mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 14:11:20 +00:00
749 lines
20 KiB
C++
749 lines
20 KiB
C++
// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "..\client\vmachine.h"
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#include "server.h"
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/*
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=============================================================================
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Delta encode a client frame onto the network channel
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A normal server packet will look like:
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4 sequence number (high bit set if an oversize fragment)
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<optional reliable commands>
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1 svc_snapshot
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4 last client reliable command
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4 serverTime
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1 lastframe for delta compression
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1 snapFlags
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1 areaBytes
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<areabytes>
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<playerstate>
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<packetentities>
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=============================================================================
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*/
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/*
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=============
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SV_EmitPacketEntities
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Writes a delta update of an entityState_t list to the message.
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=============
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*/
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static void SV_EmitPacketEntities( clientSnapshot_t *from, clientSnapshot_t *to, msg_t *msg ) {
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entityState_t *oldent, *newent;
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int oldindex, newindex;
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int oldnum, newnum;
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int from_num_entities;
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// generate the delta update
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if ( !from ) {
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from_num_entities = 0;
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} else {
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from_num_entities = from->num_entities;
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}
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newent = NULL;
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oldent = NULL;
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newindex = 0;
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oldindex = 0;
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const int num2Send = to->num_entities >= svs.numSnapshotEntities ? svs.numSnapshotEntities : to->num_entities;
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while ( newindex < num2Send || oldindex < from_num_entities ) {
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if ( newindex >= num2Send ) {
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newnum = 9999;
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} else {
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newent = &svs.snapshotEntities[(to->first_entity+newindex) % svs.numSnapshotEntities];
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newnum = newent->number;
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}
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if ( oldindex >= from_num_entities ) {
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oldnum = 9999;
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} else {
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oldent = &svs.snapshotEntities[(from->first_entity+oldindex) % svs.numSnapshotEntities];
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oldnum = oldent->number;
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}
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if ( newnum == oldnum ) {
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// delta update from old position
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// because the force parm is qfalse, this will not result
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// in any bytes being emited if the entity has not changed at all
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MSG_WriteEntity(msg, newent, 0);
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oldindex++;
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newindex++;
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continue;
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}
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if ( newnum < oldnum ) {
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// this is a new entity, send it from the baseline
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MSG_WriteEntity (msg, newent, 0);
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newindex++;
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continue;
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}
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if ( newnum > oldnum ) {
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// the old entity isn't present in the new message
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if(oldent) {
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MSG_WriteEntity (msg, NULL, oldent->number);
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}
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oldindex++;
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continue;
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}
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}
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MSG_WriteBits( msg, (MAX_GENTITIES-1), GENTITYNUM_BITS ); // end of packetentities
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}
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/*
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==================
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SV_WriteSnapshotToClient
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==================
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*/
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static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) {
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clientSnapshot_t *frame, *oldframe;
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int lastframe;
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int snapFlags;
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// this is the snapshot we are creating
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frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
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// try to use a previous frame as the source for delta compressing the snapshot
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if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) {
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// client is asking for a retransmit
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oldframe = NULL;
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lastframe = 0;
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} else if ( client->netchan.outgoingSequence - client->deltaMessage
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>= (PACKET_BACKUP - 3) ) {
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// client hasn't gotten a good message through in a long time
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Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name);
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oldframe = NULL;
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lastframe = 0;
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} else {
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// we have a valid snapshot to delta from
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oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ];
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lastframe = client->netchan.outgoingSequence - client->deltaMessage;
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// the snapshot's entities may still have rolled off the buffer, though
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if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) {
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Com_DPrintf ("%s: Delta request from out of date entities.\n", client->name);
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oldframe = NULL;
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lastframe = 0;
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}
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}
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MSG_WriteByte (msg, svc_snapshot);
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// let the client know which reliable clientCommands we have received
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MSG_WriteLong( msg, client->lastClientCommand );
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// send over the current server time so the client can drift
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// its view of time to try to match
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MSG_WriteLong (msg, sv.time);
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// we must write a message number, because recorded demos won't have
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// the same network message sequences
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MSG_WriteLong (msg, client->netchan.outgoingSequence );
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MSG_WriteByte (msg, lastframe); // what we are delta'ing from
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MSG_WriteLong (msg, client->cmdNum); // we have executed up to here
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snapFlags = client->rateDelayed | ( client->droppedCommands << 1 );
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client->droppedCommands = 0;
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MSG_WriteByte (msg, snapFlags);
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// send over the areabits
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MSG_WriteByte (msg, frame->areabytes);
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MSG_WriteData (msg, frame->areabits, frame->areabytes);
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// delta encode the playerstate
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if ( oldframe ) {
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MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
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} else {
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MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
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}
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// delta encode the entities
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SV_EmitPacketEntities (oldframe, frame, msg);
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}
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/*
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==================
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SV_UpdateServerCommandsToClient
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(re)send all server commands the client hasn't acknowledged yet
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==================
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*/
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static void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) {
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int i;
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// write any unacknowledged serverCommands
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for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
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MSG_WriteByte( msg, svc_serverCommand );
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MSG_WriteLong( msg, i );
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MSG_WriteString( msg, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
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}
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}
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/*
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=============================================================================
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Build a client snapshot structure
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=============================================================================
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*/
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#define MAX_SNAPSHOT_ENTITIES 1024
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typedef struct {
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int numSnapshotEntities;
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int snapshotEntities[MAX_SNAPSHOT_ENTITIES];
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} snapshotEntityNumbers_t;
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/*
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=======================
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SV_QsortEntityNumbers
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=======================
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*/
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static int SV_QsortEntityNumbers( const void *a, const void *b ) {
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int *ea, *eb;
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ea = (int *)a;
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eb = (int *)b;
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if ( *ea == *eb ) {
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Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" );
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}
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if ( *ea < *eb ) {
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return -1;
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}
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return 1;
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}
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/*
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===============
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SV_AddEntToSnapshot
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===============
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*/
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static void SV_AddEntToSnapshot( svEntity_t *svEnt, gentity_t *gEnt, snapshotEntityNumbers_t *eNums ) {
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// if we have already added this entity to this snapshot, don't add again
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if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
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return;
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}
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svEnt->snapshotCounter = sv.snapshotCounter;
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// if we are full, silently discard entities
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if ( eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES ) {
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return;
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}
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if (sv.snapshotCounter &1 && eNums->numSnapshotEntities == svs.numSnapshotEntities-1)
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{ //we're full, and about to wrap around and stomp ents, so half the time send the first set without stomping.
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return;
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}
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eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number;
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eNums->numSnapshotEntities++;
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}
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//rww - bg_public.h won't cooperate in here
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#define EF_PERMANENT 0x00080000
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float sv_sightRangeForLevel[6] =
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{
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0,//FORCE_LEVEL_0
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1024.f, //FORCE_LEVEL_1
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2048.0f,//FORCE_LEVEL_2
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4096.0f,//FORCE_LEVEL_3
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4096.0f,//FORCE_LEVEL_4
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4096.0f//FORCE_LEVEL_5
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};
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qboolean SV_PlayerCanSeeEnt( gentity_t *ent, int sightLevel )
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{//return true if this ent is in view
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//NOTE: this is similar to the func CG_PlayerCanSeeCent in cg_players
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vec3_t viewOrg, viewAngles, viewFwd, dir2Ent;
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if ( !ent )
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{
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return qfalse;
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}
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if ( VM_Call( CG_CAMERA_POS, viewOrg))
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{
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if ( VM_Call( CG_CAMERA_ANG, viewAngles))
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{
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float dot = 0.25f;//1.0f;
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float range = sv_sightRangeForLevel[sightLevel];
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VectorSubtract( ent->currentOrigin, viewOrg, dir2Ent );
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float entDist = VectorNormalize( dir2Ent );
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if ( (ent->s.eFlags&EF_FORCE_VISIBLE) )
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{//no dist check on them?
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}
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else
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{
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if ( entDist < 128.0f )
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{//can always see them if they're really close
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return qtrue;
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}
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if ( entDist > range )
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{//too far away to see them
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return qfalse;
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}
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}
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dot += (0.99f-dot)*entDist/range;//the farther away they are, the more in front they have to be
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AngleVectors( viewAngles, viewFwd, NULL, NULL );
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if ( DotProduct( viewFwd, dir2Ent ) < dot )
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{
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return qfalse;
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}
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return qtrue;
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}
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}
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return qfalse;
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}
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/*
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===============
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SV_AddEntitiesVisibleFromPoint
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===============
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*/
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static void SV_AddEntitiesVisibleFromPoint( vec3_t origin, clientSnapshot_t *frame,
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snapshotEntityNumbers_t *eNums, qboolean portal ) {
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int e, i;
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gentity_t *ent;
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svEntity_t *svEnt;
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int l;
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int clientarea, clientcluster;
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int leafnum;
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int c_fullsend;
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const byte *clientpvs;
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const byte *bitvector;
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qboolean sightOn = qfalse;
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// during an error shutdown message we may need to transmit
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// the shutdown message after the server has shutdown, so
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// specfically check for it
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if ( !sv.state ) {
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return;
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}
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leafnum = CM_PointLeafnum (origin);
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clientarea = CM_LeafArea (leafnum);
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clientcluster = CM_LeafCluster (leafnum);
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// calculate the visible areas
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frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea );
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clientpvs = CM_ClusterPVS (clientcluster);
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c_fullsend = 0;
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if ( !portal )
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{//not if this if through a portal...??? James said to do this...
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if ( (frame->ps.forcePowersActive&(1<<FP_SEE)) )
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{
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sightOn = qtrue;
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}
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}
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for ( e = 0 ; e < ge->num_entities ; e++ ) {
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ent = SV_GentityNum(e);
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if (!ent->inuse) {
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continue;
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}
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if (ent->s.eFlags & EF_PERMANENT)
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{ // he's permanent, so don't send him down!
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continue;
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}
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if (ent->s.number != e) {
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Com_DPrintf ("FIXING ENT->S.NUMBER!!!\n");
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ent->s.number = e;
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}
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// never send entities that aren't linked in
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if ( !ent->linked ) {
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continue;
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}
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// entities can be flagged to explicitly not be sent to the client
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if ( ent->svFlags & SVF_NOCLIENT ) {
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continue;
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}
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svEnt = SV_SvEntityForGentity( ent );
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// don't double add an entity through portals
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if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
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continue;
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}
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// broadcast entities are always sent, and so is the main player so we don't see noclip weirdness
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if ( ent->svFlags & SVF_BROADCAST || !e) {
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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continue;
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}
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if (ent->s.isPortalEnt)
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{ //rww - portal entities are always sent as well
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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continue;
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}
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if ( sightOn )
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{//force sight is on, sees through portals, so draw them always if in radius
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if ( SV_PlayerCanSeeEnt( ent, frame->ps.forcePowerLevel[FP_SEE] ) )
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{//entity is visible
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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continue;
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}
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}
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// ignore if not touching a PV leaf
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// check area
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if ( !CM_AreasConnected( clientarea, svEnt->areanum ) ) {
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// doors can legally straddle two areas, so
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// we may need to check another one
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if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) ) {
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continue; // blocked by a door
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}
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}
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bitvector = clientpvs;
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// check individual leafs
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if ( !svEnt->numClusters ) {
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continue;
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}
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l = 0;
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#ifdef _XBOX
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if(bitvector) {
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#endif
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for ( i=0 ; i < svEnt->numClusters ; i++ ) {
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l = svEnt->clusternums[i];
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if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
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break;
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}
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}
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#ifdef _XBOX
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}
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#endif
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// if we haven't found it to be visible,
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// check overflow clusters that coudln't be stored
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#ifdef _XBOX
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if ( bitvector && i == svEnt->numClusters ) {
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#else
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if ( i == svEnt->numClusters ) {
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#endif
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if ( svEnt->lastCluster ) {
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for ( ; l <= svEnt->lastCluster ; l++ ) {
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if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
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break;
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}
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}
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if ( l == svEnt->lastCluster ) {
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continue; // not visible
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}
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} else {
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continue;
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}
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}
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// add it
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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// if its a portal entity, add everything visible from its camera position
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if ( ent->svFlags & SVF_PORTAL ) {
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SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue );
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#ifdef _XBOX
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//Must get clientpvs again since above call destroyed it.
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clientpvs = CM_ClusterPVS (clientcluster);
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#endif
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}
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}
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}
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/*
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=============
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SV_BuildClientSnapshot
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Decides which entities are going to be visible to the client, and
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copies off the playerstate and areabits.
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This properly handles multiple recursive portals, but the render
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currently doesn't.
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For viewing through other player's eyes, clent can be something other than client->gentity
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=============
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*/
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static clientSnapshot_t *SV_BuildClientSnapshot( client_t *client ) {
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vec3_t org;
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clientSnapshot_t *frame;
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snapshotEntityNumbers_t entityNumbers;
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int i;
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gentity_t *ent;
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entityState_t *state;
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gentity_t *clent;
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// bump the counter used to prevent double adding
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sv.snapshotCounter++;
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// this is the frame we are creating
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frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
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// clear everything in this snapshot
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entityNumbers.numSnapshotEntities = 0;
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memset( frame->areabits, 0, sizeof( frame->areabits ) );
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clent = client->gentity;
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if ( !clent ) {
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return frame;
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}
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// grab the current playerState_t
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frame->ps = *clent->client;
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// this stops the main client entity playerstate from being sent across, which has the effect of breaking
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// looping sounds for the main client. So I took it out.
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/* {
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int clientNum;
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svEntity_t *svEnt;
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clientNum = frame->ps.clientNum;
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if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) {
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Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
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}
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svEnt = &sv.svEntities[ clientNum ];
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// never send client's own entity, because it can
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// be regenerated from the playerstate
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svEnt->snapshotCounter = sv.snapshotCounter;
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}
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*/
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// find the client's viewpoint
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//if in camera mode use camera position instead
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if ( VM_Call( CG_CAMERA_POS, org))
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{
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//org[2] += clent->client->viewheight;
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}
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else
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{
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VectorCopy( clent->client->origin, org );
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org[2] += clent->client->viewheight;
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|
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//============
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|
// need to account for lean, or areaportal doors don't draw properly... -slc
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if (frame->ps.leanofs != 0)
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{
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vec3_t right;
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//add leaning offset
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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 );
|
|
}
|
|
}
|
|
|