* 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.
3.9 KiB
ROI Direction Conventions & Third-Person Camera
Background: The Two Z-Axis Conventions
The game engine represents an actor's facing direction via the z-axis of its ROI (Real-time Object Instance) local-to-world transform. Two opposite conventions exist throughout the codebase:
| Convention | ROI z-axis points... | Used by |
|---|---|---|
| forward-z | Toward visual forward | PlaceActor (with m_cameraFlag=TRUE), cam anim end |
| backward-z | Away from visual forward | After Enter()'s TurnAround(), vehicle ROIs |
Toggling between conventions is done by IslePathActor::TurnAround (or the
local FlipMatrixDirection helper): negate the z-axis and recompute the right
vector.
Design Choice: Forward-Z
The third-person orbit camera uses forward-z, matching the convention that
PlaceActor naturally produces. This eliminates the need to flip the ROI
direction after every PlaceActor call.
ComputeOrbitVectors treats local Z+ as the character's visual forward and
places the camera at local -Z (behind the character), looking toward +Z.
Engine Behavior
The engine's actor lifecycle:
Enter()
-> ResetWorldTransform(TRUE) sets m_cameraFlag = TRUE
-> TurnAround() flips to backward-z
-> TransformPointOfView() sets 1st-person camera
PlaceActor() resets to forward-z <- what we use
PlaceActor always produces forward-z (when m_cameraFlag=TRUE), which is
exactly what the orbit camera expects. No direction correction is needed after
PlaceActor runs.
World Transition Timing
The one remaining complexity is timing during world transitions. The event order is:
OnWorldEnabledfires (fromLegoWorld::Enable, BEFORESpawnPlayer)ReinitForCharactersets up the display ROI and marksm_active = trueEnter()firesOnActorEnter-- ROI is at stale position from previous sessionPlaceActorsets ROI to correct spawn position- First
Tick--ApplyOrbitCamerasets the camera at the correct position
Between steps 3 and 5, the ROI position is stale. If we set up the orbit camera in step 3, the stale view would freeze on screen during the ~500ms world load.
The m_pendingWorldTransition flag handles this: set in OnWorldEnabled,
it causes OnActorEnter and ReinitForCharacter to skip camera setup.
Cleared in the first Tick after PlaceActor, where ApplyOrbitCamera
naturally handles the camera. The orbit state (yaw, pitch, distance) is also
reset to defaults in OnWorldEnabled.
Display Clone Direction
The native actor ROI is invisible in 3rd-person mode. A display clone renders
the character model instead. Character meshes face -z, so the clone needs
backward-z to look correct. When syncing the clone's transform from the native
ROI (which is in forward-z), Tick negates the z-axis and recomputes the right
vector -- the same operation as TurnAround.
This also affects the right vector (X-axis): forward-z and backward-z produce opposite right vectors. The orbit yaw input is negated to compensate, keeping drag-right = camera-moves-right.
Cam Anim Interaction
While a cam anim locks the player (GetActorState() == c_disabled), two
things protect the orbit camera:
-
Tick guard:
ApplyOrbitCamerais skipped so it doesn't fight the cam anim'sTransformPointOfView. Without this, the cam anim end handler would read our elevated orbit camera position and place the actor in the air. -
OnCamAnimEnd: When the cam anim releases the player (first space bar interruption or natural end), this callback callsSetupCamerato restore the orbit camera.
After the first interruption, the actor state resets to c_initial and the
orbit camera resumes immediately -- even if m_animRunning is still true for
background animations playing in the world.