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//----------------------------------------------------------- // //----------------------------------------------------------- class utvReplication extends Actor; //A constant of sorts var config string UtvPackage; //Configuration things var config int ViewMode; //0 = locked on freeflight, 1 = free, 2 = locked struct Movement { var float time; var vector loc; var rotator rot; }; var Movement moves[1000]; //Around 10 should be enough.. :) var int movehead; var int movetail; var bool viewingSelf; var int lastViewedSelf; var bool SeeAll; var bool NoPrimary; var bool FollowPrimary; var bool OldFollow; var bool IsDemo; var bool MuteChat; var string LastTargetName; var bool FreeFlight; var Vector LocalPos; var bool LocalPosSet; var bool moveForward,moveBackward,moveLeft,moveRight,moveUp,moveDown; //shouldnt be needed but playercontroller aForward etc always 0 ? struct TInterpol { var float k1; var float k2; //slope var float y1; var float y2; //cur & next value var float g1; var float c1; var float dy; var float h1; }; struct TPlayerInterpol { var float x1; //cur & next timevalue var float x2; var bool noinfo; //if true, do linear extrapolation instead var TInterpol cords[7]; //x, y, z, rot.pitch, rot.yaw, viewrot.pitch, viewrot.yaw }; var TPlayerInterpol interpol; var config string ChatString; var config bool wantBehindview; replication { //Things the server calls on us reliable if (Role == ROLE_Authority) GetFromServer, GetTarget; //Things we can call on the server reliable if (Role<ROLE_Authority) SendToServer, SendTarget; } var utvInteraction uti; var float currentTime; var float lastSend; var bool wasEnded; simulated event PostBeginPlay() { local PlayerController p; Log ("utv: PostBeginPlay in replication"); p = level.GetLocalPlayerController (); lastViewedSelf = 2; class'utvReplication'.default.wantBehindview = true; //Onslaught fixes OnslaughtFix(); } //Onslaught relies on RPC's to receive the current powerlink setup. //Unfortunately it is not ready to receive them until after the //first tick. UTV sometimes send them too soon, so this function makes sure //that the onslaught hud has run one tick before it happens. simulated function OnslaughtFix() { local PlayerController p; local ONSHUDOnslaught oh; p = level.GetLocalPlayerController (); //Sometimes this can't be found, so use alternative method if (p == none) { Log("utv: Level.GetLocalPlayerController was false, trying alternate method"); oh = none; foreach dynamicactors(class'ONSHUDOnslaught', oh) { Log("utv: Found onslaught hud with alternate method"); break; } if (oh == none) Log("utv: Alternate Onslaught node fix failed"); } else { oh = ONSHUDOnslaught(p.myHUD); } if (oh != none) { Log("utv: Preparing onslaught HUD for powerlink reception"); oh.LinkActors(); oh.Tick(0.1); } } simulated event Tick (float deltatime) { local PlayerController p; local string s; local string cc, w; super.Tick (deltatime); currentTime += deltaTime; //Wait with creating the interaction until we know our role if ((GetStateName () != 'Secondary') && (GetStateName() != 'Primary')) { log ("utv: Waiting for role information"); return; } p = Level.GetLocalPlayerController(); if(p!=none && !LocalPosSet){ localPosSet=true; localPos=p.location; } if (uti == none) { if ((p != none) && (p.Player != none) && (p.Player.InteractionMaster != none)) { Log ("utv: Creating utvInteraction"); uti = utvInteraction (p.player.InteractionMaster.AddInteraction (class'utvReplication'.default.UtvPackage $ ".utvInteraction", p.player)); uti.SetState (GetStateName () == 'Primary'); uti.utvRep=self; } } //Check if the player has used utvsay if (class'utvReplication'.default.ChatString != "") { //If you don't watch chat you are not allowed to send either if (!MuteChat) { //Make sure message color is set to prevent colornicks to interfere w = chr(27)$chr(255)$chr(255)$chr(255); cc = ""; if (GetStateName() == 'Primary') cc = chr(27)$"àà`"; s = GetUrlOption ("Name") $ w $ ": " $ cc $ class'utvReplication'.default.ChatString; uti.ShowChat (s); SendToServer ("1 " $ s); Log ("utv: Sending chat: " $ s); } class'utvReplication'.default.ChatString = ""; } } function SendToServer (string s) { } function SendTarget (Actor t) { } simulated function GetTarget (Actor t) { local PlayerController p; //In seeall mode, we don't want to mess with what the client is looking at if (!FollowPrimary) return; //Always update, since this one is guaranteed to be correct p = level.GetLocalPlayerController (); if(p==t || t==p.pawn){ if(lastViewedSelf>2){ if (p.ViewTarget != t) p.SetViewTarget (t); viewingSelf=true; }else{ lastViewedSelf++; } }else{ viewingSelf=false; lastViewedSelf=0; if (p.ViewTarget != t) p.SetViewTarget (t); } } simulated function GotInitMsg (string s) { local string tmps; local int i,a; //Parse out the values i = InStr (s, " "); tmps = Mid (s, 0, i); a = int (tmps); if (a == 1) GotoState ('Primary'); else GotoState ('Secondary'); s = Mid (s, i + 1); a = int (s); if (a == 3) { //Looking at a server demo NoPrimary=true; IsDemo=true; OldFollow=false; FollowPrimary=false; SeeAll=true; FreeFlight=true; } else if (a == 4) { //Client demo IsDemo=true; SeeAll=false; NoPrimary=false; } else if (a == 2){ //Noprimary and seeall SeeAll=true; NoPrimary=true; OldFollow=false; FollowPrimary=false; FreeFlight=true; } else if (a == 1){ //Seeall with primary SeeAll=true; NoPrimary=false; }else{ //Regular primary SeeAll=false; NoPrimary=false; } } simulated function GetFromServer (string s) { local int i, cmd; local string tmp; //Find the command number i = InStr (s, " "); tmp = Mid (s, 0, i); cmd = int (tmp); s = Mid (s, i + 1); switch (cmd) { case 8: Log("utv: Got init " $ s); GotInitMsg(s); break; } //No need to check the following if we are not initialized yet if (uti == none) return; switch (cmd) { case 1: if (!MuteChat) uti.ShowChat (s); break; case 2: ReceiveMovement (s); break; case 4: uti.GotStatus (s); break; case 7: uti.GotBigStatus (s); break; } } //Stub function simulated function ReceiveMovement (string s) { } exec function utvsay (string s) { Log ("utv: Got utvsay: " $ s); } ///////////////////////////////////////////////// ///////////////////////////////////////////////// state Primary { simulated function BeginState () { log ("utv: Entering primary state"); } simulated function CheckGameEnd () { local PlayerController p; if (!wasEnded) { p = Level.GetLocalPlayerController(); if (p.IsInState('GameEnded')) { wasEnded = true; SendToServer ("3"); Log ("utv: Send gameend to server"); } } } simulated function SendInterpolValues () { local string s; local playercontroller p; p = level.GetLocalPlayerController (); s = "2 " /* $ currentTime $ " " */ $ p.Location $ " " $ p.Rotation; SendToServer (s); } simulated function Tick (float delta) { local PlayerController p; global.tick (delta); //Send out values for interpolation if (currentTime - LastSend > 0.5) { p = level.GetLocalPlayerController (); SendInterpolValues (); LastSend = currentTime; SendTarget (p.ViewTarget); } //Check if the game has started CheckGameEnd (); } } state Secondary { //Either x2 or both x2 and x3 can be zero, and indicates no known info at that time simulated function CalculateInterpol (int cord, float x1, float x2, float x3, float y1, float y2, float y3) { local TInterpol p; //Retrieve last one p = interpol.cords[cord]; //Just stop if we don't even have two points if (x2 == 0) { x2 = x1; y2 = y1; } p.y1 = y1; p.y2 = y2; //Calculate start and endslope p.k1 = p.k2; //If no info at x3, make the derivative zero if (x3 == 0) p.k2 = 0; else p.k2 = (y3 - y1) / (x3 - x1); p.h1 = x2 - x1; p.dy = y2 - y1; p.g1 = p.h1 * p.k1 - p.dy; p.c1 = 2 * p.dy - p.h1 * (p.k1 + p.k2); interpol.cords[cord] = p; //doh interpol.x1 = x1; interpol.x2 = x2; interpol.noinfo = ((x2 == 0) || (x3 == 0)); } //Get position according to timestamp variable simulated function float GetInterpolatedPos (int cord) { local TInterpol p; local float h1; local float t; local float x1; local float x2; local float res; p = interpol.cords [cord]; x1 = interpol.x1; x2 = interpol.x2; h1 = x2 - x1; //assert: x1 < timestamp < x2 if (x2 == x1) return 0; t = (currentTime - x1) / (x2 - x1); res = p.y1 + t * (p.dy) + t * (1 - t) * p.g1 + t*t * (1 - t) * p.c1; return res; } //Makes sure the absolute differences between pitch & yaw isn't more than 32k (since it's mod 65k anyway) simulated function FixRotDist (out int t1, out int t2, optional bool down) { if (Abs (t1 - t2) > 32768) { if (t1 > 32768) t2 += 65536; else t2 -= 65536; } } simulated function CheckGameEnd () { local PlayerController p; if (!wasEnded) { p = Level.GetLocalPlayerController(); if (p.IsInState('GameEnded')) { wasEnded = true; SendToServer ("3"); } } } simulated function Tick (float delta) { local vector pos; local rotator rot; local string WarnMsg; local PlayerController p, it; local Pawn target; global.tick (delta); if(NoPrimary) CheckGameEnd(); p = Level.GetLocalPlayerController (); //This saves bandwidth for the server because the client stops //sending ServerMove all the time if ((p != none) && (p.Role < ROLE_Authority)) { log("utv: Changing controller role to ROLE_Authority"); p.Role = ROLE_Authority; } //If watching a demo, do dilation adjustment for smoothness if ((IsDemo) && (Level.TimeDilation > 1.0)) { //Log("utv: Setting timedilation to 1.0"); //Level.TimeDilation = 1.0; } //When watching a server demo, the view rotation is not updated correctly if ((IsDemo) && (SeeAll)) { if ((p.ViewTarget != none) && (p.ViewTarget != p)) { target = Pawn(p.ViewTarget); if (target.Controller != none) { p.TargetViewRotation = target.Controller.Rotation; } } } //A clientside demo needs to be adjusted as well if ((IsDemo) && (!SeeAll)) { Log("search"); foreach dynamicactors(class'PlayerController', it) { it.SetViewTarget(p.Pawn); } } ProcessMovement (); //Server will filter packets for us if we don't follow primary, so check if it has changed if (FollowPrimary != OldFollow) { OldFollow = FollowPrimary; if (FollowPrimary) SendToServer("A"); else SendToServer("B"); } if(FollowPrimary){ //Do we have interpolation data to act on? if ((interpol.x2 < currentTime) || (interpol.x1 == interpol.x2)) { WarnMsg = "Waiting on movement interpolation data"; } else { //Calculate interpolated position and rotation pos.x = GetInterpolatedPos (0); pos.y = GetInterpolatedPos (1); pos.z = GetInterpolatedPos (2); rot.pitch = GetInterpolatedPos (3); rot.yaw = GetInterpolatedPos (4); rot.roll = 0; //Always set the location if(viewingSelf) p.SetLocation (pos); //Force behindview depending on user pref when speccing something if ((p.viewtarget == none) || (p.ViewTarget == p)) { p.bBehindView = false; } else { p.bBehindView = class'utvReplication'.default.wantBehindview; } //Now determine what to do with the rotation switch (class'utvReplication'.default.ViewMode) { case 0: if ((p.ViewTarget == none) || (p.ViewTarget == p)) { p.SetRotation (rot); } break; case 1: p.SetRotation (rot); break; case 2: break; } } } else { //not following primary if(FreeFlight){ //LocalPos+=p.aForward*delta*0.15*Vector(p.rotation); //LocalPos-=p.aStrafe*delta*0.15*Vector(p.rotation) Cross Vect(0,0,1); if(MoveForward) LocalPos+=delta*1000*Vector(p.rotation); if(MoveBackward) LocalPos-=delta*1000*Vector(p.rotation); if(MoveRight) LocalPos-=delta*1000*Vector(p.rotation) Cross Vect(0,0,1); if(MoveLeft) LocalPos+=delta*1000*Vector(p.rotation) Cross Vect(0,0,1); if(MoveUp) LocalPos+=delta*1000*Vect(0,0,1); if(MoveDown) LocalPos-=delta*1000*Vect(0,0,1); //p.ClientMessage ("Move " $ MoveForward $ " - " $ LocalPos $ " - " $ delta); p.bBehindView=false; if (p.ViewTarget != p) p.SetViewTarget(p); p.SetLocation(LocalPos); if(p.pawn!=none){ p.Pawn.SetLocation(LocalPos); } } else { p.bBehindView = class'utvReplication'.default.wantBehindview; target=GetPawnFromName(LastTargetName); if(target!=none){ if (p.ViewTarget != target) p.SetViewTarget(target); p.TargetEyeHeight = target.BaseEyeHeight; } } } uti.SetWarning (WarnMsg); } simulated function Movement GetNextMovement (int num) { local int i; local int index; index = movetail; for (i = 0; i < num; ++i) { index++; if (index == 1000) index = 0; } return moves [index]; } simulated function ProcessMovement () { local Movement m1, m2, m3; if (movetail == movehead) return; if (moves[movetail].time < currentTime) { m1 = moves[movetail]; //log ("Processing move to: " $ tmp.loc $ " - " $ tmp.rot); movetail++; if (movetail == 1000) movetail = 0; //Calculate new interpolation values m2 = GetNextMovement (0); m3 = GetNextMovement (1); //Log ("processing moves from: " $ m1.time $ " - " $ m2.time $ " - " $ m3.time); FixRotDist (m1.rot.pitch, m2.rot.pitch); FixRotDist (m2.rot.pitch, m3.rot.pitch, true); FixRotDist (m1.rot.yaw, m2.rot.yaw); FixRotDist (m2.rot.yaw, m3.rot.yaw, true); //Coordinates CalculateInterpol (0, m1.time, m2.time, m3.time, m1.loc.x, m2.loc.x, m3.loc.x); CalculateInterpol (1, m1.time, m2.time, m3.time, m1.loc.y, m2.loc.y, m3.loc.y); CalculateInterpol (2, m1.time, m2.time, m3.time, m1.loc.z, m2.loc.z, m3.loc.z); //Rotation CalculateInterpol (3, m1.time, m2.time, m3.time, m1.rot.pitch, m2.rot.pitch, m3.rot.pitch); CalculateInterpol (4, m1.time, m2.time, m3.time, m1.rot.yaw, m2.rot.yaw, m3.rot.yaw); } } simulated function ReceiveMovement (string s) { local Movement tmp; local string tmps; local int i; //Parse out the values i = InStr (s, " "); tmps = Mid (s, 0, i); tmp.loc = vector (tmps); s = Mid (s, i + 1); tmp.rot = rotator (s); //Log ("Got movement: " $ tmp.time $ " - " $ tmp.loc $ " - " $ tmp.rot); //test tmp.time = currentTime + 5; //And insert it into the queue if (movehead == movetail) { moves[movehead] = tmp; movehead++; if (movehead == 1000) movehead = 0; } else { //Make sure we only insert newer things i = movehead - 1; if (i < 0) i = 999; if (tmp.time > moves[i].time) { moves[movehead] = tmp; movehead++; if (movehead == 1000) movehead = 0; } } } simulated function BeginState () { log ("utv: Entering secondary state"); } } simulated function GetNextPlayer() { local Pawn tempPawn; local string targetName; local bool getNext; getNext=true; foreach AllActors(class'Pawn',tempPawn){ if(tempPawn.PlayerReplicationInfo!=none){ if(GetNext){ GetNext=false; TargetName=tempPawn.PlayerReplicationInfo.PlayerName; } if(tempPawn.PlayerReplicationInfo.PlayerName==LastTargetName){ GetNext=true; } } } LastTargetName=TargetName; } simulated function Pawn GetPawnFromName(string name) { local Pawn tempPawn; foreach AllActors(class'Pawn',tempPawn){ if(tempPawn.PlayerReplicationInfo!=none && tempPawn.PlayerReplicationInfo.PlayerName==name){ return tempPawn; break; } } return none; } defaultproperties { RemoteRole=ROLE_SimulatedProxy bHidden=true bTearoff=false bSkipActorPropertyReplication=true UtvPackage="UTV2004C" seeAll=false NoPrimary=false IsDemo=false followPrimary=true OldFollow=true freeFlight=true LocalPosSet=false } |
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