processList.h
Engine/source/T3D/gameBase/processList.h
Classes:
Detailed Description
Public Defines
TickMs() 32
TickSec() (() / 1000.0f)
Public Typedefs
typedef Signal< void(SimTime)> PostTickSignal
typedef Signal< void()> PreTickSignal
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _PROCESSLIST_H_ 25#define _PROCESSLIST_H_ 26 27#ifndef _SIM_H_ 28#include "console/sim.h" 29#endif 30#ifndef _TSIGNAL_H_ 31#include "core/util/tSignal.h" 32#endif 33 34//---------------------------------------------------------------------------- 35 36#define TickMs 32 37#define TickSec (F32(TickMs) / 1000.0f) 38 39//---------------------------------------------------------------------------- 40 41class GameConnection; 42struct Move; 43 44 45class ProcessObject 46{ 47 48public: 49 50 ProcessObject(); 51 virtual ~ProcessObject() { removeFromProcessList(); } 52 53 /// Removes this object from the tick-processing list 54 void removeFromProcessList() { plUnlink(); } 55 56 /// Set the status of tick processing. 57 /// 58 /// Set true to receive processTick, advanceTime, and interpolateTick calls. 59 /// 60 /// @see processTick 61 /// @param t If true, tick processing is enabled. 62 virtual void setProcessTick( bool t ) { mProcessTick = t; } 63 64 /// Returns true if this object processes ticks. 65 bool isTicking() const { return mProcessTick; } 66 67 /// This is really implemented in GameBase and is only here to avoid 68 /// casts within ProcessList. 69 virtual GameConnection* getControllingClient() { return NULL; } 70 71 /// This is really implemented in GameBase and is only here to avoid 72 /// casts within ProcessList. 73 virtual U32 getPacketDataChecksum( GameConnection *conn ) { return -1; } 74 75 /// Force this object to process after some other object. 76 /// 77 /// For example, a player mounted to a vehicle would want to process after 78 /// the vehicle to prevent a visible 'lagging' from occurring when the 79 /// vehicle moves. So the player would be set to processAfter(theVehicle). 80 /// 81 /// @param obj Object to process after 82 virtual void processAfter( ProcessObject *obj ) {} 83 84 /// Clears the effects of a call to processAfter() 85 virtual void clearProcessAfter() {} 86 87 /// Returns the object that this processes after. 88 /// 89 /// @see processAfter 90 virtual ProcessObject* getAfterObject() const { return NULL; } 91 92 /// Processes a move event and updates object state once every 32 milliseconds. 93 /// 94 /// This takes place both on the client and server, every 32 milliseconds (1 tick). 95 /// 96 /// @see ProcessList 97 /// @param move Move event corresponding to this tick, or NULL. 98 virtual void processTick( const Move *move ) {} 99 100 /// Interpolates between tick events. This takes place on the CLIENT ONLY. 101 /// 102 /// @param delta Time since last call to interpolate 103 virtual void interpolateTick( F32 delta ) {} 104 105 /// Advances simulation time for animations. This is called every frame. 106 /// 107 /// @param dt Time since last advance call 108 virtual void advanceTime( F32 dt ) {} 109 110 /// Allow object to modify the Move before it is ticked or sent to the server. 111 /// This is only called for the control object on the client-side. 112 virtual void preprocessMove( Move *move ) {} 113 114//protected: 115 116 struct Link 117 { 118 ProcessObject *next; 119 ProcessObject *prev; 120 }; 121 122 // Processing interface 123 void plUnlink(); 124 void plLinkAfter(ProcessObject*); 125 void plLinkBefore(ProcessObject*); 126 void plJoin(ProcessObject*); 127 128 U32 mProcessTag; // Tag used during sort 129 U32 mOrderGUID; // UID for keeping order synced (e.g., across network or runs of sim) 130 Link mProcessLink; // Ordered process queue 131 132 bool mProcessTick; 133 134 bool mIsGameBase; 135}; 136 137//---------------------------------------------------------------------------- 138 139typedef Signal<void()> PreTickSignal; 140typedef Signal<void(SimTime)> PostTickSignal; 141class GameBase; 142 143/// List of ProcessObjects. 144class ProcessList 145{ 146public: 147 148 ProcessList(); 149 virtual ~ProcessList() {} 150 151 void markDirty() { mDirty = true; } 152 bool isDirty() { return mDirty; } 153 154 SimTime getLastTime() { return mLastTime; } 155 F32 getLastDelta() { return mLastDelta; } 156 F32 getLastInterpDelta() { return mLastDelta / F32(TickMs); } 157 U32 getTotalTicks() { return mTotalTicks; } 158 void dumpToConsole(); 159 160 PreTickSignal& preTickSignal() { return mPreTick; } 161 PostTickSignal& postTickSignal() { return mPostTick; } 162 163 virtual void addObject( ProcessObject *obj ); 164 165 /// Returns true if a tick was processed. 166 virtual bool advanceTime( SimTime timeDelta ); 167 168protected: 169 170 void orderList(); 171 GameBase* getGameBase( ProcessObject *obj ); 172 173 virtual void advanceObjects(); 174 virtual void onAdvanceObjects() { advanceObjects(); } 175 virtual void onPreTickObject( ProcessObject* ) {} 176 virtual void onTickObject( ProcessObject* ) {} 177 178protected: 179 180 ProcessObject mHead; 181 182 U32 mCurrentTag; 183 bool mDirty; 184 185 U32 mTotalTicks; 186 SimTime mLastTick; 187 SimTime mLastTime; 188 F32 mLastDelta; 189 190 PreTickSignal mPreTick; 191 PostTickSignal mPostTick; 192}; 193 194#endif // _PROCESSLIST_H_ 195
