remove avatar concept
[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 u32 location_pstr; /* TODO: valid if active_world set. */
21
22 /* TODO: Compression with server code */
23 char username[ NETWORK_USERNAME_MAX ];
24 char items[k_netmsg_playeritem_max][ADDON_UID_MAX];
25
26 u32 down_bytes;
27 f32 down_kbs;
28 }
29 list[ NETWORK_MAX_PLAYERS ];
30
31 struct interp_buffer {
32 /* collect the most recent 6 frames of animation data */
33 struct interp_frame {
34 int active;
35 f64 timestamp;
36 enum player_subsystem subsystem;
37
38 u8 instance_id;
39 u16 boundary_hash;
40
41 union interp_animdata {
42 struct player_skate_animator _skate;
43 struct player_walk_animator _walk;
44 struct player_dead_animator _dead;
45 }
46 data;
47 }
48 frames[ NETWORK_BUFFERFRAMES ];
49
50 f64 t;
51 }
52 interp_data[ NETWORK_MAX_PLAYERS ];
53
54 struct net_sfx sfx_queue[ NETWORK_SFX_QUEUE_LENGTH ];
55
56 m4x3f *final_mtx;
57 struct player_board_pose board_poses[ NETWORK_MAX_PLAYERS ];
58
59 u32 up_bytes;
60 f32 up_kbs, down_kbs;
61 f64 last_data_measurement;
62 }
63 static netplayers;
64
65 static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg );
66 static void remote_player_debug_update(void);
67 static void remote_player_send_playerframe(void);
68 static void animate_remote_player( u32 index );
69 static void render_remote_players( world_instance *world, camera *cam );
70 static void relink_all_remote_player_worlds(void);
71 static void player_remote_update_friendflags( struct network_player *remote );
72
73 #endif /* PLAYER_REMOTE_H */