isle-portable/LEGO1/lego/legoomni/include/legocachsound.h
foxtacles 7b114bbe59
Add multiplayer extension (#789)
* 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.
2026-04-05 17:13:15 +02:00

90 lines
2.6 KiB
C++

#ifndef LEGOCACHSOUND_H
#define LEGOCACHSOUND_H
#include "decomp.h"
#include "extensions/fwd.h"
#include "lego3dsound.h"
#include "mxcore.h"
#include "mxstring.h"
#include "mxwavepresenter.h"
// VTABLE: LEGO1 0x100d4718
// VTABLE: BETA10 0x101bb6f0
// SIZE 0x88
class LegoCacheSound : public MxCore {
public:
LegoCacheSound();
LegoCacheSound(LegoCacheSound& p_sound);
~LegoCacheSound() override; // vtable+0x00
// FUNCTION: LEGO1 0x10006580
const char* ClassName() const override // vtable+0x0c
{
// not in BETA10
// STRING: LEGO1 0x100f01c4
return "LegoCacheSound";
}
// FUNCTION: LEGO1 0x10006590
MxBool IsA(const char* p_name) const override // vtable+0x10
{
return !strcmp(p_name, LegoCacheSound::ClassName()) || MxCore::IsA(p_name);
}
virtual MxResult Create(
MxWavePresenter::WaveFormat& p_pwfx,
MxString p_mediaSrcPath,
MxS32 p_volume,
MxU8* p_data,
MxU32 p_dataSize
); // vtable+0x14
virtual void Destroy(); // vtable+0x18
virtual void FUN_10006cd0(undefined4, undefined4); // vtable+0x1c
const MxString& GetUnknown0x48() const { return m_unk0x48; }
const MxBool GetUnknown0x58() const { return m_unk0x58; }
LegoCacheSound* Clone();
MxResult Play(const char* p_name, MxBool p_looping);
void Stop();
void FUN_10006be0();
void SetDistance(MxS32 p_min, MxS32 p_max);
void MuteSilence(MxBool p_muted);
void MuteStop(MxBool p_mute);
LegoCacheSound& operator=(LegoCacheSound& p_sound);
void CopyFrom(LegoCacheSound& p_sound);
// SYNTHETIC: LEGO1 0x10006610
// SYNTHETIC: BETA10 0x100675b0
// LegoCacheSound::`scalar deleting destructor'
private:
friend class Multiplayer::Animation::AudioPlayer;
friend class Multiplayer::NetworkManager;
void Init();
void CopyData(MxU8* p_data, MxU32 p_dataSize);
MxString GetBaseFilename(MxString& p_path);
// [library:audio] WAVE_FORMAT_PCM (audio in .SI files only used this format)
static const MxU32 g_supportedFormatTag = 1;
MxMiniaudio<ma_audio_buffer> m_buffer;
MxMiniaudio<ma_sound> m_cacheSound;
undefined m_unk0x0c[4]; // 0x0c
Lego3DSound m_sound; // 0x10
MxU8* m_data; // 0x40
MxU32 m_dataSize; // 0x44
MxString m_unk0x48; // 0x48
MxBool m_unk0x58; // 0x58
MxWavePresenter::WaveFormat m_wfx; // 0x59
MxBool m_looping; // 0x69
MxBool m_unk0x6a; // 0x6a
MxS32 m_volume; // 0x6c
MxBool m_unk0x70; // 0x70
MxString m_unk0x74; // 0x74
MxBool m_muted; // 0x84
};
#endif // LEGOCACHSOUND_H