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#include "Flatline.h" |
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#include <assert.h> |
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|
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#define FLAG_AND_INCREMENT( FLAG ) PD->UpdateFlags |= (1 << FLAG ); DataPointer += FLpData_PartSize( FLAG ); |
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|
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void FLsPacketBuild( uint8_t p, PlayerData* PD, bool UpdateAll ) |
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{ |
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Character* Player = PlayerList[p]->Chr; |
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ActiveCharacter* APlayer = ONrGetActiveCharacter(Player); |
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player_info * PI = PlayerList[p]; |
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uint8_t * DataPointer = PD->data; |
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PD->ID = p; |
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|
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//if ( data has changed ) |
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//{ |
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// copy it to the buffer |
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// copy it to the player info |
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// set the changed flag |
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// increment the buffer pointer |
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//} |
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|
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/* |
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//Could probably send this every frame, but afk players can save a few bytes, eh? |
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if( PI->Input.Actions1 != PI->InputFromClient.Actions1 || |
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PI->Input.Actions2 != PI->InputFromClient.Actions2 || |
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PI->Input.MouseDeltaX != PI->InputFromClient.MouseDeltaX || |
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PI->Input.MouseDeltaY != PI->InputFromClient.MouseDeltaY ) |
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{*/ |
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|
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//Better in case of dropped packets to send input every frame |
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if(1) |
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{ |
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memcpy( DataPointer, &PI->InputFromClient, sizeof(PlayerInput)); |
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PI->Input = PI->InputFromClient; |
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|
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FLAG_AND_INCREMENT( PFlag_Input ); |
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} |
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|
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if( PI->Facings.Facing != Player->Facing || |
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PI->Facings.DesiredFacing != Player->DesiredFacing || UpdateAll ) |
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{ |
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PlayerFacing* ptr = (void*)DataPointer; |
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ptr->Facing = Player->Facing; |
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ptr->DesiredFacing = Player->DesiredFacing; |
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|
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PI->Facings = *ptr; |
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|
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FLAG_AND_INCREMENT( PFlag_Facing ); |
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} |
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|
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if(PI->Health.Health != Player->Health || |
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PI->Health.MaxHealth != Player->MaxHealth || UpdateAll ) |
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{ |
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PlayerHealth* ptr = (void*)DataPointer; |
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ptr->Health = Player->Health; |
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ptr->MaxHealth = Player->MaxHealth; |
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|
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PI->Health = *ptr; |
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|
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FLAG_AND_INCREMENT( PFlag_Health ); |
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} |
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|
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//Score |
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//skipping for now |
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|
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//Frame and ping can be sent every frame, i guess. Improve this later, |
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if( 1 ) |
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{ |
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PlayerFP* ptr = (void*)DataPointer; |
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if(APlayer) |
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{ |
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ptr->Frame = APlayer->Frame; |
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} |
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else |
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{ |
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ptr->Frame = -1; |
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} |
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ptr->Ping = PI->Ping; |
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|
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PI->Frame = ptr->Frame; |
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|
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FLAG_AND_INCREMENT( PFlag_FramePing ); |
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} |
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|
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//Skipping inventory because we dont need it right now |
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if( 0 ) |
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{ |
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//Do inventory |
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} |
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|
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if( PI->Class != Player->ONCC || UpdateAll ) |
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{ |
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sprintf_s( DataPointer, 32, "%s", TMrInstance_GetInstanceName( Player->ONCC ) ); |
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sprintf_s( PI->ClassString, 32, "%s", DataPointer ); |
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PI->Class = Player->ONCC; |
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|
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FLAG_AND_INCREMENT( PFlag_Class ); |
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} |
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|
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if(APlayer) |
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{ |
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if( (APlayer->PhyContext) && (memcmp(&PI->Position, &APlayer->PhyContext->Position, sizeof(Vector3)) || UpdateAll )) |
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{ |
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Vector3* ptr = (Vector3*)DataPointer; |
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*ptr = PI->Position = APlayer->PhyContext->Position; |
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|
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FLAG_AND_INCREMENT( PFlag_Position ); |
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} |
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|
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if(APlayer->Animation != PI->Animation || !APlayer->Frame || UpdateAll ) |
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{ |
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sprintf_s( DataPointer, 32, "%s", TMrInstance_GetInstanceName( APlayer->Animation ) ); |
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sprintf_s( PI->AnimationString, 32, "%s", DataPointer ); |
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PI->Animation = APlayer->Animation; |
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|
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|
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FLAG_AND_INCREMENT( PFlag_Animation ); |
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} |
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|
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if(APlayer->targetThrow) |
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{ |
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if(!PI->HasAppliedThrow || UpdateAll ) |
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{ |
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PlayerThrowData* ptr = (void*)DataPointer; |
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ptr->throwing = Players[APlayer->throwing].list_slot; |
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memcpy(ptr->throwName, TMrInstance_GetInstanceName(APlayer->targetThrow), 31); |
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ptr->throwFrame = ONrGetActiveCharacter(APlayer->targetThrow)->Frame; |
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|
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PI->ThrowData = *ptr; |
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|
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PI->HasAppliedThrow = 1; |
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|
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FLAG_AND_INCREMENT( PFlag_Throws ); |
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} |
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} |
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else |
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{ |
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PI->HasAppliedThrow = 0; |
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} |
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} |
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|
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PD->Size = (uint32_t)DataPointer - (uint32_t)PD; |
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|
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PI->UpdateFlags = PD->UpdateFlags; |
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|
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} |
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|
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|
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|
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void FLsSendPlayerData() |
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{ |
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PlayerData BuildData[32] = {0}; |
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uint8_t p = 0; |
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uint32_t PacketSize = 0; |
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flatline_packet OutputPacket = {0}; |
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uint8_t* OutputPointer = OutputPacket.data; |
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//Most of the time we won't even hit this. Could probably be bumped up a few hundred bytes |
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const uint32_t max_packet_size = 1000; |
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|
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//Prepare buffers |
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OutputPacket.id = PK_PLAYER_DATA; |
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memset( BuildData, 0, sizeof(PlayerData) * 32 ); |
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|
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//Build data |
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for(p = 0; p < MAX_PLAYERS; p++) |
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{ |
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if(PlayerList[p] && PlayerList[p]->Chr) |
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{ |
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FLsPacketBuild(p, &BuildData[p], 0); |
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|
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assert( BuildData[p].Size < 255 ); |
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|
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if( BuildData[p].Size > 0 ) |
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{ |
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|
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//If we hit maximum size, send the packet and reset the buffer for a new one |
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if( BuildData[p].Size + PacketSize > max_packet_size ) |
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{ |
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UDPServer_SendToAll(&OutputPacket, PacketSize + FLATLINE_HEADER); |
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|
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memset( OutputPacket.data, 0, PacketSize ); |
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OutputPointer = OutputPacket.data; |
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PacketSize = 0; |
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} |
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|
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//add to the packet |
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memcpy( OutputPointer, &BuildData[p], BuildData[p].Size ); |
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|
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OutputPointer += BuildData[p].Size; |
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PacketSize += BuildData[p].Size; |
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} |
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} |
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} |
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//Send data |
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if( PacketSize > 0 ) |
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{ |
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UDPServer_SendToAll(&OutputPacket, PacketSize + FLATLINE_HEADER); |
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} |
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} |