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 |
} |