blender/source/gameengine/Network/NG_NetworkScene.cpp
Kester Maddock 7b2567924b Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key.  Ctrl-Break can be used from within blender if you've forgotten an end game actuator.

Fixed a stupid bug preventing some actuators working (like TrackTo).
2004-10-16 11:41:50 +00:00

276 lines
7.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* 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 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* NetworkSceneManagement generic implementation
*/
#include <stdio.h>
#include <assert.h>
#include <algorithm>
#include "NG_NetworkScene.h"
#include "NG_NetworkDeviceInterface.h"
#include "NG_NetworkMessage.h"
#include "NG_NetworkObject.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
NG_NetworkScene::NG_NetworkScene(NG_NetworkDeviceInterface* nic)
{
m_networkdevice = nic;
}
NG_NetworkScene::~NG_NetworkScene()
{
ClearAllMessageMaps();
}
/**
* progress one frame, handle all network traffic
*/
void NG_NetworkScene::proceed(double curtime)
{
if (!m_networkdevice) return;
if (!m_networkdevice->IsOnline()) return;
ClearAllMessageMaps();
// read all NetworkMessages from the device
vector<NG_NetworkMessage*> messages =
m_networkdevice->RetrieveNetworkMessages();
vector<NG_NetworkMessage*>::iterator mesit = messages.begin();
for (; !(mesit == messages.end()); mesit++) {
NG_NetworkMessage* message = (*mesit);
vector<NG_NetworkMessage*>* tmplist=NULL;
vector<NG_NetworkMessage*>** tmplistptr =
m_messagesByDestinationName[message->GetDestinationName()];
// if there is already a vector of messages, append, else create
// a new vector and insert into map
if (!tmplistptr) {
tmplist = new vector<NG_NetworkMessage*>;
m_messagesByDestinationName.insert(message->GetDestinationName(),
tmplist);
} else {
tmplist = *tmplistptr;
}
message->AddRef();
tmplist->push_back(message);
tmplist = NULL;
tmplistptr = m_messagesBySenderName[message->GetSenderName()];
// if there is already a vector of messages, append, else create
// a new vector and insert into map
if (!tmplistptr) {
tmplist = new vector<NG_NetworkMessage*>;
m_messagesBySenderName.insert(message->GetSenderName(), tmplist);
} else {
tmplist = *tmplistptr;
}
message->AddRef();
tmplist->push_back(message);
tmplist = NULL;
tmplistptr = m_messagesBySubject[message->GetSubject()];
// if there is already a vector of messages, append, else create
// a new vector and insert into map
if (!tmplistptr) {
tmplist = new vector<NG_NetworkMessage*>;
m_messagesBySubject.insert(message->GetSubject(), tmplist);
} else {
tmplist = *tmplistptr;
}
message->AddRef();
tmplist->push_back(message);
tmplist = NULL;
}
}
/**
* add a network object to the network scene
*/
void NG_NetworkScene::AddObject(NG_NetworkObject* object)
{
if (! m_networkdevice->IsOnline()) return;
STR_String name = object->GetName();
m_networkObjects.insert(name, object);
}
/**
* remove a network object from the network scene
*/
void NG_NetworkScene::RemoveObject(NG_NetworkObject* object)
{
if (! m_networkdevice->IsOnline()) return;
STR_String name = object->GetName();
m_networkObjects.remove(name);
}
/**
* remove all network scene objects at once
*/
void NG_NetworkScene::RemoveAllObjects()
{
m_networkObjects.clear();
}
/**
* get a single network object given its name
*/
NG_NetworkObject* NG_NetworkScene::FindNetworkObject(const STR_String& objname) {
NG_NetworkObject *nwobj = NULL;
if (! m_networkdevice->IsOnline()) return nwobj;
NG_NetworkObject **nwobjptr = m_networkObjects[objname];
if (nwobjptr) {
nwobj = *nwobjptr;
}
return nwobj;
}
bool NG_NetworkScene::ConstraintsAreValid(
const STR_String& from,
const STR_String& subject,
NG_NetworkMessage* message)
{
vector<NG_NetworkMessage*>** fromlistptr = m_messagesBySenderName[from];
vector<NG_NetworkMessage*>** subjectlistptr = m_messagesBySubject[subject];
vector<NG_NetworkMessage*>* fromlist = (fromlistptr ? *fromlistptr : NULL);
vector<NG_NetworkMessage*>* subjectlist = (subjectlistptr ? *subjectlistptr : NULL);
return (
( from.IsEmpty() || (!fromlist ? false : (!(std::find(fromlist->begin(), fromlist->end(), message) == fromlist->end())))
) &&
( subject.IsEmpty() || (!subjectlist ? false : (!(std::find(subjectlist->begin(), subjectlist->end(), message) == subjectlist->end())))
));
}
vector<NG_NetworkMessage*> NG_NetworkScene::FindMessages(
const STR_String& to,
const STR_String& from,
const STR_String& subject,
bool spamallowed)
{
vector<NG_NetworkMessage*> foundmessages;
bool notfound = false;
// broad phase
notfound = ((to.IsEmpty() || spamallowed) ? notfound : m_messagesByDestinationName[to] == NULL);
if (!notfound)
notfound = (from.IsEmpty() ? notfound : m_messagesBySenderName[from] == NULL);
if (!notfound)
notfound = (subject.IsEmpty() ? notfound : m_messagesBySubject[subject] == NULL);
if (notfound) {
// it's definately NOT in the scene, so stop looking
} else { // narrow phase
// possibly it's there, but maybe not (false hit)
if (to.IsEmpty()) {
// take all messages, and check other fields
assert("objectnames that are empty are not valid, so make it a hobby project :)\n");
} else {
//todo: find intersection of messages (that are in other 2 maps)
vector<NG_NetworkMessage*>** tolistptr = m_messagesByDestinationName[to];
if (tolistptr) {
vector<NG_NetworkMessage*>* tolist = *tolistptr;
vector<NG_NetworkMessage*>::iterator listit;
for (listit=tolist->begin();!(listit==tolist->end());listit++) {
NG_NetworkMessage* message = *listit;
if (ConstraintsAreValid(from, subject, message)) {
message->AddRef();
foundmessages.push_back(message);
}
}
}
// TODO find intersection of messages (that are in other 2 maps)
if (spamallowed) {
tolistptr = m_messagesByDestinationName[""];
if (tolistptr) {
vector<NG_NetworkMessage*>* tolist = *tolistptr;
vector<NG_NetworkMessage*>::iterator listit;
for (listit=tolist->begin();!(listit==tolist->end());listit++) {
NG_NetworkMessage* message = *listit;
if (ConstraintsAreValid(from, subject, message)) {
message->AddRef();
foundmessages.push_back(message);
}
}
}
}
}
}
return foundmessages;
}
void NG_NetworkScene::SendMessage(
const STR_String& to,
const STR_String& from,
const STR_String& subject,
const STR_String& message)
{
NG_NetworkMessage* msg = new NG_NetworkMessage(to, from, subject, message);
m_networkdevice->SendNetworkMessage(msg);
msg->Release();
}
void NG_NetworkScene::ClearAllMessageMaps(void)
{
ClearMessageMap(m_messagesByDestinationName);
ClearMessageMap(m_messagesBySenderName);
ClearMessageMap(m_messagesBySubject);
}
void NG_NetworkScene::ClearMessageMap(TMessageMap& map)
{
// Release the messages in the map
for (int i = 0; i < map.size(); i++) {
vector<NG_NetworkMessage*>* msglist;
msglist = *(map.at(i));
// Iterate through the current vector and release all it's messages
vector<NG_NetworkMessage*>::iterator msgit;
for (msgit = msglist->begin(); msgit != msglist->end(); msgit++) {
(*msgit)->Release();
}
// Delete the actual vector
delete (msglist);
}
// Empty the map
map.clear();
}