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