blender/source/gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
Campbell Barton 2fb8292005 style cleanup
2012-09-16 04:58:18 +00:00

225 lines
6.0 KiB
C++

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
* Ketsji Logic Extension: Network Message Sensor generic implementation
*/
/** \file gameengine/Ketsji/KXNetwork/KX_NetworkMessageSensor.cpp
* \ingroup ketsjinet
*/
#include <stddef.h>
#include "KX_NetworkMessageSensor.h"
#include "KX_NetworkEventManager.h"
#include "NG_NetworkMessage.h"
#include "NG_NetworkScene.h"
#include "NG_NetworkObject.h"
#include "SCA_IObject.h"
#include "InputParser.h"
#include "ListValue.h"
#include "StringValue.h"
#ifdef NAN_NET_DEBUG
#include <iostream>
#endif
KX_NetworkMessageSensor::KX_NetworkMessageSensor(
class KX_NetworkEventManager* eventmgr, // our eventmanager
class NG_NetworkScene *NetworkScene, // our scene
SCA_IObject* gameobj, // the sensor controlling object
const STR_String &subject
) :
SCA_ISensor(gameobj,eventmgr),
m_NetworkScene(NetworkScene),
m_subject(subject),
m_frame_message_count (0),
m_BodyList(NULL),
m_SubjectList(NULL)
{
Init();
}
void KX_NetworkMessageSensor::Init()
{
m_IsUp = false;
}
KX_NetworkMessageSensor::~KX_NetworkMessageSensor()
{
}
CValue* KX_NetworkMessageSensor::GetReplica()
{
// This is the standard sensor implementation of GetReplica
// There may be more network message sensor specific stuff to do here.
CValue* replica = new KX_NetworkMessageSensor(*this);
if (replica == NULL) return NULL;
replica->ProcessReplica();
return replica;
}
// Return true only for flank (UP and DOWN)
bool KX_NetworkMessageSensor::Evaluate()
{
bool result = false;
bool WasUp = m_IsUp;
m_IsUp = false;
if (m_BodyList) {
m_BodyList->Release();
m_BodyList = NULL;
}
if (m_SubjectList) {
m_SubjectList->Release();
m_SubjectList = NULL;
}
STR_String& toname=GetParent()->GetName();
STR_String& subject = this->m_subject;
vector<NG_NetworkMessage*> messages =
m_NetworkScene->FindMessages(toname,"",subject,true);
m_frame_message_count = messages.size();
if (!messages.empty()) {
#ifdef NAN_NET_DEBUG
printf("KX_NetworkMessageSensor found one or more messages\n");
#endif
m_IsUp = true;
m_BodyList = new CListValue();
m_SubjectList = new CListValue();
}
vector<NG_NetworkMessage*>::iterator mesit;
for (mesit=messages.begin();mesit!=messages.end();mesit++)
{
// save the body
const STR_String& body = (*mesit)->GetMessageText();
// save the subject
const STR_String& messub = (*mesit)->GetSubject();
#ifdef NAN_NET_DEBUG
if (body) {
cout << "body [" << body << "]\n";
}
#endif
m_BodyList->Add(new CStringValue(body,"body"));
// Store Subject
m_SubjectList->Add(new CStringValue(messub,"subject"));
// free the message
(*mesit)->Release();
}
messages.clear();
result = (WasUp != m_IsUp);
// Return always true if a message was received otherwise we can loose messages
if (m_IsUp)
return true;
// Is it useful to return also true when the first frame without a message??
// This will cause a fast on/off cycle that seems useless!
return result;
}
// return true for being up (no flank needed)
bool KX_NetworkMessageSensor::IsPositiveTrigger()
{
// printf("KX_NetworkMessageSensor IsPositiveTrigger\n");
//attempt to fix [ #3809 ] IPO Actuator does not work with some Sensors
//a better solution is to properly introduce separate Edge and Level triggering concept
return m_IsUp;
}
#ifdef WITH_PYTHON
/* --------------------------------------------------------------------- */
/* Python interface ---------------------------------------------------- */
/* --------------------------------------------------------------------- */
/* Integration hooks --------------------------------------------------- */
PyTypeObject KX_NetworkMessageSensor::Type = {
PyVarObject_HEAD_INIT(NULL, 0)
"KX_NetworkMessageSensor",
sizeof(PyObjectPlus_Proxy),
0,
py_base_dealloc,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,0,0,0,
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE,
0,0,0,0,0,0,0,
Methods,
0,
0,
&SCA_ISensor::Type,
0,0,0,0,0,0,
py_base_new
};
PyMethodDef KX_NetworkMessageSensor::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_NetworkMessageSensor::Attributes[] = {
KX_PYATTRIBUTE_STRING_RW("subject", 0, 100, false, KX_NetworkMessageSensor, m_subject),
KX_PYATTRIBUTE_INT_RO("frameMessageCount", KX_NetworkMessageSensor, m_frame_message_count),
KX_PYATTRIBUTE_RO_FUNCTION("bodies", KX_NetworkMessageSensor, pyattr_get_bodies),
KX_PYATTRIBUTE_RO_FUNCTION("subjects", KX_NetworkMessageSensor, pyattr_get_subjects),
{ NULL } //Sentinel
};
PyObject *KX_NetworkMessageSensor::pyattr_get_bodies(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_NetworkMessageSensor *self = static_cast<KX_NetworkMessageSensor*>(self_v);
if (self->m_BodyList) {
return self->m_BodyList->GetProxy();
} else {
return (new CListValue())->NewProxy(true);
}
}
PyObject *KX_NetworkMessageSensor::pyattr_get_subjects(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_NetworkMessageSensor *self = static_cast<KX_NetworkMessageSensor*>(self_v);
if (self->m_SubjectList) {
return self->m_SubjectList->GetProxy();
} else {
return (new CListValue())->NewProxy(true);
}
}
#endif // WITH_PYTHON