MegaGlest/source/glest_game/game/commander.cpp

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "commander.h"
#include "world.h"
#include "unit.h"
#include "conversion.h"
#include "upgrade.h"
#include "command.h"
#include "command_type.h"
#include "network_manager.h"
#include "console.h"
#include "config.h"
#include "platform_util.h"
#include "game.h"
#include "game_settings.h"
#include "game.h"
using namespace Shared::Graphics;
using namespace Shared::Util;
using namespace Shared::Platform;
namespace Glest{ namespace Game{
// =====================================================
// class Commander
// =====================================================
// ===================== PUBLIC ========================
CommanderNetworkThread::CommanderNetworkThread() : BaseThread() {
this->idStatus = make_pair<int,bool>(-1,false);
this->commanderInterface = NULL;
}
CommanderNetworkThread::CommanderNetworkThread(CommanderNetworkCallbackInterface *commanderInterface) : BaseThread() {
this->idStatus = make_pair<int,bool>(-1,false);
this->commanderInterface = commanderInterface;
}
void CommanderNetworkThread::setQuitStatus(bool value) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d value = %d\n",__FILE__,__FUNCTION__,__LINE__,value);
BaseThread::setQuitStatus(value);
if(value == true) {
signalUpdate(-1);
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
void CommanderNetworkThread::signalUpdate(int id) {
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] event = %p\n",__FILE__,__FUNCTION__,__LINE__,event);
MutexSafeWrapper safeMutex(&idMutex,string(__FILE__) + "_" + intToStr(__LINE__));
this->idStatus.first = id;
this->idStatus.second = false;
safeMutex.ReleaseLock();
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
semTaskSignalled.signal();
}
void CommanderNetworkThread::setTaskCompleted(int id) {
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
MutexSafeWrapper safeMutex(&idMutex,string(__FILE__) + "_" + intToStr(__LINE__));
this->idStatus.second = true;
safeMutex.ReleaseLock();
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
bool CommanderNetworkThread::isSignalCompleted(int id) {
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] slotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,slotIndex);
MutexSafeWrapper safeMutex(&idMutex,string(__FILE__) + "_" + intToStr(__LINE__));
bool result = this->idStatus.second;
safeMutex.ReleaseLock();
//if(result == false) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] slotIndex = %d, result = %d\n",__FILE__,__FUNCTION__,__LINE__,slotIndex,result);
return result;
}
void CommanderNetworkThread::execute() {
RunningStatusSafeWrapper runningStatus(this);
try {
//setRunningStatus(true);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
unsigned int idx = 0;
for(;this->commanderInterface != NULL;) {
if(getQuitStatus() == true) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
semTaskSignalled.waitTillSignalled();
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
if(getQuitStatus() == true) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
MutexSafeWrapper safeMutex(&idMutex,string(__FILE__) + "_" + intToStr(__LINE__));
if(idStatus.first > 0) {
int updateId = this->idStatus.first;
safeMutex.ReleaseLock();
this->commanderInterface->commanderNetworkUpdateTask(updateId);
setTaskCompleted(updateId);
}
else {
safeMutex.ReleaseLock();
}
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
if(getQuitStatus() == true) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
catch(const exception &ex) {
//setRunningStatus(false);
SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] Error [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
throw runtime_error(ex.what());
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
//setRunningStatus(false);
}
// =====================================================
// class
// =====================================================
Commander::Commander() {
//this->networkThread = new CommanderNetworkThread(this);
//this->networkThread->setUniqueID(__FILE__);
//this->networkThread->start();
}
Commander::~Commander() {
//if(BaseThread::shutdownAndWait(networkThread) == true) {
// SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
// delete networkThread;
// SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//}
//networkThread = NULL;
}
void Commander::init(World *world){
this->world= world;
}
CommandResult Commander::tryGiveCommand(const Selection *selection, const CommandType *commandType,
const Vec2i &pos, const UnitType* unitType,
CardinalDir facing, bool tryQueue,Unit *targetUnit) const {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(!selection->isEmpty() && commandType != NULL) {
Vec2i refPos;
CommandResultContainer results;
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refPos = world->getMap()->computeRefPos(selection);
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const Unit *builderUnit = world->getMap()->findClosestUnitToPos(selection, pos, unitType);
//Vec2i = world->getMap()->computeDestPos(refPos, builderUnit->getPos(), pos);
//std::pair<float,Vec2i> distance = world->getMap()->getUnitDistanceToPos(builderUnit,pos,unitType);
//builderUnit->setCurrentUnitTitle("Distance: " + floatToStr(distance.first) + " pos: " + distance.second.getString());
int builderUnitId = builderUnit->getId();
CommandStateType commandStateType = cst_None;
int commandStateValue = -1;
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//bool unitSignalledToBuild = false;
//give orders to all selected units
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for(int i = 0; i < selection->getCount(); ++i) {
const Unit *unit = selection->getUnit(i);
int unitId= unit->getId();
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Vec2i currPos= world->getMap()->computeDestPos(refPos, unit->getPos(), pos);
Vec2i usePos = currPos;
const CommandType *useCommandtype = commandType;
if(dynamic_cast<const BuildCommandType *>(commandType) != NULL) {
usePos = pos;
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//if(unitSignalledToBuild == false) {
//if(builderUnit->getId() == unitId)
// builderUnitId = unitId;
//unitSignalledToBuild = true;
//}
//else {
if(builderUnit->getId() != unitId) {
useCommandtype = unit->getType()->getFirstRepairCommand(unitType);
commandStateType = cst_linkedUnit;
commandStateValue = builderUnitId;
//tryQueue = true;
}
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else {
commandStateType = cst_None;
commandStateValue = -1;
}
}
if(useCommandtype != NULL) {
NetworkCommand networkCommand(this->world,nctGiveCommand, unitId,
useCommandtype->getId(), usePos, unitType->getId(),
(targetUnit != NULL ? targetUnit->getId() : -1),
facing, tryQueue, commandStateType,commandStateValue);
//every unit is ordered to a the position
CommandResult result= pushNetworkCommand(&networkCommand);
results.push_back(result);
}
}
return computeResult(results);
}
else{
return crFailUndefined;
}
}
CommandResult Commander::tryGiveCommand(const Unit* unit, const CommandType *commandType,
const Vec2i &pos, const UnitType* unitType,
CardinalDir facing, bool tryQueue,Unit *targetUnit) const {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
Chrono chrono;
chrono.start();
assert(this->world != NULL);
assert(unit != NULL);
assert(commandType != NULL);
assert(unitType != NULL);
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
NetworkCommand networkCommand(this->world,nctGiveCommand, unit->getId(),
commandType->getId(), pos, unitType->getId(),
(targetUnit != NULL ? targetUnit->getId() : -1),
facing, tryQueue);
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
CommandResult result = pushNetworkCommand(&networkCommand);
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s] Line: %d took msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
return result;
}
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CommandResult Commander::tryGiveCommand(const Selection *selection, CommandClass commandClass, const Vec2i &pos, const Unit *targetUnit, bool tryQueue) const{
if(selection->isEmpty() == false) {
Vec2i refPos, currPos;
CommandResultContainer results;
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refPos= world->getMap()->computeRefPos(selection);
//give orders to all selected units
for(int i = 0; i < selection->getCount(); ++i) {
const Unit *unit= selection->getUnit(i);
const CommandType *ct= unit->getType()->getFirstCtOfClass(commandClass);
if(ct != NULL) {
int targetId= targetUnit==NULL? Unit::invalidId: targetUnit->getId();
int unitId= selection->getUnit(i)->getId();
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Vec2i currPos= world->getMap()->computeDestPos(refPos, selection->getUnit(i)->getPos(), pos);
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NetworkCommand networkCommand(this->world,nctGiveCommand, unitId, ct->getId(), currPos, -1, targetId, -1, tryQueue);
//every unit is ordered to a different pos
CommandResult result= pushNetworkCommand(&networkCommand);
results.push_back(result);
}
else{
results.push_back(crFailUndefined);
}
}
return computeResult(results);
}
else{
return crFailUndefined;
}
}
CommandResult Commander::tryGiveCommand(const Selection *selection,
const CommandType *commandType, const Vec2i &pos,
const Unit *targetUnit, bool tryQueue) const{
if(!selection->isEmpty() && commandType!=NULL){
Vec2i refPos;
CommandResultContainer results;
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refPos= world->getMap()->computeRefPos(selection);
//give orders to all selected units
for(int i=0; i<selection->getCount(); ++i){
int targetId= targetUnit==NULL? Unit::invalidId: targetUnit->getId();
int unitId= selection->getUnit(i)->getId();
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Vec2i currPos= world->getMap()->computeDestPos(refPos, selection->getUnit(i)->getPos(), pos);
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NetworkCommand networkCommand(this->world,nctGiveCommand, unitId, commandType->getId(), currPos, -1, targetId, -1, tryQueue);
//every unit is ordered to a different position
CommandResult result= pushNetworkCommand(&networkCommand);
results.push_back(result);
}
return computeResult(results);
}
else{
return crFailUndefined;
}
}
//auto command
CommandResult Commander::tryGiveCommand(const Selection *selection, const Vec2i &pos, const Unit *targetUnit, bool tryQueue) const {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
CommandResult result = crFailUndefined;
if(selection->isEmpty() == false){
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
Vec2i refPos, currPos;
CommandResultContainer results;
//give orders to all selected units
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refPos= world->getMap()->computeRefPos(selection);
for(int i=0; i<selection->getCount(); ++i) {
//every unit is ordered to a different pos
const Unit *unit = selection->getUnit(i);
assert(unit != NULL);
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currPos= world->getMap()->computeDestPos(refPos, unit->getPos(), pos);
//get command type
const CommandType *commandType= unit->computeCommandType(pos, targetUnit);
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] unit = [%s] commandType = %p\n",__FILE__,__FUNCTION__,__LINE__,unit->getFullName().c_str(), commandType);
//give commands
if(commandType!=NULL) {
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] commandType->toString() [%s]\n",__FILE__,__FUNCTION__,__LINE__,commandType->toString().c_str());
int targetId= targetUnit==NULL? Unit::invalidId: targetUnit->getId();
int unitId= unit->getId();
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NetworkCommand networkCommand(this->world,nctGiveCommand, unitId, commandType->getId(), currPos, -1, targetId, -1, tryQueue);
CommandResult result= pushNetworkCommand(&networkCommand);
results.push_back(result);
}
else if(unit->isMeetingPointSettable() == true) {
NetworkCommand command(this->world,nctSetMeetingPoint, unit->getId(), -1, currPos);
CommandResult result= pushNetworkCommand(&command);
results.push_back(result);
}
else {
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
results.push_back(crFailUndefined);
}
}
result = computeResult(results);
}
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] result = %d\n",__FILE__,__FUNCTION__,__LINE__,result);
return result;
}
CommandResult Commander::tryCancelCommand(const Selection *selection) const{
for(int i=0; i<selection->getCount(); ++i){
NetworkCommand command(this->world,nctCancelCommand, selection->getUnit(i)->getId());
pushNetworkCommand(&command);
}
return crSuccess;
}
void Commander::trySetMeetingPoint(const Unit* unit, const Vec2i &pos)const{
NetworkCommand command(this->world,nctSetMeetingPoint, unit->getId(), -1, pos);
pushNetworkCommand(&command);
}
// ==================== PRIVATE ====================
CommandResult Commander::computeResult(const CommandResultContainer &results) const {
switch(results.size()) {
case 0:
return crFailUndefined;
case 1:
return results.front();
default:
for(int i = 0; i < results.size(); ++i) {
if(results[i] != crSuccess) {
return crSomeFailed;
}
}
return crSuccess;
}
}
CommandResult Commander::pushNetworkCommand(const NetworkCommand* networkCommand) const {
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
const Unit* unit= world->findUnitById(networkCommand->getUnitId());
CommandResult cr= crSuccess;
//validate unit
if(unit == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s - %d] Command refers to non existent unit id = %d. Game out of synch.",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
if(gameNetworkInterface != NULL) {
char szMsg[1024]="";
sprintf(szMsg,"Player detected an error: Command refers to non existent unit id = %d. Game out of synch.",networkCommand->getUnitId());
gameNetworkInterface->sendTextMessage(szMsg,-1, true);
}
throw runtime_error(szBuf);
}
//add the command to the interface
gameNetworkInterface->requestCommand(networkCommand);
//calculate the result of the command
if(networkCommand->getNetworkCommandType() == nctGiveCommand) {
Command* command= buildCommand(networkCommand);
cr= unit->checkCommand(command);
delete command;
}
return cr;
}
void Commander::signalNetworkUpdate(Game *game) {
updateNetwork(game);
/*
if(this->networkThread != NULL) {
this->game = game;
this->networkThread->signalUpdate(1);
time_t elapsedWait = time(NULL);
for(;difftime(time(NULL),elapsedWait) <= 4 &&
this->networkThread->isSignalCompleted(1) == false;) {
game->render();
}
}
*/
}
void Commander::commanderNetworkUpdateTask(int id) {
//updateNetwork(game);
}
void Commander::updateNetwork(Game *game) {
NetworkManager &networkManager= NetworkManager::getInstance();
//check that this is a keyframe
//GameSettings *gameSettings = this->world->getGame()->getGameSettings();
if(game != NULL) {
GameSettings *gameSettings = game->getGameSettings();
if( networkManager.isNetworkGame() == false ||
(world->getFrameCount() % gameSettings->getNetworkFramePeriod()) == 0) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] networkManager.isNetworkGame() = %d,world->getFrameCount() = %d, gameSettings->getNetworkFramePeriod() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkManager.isNetworkGame(),world->getFrameCount(),gameSettings->getNetworkFramePeriod());
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
perfTimer.start();
//update the keyframe
gameNetworkInterface->updateKeyframe(world->getFrameCount());
if(perfTimer.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] gameNetworkInterface->updateKeyframe for %d took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,world->getFrameCount(),perfTimer.getMillis());
perfTimer.start();
//give pending commands
for(int i= 0; i < gameNetworkInterface->getPendingCommandCount(); ++i){
giveNetworkCommand(gameNetworkInterface->getPendingCommand(i));
}
if(perfTimer.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] giveNetworkCommand took %lld msecs, PendingCommandCount = %d\n",__FILE__,__FUNCTION__,__LINE__,perfTimer.getMillis(),gameNetworkInterface->getPendingCommandCount());
gameNetworkInterface->clearPendingCommands();
}
}
}
/*
void Commander::giveNetworkCommandSpecial(const NetworkCommand* networkCommand) const {
switch(networkCommand->getNetworkCommandType()) {
case nctNetworkCommand: {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctNetworkCommand\n",__FILE__,__FUNCTION__,__LINE__);
switch(networkCommand->getCommandTypeId()) {
case ncstRotateUnit: {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found ncstRotateUnit [%d]\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getTargetId());
int unitTypeId = networkCommand->getUnitId();
int factionIndex = networkCommand->getUnitTypeId();
int rotateAmount = networkCommand->getTargetId();
//const Faction *faction = world->getFaction(factionIndex);
//const UnitType* unitType= world->findUnitTypeById(faction->getType(), factionIndex);
char unitKey[50]="";
sprintf(unitKey,"%d_%d",unitTypeId,factionIndex);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] unitKey = [%s]\n",__FILE__,__FUNCTION__,__LINE__,unitKey);
Game *game = this->world->getGame();
Gui *gui = game->getGui();
gui->setUnitTypeBuildRotation(unitKey,rotateAmount);
//unit->setRotateAmount(networkCommand->getTargetId());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found ncstRotateUnit [%d]\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getTargetId());
}
break;
}
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctNetworkCommand\n",__FILE__,__FUNCTION__,__LINE__);
}
break;
default:
assert(false);
}
}
*/
void Commander::giveNetworkCommand(NetworkCommand* networkCommand) const {
Chrono chrono;
chrono.start();
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [START]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
networkCommand->preprocessNetworkCommand(this->world);
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [after networkCommand->preprocessNetworkCommand]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
/*
if(networkCommand->getNetworkCommandType() == nctNetworkCommand) {
giveNetworkCommandSpecial(networkCommand);
}
else
*/
{
Unit* unit= world->findUnitById(networkCommand->getUnitId());
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [after world->findUnitById]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
//execute command, if unit is still alive
if(unit != NULL) {
switch(networkCommand->getNetworkCommandType()) {
case nctGiveCommand:{
assert(networkCommand->getCommandTypeId() != CommandType::invalidId);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctGiveCommand networkCommand->getUnitId() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
Command* command= buildCommand(networkCommand);
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [after buildCommand]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] command = %p\n",__FILE__,__FUNCTION__,__LINE__,command);
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unit->giveCommand(command, (networkCommand->getWantQueue() != 0));
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [after unit->giveCommand]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctGiveCommand networkCommand->getUnitId() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
}
break;
case nctCancelCommand: {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctCancelCommand\n",__FILE__,__FUNCTION__,__LINE__);
unit->cancelCommand();
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [after unit->cancelCommand]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctCancelCommand\n",__FILE__,__FUNCTION__,__LINE__);
}
break;
case nctSetMeetingPoint: {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctSetMeetingPoint\n",__FILE__,__FUNCTION__,__LINE__);
unit->setMeetingPos(networkCommand->getPosition());
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [after unit->setMeetingPos]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctSetMeetingPoint\n",__FILE__,__FUNCTION__,__LINE__);
}
break;
default:
assert(false);
}
}
else {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] NULL Unit for id = %d, networkCommand->getNetworkCommandType() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId(),networkCommand->getNetworkCommandType());
}
}
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took msecs: %lld [END]\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
}
Command* Commander::buildCommand(const NetworkCommand* networkCommand) const {
assert(networkCommand->getNetworkCommandType()==nctGiveCommand);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] networkCommand [%s]\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->toString().c_str());
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if(world == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s Line: %d] world == NULL for unit with id: %d",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
throw runtime_error(szBuf);
}
Unit* target= NULL;
const CommandType* ct= NULL;
const Unit* unit= world->findUnitById(networkCommand->getUnitId());
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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//validate unit
if(unit == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s Line: %d] Can not find unit with id: %d. Game out of synch.",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
if(gameNetworkInterface != NULL) {
char szMsg[1024]="";
sprintf(szMsg,"Player detected an error: Can not find unit with id: %d. Game out of synch.",networkCommand->getUnitId());
gameNetworkInterface->sendTextMessage(szMsg,-1, true);
}
throw runtime_error(szBuf);
}
ct= unit->getType()->findCommandTypeById(networkCommand->getCommandTypeId());
if(unit->getFaction()->getIndex() != networkCommand->getUnitFactionIndex()) {
char szBuf[4096]="";
sprintf(szBuf,"In [%s::%s Line: %d]\nUnit / Faction mismatch for network command = [%s]\n%s\nfor unit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nGame out of synch.",
__FILE__,__FUNCTION__,__LINE__,networkCommand->toString().c_str(),unit->getType()->getCommandTypeListDesc().c_str(),unit->getId(), unit->getFullName().c_str(),unit->getDesc().c_str(),unit->getFaction()->getIndex());
SystemFlags::OutputDebug(SystemFlags::debugError,"%s\n",szBuf);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"%s\n",szBuf);
std::string worldLog = world->DumpWorldToLog();
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
if(gameNetworkInterface != NULL && gameNetworkInterface->isConnected() == true) {
char szMsg[1024]="";
sprintf(szMsg,"Player detected an error: Unit / Faction mismatch for unitId: %d",networkCommand->getUnitId());
gameNetworkInterface->sendTextMessage(szMsg,-1, true);
sprintf(szMsg,"Local faction index = %d, remote index = %d. Game out of synch.",unit->getFaction()->getIndex(),networkCommand->getUnitFactionIndex());
gameNetworkInterface->sendTextMessage(szMsg,-1, true);
}
else {
char szMsg[1024]="";
sprintf(szMsg,"Player detected an error: Connection lost, possible Unit / Faction mismatch for unitId: %d",networkCommand->getUnitId());
gameNetworkInterface->sendTextMessage(szMsg,-1, true);
sprintf(szMsg,"Local faction index = %d, remote index = %d. Game out of synch.",unit->getFaction()->getIndex(),networkCommand->getUnitFactionIndex());
gameNetworkInterface->sendTextMessage(szMsg,-1, true);
}
std::string sError = "Error [#1]: Game is out of sync (Unit / Faction mismatch)\nplease check log files for details.";
throw runtime_error(sError);
}
/*
I don't think we can validate in unit type since it can be different for certain commands (like attack and build etc)
else if(networkCommand->getUnitTypeId() >= 0 &&
unit->getType()->getId() != networkCommand->getUnitTypeId() &&
ct->getClass() != ccBuild) {
char szBuf[4096]="";
sprintf(szBuf,"In [%s::%s Line: %d]\nUnit / Type mismatch for network command = [%s]\n%s\nfor unit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nactual local unitTypeId = %d.\nGame out of synch.",
__FILE__,__FUNCTION__,__LINE__,networkCommand->toString().c_str(),unit->getType()->getCommandTypeListDesc().c_str(),unit->getId(), unit->getFullName().c_str(),unit->getDesc().c_str(),unit->getFaction()->getIndex(),unit->getType()->getId());
SystemFlags::OutputDebug(SystemFlags::debugError,"%s\n",szBuf);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"%s\n",szBuf);
std::string worldLog = world->DumpWorldToLog();
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
if(gameNetworkInterface != NULL) {
char szMsg[1024]="";
sprintf(szMsg,"Player detected an error: Unit / Faction mismatch for unitId: %d, Local faction index = %d, remote idnex = %d. Game out of synch.",networkCommand->getUnitId(),unit->getFaction()->getIndex(),networkCommand->getUnitFactionIndex());
gameNetworkInterface->sendTextMessage(szMsg,-1, true);
}
std::string sError = "Error [#2]: Game is out of sync (unit type mismatch)\nplease check log files for details.";
throw runtime_error(sError);
}
*/
const UnitType* unitType= world->findUnitTypeById(unit->getFaction()->getType(), networkCommand->getUnitTypeId());
// debug test!
//throw runtime_error("Test missing command type!");
//validate command type
if(ct == NULL) {
char szBuf[4096]="";
sprintf(szBuf,"In [%s::%s Line: %d]\nCan not find command type for network command = [%s]\n%s\nfor unit = %d\n[%s]\n[%s]\nactual local factionIndex = %d.\nGame out of synch.",
__FILE__,__FUNCTION__,__LINE__,networkCommand->toString().c_str(),unit->getType()->getCommandTypeListDesc().c_str(),unit->getId(), unit->getFullName().c_str(),unit->getDesc().c_str(),unit->getFaction()->getIndex());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"%s\n",szBuf);
std::string worldLog = world->DumpWorldToLog();
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
if(gameNetworkInterface != NULL) {
char szMsg[1024]="";
sprintf(szMsg,"Player detected an error: Can not find command type for unitId: %d. Game out of synch.",networkCommand->getUnitId());
gameNetworkInterface->sendTextMessage(szMsg,-1, true);
}
std::string sError = "Error [#3]: Game is out of sync, please check log files for details.";
throw runtime_error(sError);
}
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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CardinalDir facing;
// get facing/target ... the target might be dead due to lag, cope with it
if (ct->getClass() == ccBuild) {
assert(networkCommand->getTargetId() >= 0 && networkCommand->getTargetId() < 4);
facing = CardinalDir(networkCommand->getTargetId());
}
else if (networkCommand->getTargetId() != Unit::invalidId ) {
target= world->findUnitById(networkCommand->getTargetId());
}
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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//create command
Command *command= NULL;
if(unitType != NULL) {
command= new Command(ct, networkCommand->getPosition(), unitType, facing);
}
else if(target == NULL) {
command= new Command(ct, networkCommand->getPosition());
}
else {
command= new Command(ct, target);
}
// Add in any special state
CommandStateType commandStateType = networkCommand->getCommandStateType();
int commandStateValue = networkCommand->getCommandStateValue();
command->setStateType(commandStateType);
command->setStateValue(commandStateValue);
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//issue command
return command;
}
}}//end namespace