steam friend/block info on remote players structures
[carveJwlIkooP6JGAAIwe30JlM.git] / player_remote.h
1 #ifndef PLAYER_REMOTE_H
2 #define PLAYER_REMOTE_H
3
4 #include "player.h"
5 #include "network.h"
6 #include "network_common.h"
7
8 #define NETWORK_SFX_QUEUE_LENGTH 12
9
10 struct {
11 struct network_player {
12 int active, isfriend, isblocked;
13 u64 steamid;
14 u16 board_view_slot, playermodel_view_slot;
15 enum player_subsystem subsystem;
16
17 /* this is set IF they exist in a world that we have loaded */
18 world_instance *active_world;
19 int world_match[ k_world_max ];
20
21 /* TODO: Compression with server code */
22 char username[ NETWORK_USERNAME_MAX ];
23 char items[k_netmsg_playeritem_max][ADDON_UID_MAX];
24
25 u32 down_bytes;
26 f32 down_kbs;
27 }
28 list[ NETWORK_MAX_PLAYERS ];
29
30 struct interp_buffer {
31 /* collect the most recent 6 frames of animation data */
32 struct interp_frame {
33 int active;
34 f64 timestamp;
35 enum player_subsystem subsystem;
36
37 u8 instance_id;
38 u16 boundary_hash;
39
40 union interp_animdata {
41 struct player_skate_animator _skate;
42 struct player_walk_animator _walk;
43 struct player_dead_animator _dead;
44 }
45 data;
46 }
47 frames[ NETWORK_BUFFERFRAMES ];
48
49 f64 t;
50 }
51 interp_data[ NETWORK_MAX_PLAYERS ];
52
53 struct net_sfx sfx_queue[ NETWORK_SFX_QUEUE_LENGTH ];
54
55 m4x3f *final_mtx;
56 struct player_board_pose board_poses[ NETWORK_MAX_PLAYERS ];
57
58 u32 up_bytes;
59 f32 up_kbs, down_kbs;
60 f64 last_data_measurement;
61 }
62 static netplayers;
63
64 static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg );
65 static void remote_player_debug_update(void);
66 static void remote_player_send_playerframe(void);
67 static void animate_remote_player( u32 index );
68 static void render_remote_players( world_instance *world, camera *cam );
69 static void relink_all_remote_player_worlds(void);
70 static void player_remote_update_friendflags( struct network_player *remote );
71
72 #endif /* PLAYER_REMOTE_H */