438 lines
11 KiB
C++
438 lines
11 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/wwnet/networkobjectmgr.cpp $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 1/07/02 10:30a $*
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* *
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* $Revision:: 20 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "networkobjectmgr.h"
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#include "networkobject.h"
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////////////////////////////////////////////////////////////////
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// Static member initialization
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////////////////////////////////////////////////////////////////
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NetworkObjectMgrClass::OBJECT_LIST NetworkObjectMgrClass::_ObjectList;
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NetworkObjectMgrClass::OBJECT_LIST NetworkObjectMgrClass::_DeletePendingList;
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int NetworkObjectMgrClass::_NewDynamicID = NETID_DYNAMIC_OBJECT_MIN;
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int NetworkObjectMgrClass::_NewClientID = 0;
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bool NetworkObjectMgrClass::_IsLevelLoading = false;
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////////////////////////////////////////////////////////////////
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//
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// Register_Object
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Register_Object (NetworkObjectClass *object)
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{
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int object_id = object->Get_Network_ID ();
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if (object_id != 0) {
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//
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// Check to ensure the object isn't already in the list
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//
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int index = 0;
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if (Find_Object (object_id, &index) == false) {
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//
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// Insert the object into the list
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//
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_ObjectList.Insert (index, object);
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}
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Unregister_Object
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Unregister_Object (NetworkObjectClass *object)
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{
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int object_id = object->Get_Network_ID ();
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if (object_id != 0) {
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//
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// Try to find the object in the list
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//
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int index = 0;
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if (Find_Object (object_id, &index)) {
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//
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// Remove the object from the list
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//
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_ObjectList.Delete (index);
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}
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Find_Object
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//
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////////////////////////////////////////////////////////////////
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NetworkObjectClass *
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NetworkObjectMgrClass::Find_Object (int object_id)
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{
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NetworkObjectClass *object = NULL;
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//
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// Lookup the object in the sorted list
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//
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int index = 0;
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if (Find_Object (object_id, &index)) {
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object = _ObjectList[index];
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}
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return object;
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}
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////////////////////////////////////////////////////////////////
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//
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// Set_New_Dynamic_ID
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Set_New_Dynamic_ID (int id)
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{
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WWASSERT(id >= NETID_DYNAMIC_OBJECT_MIN && id <= NETID_DYNAMIC_OBJECT_MAX);
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_NewDynamicID = id;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_New_Dynamic_ID
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//
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////////////////////////////////////////////////////////////////
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int
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NetworkObjectMgrClass::Get_New_Dynamic_ID (void)
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{
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WWASSERT(_NewDynamicID >= NETID_DYNAMIC_OBJECT_MIN && _NewDynamicID < NETID_DYNAMIC_OBJECT_MAX);
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/*
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//TSS091001
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NetworkObjectClass * p_object = Find_Object(_NewDynamicID);
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//WWASSERT(p_object == NULL);
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if (p_object != NULL) {
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int iii;
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iii = 111;
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}
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/**/
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//TSS091201
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NetworkObjectClass * p_object = Find_Object(_NewDynamicID);
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while (p_object != NULL) {
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/*
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WWDEBUG_SAY(("NetworkObjectMgrClass::Get_New_Dynamic_ID :skipping id %d (already in use)\n",
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_NewDynamicID));
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*/
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_NewDynamicID++;
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p_object = Find_Object(_NewDynamicID);
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}
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return _NewDynamicID++;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Current_Dynamic_ID
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//
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////////////////////////////////////////////////////////////////
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int
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NetworkObjectMgrClass::Get_Current_Dynamic_ID (void)
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{
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WWASSERT(_NewDynamicID >= NETID_DYNAMIC_OBJECT_MIN && _NewDynamicID <= NETID_DYNAMIC_OBJECT_MAX);
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return _NewDynamicID;
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}
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////////////////////////////////////////////////////////////////
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//
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// Init_New_Client_ID
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Init_New_Client_ID (int client_id)
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{
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WWASSERT(client_id > 0);
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_NewClientID = NETID_CLIENT_OBJECT_MIN + (client_id - 1) * 100000;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_New_Client_ID
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//
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////////////////////////////////////////////////////////////////
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int
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NetworkObjectMgrClass::Get_New_Client_ID (void)
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{
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WWASSERT(_NewClientID >= NETID_CLIENT_OBJECT_MIN && _NewClientID < NETID_CLIENT_OBJECT_MAX);
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return _NewClientID++;
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}
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////////////////////////////////////////////////////////////////
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//
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// Find_Object
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//
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////////////////////////////////////////////////////////////////
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bool
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NetworkObjectMgrClass::Find_Object (int id_to_find, int *index)
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{
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WWASSERT(index != NULL);
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bool found = false;
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(*index) = 0;
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int min_index = 0;
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int max_index = _ObjectList.Count () - 1;
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//
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// Keep looping until we've closed the window of possiblity
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//
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bool keep_going = (max_index >= min_index);
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while (keep_going) {
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//
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// Calculate what slot we are currently looking at
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//
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int curr_index = min_index + ((max_index - min_index) / 2);
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int curr_id = _ObjectList[curr_index]->Get_Network_ID ();
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//
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// Did we find the right slot?
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//
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if (id_to_find == curr_id) {
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(*index) = curr_index;
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keep_going = false;
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found = true;
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} else {
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//
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// Stop if we've narrowed the window to one entry
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//
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keep_going = (max_index > min_index);
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//
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// Move the window to the appropriate side
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// of the test index.
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//
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if (id_to_find < curr_id) {
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max_index = curr_index - 1;
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(*index) = curr_index;
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} else {
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min_index = curr_index + 1;
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(*index) = curr_index + 1;
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}
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}
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}
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return found;
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}
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////////////////////////////////////////////////////////////////
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//
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// Think
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Think (void)
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{
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//
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// Simply let each object think
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//
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for (int index = 0; index < _ObjectList.Count (); index ++) {
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WWASSERT(_ObjectList[index] != NULL);
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_ObjectList[index]->Network_Think ();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Set_All_Delete_Pending
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//
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// This is for cleanup only.
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Set_All_Delete_Pending (void)
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{
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WWDEBUG_SAY(("NetworkObjectMgrClass::Set_All_Delete_Pending\n"));
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//
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// Mark all netobjects as delete pending
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//
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for (int index = 0; index < _ObjectList.Count (); index ++) {
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_ObjectList[index]->Set_Delete_Pending();
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Delete_Pending
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Delete_Pending (void)
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{
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if (_IsLevelLoading) {
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return ;
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}
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//WWDEBUG_SAY(("NetworkObjectMgrClass::Delete_Pending\n"));
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//
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// Delete each object that is pending...
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//
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for (int index = 0; index < _DeletePendingList.Count (); index ++) {
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WWASSERT(_DeletePendingList[index] != NULL);
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if (_DeletePendingList[index]->Is_Delete_Pending ()) {
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_DeletePendingList[index]->Delete ();
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}
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}
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// if (_DeletePendingList.Count()) {
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// _DeletePendingList.Delete_All ();
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// }
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_DeletePendingList.Reset_Active(); // No need to resize the vector back to zero...
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Delete_Client_Objects
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Delete_Client_Objects (int client_id)
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{
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WWASSERT(client_id > 0);
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//
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// Delete each object that belongs to the given client
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//
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for (int index = 0; index < _ObjectList.Count (); index ++) {
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WWASSERT(_ObjectList[index] != NULL);
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if (_ObjectList[index]->Belongs_To_Client (client_id)) {
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//TSS092301 _ObjectList[index]->Delete ();
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_ObjectList[index]->Set_Delete_Pending();
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}
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Restore_Dirty_Bits
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Restore_Dirty_Bits (int client_id)
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{
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WWASSERT(client_id > 0);
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//
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// If a guy quits, we need to restore the dirty bits on each object so that
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// if he rejoins he will be told about stuff again.
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// For now I am going to use the topmost client id...
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//
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for (int index = 0; index < _ObjectList.Count (); index ++) {
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NetworkObjectClass * p_object = _ObjectList[index];
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WWASSERT(p_object != NULL);
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BYTE generic_bits = p_object->Get_Object_Dirty_Bits(NetworkObjectClass::MAX_CLIENT_COUNT - 1);//TSS2001e
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p_object->Set_Object_Dirty_Bits(client_id, generic_bits);
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Register_Object_For_Deletion
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Register_Object_For_Deletion (NetworkObjectClass *object)
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{
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if (_DeletePendingList.ID (object) == -1) {
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_DeletePendingList.Add (object);
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Reset_Import_State_Counts
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//
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////////////////////////////////////////////////////////////////
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void
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NetworkObjectMgrClass::Reset_Import_State_Counts(void)
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{
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for (int index = 0; index < _ObjectList.Count (); index ++) {
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NetworkObjectClass * p_object = _ObjectList[index];
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WWASSERT(p_object != NULL);
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//
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// Reset its import state count
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//
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p_object->Reset_Import_State_Count();
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}
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}
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