khanat-opennel-code/code/ryzom/common/src/game_share/action_factory.h

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_ACTION_FACTORY_H
#define NL_ACTION_FACTORY_H
//
// Includes
//
#include <map>
#include <vector>
#include <nel/misc/types_nl.h>
#include "entity_types.h"
#include "action.h"
#include "action_sint64.h"
#include "action_position.h"
namespace CLFECOMMON {
class CActionPosition;
//class CActionSint64;
//
// Classes
//
class CActionFactory
{
public:
/// Singleton access
static CActionFactory *getInstance ()
{
if (Instance == NULL)
Instance = new CActionFactory;
return Instance;
}
static bool isInstanceAllocated()
{
return Instance != NULL;
}
/// Singleton release
static void release()
{
if (Instance)
{
Instance->releaseVolatileProperties();
delete Instance;
Instance = NULL;
}
}
~CActionFactory();
/** Register an action with a code.
* \param code the code associate with this action. at the end, it should be an huffman code (todo)
* \param creator a function that returns a new instances of this registered class
*/
void registerAction (uint32 code, CAction *(*creator)());
//uint getNbBits( TProperty pr
/** Create an instance of the action associated with the code. The allocation will be done with a special memory
* management so you could *not* delete this pointer. Use the factory function to delete them.
* \param code the code of the action you want to instanciate
* \return a pointer to the new instance of this code
*/
CAction *create ( TCLEntityId slot, TActionCode code );
/** Create the action from a property code, fills property index and fill the internal propindex if needed
* (it assumes the frontend and the client have the same mapping property/propindex).
*/
CAction *createByPropIndex( TCLEntityId slot, TPropIndex index );
/** Pack an action to a bit stream.
*/
void pack (CAction *action, NLMISC::CBitMemStream &message, NLMISC::TGameCycle currentCycle=0);
/* Pack an action to a bit stream, for server-->client, actioncode < 4 only
*/
void packFast( CAction *action, NLMISC::CBitMemStream& message/*, NLMISC::TGameCycle currentCycle*/ )
{
//nlassert( action->Code < 4 );
/*uint32 timestampDelta = currentCycle - action->GameCycle;
action->TransmitTimeStamp = true;
if ( timestampDelta > 15 ) // clamp to 4bit
{
timestampDelta = 15;
}
uint32 value = (1 << 14) | (action->Code << 12) | (timestampDelta << 8) | action->CLEntityId;
message.serial( value, 15 ); */
// TODO: for properties, remove all (except timestamp?)
action->pack (message);
}
/** Unpack some actions from a bit stream. Set transmitTimestamp=true for server-->client,
* false for client-->server. If true, set the current gamecycle.
*/
void unpack (NLMISC::CBitMemStream &message, std::vector <CAction *>& actions, NLMISC::TGameCycle currentCycle=0);
/** Unpack an action from a bit stream. Set transmitTimestamp=true for server-->client,
* false for client-->server. If true, set the current gamecycle.
*/
CAction *unpack (NLMISC::CBitMemStream &message, NLMISC::TGameCycle currentCycle=0);
/**
* Return the size of the action IN BITS, not in bytes
*/
uint32 size (CAction *action);
/*uint32 sizeFast( CAction *action )
{
if ( action->Code == ACTION_POSITION_CODE )
#ifdef TEST_POSITION_CORRECTNESS
return 1+2+4+8 + 16+16+16 + 32+32;
#else
return 1+2+4+8 + 16+16+16;
#endif
else // ACTION_SINT64:
return 1+2+4+8 + 4+64;
}*/
/** Release (delete) the action and set action to NULL.
* \param action pointer to the action instance
*/
void remove (CAction *&action);
/** Release (delete) the impulse action
* \param impulse action pointer to the action instance
*/
void remove (CActionImpulsion *&action);
uint getNbActionsInStore();
uint getNbActionsInStore(uint code);
public:
void initVolatileProperties();
CActionSint64* getVolatilePropAction(TCLEntityId slot, TPropIndex index)
{
CActionSint64* action = _VolatileActions[index];
action->Slot = slot;
return action;
}
CActionPosition* getVolatilePositionAction(TCLEntityId slot)
{
CActionPosition* action = _VolatilePosition;
action->Slot = slot;
return action;
}
void releaseVolatileProperties();
private:
/** The ctor is private because CActionFactory is a singelton and you can't instanciate it, use getInstance() instead.
*/
CActionFactory ();
// typedef std::map<uint32, CAction *(*)()> CRegisteredAction;
typedef std::pair<CAction *(*)(), std::vector<CAction*> > TActionStore;
typedef std::vector<TActionStore> CRegisteredAction;
CRegisteredAction RegisteredAction;
static CActionFactory *Instance;
CActionSint64* _VolatileActions[NB_VISUAL_PROPERTIES];
CActionPosition* _VolatilePosition;
};
}
#endif // NL_ACTION_FACTORY_H
/* End of action_factory.h */