rott/kf_sources/UTV2004c/Classes/utvReplication.uc
2026-07-14 20:27:09 +07:00

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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()
{
// Commented out UT2k4Merge - Ramm
/* 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)$chr(255);
cc = "";
if (GetStateName() == 'Primary')
cc = chr(27)$"<22><>`";
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
}