Welcome to mirror list, hosted at ThFree Co, Russian Federation.

set_player_state.cpp « Message « Online « Source - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: c55514ce5b8f65f1251970a816651503cf43c536 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
//-----------------------------------------------------------------------------
//           Name: set_player_state.cpp
//      Developer: Wolfire Games LLC
//    Description: 
//        License: Read below
//-----------------------------------------------------------------------------
//
//   Copyright 2022 Wolfire Games LLC
//
//   Licensed under the Apache License, Version 2.0 (the "License");
//   you may not use this file except in compliance with the License.
//   You may obtain a copy of the License at
//
//       http://www.apache.org/licenses/LICENSE-2.0
//
//   Unless required by applicable law or agreed to in writing, software
//   distributed under the License is distributed on an "AS IS" BASIS,
//   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//   See the License for the specific language governing permissions and
//   limitations under the License.
//
//-----------------------------------------------------------------------------
#include "set_player_state.h"

#include <Online/online.h>
#include <Utility/binn_util.h>

namespace OnlineMessages {
    SetPlayerState::SetPlayerState(PlayerID player_id, const PlayerState* player_state) :
        OnlineMessageBase(OnlineMessageCategory::LEVEL_TRANSIENT),
        player_id(player_id)
    {
        object_id = Online::Instance()->GetOriginalID(player_state->object_id);
        playername = player_state->playername;
        ping = player_state->ping;
        camera_id = player_state->camera_id;
        controller_id = player_state->controller_id;
    }

    binn* SetPlayerState::Serialize(void* object) {
        SetPlayerState* t = static_cast<SetPlayerState*>(object);
        binn* l = binn_object();

        binn_object_set_int32(l, "object_id", t->object_id);
        binn_object_set_std_string(l, "playername", t->playername);
        binn_object_set_uint16(l, "ping", t->ping);
        binn_object_set_uint8(l, "player_id", t->player_id);
        binn_object_set_int32(l, "camera_id", t->camera_id);
        binn_object_set_int32(l, "controller_id", t->controller_id);

        return l;
    }

    void SetPlayerState::Deserialize(void* object, binn* l) {
        SetPlayerState* t = static_cast<SetPlayerState*>(object);

        binn_object_get_int32(l, "object_id", &t->object_id);
        binn_object_get_std_string(l, "playername", &t->playername);
        binn_object_get_uint16(l, "ping", &t->ping);
        binn_object_get_uint8(l, "player_id", &t->player_id);
        binn_object_get_int32(l, "camera_id", &t->camera_id);
        binn_object_get_int32(l, "controller_id", &t->controller_id);
    }

    void SetPlayerState::Execute(const OnlineMessageRef& ref, void* object, PeerID from) {
        SetPlayerState* t = static_cast<SetPlayerState*>(object);
        ObjectID object_id = Online::Instance()->GetObjectID(t->object_id);

        // Clients have not (and should not) registered a camera id locally applying the host's camera_id will lead to a crash.
        if (Online::Instance()->IsClient()) {
            t->camera_id = 0;
        }

        PlayerState new_player_state;
        new_player_state.object_id = object_id;
        new_player_state.playername = t->playername;
        new_player_state.ping = t->ping;
        new_player_state.camera_id = t->camera_id;
        new_player_state.controller_id = t->controller_id;

        // Set new state
        Online::Instance()->online_session->player_states[t->player_id] = new_player_state;
    }

    void* SetPlayerState::Construct(void *mem) {
        PlayerState player_state;
        return new(mem) SetPlayerState(0, &player_state);
    }

    void SetPlayerState::Destroy(void* object) {
        SetPlayerState* t = static_cast<SetPlayerState*>(object);
        t->~SetPlayerState();
    }
}