mirror of
https://github.com/isledecomp/isle-portable.git
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- Move TickHostSessions outside m_inIsleWorld gate so the host can coordinate animations from any world - Load animation catalog early in HandleCreate so the host can coordinate before entering the ISLE world - Use network-reported positions for remote player location detection instead of requiring spawned ROIs - Always erase sessions at launch — the host's job ends when the animation starts; clients play and complete independently - Replace BroadcastAnimComplete with locally-driven completion callbacks: host generates eventId at launch, clients cache completion JSON at start time, fire it when ScenePlayer finishes - Make StopAnimation only do local cleanup (stop playback, cancel own interest, reset coordinator) without destroying the session host, so other players' sessions survive world transitions - Broadcast state=0 in ResetAnimationState for full teardown paths (shutdown, reconnect, host migration) so clients aren't left with stale session state
257 lines
8.9 KiB
C++
257 lines
8.9 KiB
C++
#pragma once
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#include "extensions/multiplayer/animation/catalog.h"
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#include "extensions/multiplayer/animation/coordinator.h"
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#include "extensions/multiplayer/animation/locationproximity.h"
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#include "extensions/multiplayer/animation/sceneplayer.h"
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#include "extensions/multiplayer/animation/sessionhost.h"
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#include "extensions/multiplayer/networktransport.h"
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#include "extensions/multiplayer/platformcallbacks.h"
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#include "extensions/multiplayer/protocol.h"
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#include "extensions/multiplayer/remoteplayer.h"
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#include "extensions/multiplayer/sireader.h"
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#include "extensions/multiplayer/worldstatesync.h"
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#include "mxcore.h"
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#include "mxtypes.h"
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#include <atomic>
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#include <cstdint>
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#include <map>
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#include <memory>
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#include <string>
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#include <vector>
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class LegoEntity;
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class LegoWorld;
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namespace Extensions
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{
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class ThirdPersonCameraExt;
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}
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namespace Multiplayer
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{
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class NameBubbleRenderer;
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class NetworkManager : public MxCore {
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public:
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enum ConnectionState {
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STATE_DISCONNECTED,
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STATE_CONNECTED,
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STATE_RECONNECTING
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};
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NetworkManager();
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~NetworkManager() override;
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MxResult Tickle() override;
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const char* ClassName() const override { return "NetworkManager"; }
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MxBool IsA(const char* p_name) const override
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{
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return !SDL_strcmp(p_name, NetworkManager::ClassName()) || MxCore::IsA(p_name);
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}
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void Initialize(NetworkTransport* p_transport, PlatformCallbacks* p_callbacks);
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void HandleCreate();
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void Shutdown();
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void Connect(const char* p_roomId);
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void Disconnect();
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bool IsConnected() const;
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bool WasRejected() const;
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void SetWalkAnimation(uint8_t p_walkAnimId);
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void SetIdleAnimation(uint8_t p_idleAnimId);
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void SendEmote(uint8_t p_emoteId);
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void SendHorn(int8_t p_vehicleType);
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// Thread-safe request methods for cross-thread callers (e.g. WASM exports
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// running on the browser main thread). Deferred to the game thread in Tickle().
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void RequestToggleThirdPerson() { m_pendingToggleThirdPerson.store(true, std::memory_order_relaxed); }
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void RequestSetWalkAnimation(uint8_t p_walkAnimId)
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{
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m_pendingWalkAnim.store(p_walkAnimId, std::memory_order_relaxed);
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}
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void RequestSetIdleAnimation(uint8_t p_idleAnimId)
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{
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m_pendingIdleAnim.store(p_idleAnimId, std::memory_order_relaxed);
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}
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void RequestSendEmote(uint8_t p_emoteId) { m_pendingEmote.store(p_emoteId, std::memory_order_relaxed); }
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void RequestToggleNameBubbles() { m_pendingToggleNameBubbles.store(true, std::memory_order_relaxed); }
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void RequestToggleAllowCustomize() { m_pendingToggleAllowCustomize.store(true, std::memory_order_relaxed); }
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void RequestSetAnimInterest(int32_t p_animIndex)
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{
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m_pendingAnimInterest.store(p_animIndex, std::memory_order_relaxed);
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}
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void RequestCancelAnimInterest() { m_pendingAnimCancel.store(true, std::memory_order_relaxed); }
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bool IsInIsleWorld() const { return m_inIsleWorld; }
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RemotePlayer* FindPlayerByROI(LegoROI* p_roi) const;
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bool IsClonedCharacter(const char* p_name) const;
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void SendCustomize(uint32_t p_targetPeerId, uint8_t p_changeType, uint8_t p_partIndex);
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// Stop any playing animation and release its resources.
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// Must be called before the display ROI is destroyed.
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void StopAnimation();
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void OnWorldEnabled(LegoWorld* p_world);
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void OnWorldDisabled(LegoWorld* p_world);
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void OnBeforeSaveLoad();
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void OnSaveLoaded();
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void NotifyThirdPersonChanged(bool p_enabled);
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void NotifyNameBubblesChanged(bool p_enabled);
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void NotifyAllowCustomizeChanged(bool p_enabled);
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// Called from multiplayer extension when a plant/building entity is clicked.
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// Returns TRUE if the mutation should be suppressed locally (non-host).
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MxBool HandleEntityMutation(LegoEntity* p_entity, MxU8 p_changeType);
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// Called from multiplayer extension when a sky/light control is used.
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// Returns TRUE if the local action should be suppressed (non-host).
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MxBool HandleSkyLightMutation(uint8_t p_entityType, uint8_t p_changeType);
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bool IsHost() const { return m_localPeerId != 0 && m_localPeerId == m_hostPeerId; }
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uint32_t GetLocalPeerId() const { return m_localPeerId; }
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private:
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void BroadcastLocalState();
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void ProcessIncomingPackets();
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void UpdateRemotePlayers(float p_deltaTime);
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RemotePlayer* CreateAndSpawnPlayer(uint32_t p_peerId, uint8_t p_actorId, uint8_t p_displayActorIndex);
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void HandleLeave(const PlayerLeaveMsg& p_msg);
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void HandleState(const PlayerStateMsg& p_msg);
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void HandleHostAssign(const HostAssignMsg& p_msg);
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void HandleEmote(const EmoteMsg& p_msg);
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void HandleHorn(const HornMsg& p_msg);
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void HandleCustomize(const CustomizeMsg& p_msg);
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// Animation coordination handlers
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void HandleAnimInterest(uint32_t p_peerId, uint16_t p_animIndex, uint8_t p_displayActorIndex);
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void HandleAnimCancel(uint32_t p_peerId);
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void HandleAnimUpdate(const AnimUpdateMsg& p_msg);
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void HandleAnimStart(const AnimStartMsg& p_msg);
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void HandleAnimStartLocally(uint16_t p_animIndex, bool p_localInSession, uint64_t p_eventId);
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AnimUpdateMsg BuildAnimUpdateMsg(uint16_t p_animIndex, uint32_t p_target);
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void BroadcastAnimUpdate(uint16_t p_animIndex);
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void SendAnimUpdateToPlayer(uint16_t p_animIndex, uint32_t p_targetPeerId);
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void BroadcastAnimStart(uint16_t p_animIndex, uint64_t p_eventId);
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bool IsPeerAtLocation(uint32_t p_peerId, int16_t p_location) const;
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bool GetPeerPosition(uint32_t p_peerId, float& p_x, float& p_z) const;
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bool IsPeerNearby(uint32_t p_peerId, float p_refX, float p_refZ) const;
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uint8_t GetPeerVehicleState(uint32_t p_peerId, int8_t p_charIndex) const;
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bool ValidateSessionLocations(uint16_t p_animIndex);
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void ResetAnimationState();
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void CancelLocalAnimInterest();
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void BroadcastChangedSessions(const std::vector<uint16_t>& p_changedAnims);
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void TickHostSessions();
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MessageHeader MakeHeader(uint8_t p_type, uint32_t p_target);
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void ProcessPendingRequests();
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void RemoveRemotePlayer(uint32_t p_peerId);
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void RemoveAllRemotePlayers();
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void CheckConnectionState();
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void AttemptReconnect();
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void ResetStateAfterReconnect();
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void NotifyPlayerCountChanged();
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void EnforceDisableNPCs();
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void PushAnimationState();
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// Serialize and send a fixed-size message via the transport
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template <typename T>
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void SendMessage(const T& p_msg);
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NetworkTransport* m_transport;
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PlatformCallbacks* m_callbacks;
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WorldStateSync m_worldSync;
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NameBubbleRenderer* m_localNameBubble;
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std::map<uint32_t, std::unique_ptr<RemotePlayer>> m_remotePlayers;
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std::map<LegoROI*, RemotePlayer*> m_roiToPlayer;
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uint32_t m_localPeerId;
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uint32_t m_hostPeerId;
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uint32_t m_sequence;
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uint32_t m_lastBroadcastTime;
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uint8_t m_lastValidActorId;
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bool m_localAllowRemoteCustomize;
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bool m_inIsleWorld;
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bool m_registered;
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std::atomic<bool> m_pendingToggleThirdPerson;
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std::atomic<bool> m_pendingToggleNameBubbles;
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std::atomic<int> m_pendingWalkAnim;
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std::atomic<int> m_pendingIdleAnim;
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std::atomic<int> m_pendingEmote;
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std::atomic<bool> m_pendingToggleAllowCustomize;
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std::atomic<int32_t> m_pendingAnimInterest;
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std::atomic<bool> m_pendingAnimCancel;
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bool m_showNameBubbles;
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bool m_lastCameraEnabled;
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uint8_t m_lastVehicleState;
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bool m_wasInRestrictedArea;
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// SI file reader (shared with animation loader)
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SIReader m_siReader;
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// NPC animation playback
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Multiplayer::Animation::Catalog m_animCatalog;
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Multiplayer::Animation::Loader m_animLoader;
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Multiplayer::Animation::LocationProximity m_locationProximity;
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Multiplayer::Animation::Coordinator m_animCoordinator;
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Multiplayer::Animation::SessionHost m_animSessionHost;
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int32_t m_localPendingAnimInterest;
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// Concurrent animation playback: one ScenePlayer per playing animation
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std::map<uint16_t, std::unique_ptr<Multiplayer::Animation::ScenePlayer>> m_playingAnims;
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// Pre-built completion JSON per playing animation (non-observer participants only).
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// Cached at animation start so it survives host migration/dropout.
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std::map<uint16_t, std::string> m_pendingCompletionJson;
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std::string BuildCompletionJson(uint16_t p_animIndex, uint64_t p_eventId);
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void TickAnimation();
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void StopScenePlayback(uint16_t p_animIndex, bool p_unlockRemotes);
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void StopAllPlayback();
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void UnlockRemotesForAnim(uint16_t p_animIndex);
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// Horn sound synchronization
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void PreloadHornSounds();
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void CleanupHornSounds();
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// Animation state push
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bool m_animStateDirty;
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bool m_animInterestDirty;
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uint32_t m_lastAnimPushTime;
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ConnectionState m_connectionState;
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bool m_wasRejected;
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std::string m_roomId;
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uint32_t m_reconnectAttempt;
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uint32_t m_reconnectDelay;
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uint32_t m_nextReconnectTime;
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static const uint32_t BROADCAST_INTERVAL_MS = 66; // ~15Hz
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static const uint32_t TIMEOUT_MS = 5000; // 5 second timeout
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static const uint32_t RECONNECT_INITIAL_DELAY_MS = 1000;
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static const uint32_t RECONNECT_MAX_DELAY_MS = 30000;
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static const uint32_t RECONNECT_MAX_ATTEMPTS = 10;
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static const uint32_t ANIM_PUSH_COOLDOWN_MS = 250; // max ~4Hz for movement-based changes
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// Horn sound data
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static const int HORN_VEHICLE_COUNT = 4;
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class LegoCacheSound* m_hornTemplates[HORN_VEHICLE_COUNT];
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std::vector<class LegoCacheSound*> m_activeHorns;
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};
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} // namespace Multiplayer
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