// leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include "../client/vmachine.h" #include "server.h" /* ============================================================================= Delta encode a client frame onto the network channel A normal server packet will look like: 4 sequence number (high bit set if an oversize fragment) 1 svc_snapshot 4 last client reliable command 4 serverTime 1 lastframe for delta compression 1 snapFlags 1 areaBytes ============================================================================= */ /* ============= SV_EmitPacketEntities Writes a delta update of an entityState_t list to the message. ============= */ static void SV_EmitPacketEntities( clientSnapshot_t *from, clientSnapshot_t *to, msg_t *msg ) { entityState_t *oldent, *newent; int oldindex, newindex; int oldnum, newnum; int from_num_entities; // generate the delta update if ( !from ) { from_num_entities = 0; } else { from_num_entities = from->num_entities; } newent = NULL; oldent = NULL; newindex = 0; oldindex = 0; const int num2Send = to->num_entities >= svs.numSnapshotEntities ? svs.numSnapshotEntities : to->num_entities; while ( newindex < num2Send || oldindex < from_num_entities ) { if ( newindex >= num2Send ) { newnum = 9999; } else { newent = &svs.snapshotEntities[(to->first_entity+newindex) % svs.numSnapshotEntities]; newnum = newent->number; } if ( oldindex >= from_num_entities ) { oldnum = 9999; } else { oldent = &svs.snapshotEntities[(from->first_entity+oldindex) % svs.numSnapshotEntities]; oldnum = oldent->number; } if ( newnum == oldnum ) { // delta update from old position // because the force parm is qfalse, this will not result // in any bytes being emited if the entity has not changed at all MSG_WriteEntity(msg, newent, 0); oldindex++; newindex++; continue; } if ( newnum < oldnum ) { // this is a new entity, send it from the baseline MSG_WriteEntity (msg, newent, 0); newindex++; continue; } if ( newnum > oldnum ) { // the old entity isn't present in the new message if(oldent) { MSG_WriteEntity (msg, NULL, oldent->number); } oldindex++; continue; } } MSG_WriteBits( msg, (MAX_GENTITIES-1), GENTITYNUM_BITS ); // end of packetentities } /* ================== SV_WriteSnapshotToClient ================== */ static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) { clientSnapshot_t *frame, *oldframe; int lastframe; int snapFlags; // this is the snapshot we are creating frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ]; // try to use a previous frame as the source for delta compressing the snapshot if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) { // client is asking for a retransmit oldframe = NULL; lastframe = 0; } else if ( client->netchan.outgoingSequence - client->deltaMessage >= (PACKET_BACKUP - 3) ) { // client hasn't gotten a good message through in a long time Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name); oldframe = NULL; lastframe = 0; } else { // we have a valid snapshot to delta from oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ]; lastframe = client->netchan.outgoingSequence - client->deltaMessage; // the snapshot's entities may still have rolled off the buffer, though if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) { Com_DPrintf ("%s: Delta request from out of date entities.\n", client->name); oldframe = NULL; lastframe = 0; } } MSG_WriteByte (msg, svc_snapshot); // let the client know which reliable clientCommands we have received MSG_WriteLong( msg, client->lastClientCommand ); // send over the current server time so the client can drift // its view of time to try to match MSG_WriteLong (msg, sv.time); // we must write a message number, because recorded demos won't have // the same network message sequences MSG_WriteLong (msg, client->netchan.outgoingSequence ); MSG_WriteByte (msg, lastframe); // what we are delta'ing from MSG_WriteLong (msg, client->cmdNum); // we have executed up to here snapFlags = client->rateDelayed | ( client->droppedCommands << 1 ); client->droppedCommands = 0; MSG_WriteByte (msg, snapFlags); // send over the areabits MSG_WriteByte (msg, frame->areabytes); MSG_WriteData (msg, frame->areabits, frame->areabytes); // delta encode the playerstate if ( oldframe ) { MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps ); } else { MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps ); } // delta encode the entities SV_EmitPacketEntities (oldframe, frame, msg); } /* ================== SV_UpdateServerCommandsToClient (re)send all server commands the client hasn't acknowledged yet ================== */ static void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) { int i; // write any unacknowledged serverCommands for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) { MSG_WriteByte( msg, svc_serverCommand ); MSG_WriteLong( msg, i ); MSG_WriteString( msg, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] ); } } /* ============================================================================= Build a client snapshot structure ============================================================================= */ #define MAX_SNAPSHOT_ENTITIES 1024 typedef struct { int numSnapshotEntities; int snapshotEntities[MAX_SNAPSHOT_ENTITIES]; } snapshotEntityNumbers_t; /* ======================= SV_QsortEntityNumbers ======================= */ static int SV_QsortEntityNumbers( const void *a, const void *b ) { int *ea, *eb; ea = (int *)a; eb = (int *)b; if ( *ea == *eb ) { Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" ); } if ( *ea < *eb ) { return -1; } return 1; } /* =============== SV_AddEntToSnapshot =============== */ static void SV_AddEntToSnapshot( svEntity_t *svEnt, gentity_t *gEnt, snapshotEntityNumbers_t *eNums ) { // if we have already added this entity to this snapshot, don't add again if ( svEnt->snapshotCounter == sv.snapshotCounter ) { return; } svEnt->snapshotCounter = sv.snapshotCounter; // if we are full, silently discard entities if ( eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES ) { return; } if (sv.snapshotCounter &1 && eNums->numSnapshotEntities == svs.numSnapshotEntities-1) { //we're full, and about to wrap around and stomp ents, so half the time send the first set without stomping. return; } eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number; eNums->numSnapshotEntities++; } //rww - bg_public.h won't cooperate in here #define EF_PERMANENT 0x00080000 float sv_sightRangeForLevel[6] = { 0,//FORCE_LEVEL_0 1024.f, //FORCE_LEVEL_1 2048.0f,//FORCE_LEVEL_2 4096.0f,//FORCE_LEVEL_3 4096.0f,//FORCE_LEVEL_4 4096.0f//FORCE_LEVEL_5 }; qboolean SV_PlayerCanSeeEnt( gentity_t *ent, int sightLevel ) {//return true if this ent is in view //NOTE: this is similar to the func CG_PlayerCanSeeCent in cg_players vec3_t viewOrg, viewAngles, viewFwd, dir2Ent; if ( !ent ) { return qfalse; } if ( VM_Call( CG_CAMERA_POS, viewOrg)) { if ( VM_Call( CG_CAMERA_ANG, viewAngles)) { float dot = 0.25f;//1.0f; float range = sv_sightRangeForLevel[sightLevel]; VectorSubtract( ent->currentOrigin, viewOrg, dir2Ent ); float entDist = VectorNormalize( dir2Ent ); if ( (ent->s.eFlags&EF_FORCE_VISIBLE) ) {//no dist check on them? } else { if ( entDist < 128.0f ) {//can always see them if they're really close return qtrue; } if ( entDist > range ) {//too far away to see them return qfalse; } } dot += (0.99f-dot)*entDist/range;//the farther away they are, the more in front they have to be AngleVectors( viewAngles, viewFwd, NULL, NULL ); if ( DotProduct( viewFwd, dir2Ent ) < dot ) { return qfalse; } return qtrue; } } return qfalse; } /* =============== SV_AddEntitiesVisibleFromPoint =============== */ static void SV_AddEntitiesVisibleFromPoint( vec3_t origin, clientSnapshot_t *frame, snapshotEntityNumbers_t *eNums, qboolean portal ) { int e, i; gentity_t *ent; svEntity_t *svEnt; int l; int clientarea, clientcluster; int leafnum; int c_fullsend; const byte *clientpvs; const byte *bitvector; qboolean sightOn = qfalse; // during an error shutdown message we may need to transmit // the shutdown message after the server has shutdown, so // specfically check for it if ( !sv.state ) { return; } leafnum = CM_PointLeafnum (origin); clientarea = CM_LeafArea (leafnum); clientcluster = CM_LeafCluster (leafnum); // calculate the visible areas frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea ); clientpvs = CM_ClusterPVS (clientcluster); c_fullsend = 0; if ( !portal ) {//not if this if through a portal...??? James said to do this... if ( (frame->ps.forcePowersActive&(1<num_entities ; e++ ) { ent = SV_GentityNum(e); if (!ent->inuse) { continue; } if (ent->s.eFlags & EF_PERMANENT) { // he's permanent, so don't send him down! continue; } if (ent->s.number != e) { Com_DPrintf ("FIXING ENT->S.NUMBER!!!\n"); ent->s.number = e; } // never send entities that aren't linked in if ( !ent->linked ) { continue; } // entities can be flagged to explicitly not be sent to the client if ( ent->svFlags & SVF_NOCLIENT ) { continue; } svEnt = SV_SvEntityForGentity( ent ); // don't double add an entity through portals if ( svEnt->snapshotCounter == sv.snapshotCounter ) { continue; } // broadcast entities are always sent, and so is the main player so we don't see noclip weirdness if ( ent->svFlags & SVF_BROADCAST || !e) { SV_AddEntToSnapshot( svEnt, ent, eNums ); continue; } if (ent->s.isPortalEnt) { //rww - portal entities are always sent as well SV_AddEntToSnapshot( svEnt, ent, eNums ); continue; } if ( sightOn ) {//force sight is on, sees through portals, so draw them always if in radius if ( SV_PlayerCanSeeEnt( ent, frame->ps.forcePowerLevel[FP_SEE] ) ) {//entity is visible SV_AddEntToSnapshot( svEnt, ent, eNums ); continue; } } // ignore if not touching a PV leaf // check area if ( !CM_AreasConnected( clientarea, svEnt->areanum ) ) { // doors can legally straddle two areas, so // we may need to check another one if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) ) { continue; // blocked by a door } } bitvector = clientpvs; // check individual leafs if ( !svEnt->numClusters ) { continue; } l = 0; #ifdef _XBOX if(bitvector) { #endif for ( i=0 ; i < svEnt->numClusters ; i++ ) { l = svEnt->clusternums[i]; if ( bitvector[l >> 3] & (1 << (l&7) ) ) { break; } } #ifdef _XBOX } #endif // if we haven't found it to be visible, // check overflow clusters that coudln't be stored #ifdef _XBOX if ( bitvector && i == svEnt->numClusters ) { #else if ( i == svEnt->numClusters ) { #endif if ( svEnt->lastCluster ) { for ( ; l <= svEnt->lastCluster ; l++ ) { if ( bitvector[l >> 3] & (1 << (l&7) ) ) { break; } } if ( l == svEnt->lastCluster ) { continue; // not visible } } else { continue; } } // add it SV_AddEntToSnapshot( svEnt, ent, eNums ); // if its a portal entity, add everything visible from its camera position if ( ent->svFlags & SVF_PORTAL ) { SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue ); #ifdef _XBOX //Must get clientpvs again since above call destroyed it. clientpvs = CM_ClusterPVS (clientcluster); #endif } } } /* ============= SV_BuildClientSnapshot Decides which entities are going to be visible to the client, and copies off the playerstate and areabits. This properly handles multiple recursive portals, but the render currently doesn't. For viewing through other player's eyes, clent can be something other than client->gentity ============= */ static clientSnapshot_t *SV_BuildClientSnapshot( client_t *client ) { vec3_t org; clientSnapshot_t *frame; snapshotEntityNumbers_t entityNumbers; int i; gentity_t *ent; entityState_t *state; gentity_t *clent; // bump the counter used to prevent double adding sv.snapshotCounter++; // this is the frame we are creating frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ]; // clear everything in this snapshot entityNumbers.numSnapshotEntities = 0; memset( frame->areabits, 0, sizeof( frame->areabits ) ); clent = client->gentity; if ( !clent ) { return frame; } // grab the current playerState_t frame->ps = *clent->client; // this stops the main client entity playerstate from being sent across, which has the effect of breaking // looping sounds for the main client. So I took it out. /* { int clientNum; svEntity_t *svEnt; clientNum = frame->ps.clientNum; if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) { Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" ); } svEnt = &sv.svEntities[ clientNum ]; // never send client's own entity, because it can // be regenerated from the playerstate svEnt->snapshotCounter = sv.snapshotCounter; } */ // find the client's viewpoint //if in camera mode use camera position instead if ( VM_Call( CG_CAMERA_POS, org)) { //org[2] += clent->client->viewheight; } else { VectorCopy( clent->client->origin, org ); org[2] += clent->client->viewheight; //============ // need to account for lean, or areaportal doors don't draw properly... -slc if (frame->ps.leanofs != 0) { vec3_t right; //add leaning offset vec3_t v3ViewAngles; VectorCopy(clent->client->viewangles, v3ViewAngles); v3ViewAngles[2] += (float)frame->ps.leanofs/2; AngleVectors(v3ViewAngles, NULL, right, NULL); VectorMA(org, (float)frame->ps.leanofs, right, org); } //============ } VectorCopy( org, frame->ps.serverViewOrg ); VectorCopy( org, clent->client->serverViewOrg ); // add all the entities directly visible to the eye, which // may include portal entities that merge other viewpoints SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, qfalse ); /* //was in here for debugging- print list of all entities in snapshot when you go over the limit if ( entityNumbers.numSnapshotEntities >= 256 ) { for ( int xxx = 0; xxx < entityNumbers.numSnapshotEntities; xxx++ ) { Com_Printf("%d - ", xxx ); ge->PrintEntClassname( entityNumbers.snapshotEntities[xxx] ); } } else if ( entityNumbers.numSnapshotEntities >= 200 ) { Com_Printf(S_COLOR_RED"%d snapshot entities!", entityNumbers.numSnapshotEntities ); } else if ( entityNumbers.numSnapshotEntities >= 128 ) { Com_Printf(S_COLOR_YELLOW"%d snapshot entities", entityNumbers.numSnapshotEntities ); } */ // if there were portals visible, there may be out of order entities // in the list which will need to be resorted for the delta compression // to work correctly. This also catches the error condition // of an entity being included twice. qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities, sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers ); // now that all viewpoint's areabits have been OR'd together, invert // all of them to make it a mask vector, which is what the renderer wants for ( i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++ ) { ((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1; } // copy the entity states out frame->num_entities = 0; frame->first_entity = svs.nextSnapshotEntities; for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) { ent = SV_GentityNum(entityNumbers.snapshotEntities[i]); state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities]; *state = ent->s; svs.nextSnapshotEntities++; frame->num_entities++; } return frame; } /* ======================= SV_SendMessageToClient Called by SV_SendClientSnapshot and SV_SendClientGameState ======================= */ #define HEADER_RATE_BYTES 48 // include our header, IP header, and some overhead void SV_SendMessageToClient( msg_t *msg, client_t *client ) { int rateMsec; // record information about the message client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize; client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = sv.time; // send the datagram Netchan_Transmit( &client->netchan, msg->cursize, msg->data ); // set nextSnapshotTime based on rate and requested number of updates // local clients get snapshots every frame (FIXME: also treat LAN clients) if ( client->netchan.remoteAddress.type == NA_LOOPBACK ) { client->nextSnapshotTime = sv.time - 1; return; } // normal rate / snapshotMsec calculation rateMsec = ( msg->cursize + HEADER_RATE_BYTES ) * 1000 / client->rate; if ( rateMsec < client->snapshotMsec ) { rateMsec = client->snapshotMsec; client->rateDelayed = qfalse; } else { client->rateDelayed = qtrue; } client->nextSnapshotTime = sv.time + rateMsec; // if we haven't gotten a message from the client in over a second, we will // drop to only sending one snapshot a second until they timeout if ( sv.time - client->lastPacketTime > 1000 || client->state != CS_ACTIVE ) { if ( client->nextSnapshotTime < sv.time + 1000 ) { client->nextSnapshotTime = sv.time + 1000; } return; } } /* ======================= SV_SendClientEmptyMessage This is just an empty message so that we can tell if the client dropped the gamestate that went out before ======================= */ void SV_SendClientEmptyMessage( client_t *client ) { msg_t msg; byte buffer[10]; MSG_Init( &msg, buffer, sizeof( buffer ) ); SV_SendMessageToClient( &msg, client ); } /* ======================= SV_SendClientSnapshot ======================= */ void SV_SendClientSnapshot( client_t *client ) { byte msg_buf[MAX_MSGLEN]; msg_t msg; // build the snapshot SV_BuildClientSnapshot( client ); // bots need to have their snapshots build, but // the query them directly without needing to be sent if ( client->gentity && client->gentity->svFlags & SVF_BOT ) { return; } MSG_Init (&msg, msg_buf, sizeof(msg_buf)); msg.allowoverflow = qtrue; // (re)send any reliable server commands SV_UpdateServerCommandsToClient( client, &msg ); // send over all the relevant entityState_t // and the playerState_t SV_WriteSnapshotToClient( client, &msg ); // check for overflow if ( msg.overflowed ) { Com_Printf ("WARNING: msg overflowed for %s\n", client->name); MSG_Clear (&msg); } SV_SendMessageToClient( &msg, client ); } /* ======================= SV_SendClientMessages ======================= */ void SV_SendClientMessages( void ) { int i; client_t *c; // send a message to each connected client for (i=0, c = svs.clients ; i < 1 ; i++, c++) { if (!c->state) { continue; // not connected } if ( sv.time < c->nextSnapshotTime ) { continue; // not time yet } if ( c->state != CS_ACTIVE ) { if ( c->state != CS_ZOMBIE ) { SV_SendClientEmptyMessage( c ); } continue; } SV_SendClientSnapshot( c ); } }