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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 <atomic>
#include <string>
#include <vector>
#include "GameController.h"
#include "GameDrawMode.h"
#include "GameJobDispatcher.h"
#include "Game/UI/KeySet.h"
#include "Rendering/WorldDrawer.h"
#include "System/UnorderedMap.hpp"
#include "System/creg/creg_cond.h"
#include "System/Misc/SpringTime.h"
class LuaParser;
class ILoadSaveHandler;
class Action;
class ChatMessage;
class CGame : public CGameController
{
private:
CR_DECLARE_STRUCT(CGame)
public:
CGame(const std::string& mapFileName, const std::string& modName, ILoadSaveHandler* saveFile);
virtual ~CGame();
void KillLua(bool dtor);
public:
struct PlayerTrafficInfo {
int total = 0;
spring::unordered_map<int, int> packets;
};
public:
void Load(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(LuaParser* defsParser);
void PreLoadSimulation(LuaParser* defsParser);
void PostLoadSimulation(LuaParser* defsParser);
void PreLoadRendering();
void PostLoadRendering();
void LoadInterface();
void LoadLua(bool onlySynced, bool onlyUnsynced);
void LoadSkirmishAIs();
void LoadFinalize();
void PostLoad();
void KillMisc();
void KillRendering();
void KillInterface();
void KillSimulation();
public:
bool IsDoneLoading() const { return loadDone; }
bool IsClientPaused() const { return paused; }
bool IsSimLagging(float maxLatency = 500.0f) const;
bool IsSavedGame() const { return (saveFileHandler != nullptr); }
bool IsGameOver() const { return gameOver; }
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 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 Reload();
void Save(std::string&& fileName, std::string&& saveArgs);
void ResizeEvent() override;
void SetDrawMode(Game::DrawMode mode) { gameDrawMode = mode; }
Game::DrawMode 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;
int TextEditing(const std::string& utf8Text, unsigned int start, unsigned int length) 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);
uint32_t GetNumQueuedSimFrameMessages(uint32_t maxFrames) const;
float GetNetMessageProcessingTimeLimit() const;
void SendClientProcUsage();
void ClientReadNet();
void UpdateNumQueuedSimFrames();
void UpdateNetMessageProcessingTimeLeft();
void SimFrame();
void StartPlaying();
public:
Game::DrawMode gameDrawMode = Game::NotDrawing;
unsigned char gameID[16];
int lastSimFrame = -1;
int lastNumQueuedSimFrames = -1;
// number of Draw() calls per 1000ms
unsigned int numDrawFrames = 0;
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 = 0.0f;
/// Time in seconds, stops at game end
float totalGameTime = 0.0f;
int chatSound = -1;
bool windowedEdgeMove = false;
bool fullscreenEdgeMove = false;
bool hideInterface = false;
bool showFPS = true;
bool showClock = true;
bool showSpeed = true;
bool skipping = false;
bool playing = false;
bool paused = false; // unsynced
/// Prevents spectator msgs from being seen by players
bool noSpectatorChat = false;
// to smooth out SimFrame calls
float msgProcTimeLeft = 0.0f; ///< How many SimFrame() calls we still may do.
float consumeSpeedMult = 1.0f; ///< How fast we should eat NETMSG_NEWFRAMEs.
#if 0
int skipStartFrame = 0;
int skipEndFrame = 0;
int skipTotalFrames = 0;
float skipSeconds = 0.0f;
bool skipSoundmute = false;
float skipOldSpeed = 0.0f;
float skipOldUserSpeed = 0.0f;
#endif
/**
* @see CGameServer#speedControl
*/
int speedControl = -1;
// 0 := 1/f rate, 1 := 30/s rate
int luaGCControl = 0;
private:
JobDispatcher jobDispatcher;
CTimedKeyChain curKeyChain;
CWorldDrawer worldDrawer;
/// <playerID, <packetCode, total bytes> >
spring::unordered_map<int, PlayerTrafficInfo> playerTraffic;
/// for reloading the savefile
ILoadSaveHandler* saveFileHandler;
std::atomic<bool> loadDone = {false};
std::atomic<bool> gameOver = {false};
};
extern CGame* game;
#endif // _GAME_H
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