File: Game.h

package info (click to toggle)
spring 104.0%2Bdfsg-3
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 47,512 kB
  • sloc: cpp: 391,093; ansic: 79,943; python: 12,356; java: 12,201; awk: 5,889; sh: 1,826; xml: 655; makefile: 486; perl: 405; php: 211; objc: 194; sed: 2
file content (239 lines) | stat: -rw-r--r-- 5,796 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef _GAME_H
#define _GAME_H

#include <string>
#include <vector>

#include "GameController.h"
#include "GameJobDispatcher.h"
#include "Game/UI/KeySet.h"
#include "System/UnorderedMap.hpp"
#include "System/creg/creg_cond.h"
#include "System/Misc/SpringTime.h"

class CConsoleHistory;
class LuaParser;
class ILoadSaveHandler;
class Action;
class ChatMessage;
class CWorldDrawer;


class CGame : public CGameController
{
private:
	CR_DECLARE_STRUCT(CGame)

public:
	CGame(const std::string& mapName, const std::string& modName, ILoadSaveHandler* saveFile);
	virtual ~CGame();
	void KillLua(bool dtor);

public:
	enum GameDrawMode {
		gameNotDrawing     = 0,
		gameNormalDraw     = 1,
		gameShadowDraw     = 2,
		gameReflectionDraw = 3,
		gameRefractionDraw = 4,
		gameDeferredDraw   = 5,
	};

	struct PlayerTrafficInfo {
		PlayerTrafficInfo() : total(0) {}

		int total;

		spring::unordered_map<int, int> packets;
	};

public:
	void LoadGame(const std::string& mapName);

	/// show GameEnd-window, calculate mouse movement etc.
	void GameEnd(const std::vector<unsigned char>& winningAllyTeams, bool timeout = false);

private:
	void AddTimedJobs();

	void LoadMap(const std::string& mapName);
	void LoadDefs();
	void PreLoadSimulation();
	void PostLoadSimulation();
	void PreLoadRendering();
	void PostLoadRendering();
	void LoadInterface();
	void LoadLua();
	void LoadSkirmishAIs();
	void LoadFinalize();
	void PostLoad();

	void KillMisc();
	void KillRendering();
	void KillInterface();
	void KillSimulation();

public:
	volatile bool IsFinishedLoading() const { return finishedLoading; }
	bool IsGameOver() const { return gameOver; }
	bool IsLagging(float maxLatency = 500.0f) const;

	const spring::unordered_map<int, PlayerTrafficInfo>& GetPlayerTraffic() const {
		return playerTraffic;
	}
	void AddTraffic(int playerID, int packetCode, int length);

	/// Send a message to other players (allows prefixed messages with e.g. "a:...")
	void SendNetChat(std::string message, int destination = -1);

	bool ProcessCommandText(unsigned int key, const std::string& command);
	bool ProcessKeyPressAction(unsigned int key, const Action& action);
	bool ProcessAction(const Action& action, unsigned int key = -1, bool isRepeat = false);

	void ReloadCOB(const std::string& msg, int player);
	void ReloadCEGs(const std::string& tag);

	void StartSkip(int toFrame);
	void EndSkip();

	void ParseInputTextGeometry(const std::string& geo);

	void ReloadGame();
	void SaveGame(const std::string& filename, bool overwrite, bool usecreg);

	void ResizeEvent() override;

	void SetDrawMode(GameDrawMode mode) { gameDrawMode = mode; }
	GameDrawMode GetDrawMode() const { return gameDrawMode; }

private:
	bool Draw() override;
	bool Update() override;
	bool UpdateUnsynced(const spring_time currentTime);

	void DrawSkip(bool blackscreen = true);
	void DrawInputReceivers();
	void DrawInputText();
	void DrawInterfaceWidgets();

	/// Format and display a chat message received over network
	void HandleChatMsg(const ChatMessage& msg);

	/// Called when a key is released by the user
	int KeyReleased(int k) override;
	/// Called when the key is pressed by the user (can be called several times due to key repeat)
	int KeyPressed(int k, bool isRepeat) override;
	///
	int TextInput(const std::string& utf8Text) override;

	bool ActionPressed(unsigned int key, const Action& action, bool isRepeat);
	bool ActionReleased(const Action& action);
	/// synced actions (received from server) go in here
	void ActionReceived(const Action& action, int playerID);

	void ReColorTeams();

	unsigned int GetNumQueuedSimFrameMessages(unsigned int maxFrames) const;
	float GetNetMessageProcessingTimeLimit() const;

	void SendClientProcUsage();
	void ClientReadNet();
	void UpdateNumQueuedSimFrames();
	void UpdateNetMessageProcessingTimeLeft();
	void SimFrame();
	void StartPlaying();

public:
	GameDrawMode gameDrawMode;

	unsigned char gameID[16];

	int lastSimFrame;
	int lastNumQueuedSimFrames;

	// number of Draw() calls per 1000ms
	unsigned int numDrawFrames;

	spring_time frameStartTime;
	spring_time lastSimFrameTime;
	spring_time lastDrawFrameTime;
	spring_time lastFrameTime;
	spring_time lastReadNetTime; ///< time of previous ClientReadNet() call
	spring_time lastNetPacketProcessTime;
	spring_time lastReceivedNetPacketTime;
	spring_time lastSimFrameNetPacketTime;
	spring_time lastUnsyncedUpdateTime;
	spring_time skipLastDrawTime;

	float updateDeltaSeconds;
	/// Time in seconds, stops at game end
	float totalGameTime;

	int chatSound;

	bool windowedEdgeMove;
	bool fullscreenEdgeMove;

	bool hideInterface;
	bool showFPS;
	bool showClock;
	bool showSpeed;

	float inputTextPosX;
	float inputTextPosY;
	float inputTextSizeX;
	float inputTextSizeY;

	bool skipping;
	bool playing;
	bool chatting;

	/// Prevents spectator msgs from being seen by players
	bool noSpectatorChat;

	CTimedKeyChain curKeyChain;
	std::string userInputPrefix;

	/// <playerID, <packetCode, total bytes> >
	spring::unordered_map<int, PlayerTrafficInfo> playerTraffic;

	// to smooth out SimFrame calls
	float msgProcTimeLeft;  ///< How many SimFrame() calls we still may do.
	float consumeSpeedMult; ///< How fast we should eat NETMSG_NEWFRAMEs.

	int skipStartFrame;
	int skipEndFrame;
	int skipTotalFrames;
	float skipSeconds;
	bool skipSoundmute;
	float skipOldSpeed;
	float skipOldUserSpeed;

	/**
	 * @see CGameServer#speedControl
	 */
	int speedControl;

	CConsoleHistory* consoleHistory;

private:
	JobDispatcher jobDispatcher;

	CWorldDrawer* worldDrawer;

	LuaParser* defsParser;

	/// for reloading the savefile
	ILoadSaveHandler* saveFile;

	volatile bool finishedLoading;
	bool gameOver;
};


extern CGame* game;


#endif // _GAME_H