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ClientGameTokenSynch.cpp
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ClientGameTokenSynch.cpp
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/*************************************************************************
Crytek Source File.
Copyright (C), Crytek Studios, 2001-2008.
-------------------------------------------------------------------------
$Id$
$DateTime$
-------------------------------------------------------------------------
History:
- 5:9:2008 13:11 : Created by Marcio Martins
*************************************************************************/
#include "StdAfx.h"
#include "ClientGameTokenSynch.h"
#include "ServerGameTokenSynch.h"
//------------------------------------------------------------------------
void CClientGameTokenSynch::DefineProtocol(IProtocolBuilder *pBuilder)
{
pBuilder->AddMessageSink(this, CServerGameTokenSynch::GetProtocolDef(), CClientGameTokenSynch::GetProtocolDef());
}
//------------------------------------------------------------------------
NET_IMPLEMENT_IMMEDIATE_MESSAGE(CClientGameTokenSynch, ResetMsg, eNRT_ReliableOrdered, eMPF_BlocksStateChange)
{
Reset();
return true;
}
//------------------------------------------------------------------------
CClientGameTokenSynch::CResetMsg::CResetMsg(int _channelId)
: INetMessage(CClientGameTokenSynch::ResetMsg),
channelId(_channelId)
{
};
//------------------------------------------------------------------------
EMessageSendResult CClientGameTokenSynch::CResetMsg::WritePayload(TSerialize ser, uint32 currentSeq, uint32 basisSeq)
{
return eMSR_SentOk;
}
//------------------------------------------------------------------------
void CClientGameTokenSynch::CResetMsg::UpdateState(uint32 fromSeq, ENetSendableStateUpdate)
{
}
//------------------------------------------------------------------------
size_t CClientGameTokenSynch::CResetMsg::GetSize()
{
return sizeof(*this);
};
//------------------------------------------------------------------------
// GLOBAL
//------------------------------------------------------------------------
#define DEFINE_MESSAGE(class, type, msgdef) \
CClientGameTokenSynch::class::class(int _channelId, TGameTokenName _name, TGameTokenValue &_value) \
: CSetMsg(CClientGameTokenSynch::msgdef, _channelId, _name, _value) {}; \
EMessageSendResult CClientGameTokenSynch::class::WritePayload(TSerialize ser, uint32 currentSeq, uint32 basisSeq) \
{ CClientGameTokenSynch::SerializeGameToken(ser, name, value, NTypelist::IndexOf<type, TGameTokenValueTypes>::value); \
return eMSR_SentOk; }
#define IMPLEMENT_IMMEDIATE_MESSAGE(type) \
TGameTokenName name; \
TGameTokenValue value; \
CClientGameTokenSynch::SerializeGameToken(ser, name, value, NTypelist::IndexOf<type, TGameTokenValueTypes>::value); \
m_pGTS->SetOrCreateToken(name, value); \
return true;
//------------------------------------------------------------------------
NET_IMPLEMENT_IMMEDIATE_MESSAGE(CClientGameTokenSynch, SetIntMsg, eNRT_ReliableUnordered, 0)
{
IMPLEMENT_IMMEDIATE_MESSAGE(int);
}
//------------------------------------------------------------------------
NET_IMPLEMENT_IMMEDIATE_MESSAGE(CClientGameTokenSynch, SetFloatMsg, eNRT_ReliableUnordered, 0)
{
IMPLEMENT_IMMEDIATE_MESSAGE(float);
}
//------------------------------------------------------------------------
NET_IMPLEMENT_IMMEDIATE_MESSAGE(CClientGameTokenSynch, SetEntityIdMsg, eNRT_ReliableUnordered, 0)
{
IMPLEMENT_IMMEDIATE_MESSAGE(EntityId);
}
//------------------------------------------------------------------------
NET_IMPLEMENT_IMMEDIATE_MESSAGE(CClientGameTokenSynch, SetVec3Msg, eNRT_ReliableUnordered, 0)
{
IMPLEMENT_IMMEDIATE_MESSAGE(Vec3);
}
//------------------------------------------------------------------------
NET_IMPLEMENT_IMMEDIATE_MESSAGE(CClientGameTokenSynch, SetStringMsg, eNRT_ReliableUnordered, 0)
{
IMPLEMENT_IMMEDIATE_MESSAGE(string);
}
//------------------------------------------------------------------------
NET_IMPLEMENT_IMMEDIATE_MESSAGE(CClientGameTokenSynch, SetBoolMsg, eNRT_ReliableUnordered, 0)
{
IMPLEMENT_IMMEDIATE_MESSAGE(bool);
}
//------------------------------------------------------------------------
CClientGameTokenSynch::CSetMsg::CSetMsg(const SNetMessageDef *pDef, int _channelId, TGameTokenName &_name, TGameTokenValue &_value)
: channelId(_channelId),
name(_name),
value(_value),
INetMessage(pDef)
{
SetGroup( 'stor' );
};
//------------------------------------------------------------------------
EMessageSendResult CClientGameTokenSynch::CSetMsg::WritePayload(TSerialize ser, uint32 currentSeq, uint32 basisSeq)
{
return eMSR_SentOk;
}
//------------------------------------------------------------------------
void CClientGameTokenSynch::CSetMsg::UpdateState(uint32 fromSeq, ENetSendableStateUpdate)
{
}
//------------------------------------------------------------------------
size_t CClientGameTokenSynch::CSetMsg::GetSize()
{
return sizeof(*this);
};
DEFINE_MESSAGE(CSetIntMsg, int, SetIntMsg);
DEFINE_MESSAGE(CSetFloatMsg, float, SetFloatMsg);
DEFINE_MESSAGE(CSetVec3Msg, Vec3, SetVec3Msg);
DEFINE_MESSAGE(CSetEntityIdMsg, EntityId, SetEntityIdMsg);
DEFINE_MESSAGE(CSetStringMsg, string, SetStringMsg);
DEFINE_MESSAGE(CSetBoolMsg, bool, SetBoolMsg);
#undef DEFINE_MESSAGE
#undef IMPLEMENT_IMMEDIATE_MESSAGE
//------------------------------------------------------------------------
void CClientGameTokenSynch::SerializeGameToken(TSerialize ser, TGameTokenName &name, TGameTokenValue &value, int type)
{
ser.Value("name", name);
switch (type)
{
case eFDT_Int:
{
int i;
if (ser.IsWriting())
i=*value.GetPtr<int>();
ser.Value("value", i);
if (ser.IsReading())
value.Set(i);
}
break;
case eFDT_Float:
{
float f;
if (ser.IsWriting())
f=*value.GetPtr<float>();
ser.Value("value", f);
if (ser.IsReading())
value.Set(f);
}
break;
case eFDT_Vec3:
{
Vec3 v;
if (ser.IsWriting())
v=*value.GetPtr<Vec3>();
ser.Value("value", v);
if (ser.IsReading())
value.Set(v);
}
break;
case eFDT_EntityId:
{
EntityId e;
if (ser.IsWriting())
e=*value.GetPtr<EntityId>();
ser.Value("value", e);
if (ser.IsReading())
value.Set(e);
}
break;
case eFDT_String:
{
static string s;
s.resize(0);
if (ser.IsWriting())
s=*value.GetPtr<string>();
ser.Value("value", s);
if (ser.IsReading())
value.Set(s);
}
break;
case eFDT_Bool:
{
bool b;
if (ser.IsWriting())
b=*value.GetPtr<bool>();
ser.Value("value", b);
if (ser.IsReading())
value.Set(b);
}
break;
default:
assert(0);
break;
}
}
//------------------------------------------------------------------------
void CClientGameTokenSynch::GetMemoryUsage(ICrySizer *pSizer) const
{
pSizer->Add(*this);
}