| 1 | #include "Flatline.h"
|
|---|
| 2 | #include <assert.h>
|
|---|
| 3 |
|
|---|
| 4 | #define FLAG_AND_INCREMENT( FLAG ) PD->UpdateFlags |= (1 << FLAG ); DataPointer += FLpData_PartSize( FLAG );
|
|---|
| 5 |
|
|---|
| 6 | void FLsPacketBuild( uint8_t p, PlayerData* PD )
|
|---|
| 7 | {
|
|---|
| 8 | Character* Player = PlayerList[p]->Chr;
|
|---|
| 9 | ActiveCharacter* APlayer = ONrGetActiveCharacter(Player);
|
|---|
| 10 | player_info * PI = PlayerList[p];
|
|---|
| 11 | uint8_t * DataPointer = PD->data;
|
|---|
| 12 | PD->ID = p;
|
|---|
| 13 |
|
|---|
| 14 | //if ( data has changed )
|
|---|
| 15 | //{
|
|---|
| 16 | // copy it to the buffer
|
|---|
| 17 | // copy it to the player info
|
|---|
| 18 | // set the changed flag
|
|---|
| 19 | // increment the buffer pointer
|
|---|
| 20 | //}
|
|---|
| 21 |
|
|---|
| 22 | /*
|
|---|
| 23 | //Could probably send this every frame, but afk players can save a few bytes, eh?
|
|---|
| 24 | if( PI->Input.Actions1 != PI->InputFromClient.Actions1 ||
|
|---|
| 25 | PI->Input.Actions2 != PI->InputFromClient.Actions2 ||
|
|---|
| 26 | PI->Input.MouseDeltaX != PI->InputFromClient.MouseDeltaX ||
|
|---|
| 27 | PI->Input.MouseDeltaY != PI->InputFromClient.MouseDeltaY )
|
|---|
| 28 | {*/
|
|---|
| 29 |
|
|---|
| 30 | //Better in case of dropped packets to send input every frame
|
|---|
| 31 | if(1)
|
|---|
| 32 | {
|
|---|
| 33 | memcpy( DataPointer, &PI->InputFromClient, sizeof(PlayerInput));
|
|---|
| 34 | PI->InputFromClient = PI->Input;
|
|---|
| 35 |
|
|---|
| 36 | FLAG_AND_INCREMENT( PFlag_Input );
|
|---|
| 37 | }
|
|---|
| 38 |
|
|---|
| 39 | if( PI->Facings.Facing != Player->Facing ||
|
|---|
| 40 | PI->Facings.DesiredFacing != Player->DesiredFacing )
|
|---|
| 41 | {
|
|---|
| 42 | PlayerFacing* ptr = (void*)DataPointer;
|
|---|
| 43 | ptr->Facing = Player->Facing;
|
|---|
| 44 | ptr->DesiredFacing = Player->DesiredFacing;
|
|---|
| 45 |
|
|---|
| 46 | PI->Facings = *ptr;
|
|---|
| 47 |
|
|---|
| 48 | FLAG_AND_INCREMENT( PFlag_Facing );
|
|---|
| 49 | }
|
|---|
| 50 |
|
|---|
| 51 | if(PI->Health.Health != Player->Health ||
|
|---|
| 52 | PI->Health.MaxHealth != Player->MaxHealth )
|
|---|
| 53 | {
|
|---|
| 54 | PlayerHealth* ptr = (void*)DataPointer;
|
|---|
| 55 | ptr->Health = Player->Health;
|
|---|
| 56 | ptr->MaxHealth = Player->MaxHealth;
|
|---|
| 57 |
|
|---|
| 58 | PI->Health = *ptr;
|
|---|
| 59 |
|
|---|
| 60 | FLAG_AND_INCREMENT( PFlag_Health );
|
|---|
| 61 | }
|
|---|
| 62 |
|
|---|
| 63 | //Score
|
|---|
| 64 | //skipping for now
|
|---|
| 65 |
|
|---|
| 66 | //Frame and ping can be sent every frame, i guess. Improve this later,
|
|---|
| 67 | if( 1 )
|
|---|
| 68 | {
|
|---|
| 69 | PlayerFP* ptr = (void*)DataPointer;
|
|---|
| 70 | if(APlayer)
|
|---|
| 71 | {
|
|---|
| 72 | ptr->Frame = APlayer->Frame;
|
|---|
| 73 | }
|
|---|
| 74 | else
|
|---|
| 75 | {
|
|---|
| 76 | ptr->Frame = -1;
|
|---|
| 77 | }
|
|---|
| 78 | ptr->Ping = PI->Ping;
|
|---|
| 79 |
|
|---|
| 80 | PI->Frame = ptr->Frame;
|
|---|
| 81 |
|
|---|
| 82 | FLAG_AND_INCREMENT( PFlag_FramePing );
|
|---|
| 83 | }
|
|---|
| 84 |
|
|---|
| 85 | //Skipping inventory because we dont need it right now
|
|---|
| 86 | if( 0 )
|
|---|
| 87 | {
|
|---|
| 88 | //Do inventory
|
|---|
| 89 | }
|
|---|
| 90 |
|
|---|
| 91 | if( PI->Class != Player->ONCC )
|
|---|
| 92 | {
|
|---|
| 93 | sprintf_s( DataPointer, 32, "%s", TMrInstance_GetInstanceName( Player->ONCC ) );
|
|---|
| 94 | PI->Class = Player->ONCC;
|
|---|
| 95 |
|
|---|
| 96 | FLAG_AND_INCREMENT( PFlag_Class );
|
|---|
| 97 | }
|
|---|
| 98 |
|
|---|
| 99 | if(APlayer)
|
|---|
| 100 | {
|
|---|
| 101 | if( memcmp(&PI->Position, &APlayer->PhyContext->Position, sizeof(Vector3)) )
|
|---|
| 102 | {
|
|---|
| 103 | Vector3* ptr = (Vector3*)DataPointer;
|
|---|
| 104 | *ptr = PI->Position = APlayer->PhyContext->Position;
|
|---|
| 105 |
|
|---|
| 106 | FLAG_AND_INCREMENT( PFlag_Position );
|
|---|
| 107 | }
|
|---|
| 108 |
|
|---|
| 109 | if(APlayer->Animation != PI->Animation)
|
|---|
| 110 | {
|
|---|
| 111 | sprintf_s( DataPointer, 32, "%s", TMrInstance_GetInstanceName( PI->Animation ) );
|
|---|
| 112 | PI->Animation = APlayer->Animation;
|
|---|
| 113 |
|
|---|
| 114 | FLAG_AND_INCREMENT( PFlag_Animation );
|
|---|
| 115 | }
|
|---|
| 116 |
|
|---|
| 117 | if(APlayer->targetThrow)
|
|---|
| 118 | {
|
|---|
| 119 | if(!PI->HasAppliedThrow)
|
|---|
| 120 | {
|
|---|
| 121 | PlayerThrowData* ptr = (void*)DataPointer;
|
|---|
| 122 | ptr->throwing = Players[APlayer->throwing].list_slot;
|
|---|
| 123 | memcpy(ptr->throwName, TMrInstance_GetInstanceName(APlayer->targetThrow), 31);
|
|---|
| 124 | ptr->throwFrame = ONrGetActiveCharacter(APlayer->targetThrow)->Frame;
|
|---|
| 125 |
|
|---|
| 126 | PI->ThrowData = *ptr;
|
|---|
| 127 |
|
|---|
| 128 | PI->HasAppliedThrow = 1;
|
|---|
| 129 |
|
|---|
| 130 | FLAG_AND_INCREMENT( PFlag_Throws );
|
|---|
| 131 | }
|
|---|
| 132 | }
|
|---|
| 133 | else
|
|---|
| 134 | {
|
|---|
| 135 | PI->HasAppliedThrow = 0;
|
|---|
| 136 | }
|
|---|
| 137 | }
|
|---|
| 138 |
|
|---|
| 139 | PD->Size = (char)DataPointer - (char)PD;
|
|---|
| 140 |
|
|---|
| 141 | PI->UpdateFlags = PD->UpdateFlags;
|
|---|
| 142 |
|
|---|
| 143 | }
|
|---|
| 144 |
|
|---|
| 145 |
|
|---|
| 146 |
|
|---|
| 147 | void FLsSendPlayerData()
|
|---|
| 148 | {
|
|---|
| 149 | PlayerData BuildData[32] = {0};
|
|---|
| 150 | uint8_t p = 0;
|
|---|
| 151 | uint32_t PacketSize = 0;
|
|---|
| 152 | flatline_packet OutputPacket = {0};
|
|---|
| 153 | uint8_t* OutputPointer = OutputPacket.data;
|
|---|
| 154 | //Most of the time we won't even hit this. Could probably be bumped up a few hundred bytes
|
|---|
| 155 | const uint32_t max_packet_size = 1000;
|
|---|
| 156 |
|
|---|
| 157 | //Prepare buffers
|
|---|
| 158 | OutputPacket.id = PK_PLAYER_DATA;
|
|---|
| 159 | memset( BuildData, 0, sizeof(PlayerData) * 32 );
|
|---|
| 160 |
|
|---|
| 161 | //Build data
|
|---|
| 162 | for(p = 0; p < MAX_PLAYERS; p++)
|
|---|
| 163 | {
|
|---|
| 164 | if(PlayerList[p] && PlayerList[p]->Chr)
|
|---|
| 165 | {
|
|---|
| 166 | FLsPacketBuild(p, &BuildData[p]);
|
|---|
| 167 |
|
|---|
| 168 | assert( BuildData[p].Size < 255 );
|
|---|
| 169 |
|
|---|
| 170 | //If we hit maximum size, send the packet and reset the buffer for a new one
|
|---|
| 171 | if( BuildData[p].Size + PacketSize > max_packet_size )
|
|---|
| 172 | {
|
|---|
| 173 | UDPServer_SendToAll(&OutputPacket, PacketSize + FLATLINE_HEADER);
|
|---|
| 174 |
|
|---|
| 175 | memset( OutputPacket.data, 0, PacketSize );
|
|---|
| 176 | OutputPointer = OutputPacket.data;
|
|---|
| 177 | PacketSize = 0;
|
|---|
| 178 | }
|
|---|
| 179 |
|
|---|
| 180 | //add to the packet
|
|---|
| 181 | memcpy( OutputPointer, &BuildData[p], BuildData[p].Size );
|
|---|
| 182 |
|
|---|
| 183 | OutputPointer += BuildData[p].Size;
|
|---|
| 184 | PacketSize += BuildData[p].Size;
|
|---|
| 185 | }
|
|---|
| 186 | }
|
|---|
| 187 | //Send data
|
|---|
| 188 | if( PacketSize > 0 )
|
|---|
| 189 | {
|
|---|
| 190 | UDPServer_SendToAll(&OutputPacket, PacketSize + FLATLINE_HEADER);
|
|---|
| 191 | }
|
|---|
| 192 | }
|
|---|