This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/wwnet/networkobjectmgr.cpp

438 lines
11 KiB
C++
Raw Permalink Normal View History

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