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# Basic experimental multiplayer integration with new simulation system.
Add new turn manager that should be more correct and potentially more efficient. Remove evil CNetServer/CNetClient multiple inheritance of CTurnManager. Add multiplayer autostart. Various minor cleanups. This was SVN commit r7551.
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@@ -21,6 +21,8 @@
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#include "ICmpCommandQueue.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "network/NetTurnManager.h"
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class CCmpCommandQueue : public ICmpCommandQueue
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{
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@@ -31,13 +33,7 @@ public:
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DEFAULT_COMPONENT_ALLOCATOR(CommandQueue)
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struct Command
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{
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int player;
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CScriptValRooted data;
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};
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std::vector<Command> m_CmdQueue;
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std::vector<SimulationCommand> m_LocalQueue;
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static std::string GetSchema()
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{
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@@ -54,11 +50,11 @@ public:
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virtual void Serialize(ISerializer& serialize)
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{
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serialize.NumberU32_Unbounded("num commands", (u32)m_CmdQueue.size());
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for (size_t i = 0; i < m_CmdQueue.size(); ++i)
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serialize.NumberU32_Unbounded("num commands", (u32)m_LocalQueue.size());
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for (size_t i = 0; i < m_LocalQueue.size(); ++i)
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{
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serialize.NumberI32_Unbounded("player", m_CmdQueue[i].player);
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serialize.ScriptVal("data", m_CmdQueue[i].data.get());
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serialize.NumberI32_Unbounded("player", m_LocalQueue[i].player);
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serialize.ScriptVal("data", m_LocalQueue[i].data.get());
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}
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}
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@@ -74,31 +70,47 @@ public:
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jsval data;
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deserialize.NumberI32_Unbounded(player);
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deserialize.ScriptVal(data);
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Command c = { player, CScriptValRooted(cx, data) };
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m_CmdQueue.push_back(c);
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SimulationCommand c = { player, CScriptValRooted(cx, data) };
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m_LocalQueue.push_back(c);
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}
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}
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virtual void PushClientCommand(int player, CScriptVal cmd)
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virtual void PushLocalCommand(int player, CScriptVal cmd)
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{
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JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
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Command c = { player, CScriptValRooted(cx, cmd) };
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m_CmdQueue.push_back(c);
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SimulationCommand c = { player, CScriptValRooted(cx, cmd) };
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m_LocalQueue.push_back(c);
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}
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virtual void ProcessCommands()
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virtual void PostNetworkCommand(CScriptVal cmd)
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{
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JSContext* cx = GetSimContext().GetScriptInterface().GetContext();
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// TODO: would be nicer to not use globals
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g_Game->GetTurnManager()->PostCommand(CScriptValRooted(cx, cmd));
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}
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virtual void FlushTurn(const std::vector<SimulationCommand>& commands)
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{
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ScriptInterface& scriptInterface = GetSimContext().GetScriptInterface();
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for (size_t i = 0; i < m_CmdQueue.size(); ++i)
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std::vector<SimulationCommand> localCommands;
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m_LocalQueue.swap(localCommands);
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for (size_t i = 0; i < localCommands.size(); ++i)
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{
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bool ok = scriptInterface.CallFunctionVoid(scriptInterface.GetGlobalObject(), "ProcessCommand", m_CmdQueue[i].player, m_CmdQueue[i].data);
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bool ok = scriptInterface.CallFunctionVoid(scriptInterface.GetGlobalObject(), "ProcessCommand", localCommands[i].player, localCommands[i].data);
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if (!ok)
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LOGERROR(L"Failed to call ProcessCommand() global script function");
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}
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m_CmdQueue.clear();
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for (size_t i = 0; i < commands.size(); ++i)
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{
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bool ok = scriptInterface.CallFunctionVoid(scriptInterface.GetGlobalObject(), "ProcessCommand", commands[i].player, commands[i].data);
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if (!ok)
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LOGERROR(L"Failed to call ProcessCommand() global script function");
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}
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}
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};
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