| 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->Input = PI->InputFromClient; |
| 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( (APlayer->PhyContext) && 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( APlayer->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 = (uint32_t)DataPointer - (uint32_t)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( BuildData[p].Size > 0 ) |
| 171 |
{ |
| 172 |
|
| 173 |
//If we hit maximum size, send the packet and reset the buffer for a new one |
| 174 |
if( BuildData[p].Size + PacketSize > max_packet_size ) |
| 175 |
{ |
| 176 |
UDPServer_SendToAll(&OutputPacket, PacketSize + FLATLINE_HEADER); |
| 177 |
|
| 178 |
memset( OutputPacket.data, 0, PacketSize ); |
| 179 |
OutputPointer = OutputPacket.data; |
| 180 |
PacketSize = 0; |
| 181 |
} |
| 182 |
|
| 183 |
//add to the packet |
| 184 |
memcpy( OutputPointer, &BuildData[p], BuildData[p].Size ); |
| 185 |
|
| 186 |
OutputPointer += BuildData[p].Size; |
| 187 |
PacketSize += BuildData[p].Size; |
| 188 |
} |
| 189 |
} |
| 190 |
} |
| 191 |
//Send data |
| 192 |
if( PacketSize > 0 ) |
| 193 |
{ |
| 194 |
UDPServer_SendToAll(&OutputPacket, PacketSize + FLATLINE_HEADER); |
| 195 |
} |
| 196 |
} |