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/* 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
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