{
CL_OutputSource_Memory output;
write_tick_update(output);
netobject.send(/*dest,*/ msgtype_tick_update, output.get_data());
}
//: Send destroy
void send_destroy(const CL_NetComputer *dest = NULL)
{
CL_OutputSource_Memory output;
write_destroy(output);
netobject.send(/*dest,*/ msgtype_destroy, output.get_data());
}
//: Recv full
void recv_full(CL_InputSource &message)
{
int type = message.read_int32();
cl_assert(type == object_type);
read_full_update(message);
}
//: Recv tick
void recv_tick(CL_InputSource &message)
{
read_tick_update(message);
}
//: Recv destroy
void recv_destroy(CL_InputSource &message)
{
read_destroy(message);
}
//! Overrideables:
public:
//: Update
virtual void update(float time_elapsed)
{
if (tick_rate > 0.0f)
{
tick_time += time_elapsed;
while (tick_time >= tick_rate)
{
tick_time -= tick_rate;
if (netobject.is_server()) send_tick();
}
}
}
//: Read full update
virtual void read_full_update(CL_InputSource &message) { return; }
//: Read tick update
virtual void read_tick_update(CL_InputSource &message) { return; }
//: Read destroy
virtual void read_destroy(CL_InputSource &message) { set_destroy_flag(); }
//: Write full update
virtual void write_full_update(CL_OutputSource &message) { return; }
//: Write tick update
virtual void write_tick_update(CL_OutputSource &message) { return; }
//: Write destroy
virtual void write_destroy(CL_InputSource &message) { return; }
//! Implementation:
public:
//: Common init
void common_init()
{
destroy_flag = false;
tick_rate = 0.0f; // disable tick updates per default.
tick_time = 0.0f;
slot_full = netobject.connect(
msgtype_full_update,
this, &CL_GameObject<World>::recv_full);
slot_tick = netobject.connect(
msgtype_tick_update,
this, &CL_GameObject<World>::recv_tick);
slot_destroy = netobject.connect(
msgtype_destroy,
this, &CL_GameObject<World>::recv_destroy);
}
//: The world
World *world;
//: Object Type
int object_type;
//: Destroy_flag
bool destroy_flag;
//: Netobject
CL_NetObject netobject;
//: Tick_rate
float tick_rate;
//: Tick_time
float tick_time;
//: Slot_full
CL_Slot slot_full;
//: Slot_tick
CL_Slot slot_tick;
//: Slot_destroy
CL_Slot slot_destroy;
};
template<class GameObject>
//: World template.
class CL_World
{
//! Construction:
public:
//: World Constructor
CL_World(CL_NetSession *session, int object_netchannel)
:
session(session),
netobject_channel(session, object_netchannel)
{
slot_create_object = netobject_channel.sig_create_object().connect(
this, &CL_World<GameObject>::sig_create_object);
}
//: World Destructor
virtual ~CL_World()
{
}
//! Attributes:
public:
//: Get netobject channel
CL_NetObjectChannel &get_netobject_channel() { return netobject_channel; }
//: Get session
CL_NetSession *get_session() { return session; }
//: Get objects
std::list<GameObject *> &get_objects() { return objects; }
//! Operations:
public:
//: Add object
void add_object(GameObject *object) { objects.push_back(object); }
//: Remove object
void remove_object(GameObject *object) { objects.remove(object); }
//: Update
void update(float delta_time)
{
std::list<GameObject *>::iterator it;
std::list<GameObject *> remove_list;
for (it = objects.begin(); it != objects.end(); it++)
{
(*it)->update(delta_time);
if ((*it)->get_destroy_flag()) remove_list.push_back(*it);
}
for (it = remove_list.begin(); it != remove_list.end(); it++)
{
delete *it;
}
}
//! Overrideables:
protected:
virtual void on_create_object(
const CL_NetObject &netobj,
int msgType,
const std::string &message) { return; }
//! Implementation:
private:
void sig_create_object(
const CL_NetObject &netobj,
int msgType,
const std::string &message)
{
// this function is needed because I'm not sure how to connect a signal to a virtual
// table function.
on_create_object(netobj, msgType, message);
}
std::list<GameObject *> objects;
CL_NetSession *session;
CL_NetObjectChannel netobject_channel;
CL_Slot slot_create_object;
};
#endif
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