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* Add multiplayer extension * Fix animation system to work when host is outside ISLE world - 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 * Fix use-after-free crash in ScenePlayer when remote player disconnects mid-animation When a remote player's ROI is destroyed (disconnect, timeout, or respawn), notify all active ScenePlayer instances to null out dangling references before the ROI is freed. The animation engine already handles null ROI map entries gracefully, so playback continues for remaining participants. * Fix crash when performer's child ROIs are left dangling in ScenePlayer NotifyROIDestroyed now walks the parent chain to also invalidate child ROIs of the destroyed performer (head, limbs, etc.) that were placed into the roiMap by BuildROIMap. The ancestor walk happens once; all other fields are cleaned with simple pointer equality. * Allow spectator to play click animation during scene playback * Make PTATCAM track spectator ROI instead of camera in ScenePlayer * Only regenerate emscripten version files when git state changes Replace add_custom_target(ALL) with add_custom_command(OUTPUT) so the version script only runs when .git/HEAD or the current branch ref file changes, instead of on every build. * Fix ROI name collision causing dangling pointers in NPC locomotion roiMaps When ScenePlayer created cloned NPC ROIs for cooperative animations, it renamed them to match the original character name and added them to the ViewManager. This created a name collision: two ROIs with the same name. The original game's AppendROIToScene searches by name and stops at the first match, so if a locomotion BuildROIMap ran while the clone existed, it could capture pointers to the clone's child ROIs. When the clone was later destroyed (CleanupProps), those roiMap entries became dangling pointers, crashing in AnimateWithTransform at roi.h:151 (SetVisibility). Fix: use the alias mechanism (already supported by AnimUtils::BuildROIMap) instead of renaming clones. Also unify all ROI name generation behind a shared counter to prevent character manager key collisions.
92 lines
3.9 KiB
Markdown
92 lines
3.9 KiB
Markdown
# ROI Direction Conventions & Third-Person Camera
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## Background: The Two Z-Axis Conventions
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The game engine represents an actor's facing direction via the z-axis of its ROI
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(Real-time Object Instance) local-to-world transform. Two opposite conventions
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exist throughout the codebase:
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| Convention | ROI z-axis points... | Used by |
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|----------------|--------------------------|--------------------------------------------------------|
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| **forward-z** | Toward visual forward | `PlaceActor` (with `m_cameraFlag=TRUE`), cam anim end |
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| **backward-z** | Away from visual forward | After `Enter()`'s `TurnAround()`, vehicle ROIs |
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Toggling between conventions is done by `IslePathActor::TurnAround` (or the
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local `FlipMatrixDirection` helper): negate the z-axis and recompute the right
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vector.
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## Design Choice: Forward-Z
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The third-person orbit camera uses **forward-z**, matching the convention that
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`PlaceActor` naturally produces. This eliminates the need to flip the ROI
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direction after every `PlaceActor` call.
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`ComputeOrbitVectors` treats local Z+ as the character's visual forward and
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places the camera at local -Z (behind the character), looking toward +Z.
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## Engine Behavior
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The engine's actor lifecycle:
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```
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Enter()
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-> ResetWorldTransform(TRUE) sets m_cameraFlag = TRUE
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-> TurnAround() flips to backward-z
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-> TransformPointOfView() sets 1st-person camera
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PlaceActor() resets to forward-z <- what we use
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```
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`PlaceActor` always produces forward-z (when `m_cameraFlag=TRUE`), which is
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exactly what the orbit camera expects. No direction correction is needed after
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`PlaceActor` runs.
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## World Transition Timing
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The one remaining complexity is timing during world transitions. The event order
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is:
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1. `OnWorldEnabled` fires (from `LegoWorld::Enable`, BEFORE `SpawnPlayer`)
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2. `ReinitForCharacter` sets up the display ROI and marks `m_active = true`
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3. `Enter()` fires `OnActorEnter` -- ROI is at **stale position** from previous session
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4. `PlaceActor` sets ROI to correct spawn position
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5. First `Tick` -- `ApplyOrbitCamera` sets the camera at the correct position
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Between steps 3 and 5, the ROI position is stale. If we set up the orbit camera
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in step 3, the stale view would freeze on screen during the ~500ms world load.
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The `m_pendingWorldTransition` flag handles this: set in `OnWorldEnabled`,
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it causes `OnActorEnter` and `ReinitForCharacter` to skip camera setup.
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Cleared in the first `Tick` after `PlaceActor`, where `ApplyOrbitCamera`
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naturally handles the camera. The orbit state (yaw, pitch, distance) is also
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reset to defaults in `OnWorldEnabled`.
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## Display Clone Direction
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The native actor ROI is invisible in 3rd-person mode. A display clone renders
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the character model instead. Character meshes face -z, so the clone needs
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backward-z to look correct. When syncing the clone's transform from the native
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ROI (which is in forward-z), `Tick` negates the z-axis and recomputes the right
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vector -- the same operation as `TurnAround`.
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This also affects the right vector (X-axis): forward-z and backward-z produce
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opposite right vectors. The orbit yaw input is negated to compensate, keeping
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drag-right = camera-moves-right.
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## Cam Anim Interaction
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While a cam anim locks the player (`GetActorState() == c_disabled`), two
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things protect the orbit camera:
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1. **Tick guard**: `ApplyOrbitCamera` is skipped so it doesn't fight the cam
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anim's `TransformPointOfView`. Without this, the cam anim end handler would
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read our elevated orbit camera position and place the actor in the air.
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2. **`OnCamAnimEnd`**: When the cam anim releases the player (first space bar
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interruption or natural end), this callback calls `SetupCamera` to restore
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the orbit camera.
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After the first interruption, the actor state resets to `c_initial` and the
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orbit camera resumes immediately -- even if `m_animRunning` is still true for
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background animations playing in the world.
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