ref: a4200cb010c09374c6d664cbcc4d88c2e40006e2
dir: /sv_ents.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "dat.h" #include "fns.h" /* ============================================================================= Encode a client frame onto the network channel ============================================================================= */ /* commented out in release // because there can be a lot of projectiles, there is a special // network protocol for them #define MAX_PROJECTILES 64 edict_t *projectiles[MAX_PROJECTILES]; int numprojs; cvar_t *sv_projectiles; qboolean SV_AddProjectileUpdate (edict_t *ent) { if (!sv_projectiles) sv_projectiles = Cvar_Get("sv_projectiles", "1", 0); if (!sv_projectiles->value) return false; if (!(ent->svflags & SVF_PROJECTILE)) return false; if (numprojs == MAX_PROJECTILES) return true; projectiles[numprojs++] = ent; return true; } void SV_EmitProjectileUpdate (sizebuf_t *msg) { byte bits[16]; // [modelindex] [48 bits] xyz p y 12 12 12 8 8 [entitynum] [e2] int n, i; edict_t *ent; int x, y, z, p, yaw; int len; if (!numprojs) return; MSG_WriteByte (msg, numprojs); for (n=0 ; n<numprojs ; n++) { ent = projectiles[n]; x = (int)(ent->s.origin[0]+4096)>>1; y = (int)(ent->s.origin[1]+4096)>>1; z = (int)(ent->s.origin[2]+4096)>>1; p = (int)(256*ent->s.angles[0]/360)&255; yaw = (int)(256*ent->s.angles[1]/360)&255; len = 0; bits[len++] = x; bits[len++] = (x>>8) | (y<<4); bits[len++] = (y>>4); bits[len++] = z; bits[len++] = (z>>8); if (ent->s.effects & EF_BLASTER) bits[len-1] |= 64; if (ent->s.old_origin[0] != ent->s.origin[0] || ent->s.old_origin[1] != ent->s.origin[1] || ent->s.old_origin[2] != ent->s.origin[2]) { bits[len-1] |= 128; x = (int)(ent->s.old_origin[0]+4096)>>1; y = (int)(ent->s.old_origin[1]+4096)>>1; z = (int)(ent->s.old_origin[2]+4096)>>1; bits[len++] = x; bits[len++] = (x>>8) | (y<<4); bits[len++] = (y>>4); bits[len++] = z; bits[len++] = (z>>8); } bits[len++] = p; bits[len++] = yaw; bits[len++] = ent->s.modelindex; bits[len++] = (ent->s.number & 0x7f); if (ent->s.number > 255) { bits[len-1] |= 128; bits[len++] = (ent->s.number >> 7); } for (i=0 ; i<len ; i++) MSG_WriteByte (msg, bits[i]); } } */ /* ============= SV_EmitPacketEntities Writes a delta update of an entity_state_t list to the message. ============= */ void SV_EmitPacketEntities (client_frame_t *from, client_frame_t *to, sizebuf_t *msg) { entity_state_t *oldent = nil, *newent = nil; int oldindex, newindex; int oldnum, newnum; int from_num_entities; int bits; /* if (numprojs) MSG_WriteByte (msg, svc_packetentities2); else */ MSG_WriteByte (msg, svc_packetentities); if (!from) from_num_entities = 0; else from_num_entities = from->num_entities; newindex = 0; oldindex = 0; while (newindex < to->num_entities || oldindex < from_num_entities) { if (newindex >= to->num_entities) newnum = 9999; else { newent = &svs.client_entities[(to->first_entity+newindex)%svs.num_client_entities]; newnum = newent->number; } if (oldindex >= from_num_entities) oldnum = 9999; else { oldent = &svs.client_entities[(from->first_entity+oldindex)%svs.num_client_entities]; oldnum = oldent->number; } if (newnum == oldnum) { // delta update from old position // because the force parm is false, this will not result // in any bytes being emited if the entity has not changed at all // note that players are always 'newentities', this updates their oldorigin always // and prevents warping MSG_WriteDeltaEntity (oldent, newent, msg, false, newent->number <= maxclients->value); oldindex++; newindex++; continue; } if (newnum < oldnum) { // this is a new entity, send it from the baseline MSG_WriteDeltaEntity (&sv.baselines[newnum], newent, msg, true, true); newindex++; continue; } if (newnum > oldnum) { // the old entity isn't present in the new message bits = U_REMOVE; if (oldnum >= 256) bits |= U_NUMBER16 | U_MOREBITS1; MSG_WriteByte (msg, bits&255 ); if (bits & 0x0000ff00) MSG_WriteByte (msg, (bits>>8)&255 ); if (bits & U_NUMBER16) MSG_WriteShort (msg, oldnum); else MSG_WriteByte (msg, oldnum); oldindex++; continue; } } MSG_WriteShort (msg, 0); // end of packetentities /* if (numprojs) SV_EmitProjectileUpdate(msg); */ } /* ============= SV_WritePlayerstateToClient ============= */ void SV_WritePlayerstateToClient (client_frame_t *from, client_frame_t *to, sizebuf_t *msg) { int i; int pflags; player_state_t *ps, *ops; player_state_t dummy; int statbits; ps = &to->ps; if (!from) { memset (&dummy, 0, sizeof(dummy)); ops = &dummy; } else ops = &from->ps; // // determine what needs to be sent // pflags = 0; if (ps->pmove.pm_type != ops->pmove.pm_type) pflags |= PS_M_TYPE; if (ps->pmove.origin[0] != ops->pmove.origin[0] || ps->pmove.origin[1] != ops->pmove.origin[1] || ps->pmove.origin[2] != ops->pmove.origin[2] ) pflags |= PS_M_ORIGIN; if (ps->pmove.velocity[0] != ops->pmove.velocity[0] || ps->pmove.velocity[1] != ops->pmove.velocity[1] || ps->pmove.velocity[2] != ops->pmove.velocity[2] ) pflags |= PS_M_VELOCITY; if (ps->pmove.pm_time != ops->pmove.pm_time) pflags |= PS_M_TIME; if (ps->pmove.pm_flags != ops->pmove.pm_flags) pflags |= PS_M_FLAGS; if (ps->pmove.gravity != ops->pmove.gravity) pflags |= PS_M_GRAVITY; if (ps->pmove.delta_angles[0] != ops->pmove.delta_angles[0] || ps->pmove.delta_angles[1] != ops->pmove.delta_angles[1] || ps->pmove.delta_angles[2] != ops->pmove.delta_angles[2] ) pflags |= PS_M_DELTA_ANGLES; if (ps->viewoffset[0] != ops->viewoffset[0] || ps->viewoffset[1] != ops->viewoffset[1] || ps->viewoffset[2] != ops->viewoffset[2] ) pflags |= PS_VIEWOFFSET; if (ps->viewangles[0] != ops->viewangles[0] || ps->viewangles[1] != ops->viewangles[1] || ps->viewangles[2] != ops->viewangles[2] ) pflags |= PS_VIEWANGLES; if (ps->kick_angles[0] != ops->kick_angles[0] || ps->kick_angles[1] != ops->kick_angles[1] || ps->kick_angles[2] != ops->kick_angles[2] ) pflags |= PS_KICKANGLES; if (ps->blend[0] != ops->blend[0] || ps->blend[1] != ops->blend[1] || ps->blend[2] != ops->blend[2] || ps->blend[3] != ops->blend[3] ) pflags |= PS_BLEND; if (ps->fov != ops->fov) pflags |= PS_FOV; if (ps->rdflags != ops->rdflags) pflags |= PS_RDFLAGS; if (ps->gunframe != ops->gunframe) pflags |= PS_WEAPONFRAME; pflags |= PS_WEAPONINDEX; // // write it // MSG_WriteByte (msg, svc_playerinfo); MSG_WriteShort (msg, pflags); // // write the pmove_state_t // if (pflags & PS_M_TYPE) MSG_WriteByte (msg, ps->pmove.pm_type); if (pflags & PS_M_ORIGIN) { MSG_WriteShort (msg, ps->pmove.origin[0]); MSG_WriteShort (msg, ps->pmove.origin[1]); MSG_WriteShort (msg, ps->pmove.origin[2]); } if (pflags & PS_M_VELOCITY) { MSG_WriteShort (msg, ps->pmove.velocity[0]); MSG_WriteShort (msg, ps->pmove.velocity[1]); MSG_WriteShort (msg, ps->pmove.velocity[2]); } if (pflags & PS_M_TIME) MSG_WriteByte (msg, ps->pmove.pm_time); if (pflags & PS_M_FLAGS) MSG_WriteByte (msg, ps->pmove.pm_flags); if (pflags & PS_M_GRAVITY) MSG_WriteShort (msg, ps->pmove.gravity); if (pflags & PS_M_DELTA_ANGLES) { MSG_WriteShort (msg, ps->pmove.delta_angles[0]); MSG_WriteShort (msg, ps->pmove.delta_angles[1]); MSG_WriteShort (msg, ps->pmove.delta_angles[2]); } // // write the rest of the player_state_t // if (pflags & PS_VIEWOFFSET) { MSG_WriteChar (msg, ps->viewoffset[0]*4); MSG_WriteChar (msg, ps->viewoffset[1]*4); MSG_WriteChar (msg, ps->viewoffset[2]*4); } if (pflags & PS_VIEWANGLES) { MSG_WriteAngle16 (msg, ps->viewangles[0]); MSG_WriteAngle16 (msg, ps->viewangles[1]); MSG_WriteAngle16 (msg, ps->viewangles[2]); } if (pflags & PS_KICKANGLES) { MSG_WriteChar (msg, ps->kick_angles[0]*4); MSG_WriteChar (msg, ps->kick_angles[1]*4); MSG_WriteChar (msg, ps->kick_angles[2]*4); } if (pflags & PS_WEAPONINDEX) { MSG_WriteByte (msg, ps->gunindex); } if (pflags & PS_WEAPONFRAME) { MSG_WriteByte (msg, ps->gunframe); MSG_WriteChar (msg, ps->gunoffset[0]*4); MSG_WriteChar (msg, ps->gunoffset[1]*4); MSG_WriteChar (msg, ps->gunoffset[2]*4); MSG_WriteChar (msg, ps->gunangles[0]*4); MSG_WriteChar (msg, ps->gunangles[1]*4); MSG_WriteChar (msg, ps->gunangles[2]*4); } if (pflags & PS_BLEND) { MSG_WriteByte (msg, ps->blend[0]*255); MSG_WriteByte (msg, ps->blend[1]*255); MSG_WriteByte (msg, ps->blend[2]*255); MSG_WriteByte (msg, ps->blend[3]*255); } if (pflags & PS_FOV) MSG_WriteByte (msg, ps->fov); if (pflags & PS_RDFLAGS) MSG_WriteByte (msg, ps->rdflags); // send stats statbits = 0; for (i=0 ; i<MAX_STATS ; i++) if (ps->stats[i] != ops->stats[i]) statbits |= 1<<i; MSG_WriteLong (msg, statbits); for (i=0 ; i<MAX_STATS ; i++) if (statbits & (1<<i) ) MSG_WriteShort (msg, ps->stats[i]); } /* ================== SV_WriteFrameToClient ================== */ void SV_WriteFrameToClient (client_t *client, sizebuf_t *msg) { client_frame_t *frame, *oldframe; int lastframe; //Com_Printf ("%i -> %i\n", client->lastframe, sv.framenum); // this is the frame we are creating frame = &client->frames[sv.framenum & UPDATE_MASK]; if (client->lastframe <= 0) { // client is asking for a retransmit oldframe = NULL; lastframe = -1; } else if (sv.framenum - client->lastframe >= (UPDATE_BACKUP - 3) ) { // client hasn't gotten a good message through in a long time // Com_Printf ("%s: Delta request from out-of-date packet.\n", client->name); oldframe = NULL; lastframe = -1; } else { // we have a valid message to delta from oldframe = &client->frames[client->lastframe & UPDATE_MASK]; lastframe = client->lastframe; } MSG_WriteByte (msg, svc_frame); MSG_WriteLong (msg, sv.framenum); MSG_WriteLong (msg, lastframe); // what we are delta'ing from MSG_WriteByte (msg, client->surpressCount); // rate dropped packets client->surpressCount = 0; // send over the areabits MSG_WriteByte (msg, frame->areabytes); SZ_Write (msg, frame->areabits, frame->areabytes); // delta encode the playerstate SV_WritePlayerstateToClient (oldframe, frame, msg); // delta encode the entities SV_EmitPacketEntities (oldframe, frame, msg); } /* ============================================================================= Build a client frame structure ============================================================================= */ byte fatpvs[65536/8]; // 32767 is MAX_MAP_LEAFS /* ============ SV_FatPVS The client will interpolate the view position, so we can't use a single PVS point =========== */ void SV_FatPVS (vec3_t org) { int leafs[64]; int i, j, count; int longs; byte *src; vec3_t mins, maxs; for (i=0 ; i<3 ; i++) { mins[i] = org[i] - 8; maxs[i] = org[i] + 8; } count = CM_BoxLeafnums (mins, maxs, leafs, 64, NULL); if (count < 1) Com_Error (ERR_FATAL, "SV_FatPVS: count < 1"); longs = (CM_NumClusters()+31)>>5; // convert leafs to clusters for (i=0 ; i<count ; i++) leafs[i] = CM_LeafCluster(leafs[i]); memcpy (fatpvs, CM_ClusterPVS(leafs[0]), longs<<2); // or in all the other leaf bits for (i=1 ; i<count ; i++) { for (j=0 ; j<i ; j++) if (leafs[i] == leafs[j]) break; if (j != i) continue; // already have the cluster we want src = CM_ClusterPVS(leafs[i]); for (j=0 ; j<longs ; j++) ((long *)fatpvs)[j] |= ((long *)src)[j]; } } /* ============= SV_BuildClientFrame Decides which entities are going to be visible to the client, and copies off the playerstat and areabits. ============= */ void SV_BuildClientFrame (client_t *client) { int e, i; vec3_t org; edict_t *ent; edict_t *clent; client_frame_t *frame; entity_state_t *state; int l; int clientarea, clientcluster; int leafnum; int c_fullsend; byte *clientphs; byte *bitvector; clent = client->edict; if (!clent->client) return; // not in game yet //numprojs = 0; // no projectiles yet // this is the frame we are creating frame = &client->frames[sv.framenum & UPDATE_MASK]; frame->senttime = svs.realtime; // save it for ping calc later // find the client's PVS for (i=0 ; i<3 ; i++) org[i] = clent->client->ps.pmove.origin[i]*0.125 + clent->client->ps.viewoffset[i]; leafnum = CM_PointLeafnum (org); clientarea = CM_LeafArea (leafnum); clientcluster = CM_LeafCluster (leafnum); // calculate the visible areas frame->areabytes = CM_WriteAreaBits (frame->areabits, clientarea); // grab the current player_state_t frame->ps = clent->client->ps; SV_FatPVS (org); clientphs = CM_ClusterPHS (clientcluster); // build up the list of visible entities frame->num_entities = 0; frame->first_entity = svs.next_client_entities; c_fullsend = 0; for (e=1 ; e<ge->num_edicts ; e++) { ent = EDICT_NUM(e); // ignore ents without visible models if (ent->svflags & SVF_NOCLIENT) continue; // ignore ents without visible models unless they have an effect if (!ent->s.modelindex && !ent->s.effects && !ent->s.sound && !ent->s.event) continue; // ignore if not touching a PV leaf if (ent != clent) { // check area if (!CM_AreasConnected (clientarea, ent->areanum)) { // doors can legally straddle two areas, so // we may need to check another one if (!ent->areanum2 || !CM_AreasConnected (clientarea, ent->areanum2)) continue; // blocked by a door } // beams just check one point for PHS if (ent->s.renderfx & RF_BEAM) { l = ent->clusternums[0]; if ( !(clientphs[l >> 3] & (1 << (l&7) )) ) continue; } else { // FIXME: if an ent has a model and a sound, but isn't // in the PVS, only the PHS, clear the model if (ent->s.sound) { bitvector = fatpvs; //clientphs; } else bitvector = fatpvs; if (ent->num_clusters == -1) { // too many leafs for individual check, go by headnode if (!CM_HeadnodeVisible (ent->headnode, bitvector)) continue; c_fullsend++; } else { // check individual leafs for (i=0 ; i < ent->num_clusters ; i++) { l = ent->clusternums[i]; if (bitvector[l >> 3] & (1 << (l&7) )) break; } if (i == ent->num_clusters) continue; // not visible } if (!ent->s.modelindex) { // don't send sounds if they will be attenuated away vec3_t delta; float len; VectorSubtract (org, ent->s.origin, delta); len = VectorLength (delta); if (len > 400) continue; } } } /* if (SV_AddProjectileUpdate(ent)) continue; // added as a special projectile */ // add it to the circular client_entities array state = &svs.client_entities[svs.next_client_entities%svs.num_client_entities]; if (ent->s.number != e) { Com_DPrintf ("FIXING ENT->S.NUMBER!!!\n"); ent->s.number = e; } *state = ent->s; // don't mark players missiles as solid if (ent->owner == client->edict) state->solid = 0; svs.next_client_entities++; frame->num_entities++; } } /* ================== SV_RecordDemoMessage Save everything in the world out without deltas. Used for recording footage for merged or assembled demos ================== */ void SV_RecordDemoMessage (void) { int e; edict_t *ent; entity_state_t nostate; sizebuf_t buf; byte buf_data[32768]; int len; if (!svs.demofile) return; memset (&nostate, 0, sizeof(nostate)); SZ_Init (&buf, buf_data, sizeof(buf_data)); // write a frame message that doesn't contain a player_state_t MSG_WriteByte (&buf, svc_frame); MSG_WriteLong (&buf, sv.framenum); MSG_WriteByte (&buf, svc_packetentities); e = 1; ent = EDICT_NUM(e); while (e < ge->num_edicts) { // ignore ents without visible models unless they have an effect if (ent->inuse && ent->s.number && (ent->s.modelindex || ent->s.effects || ent->s.sound || ent->s.event) && !(ent->svflags & SVF_NOCLIENT)) MSG_WriteDeltaEntity (&nostate, &ent->s, &buf, false, true); e++; ent = EDICT_NUM(e); } MSG_WriteShort (&buf, 0); // end of packetentities // now add the accumulated multicast information SZ_Write (&buf, svs.demo_multicast.data, svs.demo_multicast.cursize); SZ_Clear (&svs.demo_multicast); // now write the entire message to the file, prefixed by the length len = LittleLong (buf.cursize); fwrite (&len, 4, 1, svs.demofile); fwrite (buf.data, buf.cursize, 1, svs.demofile); }