/*
========================================================================
Here's how player movement prediction, replication and correction works in network games:
Every tick, the PlayerTick() function is called. It calls the PlayerMove() function (which is implemented
in various states). PlayerMove() figures out the acceleration and rotation, and then calls ProcessMove()
(for single player or listen servers), or ReplicateMove() (if its a network client).
ReplicateMove() saves the move (in the PendingMove list), calls ProcessMove(), and then replicates the move
to the server by calling the replicated function ServerMove() - passing the movement parameters, the client's
resultant position, and a timestamp.
ServerMove() is executed on the server. It decodes the movement parameters and causes the appropriate movement
to occur. It then looks at the resulting position and if enough time has passed since the last response, or the
position error is significant enough, the server calls ClientAdjustPosition(), a replicated function.
ClientAdjustPosition() is executed on the client. The client sets its position to the servers version of position,
and sets the bUpdatePosition flag to true.
When PlayerTick() is called on the client again, if bUpdatePosition is true, the client will call
ClientUpdatePosition() before calling PlayerMove(). ClientUpdatePosition() replays all the moves in the pending
move list which occured after the timestamp of the move the server was adjusting.
*/
General rambling about game development and design by a professional games developer. Pickings at Python, complaints about C, lashings of Lisp, and whatever else is the language du jour.
Tuesday, December 14
How network games work...
Wednesday, December 1
Unrealscript Mode for Emacs Reloaded
I actually started picking up Unreal again, and Unrealscript. My previous attempt at an Unrealscript mode was badly flawed. It was based on CC-mode, which I did not fully pursuade to understand the syntax of Unrealscript. This time, I've gone back to first principles and created simple progmode not derived from cc-mode. This means a loss of functionality, but it does mean correct indenting, and true case insensitivity. I found CC mode would have to be patched to handle a case insensitive language like UnrealScript. Anyway, without further ado, here it is. I reccomend it over the previous ones.
(defvar unrealscript-mode-hook nil)
(defvar unrealscript-mode-map
(let ((unrealscript-mode-map (make-sparse-keymap)))
(define-key unrealscript-mode-map "\C-j" 'newline-and-indent)
unrealscript-mode-map)
"Keymap for UNREALSCRIPT major mode")
(defconst unrealscript-font-lock-keywords-1
(list
'("\\<\\(?:break\\|c\\(?:\\(?:as\\|ontinu\\)e\\)\\|do\\|e\\(?:lse\\|xtends\\)\\|for\\(?:each\\)?\\|i\\(?:f\\|nterface\\)\\|new\\|return\\|switch\\|var\\|while\\|class\\)\\>" . font-lock-keyword-face))
"Minimal highlighting expressions for UNREALSCRIPT mode.")
(defconst unrealscript-font-lock-keywords-2
(append unrealscript-font-lock-keywords-1
(list
'("\\<\\(?:array\\|b\\(?:ool\\|yte\\)\\|c\\(?:lass\\|o\\(?:erce\\|lor\\|ords\\)\\)\\|de\\(?:faultproperties\\|legate\\)\\|e\\(?:num\\|vent\\)\\|f\\(?:alse\\|loat\\|unction\\)\\|int\\|local\\|name\\|o\\(?:ptional\\|ut\\)\\|plane\\|r\\(?:egion\\|otator\\)\\|st\\(?:ate\\|r\\(?:ing\\|uct\\)\\)\\|true\\|v\\(?:\\(?:a\\|ecto\\)r\\)\\)\\>" . font-lock-keyword-face)))
"Additional Keywords to highlight in UNREALSCRIPT mode.")
(defconst unrealscript-font-lock-keywords-3
(append unrealscript-font-lock-keywords-2
(list
'("\\<\\(?:A\\(?:bstract\\|llowAbstract\\|uto\\(?:Comment\\|ExpandCategories\\)\\)\\|Co\\(?:llapseCategories\\|nfig\\)\\|D\\(?:ep\\(?:endsOn\\|recated\\)\\|isplayName\\|ontCollapseCategories\\)\\|Edit\\(?:Condition\\|InlineNew\\)\\|FriendlyName\\|Hide\\(?:Categories\\|DropDown\\)\\|I\\(?:\\(?:mplemen\\|nheri\\)ts\\)\\|N\\(?:ative\\(?:Replication\\)?\\|o\\(?:Export\\|nTransient\\|t\\(?:EditInlineNew\\|Placeable\\)\\)\\)\\|P\\(?:erObject\\(?:Config\\|Localized\\)\\|laceable\\)\\|ShowCategories\\|T\\(?:oolTip\\|ransient\\)\\|Within\\)\\>" . font-lock-type-face)
'("\\<\\(?:auto\\|c\\(?:lient\\|on\\(?:fig\\|st\\)\\)\\|d\\(?:atabinding\\|eprecated\\|uplicatetransient\\)\\|e\\(?:dit\\(?:const\\|fixedsize\\|inline\\(?:use\\)?\\|oronly\\)\\|x\\(?:ec\\|port\\)\\)\\|globalconfig\\|i\\(?:gnores\\|n\\(?:it\\|put\\|stanced\\|terp\\)\\|terator\\)\\|l\\(?:atent\\|ocalized\\)\\|n\\(?:ative\\(?:replication\\)?\\|o\\(?:clear\\|export\\|import\\|ntransactional\\|tforconsole\\)\\)\\|operator\\|p\\(?:o\\(?:\\(?:inte\\|stoperato\\)r\\)\\|r\\(?:eoperator\\|ivate\\|otected\\)\\|ublic\\)\\|re\\(?:liable\\|pnotify\\)\\|s\\(?:erver\\|i\\(?:mulated\\|ngular\\)\\|kip\\|tatic\\)\\|tra\\(?:nsient\\|vel\\)\\|unreliable\\)\\>" . font-lock-keyword-face)
'("\\<\\(?:A\\(?:bs\\|cos\\|dd\\(?:Item\\)?\\|llActors\\|s\\(?:c\\|in\\)\\|tan\\)\\|B\\(?:asedActors\\|egin\\(?:Play\\|State\\)\\)\\|C\\(?:aps\\|eil\\|h\\(?:ildActors\\|r\\)\\|l\\(?:amp\\|earTimer\\)\\|o\\(?:\\(?:llidingActor\\)?s\\)\\)\\|D\\(?:estroyed\\|i\\(?:\\(?:sabl\\|vid\\)e\\)\\|ynamicActors\\)\\|E\\(?:mpty\\|n\\(?:\\(?:abl\\|dStat\\)e\\)\\|val\\|xp\\)\\|F\\(?:Clamp\\|M\\(?:ax\\|in\\)\\|Rand\\|astTrace\\|in\\(?:d\\|ish\\(?:Anim\\|Interpolation\\)\\)\\)\\|G\\(?:etTimer\\(?:Count\\|Rate\\)\\|oTo\\(?:State\\)?\\)\\|I\\(?:n\\(?:Str\\|itGame\\|sert\\(?:Item\\)?\\|vert\\)\\|s\\(?:\\(?:InStat\\|TimerActiv\\)e\\)\\)\\|L\\(?:e\\(?:ft\\|n\\|rp\\)\\|o\\(?:cs\\|ge\\)\\)\\|M\\(?:ax\\|i\\(?:rrorVectorByNormal\\|[dn]\\)\\)\\|Normal\\|OverlappingActors\\|P\\(?:o\\(?:pState\\|stBeginPlay\\)\\|reBeginPlay\\|ushState\\)\\|R\\(?:and\\|e\\(?:move\\(?:I\\(?:ndex\\|tem\\)\\)?\\|pl\\(?:ace\\)?\\)\\|ight\\|ound\\)\\|S\\(?:et\\(?:State\\|Timer\\)\\|in\\|leep\\|merp\\|p\\(?:awn\\|lit\\)\\|q\\(?:rt\\|uare\\)\\)\\|T\\(?:an\\|ick\\|ouchingActors\\|race\\(?:Actors\\)?\\)\\|V\\(?:Rand\\|Size\\|isible\\(?:\\(?:Colliding\\)?Actors\\)\\)\\|\\(?:ro\\|vec\\)t\\)\\>" . font-lock-function-name-face)))
"Balls-out highlighting in UNREALSCRIPT mode.")
(defvar unrealscript-font-lock-keywords unrealscript-font-lock-keywords-3
"Default highlighting expressions for UNREALSCRIPT mode.")
(defvar unrealscript-indent-width 4)
(defun looking-at-unrealscript-indent-keyword ()
(or (looking-at "^[\t ]*while") (looking-at "^[\t ]*if") (looking-at "^[\t ]*else") (looking-at "^[\t ]*for")))
(defun looking-at-unrealscript-block-end ()
(or (looking-at "^[\t ]*end") (and (looking-at "^.*}[ \t]*$") (not (looking-at "^.*{")))))
(defun looking-at-unrealscript-block-start ()
(or (looking-at "^[\t ]*begin") (and (looking-at "^.*{") (not (looking-at "^.*}[ \t]*$")))))
;; Function to control indenting.
(defun unrealscript-indent-line ()
"Indent current line as Unrealscript code"
(interactive)
;; Set the point to beginning of line.
(beginning-of-line)
(if (bobp)
(indent-line-to 0)
(let ((not-indented t) (lines-back 0) cur-indent)
(if (looking-at-unrealscript-block-end) ; Check for closing brace
;; if we are at the end of a block
(progn
(save-excursion
(forward-line -1)
(setq lines-back (+ lines-back 1))
(setq cur-indent (- (current-indentation) unrealscript-indent-width)))
;; Safety check to make sure we don't indent negative.
(if (< cur-indent 0)
(setq cur-indent 0)))
;; else scan backward
(save-excursion
(if (looking-at-unrealscript-block-start) ; Opening block
(progn
(forward-line -1)
(setq lines-back (+ lines-back 1))
(setq cur-indent (current-indentation))
(setq not-indented nil))
(while not-indented
(forward-line -1)
(setq lines-back (+ lines-back 1))
(if (looking-at-unrealscript-block-end) ;; Closing Block
(progn
(setq cur-indent (current-indentation))
(setq not-indented nil))
(if (looking-at-unrealscript-block-start)
(progn
(setq cur-indent (+ (current-indentation) unrealscript-indent-width))
(setq not-indented nil))
(if (looking-at-unrealscript-indent-keyword)
(progn
(setq cur-indent (current-indentation))
(forward-line 1)
(setq lines-back (- lines-back 1))
(if (looking-at-unrealscript-block-start)
(setq not-indented nil) ;; has block
(if (zerop lines-back) ;; no block
(progn
(setq cur-indent (+ cur-indent unrealscript-indent-width))
(setq not-indented nil))
(setq not-indented nil))))
(if (bobp)
(setq not-indented nil)))))))))
(if cur-indent
(indent-line-to cur-indent)
(indent-line-to 0)))))
(defun unrealscript-populate-syntax-table (table)
"Populate the given syntax table as necessary for a C-like language.
This includes setting ' and \" as string delimiters, and setting up
the comment syntax to handle both line style \"//\" and block style
\"/*\" \"*/\" comments."
(modify-syntax-entry ?_ "_" table)
(modify-syntax-entry ?\\ "\\" table)
(modify-syntax-entry ?+ "." table)
(modify-syntax-entry ?- "." table)
(modify-syntax-entry ?= "." table)
(modify-syntax-entry ?% "." table)
(modify-syntax-entry ?< "." table)
(modify-syntax-entry ?> "." table)
(modify-syntax-entry ?& "." table)
(modify-syntax-entry ?| "." table)
(modify-syntax-entry ?\' "\"" table)
(modify-syntax-entry ?\240 "." table)
;; Set up block and line oriented comments. The new C
;; standard mandates both comment styles even in C, so since
;; all languages now require dual comments, we make this the
;; default.
(modify-syntax-entry ?/ ". 124b" table)
(modify-syntax-entry ?* ". 23" table)
(modify-syntax-entry ?\n "> b" table)
;; Give CR the same syntax as newline, for selective-display
(modify-syntax-entry ?\^m "> b" table)
table)
(defvar unrealscript-mode-syntax-table
(let ((unrealscript-mode-syntax-table (unrealscript-populate-syntax-table (make-syntax-table))))
unrealscript-mode-syntax-table)
"Syntax table for unrealscript-mode")
(defun unrealscript-mode ()
"Major mode for editing Unrealscript files"
(interactive)
(kill-all-local-variables)
(set-syntax-table unrealscript-mode-syntax-table)
(use-local-map unrealscript-mode-map)
(setq indent-line-function 'unrealscript-indent-line)
(setq font-lock-defaults '(unrealscript-font-lock-keywords nil t))
(setq major-mode 'unrealscript-mode)
(setq mode-name "UNREALSCRIPT")
(run-hooks 'unrealscript-mode-hook)
(setq case-fold-search t)
(setq font-lock-keywords-case-fold-search t))
(provide 'unrealscript-mode)