Team Fortress 2 Source Code as on 22/4/2020
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//========= 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 ) );
}
}
}