doom3-bfg/neo/sys/SnapshotProcessor.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __SNAP_PROCESSOR_H__
#define __SNAP_PROCESSOR_H__
/*
================================================
idSnapshotProcessor
================================================
*/
class idSnapshotProcessor {
public:
static const int INITIAL_SNAP_SEQUENCE = 42;
idSnapshotProcessor();
~idSnapshotProcessor();
void Reset( bool cstor = false );
// TrySetPendingSnapshot Sets the currently pending snap.
// No new snaps will be sent until this snap has been fully sent.
// Returns true of the newly supplied snapshot was accepted (there were no pending snaps)
bool TrySetPendingSnapshot( idSnapShot & ss );
// Peek into delta to get deltaSequence, and deltaBaseSequence
void PeekDeltaSequence( const char * deltaMem, int deltaSize, int & deltaSequence, int & deltaBaseSequence );
// Apply a delta to the supplied snapshot
bool ApplyDeltaToSnapshot( idSnapShot & snap, const char * deltaMem, int deltaSize, int visIndex );
// Attempts to write the currently pending snap to the supplied buffer, which can then be sent as an unreliable msg.
// SubmitPendingSnap will submit the pending snap to a job, so that it can be retrieved later for sending.
void SubmitPendingSnap( int visIndex, uint8 * objMemory, int objMemorySize, lzwCompressionData_t * lzwData );
// GetPendingSnapDelta
int GetPendingSnapDelta( byte * outBuffer, int maxLength );
// If PendingSnapReadyToSend is true, then GetPendingSnapDelta will return something to send
bool PendingSnapReadyToSend() const { return jobMemory->lzwInOutData.numlzwDeltas > 0; }
// When you call WritePendingSnapshot, and then send the resulting buffer as a unreliable msg, you will eventually
// receive this on the client. Call this function to receive and apply it to the base state, and possibly return a fully received snap
// to then apply to the client game state
bool ReceiveSnapshotDelta( const byte * deltaData, int deltaLength, int visIndex, int & outSeq, int & outBaseSeq, idSnapShot & outSnap, bool & fullSnap );
// Function to apply a received (or ack'd) delta to the base state
bool ApplySnapshotDelta( int visIndex, int snapshotNumber );
// Remove deltas for basestate we no longer have.
// We know we can remove them, because we will never be able to apply them, since
// the basestate needed to generate a full snap from these deltas is gone.
void RemoveDeltasForOldBaseSequence();
// Make sure delta sequence and basesequence values are valid, and in order, etc
void SanityCheckDeltas();
// HasPendingSnap will return true if there is more of the last TrySetPendingSnapshot to be sent
bool HasPendingSnap() const { return hasPendingSnap; }
idSnapShot * GetBaseState() { return &baseState; }
idSnapShot * GetPendingSnap(){ return &pendingSnap; }
int GetSnapSequence() { return snapSequence; }
int GetBaseSequence() { return baseSequence; }
int GetFullSnapBaseSequence() { return lastFullSnapBaseSequence; }
// This is used to ack the latest delta we have. If we have no deltas, we sent -1 to make sure
// Server knows we don't want to ack, since we are as up to date as we can be
int GetLastAppendedSequence() { return deltas.Num() == 0 ? -1 : deltas.ItemSequence( deltas.Num() - 1 ); }
int GetSnapQueueSize() { return deltas.Num(); }
bool IsBusyConfirmingPartialSnap();
void AddSnapObjTemplate( int objID, idBitMsg & msg );
static const int MAX_SNAPSHOT_QUEUE = 64;
private:
// Internal commands to set up, and flush the compressors
static const int MAX_SNAP_SIZE = idPacketProcessor::MAX_MSG_SIZE;
static const int MAX_SNAPSHOT_QUEUE_MEM = 64 * 1024; // 64k
// sequence number of the last snapshot we sent/received
// on the server, the sequencing is different for each network peer (net_verboseSnapshot 1)
// on the jobbed snapshot compression path, the sequence is incremented in NewLZWStream and pulled into this in idSnapshotProcessor::GetPendingSnapDelta
int snapSequence;
int baseSequence;
int lastFullSnapBaseSequence; // Latest base sequence number that is a full snap
idSnapShot baseState; // known snapshot base on the client
idDataQueue< MAX_SNAPSHOT_QUEUE, MAX_SNAPSHOT_QUEUE_MEM > deltas; // list of unacknowledged snapshot deltas
idSnapShot pendingSnap; // Current snap waiting to be fully sent
bool hasPendingSnap; // true if pendingSnap is still waiting to be sent
struct jobMemory_t {
static const int MAX_LZW_DELTAS = 1; // FIXME: cleanup the old multiple delta support completely
// @TODO this is a hack fix to allow online to load into coop (where there are lots of entities).
// The real solution should be coming soon.
// Doom MP: we encountered the same problem, going from 1024 to 4096 as well until a better solution is in place
// (initial, useless, exchange of func_statics is killing us)
static const int MAX_OBJ_PARMS = 4096;
static const int MAX_LZW_PARMS = 32;
static const int MAX_OBJ_HEADERS = 256;
static const int MAX_LZW_MEM = 1024 * 8; // 8k in the byte * lzwMem buffers, must be <= PS3_DMA_MAX
// Parm memory to jobs
idArray<objParms_t, MAX_OBJ_PARMS> objParms;
idArray<objHeader_t, MAX_OBJ_HEADERS> headers;
idArray<lzwParm_t, MAX_LZW_PARMS> lzwParms;
// Output memory from jobs
idArray<lzwDelta_t, MAX_LZW_DELTAS> lzwDeltas; // Info about each pending delta output from jobs
idArray<byte, MAX_LZW_MEM> lzwMem; // Memory for output from lzw jobs
lzwInOutData_t lzwInOutData; // In/Out data used so lzw data can persist across lzw jobs
};
jobMemory_t * jobMemory;
idSnapShot submittedState;
idSnapShot templateStates; // holds default snapshot states for some newly spawned object
idSnapShot submittedTemplateStates;
int partialBaseSequence;
};
#endif /* !__SNAP_PROCESSOR_H__ */