6c1e243fa2
The gameplay monitor wasn't being unloaded correctly in between levels. This meant that exit signals were not being sent, and entered signals for the new level were being missed. This PR sends appropriate exit signals on unloading, and clear the data.
90 lines
4.2 KiB
C++
90 lines
4.2 KiB
C++
/*************************************************************************/
|
|
/* portal_gameplay_monitor.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef PORTAL_GAMEPLAY_MONITOR_H
|
|
#define PORTAL_GAMEPLAY_MONITOR_H
|
|
|
|
#include "core/local_vector.h"
|
|
#include "servers/visual_server_callbacks.h"
|
|
|
|
#include <stdint.h>
|
|
|
|
class PortalRenderer;
|
|
struct VSRoom;
|
|
|
|
class PortalGameplayMonitor {
|
|
public:
|
|
PortalGameplayMonitor();
|
|
|
|
void unload(PortalRenderer &p_portal_renderer);
|
|
|
|
// entering and exiting gameplay notifications (requires PVS)
|
|
void update_gameplay(PortalRenderer &p_portal_renderer, const int *p_source_room_ids, int p_num_source_rooms);
|
|
void set_params(bool p_use_secondary_pvs, bool p_use_signals);
|
|
|
|
private:
|
|
void _update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed);
|
|
bool _source_rooms_changed(const int *p_source_room_ids, int p_num_source_rooms);
|
|
void _swap();
|
|
|
|
uint32_t _gameplay_tick = 1;
|
|
|
|
// we need two version, current and previous
|
|
LocalVector<uint32_t, int32_t> _active_moving_pool_ids[2];
|
|
LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_curr;
|
|
LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_prev;
|
|
|
|
LocalVector<uint32_t, int32_t> _active_rghost_pool_ids[2];
|
|
LocalVector<uint32_t, int32_t> *_active_rghost_pool_ids_curr;
|
|
LocalVector<uint32_t, int32_t> *_active_rghost_pool_ids_prev;
|
|
|
|
LocalVector<uint32_t, int32_t> _active_room_ids[2];
|
|
LocalVector<uint32_t, int32_t> *_active_room_ids_curr;
|
|
LocalVector<uint32_t, int32_t> *_active_room_ids_prev;
|
|
|
|
LocalVector<uint32_t, int32_t> _active_roomgroup_ids[2];
|
|
LocalVector<uint32_t, int32_t> *_active_roomgroup_ids_curr;
|
|
LocalVector<uint32_t, int32_t> *_active_roomgroup_ids_prev;
|
|
|
|
LocalVector<uint32_t, int32_t> _active_sghost_ids[2];
|
|
LocalVector<uint32_t, int32_t> *_active_sghost_ids_curr;
|
|
LocalVector<uint32_t, int32_t> *_active_sghost_ids_prev;
|
|
|
|
LocalVector<uint32_t, int32_t> _source_rooms_prev;
|
|
|
|
VisualServerCallbacks::CallbackType _enter_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
|
|
VisualServerCallbacks::CallbackType _exit_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
|
|
|
|
bool _use_secondary_pvs = false;
|
|
bool _use_signals = false;
|
|
};
|
|
|
|
#endif
|