jedi-academy/code/server/sv_snapshot.cpp
2013-04-23 15:40:23 +10:00

749 lines
19 KiB
C++

// 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)
<optional reliable commands>
1 svc_snapshot
4 last client reliable command
4 serverTime
1 lastframe for delta compression
1 snapFlags
1 areaBytes
<areabytes>
<playerstate>
<packetentities>
=============================================================================
*/
/*
=============
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<<FP_SEE)) )
{
sightOn = qtrue;
}
}
for ( e = 0 ; e < ge->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 );
}
}