2023-01-10 15:26:54 +01:00
|
|
|
/**************************************************************************/
|
|
|
|
/* portal_gameplay_monitor.cpp */
|
|
|
|
/**************************************************************************/
|
|
|
|
/* This file is part of: */
|
|
|
|
/* GODOT ENGINE */
|
|
|
|
/* https://godotengine.org */
|
|
|
|
/**************************************************************************/
|
|
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
|
|
/* */
|
|
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
|
|
/* a copy of this software and associated documentation files (the */
|
|
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
|
|
/* the following conditions: */
|
|
|
|
/* */
|
|
|
|
/* The above copyright notice and this permission notice shall be */
|
|
|
|
/* included in all copies or substantial portions of the Software. */
|
|
|
|
/* */
|
|
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
|
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
|
|
/**************************************************************************/
|
2021-02-04 11:43:08 +01:00
|
|
|
|
|
|
|
#include "portal_gameplay_monitor.h"
|
|
|
|
|
|
|
|
#include "portal_renderer.h"
|
|
|
|
#include "portal_types.h"
|
|
|
|
#include "servers/visual/visual_server_globals.h"
|
|
|
|
#include "servers/visual/visual_server_scene.h"
|
|
|
|
|
|
|
|
PortalGameplayMonitor::PortalGameplayMonitor() {
|
|
|
|
_active_moving_pool_ids_prev = &_active_moving_pool_ids[0];
|
|
|
|
_active_moving_pool_ids_curr = &_active_moving_pool_ids[1];
|
|
|
|
|
|
|
|
_active_rghost_pool_ids_curr = &_active_rghost_pool_ids[0];
|
|
|
|
_active_rghost_pool_ids_prev = &_active_rghost_pool_ids[1];
|
|
|
|
|
|
|
|
_active_room_ids_prev = &_active_room_ids[0];
|
|
|
|
_active_room_ids_curr = &_active_room_ids[1];
|
|
|
|
|
|
|
|
_active_roomgroup_ids_prev = &_active_roomgroup_ids[0];
|
|
|
|
_active_roomgroup_ids_curr = &_active_roomgroup_ids[1];
|
|
|
|
|
|
|
|
_active_sghost_ids_prev = &_active_sghost_ids[0];
|
|
|
|
_active_sghost_ids_curr = &_active_sghost_ids[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
bool PortalGameplayMonitor::_source_rooms_changed(const int *p_source_room_ids, int p_num_source_rooms) {
|
|
|
|
bool source_rooms_changed = false;
|
|
|
|
if (p_num_source_rooms == _source_rooms_prev.size()) {
|
|
|
|
for (int n = 0; n < p_num_source_rooms; n++) {
|
|
|
|
if (p_source_room_ids[n] != (int)_source_rooms_prev[n]) {
|
|
|
|
source_rooms_changed = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
source_rooms_changed = true;
|
|
|
|
}
|
|
|
|
if (source_rooms_changed) {
|
|
|
|
_source_rooms_prev.clear();
|
|
|
|
for (int n = 0; n < p_num_source_rooms; n++) {
|
|
|
|
_source_rooms_prev.push_back(p_source_room_ids[n]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return source_rooms_changed;
|
|
|
|
}
|
|
|
|
|
2022-01-21 09:48:57 +01:00
|
|
|
void PortalGameplayMonitor::unload(PortalRenderer &p_portal_renderer) {
|
|
|
|
// First : send gameplay exit signals for any objects still in gameplay
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
// lock output
|
|
|
|
VisualServerCallbacks *callbacks = VSG::scene->get_callbacks();
|
|
|
|
callbacks->lock();
|
|
|
|
|
|
|
|
// Remove any movings
|
|
|
|
for (int n = 0; n < _active_moving_pool_ids_prev->size(); n++) {
|
|
|
|
int pool_id = (*_active_moving_pool_ids_prev)[n];
|
|
|
|
PortalRenderer::Moving &moving = p_portal_renderer.get_pool_moving(pool_id);
|
|
|
|
moving.last_gameplay_tick_hit = 0;
|
|
|
|
|
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = VSG::scene->_instance_get_object_ID(moving.instance);
|
|
|
|
msg.type = _exit_callback_type;
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Remove any roaming ghosts
|
|
|
|
for (int n = 0; n < _active_rghost_pool_ids_prev->size(); n++) {
|
|
|
|
int pool_id = (*_active_rghost_pool_ids_prev)[n];
|
|
|
|
PortalRenderer::RGhost &moving = p_portal_renderer.get_pool_rghost(pool_id);
|
|
|
|
moving.last_gameplay_tick_hit = 0;
|
|
|
|
|
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = moving.object_id;
|
|
|
|
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Rooms
|
|
|
|
for (int n = 0; n < _active_room_ids_prev->size(); n++) {
|
|
|
|
int room_id = (*_active_room_ids_prev)[n];
|
|
|
|
VSRoom &room = p_portal_renderer.get_room(room_id);
|
2022-01-25 10:37:04 +01:00
|
|
|
room.last_room_tick_hit = 0;
|
2022-01-21 09:48:57 +01:00
|
|
|
|
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = room._godot_instance_ID;
|
|
|
|
msg.type = _exit_callback_type;
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
// RoomGroups
|
|
|
|
for (int n = 0; n < _active_roomgroup_ids_prev->size(); n++) {
|
|
|
|
int roomgroup_id = (*_active_roomgroup_ids_prev)[n];
|
|
|
|
VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
|
2022-01-25 10:37:04 +01:00
|
|
|
roomgroup.last_room_tick_hit = 0;
|
2022-01-21 09:48:57 +01:00
|
|
|
|
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = roomgroup._godot_instance_ID;
|
|
|
|
msg.type = _exit_callback_type;
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Static Ghosts
|
|
|
|
for (int n = 0; n < _active_sghost_ids_prev->size(); n++) {
|
|
|
|
int id = (*_active_sghost_ids_prev)[n];
|
|
|
|
VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
|
2022-01-25 10:37:04 +01:00
|
|
|
ghost.last_room_tick_hit = 0;
|
2022-01-21 09:48:57 +01:00
|
|
|
|
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = ghost.object_id;
|
|
|
|
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
// unlock
|
|
|
|
callbacks->unlock();
|
|
|
|
|
|
|
|
// Clear all remaining data
|
|
|
|
for (int n = 0; n < 2; n++) {
|
|
|
|
_active_moving_pool_ids[n].clear();
|
|
|
|
_active_rghost_pool_ids[n].clear();
|
|
|
|
_active_room_ids[n].clear();
|
|
|
|
_active_roomgroup_ids[n].clear();
|
|
|
|
_active_sghost_ids[n].clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
_source_rooms_prev.clear();
|
|
|
|
|
|
|
|
// Lets not reset this just in case because it may be possible to have a moving outside the room system
|
|
|
|
// which is preserved between levels, and has a stored gameplay tick. And with uint32_t this should take
|
|
|
|
// a *long* time to rollover... (828 days?). And I don't think a rollover would actually cause a problem in practice.
|
|
|
|
// But can revisit this in the case of e.g. servers running continuously.
|
|
|
|
// We could alternatively go through all movings (not just active) etc and reset the last_gameplay_tick_hit to 0.
|
|
|
|
// _gameplay_tick = 1;
|
|
|
|
}
|
|
|
|
|
2021-02-04 11:43:08 +01:00
|
|
|
void PortalGameplayMonitor::set_params(bool p_use_secondary_pvs, bool p_use_signals) {
|
|
|
|
_use_secondary_pvs = p_use_secondary_pvs;
|
|
|
|
_use_signals = p_use_signals;
|
|
|
|
|
|
|
|
if (_use_signals) {
|
|
|
|
_enter_callback_type = VisualServerCallbacks::CALLBACK_SIGNAL_ENTER_GAMEPLAY;
|
|
|
|
_exit_callback_type = VisualServerCallbacks::CALLBACK_SIGNAL_EXIT_GAMEPLAY;
|
|
|
|
} else {
|
|
|
|
_enter_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
|
|
|
|
_exit_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// can work with 1 or multiple cameras
|
|
|
|
void PortalGameplayMonitor::update_gameplay(PortalRenderer &p_portal_renderer, const int *p_source_room_ids, int p_num_source_rooms) {
|
|
|
|
const PVS &pvs = p_portal_renderer.get_pvs();
|
|
|
|
|
|
|
|
_gameplay_tick++;
|
|
|
|
|
|
|
|
// if there is no change in the source room IDs, then we can optimize out a lot of the checks
|
|
|
|
// (anything not to do with roamers)
|
|
|
|
bool source_rooms_changed = _source_rooms_changed(p_source_room_ids, p_num_source_rooms);
|
2022-01-25 10:37:04 +01:00
|
|
|
if (source_rooms_changed) {
|
|
|
|
_room_tick++;
|
|
|
|
}
|
2021-02-04 11:43:08 +01:00
|
|
|
|
|
|
|
// lock output
|
|
|
|
VisualServerCallbacks *callbacks = VSG::scene->get_callbacks();
|
|
|
|
callbacks->lock();
|
|
|
|
|
|
|
|
for (int n = 0; n < p_num_source_rooms; n++) {
|
|
|
|
const VSRoom &source_room = p_portal_renderer.get_room(p_source_room_ids[n]);
|
|
|
|
|
|
|
|
if (_use_secondary_pvs) {
|
2021-08-08 15:02:38 +02:00
|
|
|
int pvs_size = source_room._secondary_pvs_size;
|
|
|
|
int pvs_first = source_room._secondary_pvs_first;
|
|
|
|
|
|
|
|
for (int r = 0; r < pvs_size; r++) {
|
|
|
|
int room_id = pvs.get_secondary_pvs_room_id(pvs_first + r);
|
|
|
|
_update_gameplay_room(p_portal_renderer, room_id, source_rooms_changed);
|
|
|
|
} // for r through the rooms hit in the pvs
|
|
|
|
} else {
|
|
|
|
int pvs_size = source_room._pvs_size;
|
|
|
|
int pvs_first = source_room._pvs_first;
|
|
|
|
|
|
|
|
for (int r = 0; r < pvs_size; r++) {
|
|
|
|
int room_id = pvs.get_pvs_room_id(pvs_first + r);
|
|
|
|
_update_gameplay_room(p_portal_renderer, room_id, source_rooms_changed);
|
|
|
|
} // for r through the rooms hit in the pvs
|
2021-02-04 11:43:08 +01:00
|
|
|
}
|
|
|
|
} // for n through source rooms
|
|
|
|
|
|
|
|
// find any moving that were active last tick that are no longer active, and send notifications
|
|
|
|
for (int n = 0; n < _active_moving_pool_ids_prev->size(); n++) {
|
|
|
|
int pool_id = (*_active_moving_pool_ids_prev)[n];
|
|
|
|
PortalRenderer::Moving &moving = p_portal_renderer.get_pool_moving(pool_id);
|
|
|
|
|
|
|
|
// gone out of view
|
|
|
|
if (moving.last_gameplay_tick_hit != _gameplay_tick) {
|
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = VSG::scene->_instance_get_object_ID(moving.instance);
|
|
|
|
msg.type = _exit_callback_type;
|
|
|
|
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// find any roaming ghosts that were active last tick that are no longer active, and send notifications
|
|
|
|
for (int n = 0; n < _active_rghost_pool_ids_prev->size(); n++) {
|
|
|
|
int pool_id = (*_active_rghost_pool_ids_prev)[n];
|
|
|
|
PortalRenderer::RGhost &moving = p_portal_renderer.get_pool_rghost(pool_id);
|
|
|
|
|
|
|
|
// gone out of view
|
|
|
|
if (moving.last_gameplay_tick_hit != _gameplay_tick) {
|
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = moving.object_id;
|
|
|
|
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
|
|
|
|
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (source_rooms_changed) {
|
|
|
|
// find any rooms that were active last tick that are no longer active, and send notifications
|
|
|
|
for (int n = 0; n < _active_room_ids_prev->size(); n++) {
|
|
|
|
int room_id = (*_active_room_ids_prev)[n];
|
|
|
|
const VSRoom &room = p_portal_renderer.get_room(room_id);
|
|
|
|
|
|
|
|
// gone out of view
|
2022-01-25 10:37:04 +01:00
|
|
|
if (room.last_room_tick_hit != _room_tick) {
|
2021-02-04 11:43:08 +01:00
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = room._godot_instance_ID;
|
|
|
|
msg.type = _exit_callback_type;
|
|
|
|
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// find any roomgroups that were active last tick that are no longer active, and send notifications
|
|
|
|
for (int n = 0; n < _active_roomgroup_ids_prev->size(); n++) {
|
|
|
|
int roomgroup_id = (*_active_roomgroup_ids_prev)[n];
|
|
|
|
const VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
|
|
|
|
|
|
|
|
// gone out of view
|
2022-01-25 10:37:04 +01:00
|
|
|
if (roomgroup.last_room_tick_hit != _room_tick) {
|
2021-02-04 11:43:08 +01:00
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = roomgroup._godot_instance_ID;
|
|
|
|
msg.type = _exit_callback_type;
|
|
|
|
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// find any static ghosts that were active last tick that are no longer active, and send notifications
|
|
|
|
for (int n = 0; n < _active_sghost_ids_prev->size(); n++) {
|
|
|
|
int id = (*_active_sghost_ids_prev)[n];
|
|
|
|
VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
|
|
|
|
|
|
|
|
// gone out of view
|
2022-01-25 10:37:04 +01:00
|
|
|
if (ghost.last_room_tick_hit != _room_tick) {
|
2021-02-04 11:43:08 +01:00
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = ghost.object_id;
|
|
|
|
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
|
|
|
|
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} // only need to check these if the source rooms changed
|
|
|
|
|
|
|
|
// unlock
|
|
|
|
callbacks->unlock();
|
|
|
|
|
|
|
|
// swap the current and previous lists
|
2022-01-25 10:37:04 +01:00
|
|
|
_swap(source_rooms_changed);
|
2021-02-04 11:43:08 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void PortalGameplayMonitor::_update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed) {
|
|
|
|
// get the room
|
|
|
|
VSRoom &room = p_portal_renderer.get_room(p_room_id);
|
|
|
|
|
|
|
|
int num_roamers = room._roamer_pool_ids.size();
|
|
|
|
|
|
|
|
VisualServerCallbacks *callbacks = VSG::scene->get_callbacks();
|
|
|
|
|
|
|
|
for (int n = 0; n < num_roamers; n++) {
|
|
|
|
uint32_t pool_id = room._roamer_pool_ids[n];
|
|
|
|
|
|
|
|
PortalRenderer::Moving &moving = p_portal_renderer.get_pool_moving(pool_id);
|
|
|
|
|
|
|
|
// done already?
|
|
|
|
if (moving.last_gameplay_tick_hit == _gameplay_tick)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// add to the active list
|
|
|
|
_active_moving_pool_ids_curr->push_back(pool_id);
|
|
|
|
|
|
|
|
// if wasn't present in the tick before, add the notification to enter
|
|
|
|
if (moving.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
|
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = VSG::scene->_instance_get_object_ID(moving.instance);
|
|
|
|
msg.type = _enter_callback_type;
|
|
|
|
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
// mark as done
|
|
|
|
moving.last_gameplay_tick_hit = _gameplay_tick;
|
|
|
|
}
|
|
|
|
|
|
|
|
// roaming ghosts
|
|
|
|
int num_rghosts = room._rghost_pool_ids.size();
|
|
|
|
|
|
|
|
for (int n = 0; n < num_rghosts; n++) {
|
|
|
|
uint32_t pool_id = room._rghost_pool_ids[n];
|
|
|
|
|
|
|
|
PortalRenderer::RGhost &moving = p_portal_renderer.get_pool_rghost(pool_id);
|
|
|
|
|
|
|
|
// done already?
|
|
|
|
if (moving.last_gameplay_tick_hit == _gameplay_tick)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// add to the active list
|
|
|
|
_active_rghost_pool_ids_curr->push_back(pool_id);
|
|
|
|
|
|
|
|
// if wasn't present in the tick before, add the notification to enter
|
|
|
|
if (moving.last_gameplay_tick_hit != (_gameplay_tick - 1)) {
|
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = moving.object_id;
|
|
|
|
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
|
|
|
|
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
// mark as done
|
|
|
|
moving.last_gameplay_tick_hit = _gameplay_tick;
|
|
|
|
}
|
|
|
|
|
|
|
|
// no need to progress from here
|
|
|
|
if (!p_source_rooms_changed) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// has the room come into gameplay?
|
|
|
|
|
|
|
|
// later tests only relevant if a room has just come into play
|
|
|
|
bool room_came_into_play = false;
|
|
|
|
|
2022-01-25 10:37:04 +01:00
|
|
|
if (room.last_room_tick_hit != _room_tick) {
|
2021-02-04 11:43:08 +01:00
|
|
|
room_came_into_play = true;
|
|
|
|
|
|
|
|
// add the room to the active list
|
|
|
|
_active_room_ids_curr->push_back(p_room_id);
|
|
|
|
|
|
|
|
// if wasn't present in the tick before, add the notification to enter
|
2022-01-25 10:37:04 +01:00
|
|
|
if (room.last_room_tick_hit != (_room_tick - 1)) {
|
2021-02-04 11:43:08 +01:00
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = room._godot_instance_ID;
|
|
|
|
msg.type = _enter_callback_type;
|
|
|
|
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
// mark as done
|
2022-01-25 10:37:04 +01:00
|
|
|
room.last_room_tick_hit = _room_tick;
|
2021-02-04 11:43:08 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
// no need to do later tests
|
|
|
|
if (!room_came_into_play) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
// has the roomgroup come into gameplay?
|
|
|
|
for (int n = 0; n < room._roomgroup_ids.size(); n++) {
|
|
|
|
int roomgroup_id = room._roomgroup_ids[n];
|
|
|
|
|
|
|
|
VSRoomGroup &roomgroup = p_portal_renderer.get_roomgroup(roomgroup_id);
|
|
|
|
|
2022-01-25 10:37:04 +01:00
|
|
|
if (roomgroup.last_room_tick_hit != _room_tick) {
|
2021-02-04 11:43:08 +01:00
|
|
|
// add the room to the active list
|
|
|
|
_active_roomgroup_ids_curr->push_back(roomgroup_id);
|
|
|
|
|
|
|
|
// if wasn't present in the tick before, add the notification to enter
|
2022-01-25 10:37:04 +01:00
|
|
|
if (roomgroup.last_room_tick_hit != (_room_tick - 1)) {
|
2021-02-04 11:43:08 +01:00
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = roomgroup._godot_instance_ID;
|
|
|
|
msg.type = _enter_callback_type;
|
|
|
|
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
// mark as done
|
2022-01-25 10:37:04 +01:00
|
|
|
roomgroup.last_room_tick_hit = _room_tick;
|
2021-02-04 11:43:08 +01:00
|
|
|
}
|
|
|
|
} // for through roomgroups
|
|
|
|
|
|
|
|
// static ghosts
|
|
|
|
int num_sghosts = room._static_ghost_ids.size();
|
|
|
|
|
|
|
|
for (int n = 0; n < num_sghosts; n++) {
|
|
|
|
uint32_t id = room._static_ghost_ids[n];
|
|
|
|
|
|
|
|
VSStaticGhost &ghost = p_portal_renderer.get_static_ghost(id);
|
|
|
|
|
|
|
|
// done already?
|
2022-01-25 10:37:04 +01:00
|
|
|
if (ghost.last_room_tick_hit == _room_tick)
|
2021-02-04 11:43:08 +01:00
|
|
|
continue;
|
|
|
|
|
|
|
|
// add to the active list
|
|
|
|
_active_sghost_ids_curr->push_back(id);
|
|
|
|
|
|
|
|
// if wasn't present in the tick before, add the notification to enter
|
2022-01-25 10:37:04 +01:00
|
|
|
if (ghost.last_room_tick_hit != (_room_tick - 1)) {
|
2021-02-04 11:43:08 +01:00
|
|
|
VisualServerCallbacks::Message msg;
|
|
|
|
msg.object_id = ghost.object_id;
|
|
|
|
msg.type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
|
|
|
|
|
|
|
|
callbacks->push_message(msg);
|
|
|
|
}
|
|
|
|
|
|
|
|
// mark as done
|
2022-01-25 10:37:04 +01:00
|
|
|
ghost.last_room_tick_hit = _room_tick;
|
2021-02-04 11:43:08 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-01-25 10:37:04 +01:00
|
|
|
void PortalGameplayMonitor::_swap(bool p_source_rooms_changed) {
|
2021-02-04 11:43:08 +01:00
|
|
|
LocalVector<uint32_t, int32_t> *temp = _active_moving_pool_ids_curr;
|
|
|
|
_active_moving_pool_ids_curr = _active_moving_pool_ids_prev;
|
|
|
|
_active_moving_pool_ids_prev = temp;
|
|
|
|
_active_moving_pool_ids_curr->clear();
|
|
|
|
|
|
|
|
temp = _active_rghost_pool_ids_curr;
|
|
|
|
_active_rghost_pool_ids_curr = _active_rghost_pool_ids_prev;
|
|
|
|
_active_rghost_pool_ids_prev = temp;
|
|
|
|
_active_rghost_pool_ids_curr->clear();
|
|
|
|
|
2022-01-25 10:37:04 +01:00
|
|
|
if (p_source_rooms_changed) {
|
|
|
|
temp = _active_room_ids_curr;
|
|
|
|
_active_room_ids_curr = _active_room_ids_prev;
|
|
|
|
_active_room_ids_prev = temp;
|
|
|
|
_active_room_ids_curr->clear();
|
|
|
|
|
|
|
|
temp = _active_roomgroup_ids_curr;
|
|
|
|
_active_roomgroup_ids_curr = _active_roomgroup_ids_prev;
|
|
|
|
_active_roomgroup_ids_prev = temp;
|
|
|
|
_active_roomgroup_ids_curr->clear();
|
|
|
|
|
|
|
|
temp = _active_sghost_ids_curr;
|
|
|
|
_active_sghost_ids_curr = _active_sghost_ids_prev;
|
|
|
|
_active_sghost_ids_prev = temp;
|
|
|
|
_active_sghost_ids_curr->clear();
|
|
|
|
}
|
2021-02-04 11:43:08 +01:00
|
|
|
}
|