Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
383 lines
10 KiB
C++
383 lines
10 KiB
C++
//===========================================================================//
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// File: Replicator.cpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 11/29/94 JMA Initial coding. //
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// 08/25/97 JMA Infrastructure changes //
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// 08/25/97 ECH Infrastructure changes //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-97, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#include "AdeptHeaders.hpp"
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#include "Replicator.hpp"
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#include "Connection.hpp"
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//#############################################################################
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//########################## Replicator #################################
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//#############################################################################
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ReplicatorID
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ReplicatorID::Null;
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Replicator::ClassData
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*Replicator::DefaultData = NULL;
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const Receiver::MessageEntry
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Replicator::MessageEntries[]=
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{
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MESSAGE_ENTRY(Replicator, Destroy)
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Replicator::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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ReplicatorClassID,
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"Adept::Replicator",
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Receiver::DefaultData,
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ELEMENTS(MessageEntries), MessageEntries,
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NULL,
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NULL
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Replicator::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Replicator::CreateMessage*
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Replicator::SaveMakeMessage(MemoryStream *stream, ResourceFile *res_file)
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{
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Check_Object(this);
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Check_Object(stream);
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//
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//---------------------------------------------------------------------
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// Make sure there is enough room for the factory request on the stream
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//---------------------------------------------------------------------
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//
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stream->AllocateBytes(sizeof(CreateMessage));
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CreateMessage *message =
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Cast_Pointer(CreateMessage*, stream->GetPointer());
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message->messageLength = sizeof(*message);
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//
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//---------------------------
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// Create the factory request
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//---------------------------
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//
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message->messageID = Connection::ReplicateMessageID;
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message->messagePriority = DefaultEventPriority;
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message->messageFlags = CreateMessage::DefaultFlags;
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message->replicatorFlags = replicatorFlags;
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message->replicatorID.connectionID = 0;
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message->replicatorID.localID = 1;
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message->classID = GetClassID();
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return message;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Replicator::Replicator(
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ClassData *class_data,
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const CreateMessage *message,
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ReplicatorID *base_id
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):
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Receiver(class_data)
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{
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Check_Pointer(this);
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Check_Object(message);
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//
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//---------------------------------
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// Extract our data from the stream
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//---------------------------------
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//
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Verify(message->classID == GetClassID());
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replicatorFlags = message->replicatorFlags;
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//
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//---------------------
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// Get the replicant ID
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//---------------------
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//
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replicatorID = *base_id;
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++*base_id;
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owningConnection =
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Network::GetInstance()->GetConnection(replicatorID.connectionID);
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Check_Object(owningConnection);
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if(owningConnection == Connection::Hermit)
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{
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Verify(GetReplicatorMode() == HermitMode);
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}
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// here we go...
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// if we are the server than we own everything..
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if (owningConnection != Connection::Hermit)
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{
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SetReplicatorMode(MasterMode);
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Verify(GetReplicatorMode() != HermitMode);
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if (Network::GetInstance()->AmIServer())
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{
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// if we don't own it and it is a master it will be the ServerMasterMode ( the receiver of a ClientMaster )
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if ((owningConnection != Connection::Local) && (owningConnection != Connection::Hermit))
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{
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if (GetReplicatorMode() == MasterMode)
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SetReplicatorMode(ServerMasterMode);
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}
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}
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else
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{
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// we are a client so we don't own anything.
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if ((owningConnection == Connection::Local) && (GetReplicatorMode() == MasterMode))
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{
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SetReplicatorMode(ClientMasterMode);
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}
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else if ((owningConnection != Connection::Local) && GetReplicatorMode() == MasterMode)
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{
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SetReplicatorMode(ReplicantMode);
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}
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}
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}
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//
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//----------------------------
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// Hook up to the host manager
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//----------------------------
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//
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owningConnection->AddReplicator(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Replicator::~Replicator()
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{
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DESTRUCTOR("Replicator");
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//
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//--------------------------------------------------------------
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// Notify replicator manager, the connection to the host manager
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// is removed automatically
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//--------------------------------------------------------------
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//
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if (owningConnection)
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{
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Check_Object(owningConnection);
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owningConnection->ReplicatorDestroyed(this);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Replicator::Reuse(
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const Replicator::CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Pointer(this);
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Check_Object(message);
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//
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//---------------------------------
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// Extract our data from the stream
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//---------------------------------
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//
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Verify(message->classID == GetClassID());
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replicatorFlags = message->replicatorFlags;
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//
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//---------------------
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// Get the replicant ID
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//---------------------
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//
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replicatorID = *base_id;
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++*base_id;
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Verify(!owningConnection);
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owningConnection =
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Network::GetInstance()->GetConnection(replicatorID.connectionID);
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Check_Object(owningConnection);
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if(owningConnection == Connection::Hermit)
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{
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Verify(GetReplicatorMode() == HermitMode);
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}
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// here we go...
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// if we are the server than we own everything..
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if (owningConnection != Connection::Hermit)
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{
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Verify(GetReplicatorMode() != HermitMode);
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SetReplicatorMode(MasterMode);
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if (Network::GetInstance()->AmIServer())
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{
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// if we don't own it and it is a master it will be the ServerMasterMode ( the receiver of a ClientMaster )
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if ((owningConnection != Connection::Local) && (owningConnection != Connection::Hermit))
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{
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if (GetReplicatorMode() == MasterMode)
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SetReplicatorMode(ServerMasterMode);
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}
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}
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else
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{
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// we are a client so we don't own anything.
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if ((owningConnection == Connection::Local) && (GetReplicatorMode() == MasterMode))
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{
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SetReplicatorMode(ClientMasterMode);
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}
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else if ((owningConnection != Connection::Local) && GetReplicatorMode() == MasterMode)
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{
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SetReplicatorMode(ReplicantMode);
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}
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}
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}
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//
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//----------------------------
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// Hook up to the host manager
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//----------------------------
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//
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owningConnection->AddReplicator(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Replicator::Respawn(
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const Replicator::CreateMessage *message
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)
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{
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Check_Pointer(this);
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Check_Object(message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Replicator::Dispatch(const Receiver::Message *incoming)
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{
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Check_Object(this);
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Check_Object(incoming);
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STOP(("Replicator::Distpatch has been disabled for networking. Please use Receiver::Receive instead!"));
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#if 0
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//
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//------------------------------------------------------
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// Call Receiver if it is not a replicator aware message
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//------------------------------------------------------
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//
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if (incoming->messageID < Receiver::NextMessageID)
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Receiver::Dispatch(incoming);
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//
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//---------------------------------------------
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// Initialize the replicator information fields
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//---------------------------------------------
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//
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const Message *message = Cast_Pointer(const Message*, incoming);
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Check_Object(message);
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//
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//-------------------------------------------------------------------
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// If this is a replicant instance, reroute the message to the master
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//-------------------------------------------------------------------
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//
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if (GetReplicatorMode() == ReplicantMode)
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{
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Check_Object(owningConnection);
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owningConnection->SendToMaster(this, message);
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return;
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}
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//
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//--------------------------------------------
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// Otherwise, go ahead and receive the message
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//--------------------------------------------
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//
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Receiver::Receive(message);
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#endif
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Replicator::DispatchToReplicants(const Message *message)
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{
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Check_Object(this);
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Check_Object(message);
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Check_Object(owningConnection);
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owningConnection->BroadcastToReplicants(this, message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Replicator::DestroyMessageHandler(const DestroyMessage *message)
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{
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Check_Object(this);
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Check_Object(message);
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Verify(message->messageID == DestroyMessageID);
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delete this;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Replicator::TestInstance()
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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Replicator__ClassData::TestInstance()
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{
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Verify(IsDerivedFrom(Replicator::DefaultData));
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}
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