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https://github.com/isledecomp/isle-portable.git
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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.
103 lines
2.9 KiB
C++
103 lines
2.9 KiB
C++
#ifndef LEGOUTILS_H
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#define LEGOUTILS_H
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#include "actionsfwd.h"
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#include "decomp.h"
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#include "extra.h"
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#include "mxtypes.h"
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#ifdef MINIWIN
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#include "miniwin/windows.h"
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#else
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#include <windows.h>
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#endif
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#define WM_ISLE_SETCURSOR 0x5400
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// name verified by BETA10 0x100d4054
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#define DS_NOT_A_STREAM -1
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enum Cursor {
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e_cursorArrow = 0,
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e_cursorBusy,
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e_cursorNo,
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e_cursorUnused3,
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e_cursorUnused4,
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e_cursorUnused5,
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e_cursorUnused6,
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e_cursorUnused7,
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e_cursorUnused8,
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e_cursorUnused9,
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e_cursorUnused10,
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e_cursorNone
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};
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enum GameEvent {
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e_hitActor,
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e_skeletonKick,
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e_raceFinished,
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e_badEnding,
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e_goodEnding,
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e_saveSlotWritten,
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e_saveStateChanged
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};
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class BoundingSphere;
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class MxAtomId;
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class LegoEntity;
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class LegoAnimPresenter;
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class LegoNamedTexture;
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class LegoPathActor;
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class LegoROI;
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class LegoStorage;
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class LegoTreeNode;
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extern MxAtomId* g_isleScript;
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LegoEntity* PickEntity(MxLong p_x, MxLong p_y);
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LegoROI* PickROI(MxLong p_x, MxLong p_y);
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LegoROI* PickRootROI(MxLong p_x, MxLong p_y);
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void RotateY(LegoROI* p_roi, MxFloat p_angle);
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MxBool SpheresIntersect(const BoundingSphere& p_sphere1, const BoundingSphere& p_sphere2);
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MxBool CalculateRayOriginDirection(MxFloat p_coordinates[2], MxFloat p_direction[3], MxFloat p_origin[3]);
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MxBool TransformWorldToScreen(const MxFloat p_world[3], MxFloat p_screen[4]);
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MxS16 CountTotalTreeNodes(LegoTreeNode* p_node);
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LegoTreeNode* GetTreeNode(LegoTreeNode* p_node, MxU32 p_index);
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void CalculateViewFromAnimation(LegoAnimPresenter* p_presenter);
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Extra::ActionType MatchActionString(const char*);
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void InvokeAction(Extra::ActionType p_actionId, const MxAtomId& p_pAtom, MxS32 p_streamId, LegoEntity* p_sender);
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void SetCameraControllerFromIsle();
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void ConvertHSVToRGB(float p_h, float p_s, float p_v, float* p_rOut, float* p_gOut, float* p_bOut);
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void PlayCamAnim(LegoPathActor* p_actor, MxBool p_unused, MxU32 p_location, MxBool p_bool);
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void ResetViewVelocity();
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MxBool RemoveFromCurrentWorld(const MxAtomId& p_atomId, MxS32 p_id);
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void EnableAnimations(MxBool p_enable);
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void SetAppCursor(Cursor p_cursor);
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MxBool CanExit();
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MxBool RemoveFromWorld(
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const MxAtomId& p_entityAtom,
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MxS32 p_entityId,
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const MxAtomId& p_worldAtom,
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MxS32 p_worldEntityId
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);
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MxS32 UpdateLightPosition(MxS32 p_increase);
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void SetLightPosition(MxS32 p_index);
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LegoNamedTexture* ReadNamedTexture(LegoStorage* p_storage);
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void WriteDefaultTexture(LegoStorage* p_storage, const char* p_name);
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void WriteNamedTexture(LegoStorage* p_storage, LegoNamedTexture* p_namedTexture);
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void LoadFromNamedTexture(LegoNamedTexture* p_namedTexture);
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void EmitGameEvent(GameEvent p_event, void* p_data = NULL);
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// FUNCTION: BETA10 0x100260a0
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inline void StartIsleAction(IsleScript::Script p_objectId)
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{
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if (p_objectId != (IsleScript::Script) -1) {
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InvokeAction(Extra::e_start, *g_isleScript, p_objectId, NULL);
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}
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}
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// SYNTHETIC: LEGO1 0x10034b40
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// LegoTexture::`scalar deleting destructor'
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#endif // LEGOUTILS_H
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