doom3-bfg/neo/sys/SnapshotProcessor.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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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
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================================================
*/
class idSnapshotProcessor
{
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public:
static const int INITIAL_SNAP_SEQUENCE = 42;
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idSnapshotProcessor();
~idSnapshotProcessor();
void Reset( bool cstor = false );
// TrySetPendingSnapshot Sets the currently pending snap.
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// 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 );
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// Peek into delta to get deltaSequence, and deltaBaseSequence
void PeekDeltaSequence( const char* deltaMem, int deltaSize, int& deltaSequence, int& deltaBaseSequence );
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// Apply a delta to the supplied snapshot
bool ApplyDeltaToSnapshot( idSnapShot& snap, const char* deltaMem, int deltaSize, int visIndex );
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// 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 );
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// GetPendingSnapDelta
int GetPendingSnapDelta( byte* outBuffer, int maxLength );
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// If PendingSnapReadyToSend is true, then GetPendingSnapDelta will return something to send
bool PendingSnapReadyToSend() const
{
return jobMemory->lzwInOutData.numlzwDeltas > 0;
}
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// 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 );
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// 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;
}
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// 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();
}
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bool IsBusyConfirmingPartialSnap();
void AddSnapObjTemplate( int objID, idBitMsg& msg );
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static const int MAX_SNAPSHOT_QUEUE = 64;
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private:
// Internal commands to set up, and flush the compressors
static const int MAX_SNAP_SIZE = idPacketProcessor::MAX_MSG_SIZE;
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static const int MAX_SNAPSHOT_QUEUE_MEM = 64 * 1024; // 64k
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// 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
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idSnapShot baseState; // known snapshot base on the client
idDataQueue< MAX_SNAPSHOT_QUEUE, MAX_SNAPSHOT_QUEUE_MEM > deltas; // list of unacknowledged snapshot deltas
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idSnapShot pendingSnap; // Current snap waiting to be fully sent
bool hasPendingSnap; // true if pendingSnap is still waiting to be sent
struct jobMemory_t
{
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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).
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// 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;
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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
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// 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;
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// 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
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lzwInOutData_t lzwInOutData; // In/Out data used so lzw data can persist across lzw jobs
};
jobMemory_t* jobMemory;
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idSnapShot submittedState;
idSnapShot templateStates; // holds default snapshot states for some newly spawned object
idSnapShot submittedTemplateStates;
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int partialBaseSequence;
};
#endif /* !__SNAP_PROCESSOR_H__ */