--- deliantra/server/socket/request.C 2007/03/12 01:13:10 1.71 +++ deliantra/server/socket/request.C 2007/03/15 14:59:43 1.78 @@ -461,6 +461,7 @@ if (is_valid_faceset (q)) ns->faceset = q; + sprintf (tmpbuf, "%d", ns->faceset); safe_strcat (cmdback, tmpbuf, &slen, HUGE_BUF); /* if the client is using faceset, it knows about image2 command */ @@ -563,8 +564,43 @@ * it either has to be here or init_sockets needs to be exported. */ void -AddMeCmd (char *buf, int len, client * ns) +AddMeCmd (char *buf, int len, client *ns) { + // face caching is mandatory + if (!ns->facecache) + { + ns->send_drawinfo ( + "\n" + "\n" + "***\n" + "*** WARNING:\n" + "*** Your client does not support face/image caching,\n" + "*** or it has been disabled. Face caching is mandatory\n" + "*** so please enable it or use a newer client.\n" + "***\n" + "*** Look at your client preferences:\n" + "***\n" + "*** CFPlus: all known versions automatically enable the facecache.\n" + "*** cfclient: use the -cache commandline option.\n" + "*** cfclient: map will not redraw automatically (bug).\n" + "*** gcfclient: use -cache commandline option, or enable\n" + "*** gcfclient: Client=>Configure=>Map & Image=>Cache Images.\n" + "*** jcrossclient: your client is broken, use CFPlus or gcfclient.\n" + "***\n" + "***\n", + NDI_RED + ); + + if (strstr (ns->version, "jcrossclient")) + /* let them, for now*/; + else + { + ns->flush (); + //ns->destroy (); + } + //ns->facecache = true; + } + INVOKE_CLIENT (ADDME, ns, ARG_DATA (buf, len)); } @@ -685,39 +721,13 @@ } /** - * A lot like the old AskSmooth (in fact, now called by AskSmooth). - * Basically, it makes no sense to wait for the client to request a - * a piece of data from us that we know the client wants. So - * if we know the client wants it, might as well push it to the - * client. + * client requested an image. send it rate-limited + * before flushing. */ -static void -SendSmooth (client *ns, uint16 face) +void +AskFaceCmd (char *buf, int len, client *ns) { - uint16 smoothface; - - /* If we can't find a face, return and set it so we won't try to send this - * again. - */ - if (!FindSmooth (face, &smoothface)) - { - - LOG (llevError, "could not findsmooth for %d.\n", face); - ns->faces_sent[face] |= NS_FACESENT_SMOOTH; - return; - } - - if (!(ns->faces_sent[smoothface] & NS_FACESENT_FACE)) - esrv_send_face (ns, smoothface, 0); - - ns->faces_sent[face] |= NS_FACESENT_SMOOTH; - - packet sl ("smooth"); - - sl << uint16 (face) - << uint16 (smoothface); - - ns->send_packet (sl); + ns->askface.push_back (atoi (buf)); } /** @@ -727,7 +737,7 @@ void AskSmooth (char *buf, int len, client *ns) { - SendSmooth (ns, atoi (buf)); + ns->send_face (atoi (buf)); } /** @@ -1109,48 +1119,6 @@ SET_FLAG (pl->ob, FLAG_CLIENT_SENT); } -/** - * Need to send an animation sequence to the client. - * We will send appropriate face commands to the client if we haven't - * sent them the face yet (this can become quite costly in terms of - * how much we are sending - on the other hand, this should only happen - * when the player logs in and picks stuff up. - */ -void -esrv_send_animation (client * ns, short anim_num) -{ - /* Do some checking on the anim_num we got. Note that the animations - * are added in contigous order, so if the number is in the valid - * range, it must be a valid animation. - */ - if (anim_num < 0 || anim_num > num_animations) - { - LOG (llevError, "esrv_send_anim (%d) out of bounds??\n", anim_num); - return; - } - - packet sl ("anim"); - - sl << uint16 (anim_num) - << uint16 (0); /* flags - not used right now */ - - /* Build up the list of faces. Also, send any information (ie, the - * the face itself) down to the client. - */ - for (int i = 0; i < animations[anim_num].num_animations; i++) - { - if (!(ns->faces_sent[animations[anim_num].faces[i]] & NS_FACESENT_FACE)) - esrv_send_face (ns, animations[anim_num].faces[i], 0); - - sl << uint16 (animations[anim_num].faces[i]); /* flags - not used right now */ - } - - ns->send_packet (sl); - - ns->anims_sent[anim_num] = 1; -} - - /****************************************************************************** * * Start of map related commands. @@ -1161,13 +1129,16 @@ static void map_clearcell (struct MapCell *cell, int count) { - cell->faces[0] = 0; - cell->faces[1] = 0; - cell->faces[2] = 0; - cell->count = count; - cell->stat_hp = 0; - cell->flags = 0; - cell->player = 0; + cell->faces[0] = 0; + cell->faces[1] = 0; + cell->faces[2] = 0; + cell->smooth[0] = 0; + cell->smooth[1] = 0; + cell->smooth[2] = 0; + cell->count = count; + cell->stat_hp = 0; + cell->flags = 0; + cell->player = 0; } #define MAX_LAYERS 3 @@ -1180,9 +1151,6 @@ * ns is the socket we are working on - all the info we care * about is in this socket structure, so now need not pass the * entire player object. - * mx and my are map coordinate offsets for map mp - * sx and sy are the offsets into the socket structure that - * holds the old values. * layer is the layer to update, with 2 being the floor and 0 the * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ) * take. Interesting to note that before this function, the map1 function @@ -1192,12 +1160,9 @@ * actually match. */ static int -update_space (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer) +update_space (packet &sl, client &ns, mapspace &ms, MapCell &lastcell, int layer) { - uint16 face_num; - int bx, by, i; - - object *ob = GET_MAP_FACE_OBJ (mp, mx, my, layer); + object *ob = ms.faces_obj [layer]; /* If there is no object for this space, or if the face for the object * is the blank face, set the face number to zero. @@ -1205,81 +1170,22 @@ * precedence over the other object for this space. * otherwise, we do special head processing */ - if (!ob || ob->face == blank_face) - face_num = 0; - else - /* In this case, we are already at the lower right or single part object, - * so nothing special - */ - face_num = ob->face; + uint16 face_num = ob && ob->face != blank_face ? ob->face : 0; /* We've gotten what face we want to use for the object. Now see if * if it has changed since we last sent it to the client. */ - if (ns.lastmap.cells[sx][sy].faces[layer] != face_num) - { - ns.lastmap.cells[sx][sy].faces[layer] = face_num; - if (!(ns.faces_sent[face_num] & NS_FACESENT_FACE)) - esrv_send_face (&ns, face_num, 0); - - sl << uint16 (face_num); - return 1; - } - - /* Nothing changed */ - return 0; -} - -/** - * This function is mainly a copy of update_space, - * except it handles update of the smoothing updates, - * not the face updates. - * Removes the need to replicate the same code for each layer. - * this returns true if this smooth is now in fact different - * than it was. - * sl is the socklist this data is going into. - * ns is the socket we are working on - all the info we care - * about is in this socket structure, so know need to pass the - * entire player object. - * mx and my are map coordinate offsets for map mp - * sx and sy are the offsets into the socket structure that - * holds the old values. - * layer is the layer to update, with 2 being the floor and 0 the - * top layer (this matches what the GET_MAP_FACE and GET_MAP_FACE_OBJ - * take. - */ -static inline int -update_smooth (packet &sl, client &ns, maptile *mp, int mx, int my, int sx, int sy, int layer) -{ - object *ob; - int smoothlevel; /* old face_num; */ - - ob = GET_MAP_FACE_OBJ (mp, mx, my, layer); - - /* If there is no object for this space, or if the face for the object - * is the blank face, set the smoothlevel to zero. - */ - if (!ob || ob->face == blank_face) - smoothlevel = 0; - else + if (lastcell.faces[layer] != face_num) { - smoothlevel = ob->smoothlevel; - if (smoothlevel && !(ns.faces_sent[ob->face] & NS_FACESENT_SMOOTH)) - SendSmooth (&ns, ob->face); - } /* else not already head object or blank face */ + lastcell.faces[layer] = face_num; - /* We've gotten what face we want to use for the object. Now see if - * if it has changed since we last sent it to the client. - */ - if (smoothlevel > 255) - smoothlevel = 255; - else if (smoothlevel < 0) - smoothlevel = 0; + if (!ns.faces_sent[face_num]) + if (ob) + ns.send_faces (ob); + else + ns.send_face (face_num); - if (ns.lastmap.cells[sx][sy].smooth[layer] != smoothlevel) - { - ns.lastmap.cells[sx][sy].smooth[layer] = smoothlevel; - sl << uint8 (smoothlevel); + sl << uint16 (face_num); return 1; } @@ -1353,10 +1259,9 @@ void draw_client_map1 (object *pl) { - int x, y, ax, ay, d, startlen, max_x, max_y, oldlen; + int x, y, ax, ay, startlen, max_x, max_y, oldlen; sint16 nx, ny; int estartlen, eoldlen; - uint16 mask, emask; uint8 eentrysize; uint16 ewhatstart, ewhatflag; uint8 extendedinfos; @@ -1393,13 +1298,6 @@ estartlen = esl.length (); } - else - { - /* suppress compiler warnings */ - ewhatstart = 0; - ewhatflag = 0; - estartlen = 0; - } /* x,y are the real map locations. ax, ay are viewport relative * locations. @@ -1412,23 +1310,24 @@ max_x = pl->x + (socket.mapx + 1) / 2; max_y = pl->y + (socket.mapy + 1) / 2; + maptile *plmap = pl->map; + for (y = pl->y - socket.mapy / 2; y < max_y; y++, ay++) { ax = 0; for (x = pl->x - socket.mapx / 2; x < max_x; x++, ax++) { + int emask, mask; emask = mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; MapCell &lastcell = socket.lastmap.cells[ax][ay]; - d = pl->contr->blocked_los[ax][ay]; - /* If the coordinates are not valid, or it is too dark to see, * we tell the client as such */ nx = x; ny = y; - m = get_map_from_coord (pl->map, &nx, &ny); + m = get_map_from_coord (plmap, &nx, &ny); if (!m) { @@ -1441,10 +1340,16 @@ sl << uint16 (mask); map_clearcell (&lastcell, -1); } + + continue; } - else if (d > 3) + + m->touch (); + + int d = pl->contr->blocked_los[ax][ay]; + + if (d > 3) { - m->touch (); int need_send = 0, count; @@ -1462,7 +1367,7 @@ count = -1; /* properly clear a previously sent big face */ - if (lastcell.faces[0] != 0 || lastcell.faces[1] != 0 || lastcell.faces[2] != 0 + if (lastcell.faces[0] || lastcell.faces[1] || lastcell.faces[2] || lastcell.stat_hp || lastcell.flags || lastcell.player) need_send = 1; @@ -1475,8 +1380,6 @@ } else { - m->touch (); - /* In this block, the space is visible. */ @@ -1490,14 +1393,10 @@ * what if anything we need to send, setting the bits, then * doing those checks again to add the real data. */ - oldlen = sl.length (); - mask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; + oldlen = sl.length (); eoldlen = esl.length (); - emask = (ax & 0x3f) << 10 | (ay & 0x3f) << 4; - sl << uint16 (mask); - if (socket.ext_mapinfos) - esl << uint16 (emask); + sl << uint16 (mask); unsigned char dummy; unsigned char *last_ext = &dummy; @@ -1519,6 +1418,8 @@ lastcell.count = d; + mapspace &ms = m->at (nx, ny); + if (socket.extmap) { uint8 stat_hp = 0; @@ -1527,7 +1428,7 @@ UUID player = 0; // send hp information, if applicable - if (object *op = GET_MAP_FACE_OBJ (m, nx, ny, 0)) + if (object *op = ms.faces_obj [0]) { if (op->head || op->invisible) ; // do not show @@ -1591,44 +1492,31 @@ } /* Floor face */ - if (update_space (sl, socket, m, nx, ny, ax, ay, 2)) + if (update_space (sl, socket, ms, lastcell, 2)) mask |= 0x4; - if (socket.EMI_smooth) - if (update_smooth (esl, socket, m, nx, ny, ax, ay, 2)) - emask |= 0x4; - /* Middle face */ - if (update_space (sl, socket, m, nx, ny, ax, ay, 1)) + if (update_space (sl, socket, ms, lastcell, 1)) mask |= 0x2; - if (socket.EMI_smooth) - if (update_smooth (esl, socket, m, nx, ny, ax, ay, 1)) - emask |= 0x2; - - if (nx == pl->x && ny == pl->y && pl->invisible & (pl->invisible < 50 ? 4 : 1)) + if (ms.player () == pl + && (pl->invisible & (pl->invisible < 50 ? 1 : 7))) { + // force player to be visible to himself if invisible if (lastcell.faces[0] != pl->face) { lastcell.faces[0] = pl->face; - mask |= 0x1; - - if (!(socket.faces_sent[pl->face] & NS_FACESENT_FACE)) - esrv_send_face (&socket, pl->face, 0); + mask |= 0x1; sl << uint16 (pl->face); + + socket.send_faces (pl); } } - else - { - /* Top face */ - if (update_space (sl, socket, m, nx, ny, ax, ay, 0)) - mask |= 0x1; - - if (socket.EMI_smooth) - if (update_smooth (esl, socket, m, nx, ny, ax, ay, 0)) - emask |= 0x1; - } + /* Top face */ + else if (update_space (sl, socket, ms, lastcell, 0)) + mask |= 0x1; + /* Check to see if we are in fact sending anything for this * space by checking the mask. If so, update the mask. @@ -1640,10 +1528,34 @@ else sl.reset (oldlen); - if (emask & 0xf) - esl[eoldlen + 1] = emask & 0xff; - else - esl.reset (eoldlen); + if (socket.ext_mapinfos) + esl << uint16 (emask); + + if (socket.EMI_smooth) + { + for (int layer = 2+1; layer--; ) + { + object *ob = ms.faces_obj [layer]; + + // If there is no object for this space, or if the face for the object + // is the blank face, set the smoothlevel to zero. + int smoothlevel = ob && ob->face != blank_face ? ob->smoothlevel : 0; + + // We've gotten what face we want to use for the object. Now see if + // if it has changed since we last sent it to the client. + if (lastcell.smooth[layer] != smoothlevel) + { + lastcell.smooth[layer] = smoothlevel; + esl << uint8 (smoothlevel); + emask |= 1 << layer; + } + } + + if (emask & 0xf) + esl[eoldlen + 1] = emask & 0xff; + else + esl.reset (eoldlen); + } } /* else this is a viewable space */ } /* for x loop */ } /* for y loop */ @@ -1656,7 +1568,7 @@ /* No map data will follow, so don't say the client * it doesn't need draw! */ - ewhatflag &= (~EMI_NOREDRAW); + ewhatflag &= ~EMI_NOREDRAW; esl[ewhatstart + 1] = ewhatflag & 0xff; }