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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/soundscape_system.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/soundscape_system.cpp')
| -rw-r--r-- | mp/src/game/server/soundscape_system.cpp | 458 |
1 files changed, 458 insertions, 0 deletions
diff --git a/mp/src/game/server/soundscape_system.cpp b/mp/src/game/server/soundscape_system.cpp new file mode 100644 index 00000000..571c49db --- /dev/null +++ b/mp/src/game/server/soundscape_system.cpp @@ -0,0 +1,458 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+
+#include "cbase.h"
+#include "soundscape_system.h"
+#include "soundscape.h"
+#include "KeyValues.h"
+#include "filesystem.h"
+#include "game.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define SOUNDSCAPE_MANIFEST_FILE "scripts/soundscapes_manifest.txt"
+
+CON_COMMAND(soundscape_flush, "Flushes the server & client side soundscapes")
+{
+ CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
+ if ( engine->IsDedicatedServer() )
+ {
+ // If it's a dedicated server, only the server console can run this.
+ if ( pPlayer )
+ return;
+ }
+ else
+ {
+ // If it's a listen server, only the listen server host can run this.
+ if ( !pPlayer || pPlayer != UTIL_GetListenServerHost() )
+ return;
+ }
+
+ g_SoundscapeSystem.FlushSoundscapes(); // don't bother forgetting about the entities
+ g_SoundscapeSystem.Init();
+
+
+ if ( engine->IsDedicatedServer() )
+ {
+ // If the ds console typed it, send it to everyone.
+ for ( int i = 1; i <= gpGlobals->maxClients; i++ )
+ {
+ CBasePlayer *pSendToPlayer = UTIL_PlayerByIndex( i );
+ if ( pSendToPlayer )
+ engine->ClientCommand( pSendToPlayer->edict(), "cl_soundscape_flush\n" );
+ }
+ }
+ else
+ {
+ engine->ClientCommand( pPlayer->edict(), "cl_soundscape_flush\n" );
+ }
+}
+
+CSoundscapeSystem g_SoundscapeSystem( "CSoundscapeSystem" );
+
+extern ConVar soundscape_debug;
+
+void CSoundscapeSystem::AddSoundscapeFile( const char *filename )
+{
+ MEM_ALLOC_CREDIT();
+ // Open the soundscape data file, and abort if we can't
+ KeyValues *pKeyValuesData = new KeyValues( filename );
+ if ( filesystem->LoadKeyValues( *pKeyValuesData, IFileSystem::TYPE_SOUNDSCAPE, filename, "GAME" ) )
+ {
+ // parse out all of the top level sections and save their names
+ KeyValues *pKeys = pKeyValuesData;
+ while ( pKeys )
+ {
+ if ( pKeys->GetFirstSubKey() )
+ {
+ if ( g_pDeveloper->GetBool() )
+ {
+ if ( strstr( pKeys->GetName(), "{" ) )
+ {
+ Msg("Error parsing soundscape file %s after %s\n", filename, m_soundscapeCount>0 ?m_soundscapes.GetStringText( m_soundscapeCount-1 ) : "FIRST" );
+ }
+ }
+ m_soundscapes.AddString( pKeys->GetName(), m_soundscapeCount );
+
+ if ( IsX360() )
+ {
+ AddSoundscapeSounds( pKeys, m_soundscapeCount );
+ }
+ m_soundscapeCount++;
+ }
+ pKeys = pKeys->GetNextKey();
+ }
+ }
+ pKeyValuesData->deleteThis();
+}
+
+CON_COMMAND_F( sv_soundscape_printdebuginfo, "print soundscapes", FCVAR_DEVELOPMENTONLY )
+{
+ if ( !UTIL_IsCommandIssuedByServerAdmin() )
+ return;
+
+ g_SoundscapeSystem.PrintDebugInfo();
+}
+
+
+void CSoundscapeSystem::PrintDebugInfo()
+{
+ Msg( "\n------- SERVER SOUNDSCAPES -------\n" );
+ for ( int key=m_soundscapes.First(); key != m_soundscapes.InvalidIndex(); key = m_soundscapes.Next( key ) )
+ {
+ int id = m_soundscapes.GetIDForKey( key );
+ const char *pName = m_soundscapes.GetStringForKey( key );
+
+ Msg( "- %d: %s\n", id, pName );
+ }
+ Msg( "-------- SOUNDSCAPE ENTITIES -----\n" );
+ for( int entityIndex = 0; entityIndex < m_soundscapeEntities.Size(); ++entityIndex )
+ {
+ CEnvSoundscape *currentSoundscape = m_soundscapeEntities[entityIndex];
+ Msg("- %d: %s x:%.4f y:%.4f z:%.4f\n",
+ entityIndex,
+ STRING(currentSoundscape->GetSoundscapeName()),
+ currentSoundscape->GetAbsOrigin().x,
+ currentSoundscape->GetAbsOrigin().y,
+ currentSoundscape->GetAbsOrigin().z
+ );
+ }
+ Msg( "----------------------------------\n\n" );
+}
+
+bool CSoundscapeSystem::Init()
+{
+ m_soundscapeCount = 0;
+
+ const char *mapname = STRING( gpGlobals->mapname );
+ const char *mapSoundscapeFilename = NULL;
+ if ( mapname && *mapname )
+ {
+ mapSoundscapeFilename = UTIL_VarArgs( "scripts/soundscapes_%s.txt", mapname );
+ }
+
+ KeyValues *manifest = new KeyValues( SOUNDSCAPE_MANIFEST_FILE );
+ if ( filesystem->LoadKeyValues( *manifest, IFileSystem::TYPE_SOUNDSCAPE, SOUNDSCAPE_MANIFEST_FILE, "GAME" ) )
+ {
+ for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
+ {
+ if ( !Q_stricmp( sub->GetName(), "file" ) )
+ {
+ // Add
+ AddSoundscapeFile( sub->GetString() );
+ if ( mapSoundscapeFilename && FStrEq( sub->GetString(), mapSoundscapeFilename ) )
+ {
+ mapSoundscapeFilename = NULL; // we've already loaded the map's soundscape
+ }
+ continue;
+ }
+
+ Warning( "CSoundscapeSystem::Init: Manifest '%s' with bogus file type '%s', expecting 'file'\n",
+ SOUNDSCAPE_MANIFEST_FILE, sub->GetName() );
+ }
+
+ if ( mapSoundscapeFilename && filesystem->FileExists( mapSoundscapeFilename ) )
+ {
+ AddSoundscapeFile( mapSoundscapeFilename );
+ }
+ }
+ else
+ {
+ Error( "Unable to load manifest file '%s'\n", SOUNDSCAPE_MANIFEST_FILE );
+ }
+ manifest->deleteThis();
+ m_activeIndex = 0;
+
+ return true;
+}
+
+void CSoundscapeSystem::FlushSoundscapes( void )
+{
+ m_soundscapeCount = 0;
+ m_soundscapes.ClearStrings();
+}
+
+void CSoundscapeSystem::Shutdown()
+{
+ FlushSoundscapes();
+ m_soundscapeEntities.RemoveAll();
+ m_activeIndex = 0;
+
+ if ( IsX360() )
+ {
+ m_soundscapeSounds.Purge();
+ }
+}
+
+void CSoundscapeSystem::LevelInitPreEntity()
+{
+ g_SoundscapeSystem.Shutdown();
+ g_SoundscapeSystem.Init();
+}
+
+void CSoundscapeSystem::LevelInitPostEntity()
+{
+ if ( IsX360() )
+ {
+ m_soundscapeSounds.Purge();
+ }
+ CUtlVector<bbox_t> clusterbounds;
+ int clusterCount = engine->GetClusterCount();
+ clusterbounds.SetCount( clusterCount );
+ engine->GetAllClusterBounds( clusterbounds.Base(), clusterCount );
+ m_soundscapesInCluster.SetCount(clusterCount);
+ for ( int i = 0; i < clusterCount; i++ )
+ {
+ m_soundscapesInCluster[i].soundscapeCount = 0;
+ m_soundscapesInCluster[i].firstSoundscape = 0;
+ }
+ unsigned char myPVS[16 * 1024];
+ CUtlVector<short> clusterIndexList;
+ CUtlVector<short> soundscapeIndexList;
+
+ // find the clusters visible from each soundscape
+ // add this soundscape to the list of soundscapes for that cluster, clip cluster bounds to radius
+ for ( int i = 0; i < m_soundscapeEntities.Count(); i++ )
+ {
+ Vector position = m_soundscapeEntities[i]->GetAbsOrigin();
+ float radius = m_soundscapeEntities[i]->m_flRadius;
+ float radiusSq = radius * radius;
+ engine->GetPVSForCluster( engine->GetClusterForOrigin( position ), sizeof( myPVS ), myPVS );
+ for ( int j = 0; j < clusterCount; j++ )
+ {
+ if ( myPVS[ j >> 3 ] & (1<<(j&7)) )
+ {
+ float distSq = CalcSqrDistanceToAABB( clusterbounds[j].mins, clusterbounds[j].maxs, position );
+ if ( distSq < radiusSq || radius < 0 )
+ {
+ m_soundscapesInCluster[j].soundscapeCount++;
+ clusterIndexList.AddToTail(j);
+ // UNDONE: Technically you just need a soundscape index and a count for this list.
+ soundscapeIndexList.AddToTail(i);
+ }
+ }
+ }
+ }
+
+ // basically this part is like a radix sort
+ // this is how many entries we need in the soundscape index list
+ m_soundscapeIndexList.SetCount(soundscapeIndexList.Count());
+
+ // now compute the starting index of each cluster
+ int firstSoundscape = 0;
+ for ( int i = 0; i < clusterCount; i++ )
+ {
+ m_soundscapesInCluster[i].firstSoundscape = firstSoundscape;
+ firstSoundscape += m_soundscapesInCluster[i].soundscapeCount;
+ m_soundscapesInCluster[i].soundscapeCount = 0;
+ }
+ // now add each soundscape index to the appropriate cluster's list
+ // The resulting list is precomputing all soundscapes that need to be checked for a player
+ // in each cluster. This is used to accelerate the per-frame operations
+ for ( int i = 0; i < soundscapeIndexList.Count(); i++ )
+ {
+ int cluster = clusterIndexList[i];
+ int outIndex = m_soundscapesInCluster[cluster].soundscapeCount + m_soundscapesInCluster[cluster].firstSoundscape;
+ m_soundscapesInCluster[cluster].soundscapeCount++;
+ m_soundscapeIndexList[outIndex] = soundscapeIndexList[i];
+ }
+}
+
+int CSoundscapeSystem::GetSoundscapeIndex( const char *pName )
+{
+ return m_soundscapes.GetStringID( pName );
+}
+
+bool CSoundscapeSystem::IsValidIndex( int index )
+{
+ if ( index >= 0 && index < m_soundscapeCount )
+ return true;
+ return false;
+}
+
+void CSoundscapeSystem::AddSoundscapeEntity( CEnvSoundscape *pSoundscape )
+{
+ if ( m_soundscapeEntities.Find( pSoundscape ) == -1 )
+ {
+ int index = m_soundscapeEntities.AddToTail( pSoundscape );
+ pSoundscape->m_soundscapeEntityId = index + 1;
+ }
+}
+
+void CSoundscapeSystem::RemoveSoundscapeEntity( CEnvSoundscape *pSoundscape )
+{
+ m_soundscapeEntities.FindAndRemove( pSoundscape );
+ pSoundscape->m_soundscapeEntityId = -1;
+}
+
+void CSoundscapeSystem::FrameUpdatePostEntityThink()
+{
+ int total = m_soundscapeEntities.Count();
+ if ( total > 0 )
+ {
+ int traceCount = 0;
+ int playerCount = 0;
+ // budget tuned for TF. Do a max of 20 traces. That's going to happen anyway because a bunch of the maps
+ // use radius -1 for all soundscapes. So to trace one player you'll often need that many and this code must
+ // always trace one player's soundscapes.
+ // If the map has been optimized, then allow more players to update per frame.
+ int maxPlayers = gpGlobals->maxClients / 2;
+ // maxPlayers has to be at least 1
+ maxPlayers = MAX( 1, maxPlayers );
+ int maxTraces = 20;
+ if ( soundscape_debug.GetBool() )
+ {
+ maxTraces = 9999;
+ maxPlayers = MAX_PLAYERS;
+ }
+
+ // load balance across server ticks a bit by limiting the numbers of players (get cluster for origin)
+ // and traces processed in a single tick. In single player this will update the player every tick
+ // because it always does at least one player's full load of work
+ for ( int i = 0; i < gpGlobals->maxClients && traceCount <= maxTraces && playerCount <= maxPlayers; i++ )
+ {
+ m_activeIndex = (m_activeIndex+1) % gpGlobals->maxClients;
+ CBasePlayer *pPlayer = UTIL_PlayerByIndex( m_activeIndex + 1 );
+ if ( pPlayer && pPlayer->IsNetClient() )
+ {
+ // check to see if this is the sound entity that is
+ // currently affecting this player
+ audioparams_t &audio = pPlayer->GetAudioParams();
+
+ // if we got this far, we're looking at an entity that is contending
+ // for current player sound. the closest entity to player wins.
+ CEnvSoundscape *pCurrent = (CEnvSoundscape *)( audio.ent.Get() );
+ if ( pCurrent )
+ {
+ int nEntIndex = pCurrent->m_soundscapeEntityId - 1;
+ NOTE_UNUSED( nEntIndex );
+ Assert( m_soundscapeEntities[nEntIndex] == pCurrent );
+ }
+ ss_update_t update;
+ update.pPlayer = pPlayer;
+ update.pCurrentSoundscape = pCurrent;
+ update.playerPosition = pPlayer->EarPosition();
+ update.bInRange = false;
+ update.currentDistance = 0;
+ update.traceCount = 0;
+ if ( pCurrent )
+ {
+ pCurrent->UpdateForPlayer(update);
+ }
+
+ int clusterIndex = engine->GetClusterForOrigin( update.playerPosition );
+
+ if ( clusterIndex >= 0 && clusterIndex < m_soundscapesInCluster.Count() )
+ {
+ // find all soundscapes that could possibly attach to this player and update them
+ for ( int j = 0; j < m_soundscapesInCluster[clusterIndex].soundscapeCount; j++ )
+ {
+ int ssIndex = m_soundscapeIndexList[m_soundscapesInCluster[clusterIndex].firstSoundscape + j];
+ if ( m_soundscapeEntities[ssIndex] == update.pCurrentSoundscape )
+ continue;
+ m_soundscapeEntities[ssIndex]->UpdateForPlayer( update );
+ }
+ }
+ playerCount++;
+ traceCount += update.traceCount;
+ }
+ }
+ }
+}
+
+void CSoundscapeSystem::AddSoundscapeSounds( KeyValues *pSoundscape, int soundscapeIndex )
+{
+ if ( !IsX360() )
+ {
+ return;
+ }
+
+ int i = m_soundscapeSounds.AddToTail();
+ Assert( i == soundscapeIndex );
+
+ KeyValues *pKey = pSoundscape->GetFirstSubKey();
+ while ( pKey )
+ {
+ if ( !Q_strcasecmp( pKey->GetName(), "playlooping" ) )
+ {
+ KeyValues *pAmbientKey = pKey->GetFirstSubKey();
+ while ( pAmbientKey )
+ {
+ if ( !Q_strcasecmp( pAmbientKey->GetName(), "wave" ) )
+ {
+ char const *pSoundName = pAmbientKey->GetString();
+ m_soundscapeSounds[i].AddToTail( pSoundName );
+ }
+ pAmbientKey = pAmbientKey->GetNextKey();
+ }
+ }
+ else if ( !Q_strcasecmp( pKey->GetName(), "playrandom" ) )
+ {
+ KeyValues *pRandomKey = pKey->GetFirstSubKey();
+ while ( pRandomKey )
+ {
+ if ( !Q_strcasecmp( pRandomKey->GetName(), "rndwave" ) )
+ {
+ KeyValues *pRndWaveKey = pRandomKey->GetFirstSubKey();
+ while ( pRndWaveKey )
+ {
+ if ( !Q_strcasecmp( pRndWaveKey->GetName(), "wave" ) )
+ {
+ char const *pSoundName = pRndWaveKey->GetString();
+ m_soundscapeSounds[i].AddToTail( pSoundName );
+ }
+ pRndWaveKey = pRndWaveKey->GetNextKey();
+ }
+ }
+ pRandomKey = pRandomKey->GetNextKey();
+ }
+ }
+ else if ( !Q_strcasecmp( pKey->GetName(), "playsoundscape" ) )
+ {
+ KeyValues *pPlayKey = pKey->GetFirstSubKey();
+ while ( pPlayKey )
+ {
+ if ( !Q_strcasecmp( pPlayKey->GetName(), "name" ) )
+ {
+ char const *pSoundName = pPlayKey->GetString();
+ m_soundscapeSounds[i].AddToTail( pSoundName );
+ }
+ pPlayKey = pPlayKey->GetNextKey();
+ }
+ }
+ pKey = pKey->GetNextKey();
+ }
+}
+
+void CSoundscapeSystem::PrecacheSounds( int soundscapeIndex )
+{
+ if ( !IsX360() )
+ {
+ return;
+ }
+
+ if ( !IsValidIndex( soundscapeIndex ) )
+ {
+ return;
+ }
+
+ int count = m_soundscapeSounds[soundscapeIndex].Count();
+ for ( int i=0; i<count; i++ )
+ {
+ const char *pSound = m_soundscapeSounds[soundscapeIndex][i];
+ if ( Q_stristr( pSound, ".wav" ) )
+ {
+ CBaseEntity::PrecacheSound( pSound );
+ }
+ else
+ {
+ // recurse into new soundscape
+ PrecacheSounds( GetSoundscapeIndex( pSound ) );
+ }
+ }
+}
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