#include "quakedef.h" #ifndef CLIENTONLY #define Q2EDICT_NUM(i) (q2edict_t*)((char *)ge->edicts+i*ge->edict_size) #ifndef Q2SERVER void SV_WriteFrameToClient (client_t *client, sizebuf_t *msg) { } void SV_BuildClientFrame (client_t *client) { } #else q2entity_state_t *svs_client_entities;//[Q2UPDATE_BACKUP*MAX_PACKET_ENTITIES]; int svs_num_client_entities; int svs_next_client_entities; q2entity_state_t sv_baselines[Q2MAX_EDICTS]; /* ============================================================================= Encode a client frame onto the network channel ============================================================================= */ /* ================== MSG_WriteDeltaEntity Writes part of a packetentities message. Can delta from either a baseline or a previous packet_entity ================== */ void MSGQ2_WriteDeltaEntity (q2entity_state_t *from, q2entity_state_t *to, sizebuf_t *msg, qboolean force, qboolean newentity) { int bits; if (!to->number) Sys_Error ("Unset entity number"); if (to->number >= Q2MAX_EDICTS) Sys_Error ("Entity number >= MAX_EDICTS"); // send an update bits = 0; if (to->number >= 256) bits |= Q2U_NUMBER16; // number8 is implicit otherwise if (to->origin[0] != from->origin[0]) bits |= Q2U_ORIGIN1; if (to->origin[1] != from->origin[1]) bits |= Q2U_ORIGIN2; if (to->origin[2] != from->origin[2]) bits |= Q2U_ORIGIN3; if ( to->angles[0] != from->angles[0] ) bits |= Q2U_ANGLE1; if ( to->angles[1] != from->angles[1] ) bits |= Q2U_ANGLE2; if ( to->angles[2] != from->angles[2] ) bits |= Q2U_ANGLE3; if ( to->skinnum != from->skinnum ) { if ((unsigned)to->skinnum < 256) bits |= Q2U_SKIN8; else if ((unsigned)to->skinnum < 0x10000) bits |= Q2U_SKIN16; else bits |= (Q2U_SKIN8|Q2U_SKIN16); } if ( to->frame != from->frame ) { if (to->frame < 256) bits |= Q2U_FRAME8; else bits |= Q2U_FRAME16; } if ( to->effects != from->effects ) { if (to->effects < 256) bits |= Q2U_EFFECTS8; else if (to->effects < 0x8000) bits |= Q2U_EFFECTS16; else bits |= Q2U_EFFECTS8|Q2U_EFFECTS16; } if ( to->renderfx != from->renderfx ) { if (to->renderfx < 256) bits |= Q2U_RENDERFX8; else if (to->renderfx < 0x8000) bits |= Q2U_RENDERFX16; else bits |= Q2U_RENDERFX8|Q2U_RENDERFX16; } if ( to->solid != from->solid ) bits |= Q2U_SOLID; // event is not delta compressed, just 0 compressed if ( to->event ) bits |= Q2U_EVENT; if ( to->modelindex != from->modelindex ) bits |= Q2U_MODEL; if ( to->modelindex2 != from->modelindex2 ) bits |= Q2U_MODEL2; if ( to->modelindex3 != from->modelindex3 ) bits |= Q2U_MODEL3; if ( to->modelindex4 != from->modelindex4 ) bits |= Q2U_MODEL4; if ( to->sound != from->sound ) bits |= Q2U_SOUND; if (newentity || (to->renderfx & Q2RF_BEAM)) bits |= Q2U_OLDORIGIN; // // write the message // if (!bits && !force) return; // nothing to send! //---------- if (bits & 0xff000000) bits |= Q2U_MOREBITS3 | Q2U_MOREBITS2 | Q2U_MOREBITS1; else if (bits & 0x00ff0000) bits |= Q2U_MOREBITS2 | Q2U_MOREBITS1; else if (bits & 0x0000ff00) bits |= Q2U_MOREBITS1; MSG_WriteByte (msg, bits&255 ); if (bits & 0xff000000) { MSG_WriteByte (msg, (bits>>8)&255 ); MSG_WriteByte (msg, (bits>>16)&255 ); MSG_WriteByte (msg, (bits>>24)&255 ); } else if (bits & 0x00ff0000) { MSG_WriteByte (msg, (bits>>8)&255 ); MSG_WriteByte (msg, (bits>>16)&255 ); } else if (bits & 0x0000ff00) { MSG_WriteByte (msg, (bits>>8)&255 ); } //---------- if (bits & Q2U_NUMBER16) MSG_WriteShort (msg, to->number); else MSG_WriteByte (msg, to->number); if (bits & Q2U_MODEL) MSG_WriteByte (msg, to->modelindex); if (bits & Q2U_MODEL2) MSG_WriteByte (msg, to->modelindex2); if (bits & Q2U_MODEL3) MSG_WriteByte (msg, to->modelindex3); if (bits & Q2U_MODEL4) MSG_WriteByte (msg, to->modelindex4); if (bits & Q2U_FRAME8) MSG_WriteByte (msg, to->frame); if (bits & Q2U_FRAME16) MSG_WriteShort (msg, to->frame); if ((bits & Q2U_SKIN8) && (bits & Q2U_SKIN16)) //used for laser colors MSG_WriteLong (msg, to->skinnum); else if (bits & Q2U_SKIN8) MSG_WriteByte (msg, to->skinnum); else if (bits & Q2U_SKIN16) MSG_WriteShort (msg, to->skinnum); if ( (bits & (Q2U_EFFECTS8|Q2U_EFFECTS16)) == (Q2U_EFFECTS8|Q2U_EFFECTS16) ) MSG_WriteLong (msg, to->effects); else if (bits & Q2U_EFFECTS8) MSG_WriteByte (msg, to->effects); else if (bits & Q2U_EFFECTS16) MSG_WriteShort (msg, to->effects); if ( (bits & (Q2U_RENDERFX8|Q2U_RENDERFX16)) == (Q2U_RENDERFX8|Q2U_RENDERFX16) ) MSG_WriteLong (msg, to->renderfx); else if (bits & Q2U_RENDERFX8) MSG_WriteByte (msg, to->renderfx); else if (bits & Q2U_RENDERFX16) MSG_WriteShort (msg, to->renderfx); if (bits & Q2U_ORIGIN1) MSG_WriteCoord (msg, to->origin[0]); if (bits & Q2U_ORIGIN2) MSG_WriteCoord (msg, to->origin[1]); if (bits & Q2U_ORIGIN3) MSG_WriteCoord (msg, to->origin[2]); if (bits & Q2U_ANGLE1) MSG_WriteAngle(msg, to->angles[0]); if (bits & Q2U_ANGLE2) MSG_WriteAngle(msg, to->angles[1]); if (bits & Q2U_ANGLE3) MSG_WriteAngle(msg, to->angles[2]); if (bits & Q2U_OLDORIGIN) { MSG_WriteCoord (msg, to->old_origin[0]); MSG_WriteCoord (msg, to->old_origin[1]); MSG_WriteCoord (msg, to->old_origin[2]); } if (bits & Q2U_SOUND) MSG_WriteByte (msg, to->sound); if (bits & Q2U_EVENT) MSG_WriteByte (msg, to->event); if (bits & Q2U_SOLID) MSG_WriteShort (msg, to->solid); } /* ============= SV_EmitPacketEntities Writes a delta update of an entity_state_t list to the message. ============= */ void SVQ2_EmitPacketEntities (q2client_frame_t *from, q2client_frame_t *to, sizebuf_t *msg) { q2entity_state_t *oldent, *newent; int oldindex, newindex; int oldnum, newnum; int from_num_entities; int bits; MSG_WriteByte (msg, svcq2_packetentities); if (!from) from_num_entities = 0; else from_num_entities = from->num_entities; newindex = 0; oldindex = 0; while (newindex < to->num_entities || oldindex < from_num_entities) { if (newindex >= to->num_entities) { newent = NULL; //shh compiler, shh... newnum = 9999; } else { newent = &svs_client_entities[(to->first_entity+newindex)%svs_num_client_entities]; newnum = newent->number; } if (oldindex >= from_num_entities) { oldent = NULL; //shh compiler, shh... oldnum = 9999; } else { oldent = &svs_client_entities[(from->first_entity+oldindex)%svs_num_client_entities]; oldnum = oldent->number; } if (newnum == oldnum) { // delta update from old position // because the force parm is false, this will not result // in any bytes being emited if the entity has not changed at all // note that players are always 'newentities', this updates their oldorigin always // and prevents warping if (msg->cursize+128 > msg->maxsize) memcpy(newent, oldent, sizeof(*newent)); //too much data, so set the ent up as the same as the old, so it's sent next frame else MSGQ2_WriteDeltaEntity (oldent, newent, msg, false, newent->number <= svs.allocated_client_slots); oldindex++; newindex++; continue; } if (newnum < oldnum) { // this is a new entity, send it from the baseline if (msg->cursize+128 > msg->maxsize) { //might cause the packet to overflow //so strip out this ent, we can add it next frame if it's still relevent to->num_entities--; memmove(newent, newent+1, sizeof(*newent) * (to->num_entities-newindex)); } else { MSGQ2_WriteDeltaEntity (&sv_baselines[newnum], newent, msg, true, true); newindex++; } continue; } if (newnum > oldnum) { // the old entity isn't present in the new message bits = Q2U_REMOVE; if (oldnum >= 256) bits |= Q2U_NUMBER16 | Q2U_MOREBITS1; MSG_WriteByte (msg, bits&255 ); if (bits & 0x0000ff00) MSG_WriteByte (msg, (bits>>8)&255 ); if (bits & Q2U_NUMBER16) MSG_WriteShort (msg, oldnum); else MSG_WriteByte (msg, oldnum); oldindex++; continue; } } MSG_WriteShort (msg, 0); // end of packetentities #if 0 if (numprojs) SV_EmitProjectileUpdate(msg); #endif } /* ============= SV_WritePlayerstateToClient ============= */ void SVQ2_WritePlayerstateToClient (q2client_frame_t *from, q2client_frame_t *to, sizebuf_t *msg) { int i; int pflags; q2player_state_t *ps, *ops; q2player_state_t dummy; int statbits; ps = &to->ps; if (!from) { memset (&dummy, 0, sizeof(dummy)); ops = &dummy; } else ops = &from->ps; // // determine what needs to be sent // pflags = 0; if (ps->pmove.pm_type != ops->pmove.pm_type) pflags |= Q2PS_M_TYPE; if (ps->pmove.origin[0] != ops->pmove.origin[0] || ps->pmove.origin[1] != ops->pmove.origin[1] || ps->pmove.origin[2] != ops->pmove.origin[2] ) pflags |= Q2PS_M_ORIGIN; if (ps->pmove.velocity[0] != ops->pmove.velocity[0] || ps->pmove.velocity[1] != ops->pmove.velocity[1] || ps->pmove.velocity[2] != ops->pmove.velocity[2] ) pflags |= Q2PS_M_VELOCITY; if (ps->pmove.pm_time != ops->pmove.pm_time) pflags |= Q2PS_M_TIME; if (ps->pmove.pm_flags != ops->pmove.pm_flags) pflags |= Q2PS_M_FLAGS; if (ps->pmove.gravity != ops->pmove.gravity) pflags |= Q2PS_M_GRAVITY; if (ps->pmove.delta_angles[0] != ops->pmove.delta_angles[0] || ps->pmove.delta_angles[1] != ops->pmove.delta_angles[1] || ps->pmove.delta_angles[2] != ops->pmove.delta_angles[2] ) pflags |= Q2PS_M_DELTA_ANGLES; if (ps->viewoffset[0] != ops->viewoffset[0] || ps->viewoffset[1] != ops->viewoffset[1] || ps->viewoffset[2] != ops->viewoffset[2] ) pflags |= Q2PS_VIEWOFFSET; if (ps->viewangles[0] != ops->viewangles[0] || ps->viewangles[1] != ops->viewangles[1] || ps->viewangles[2] != ops->viewangles[2] ) pflags |= Q2PS_VIEWANGLES; if (ps->kick_angles[0] != ops->kick_angles[0] || ps->kick_angles[1] != ops->kick_angles[1] || ps->kick_angles[2] != ops->kick_angles[2] ) pflags |= Q2PS_KICKANGLES; if (ps->blend[0] != ops->blend[0] || ps->blend[1] != ops->blend[1] || ps->blend[2] != ops->blend[2] || ps->blend[3] != ops->blend[3] ) pflags |= Q2PS_BLEND; if (ps->fov != ops->fov) pflags |= Q2PS_FOV; if (ps->rdflags != ops->rdflags) pflags |= Q2PS_RDFLAGS; if (ps->gunframe != ops->gunframe) pflags |= Q2PS_WEAPONFRAME; pflags |= Q2PS_WEAPONINDEX; // // write it // MSG_WriteByte (msg, svcq2_playerinfo); MSG_WriteShort (msg, pflags); // // write the pmove_state_t // if (pflags & Q2PS_M_TYPE) MSG_WriteByte (msg, ps->pmove.pm_type); if (pflags & Q2PS_M_ORIGIN) { MSG_WriteShort (msg, ps->pmove.origin[0]); MSG_WriteShort (msg, ps->pmove.origin[1]); MSG_WriteShort (msg, ps->pmove.origin[2]); } if (pflags & Q2PS_M_VELOCITY) { MSG_WriteShort (msg, ps->pmove.velocity[0]); MSG_WriteShort (msg, ps->pmove.velocity[1]); MSG_WriteShort (msg, ps->pmove.velocity[2]); } if (pflags & Q2PS_M_TIME) MSG_WriteByte (msg, ps->pmove.pm_time); if (pflags & Q2PS_M_FLAGS) MSG_WriteByte (msg, ps->pmove.pm_flags); if (pflags & Q2PS_M_GRAVITY) MSG_WriteShort (msg, ps->pmove.gravity); if (pflags & Q2PS_M_DELTA_ANGLES) { MSG_WriteShort (msg, ps->pmove.delta_angles[0]); MSG_WriteShort (msg, ps->pmove.delta_angles[1]); MSG_WriteShort (msg, ps->pmove.delta_angles[2]); } // // write the rest of the player_state_t // if (pflags & Q2PS_VIEWOFFSET) { MSG_WriteChar (msg, ps->viewoffset[0]*4); MSG_WriteChar (msg, ps->viewoffset[1]*4); MSG_WriteChar (msg, ps->viewoffset[2]*4); } if (pflags & Q2PS_VIEWANGLES) { MSG_WriteAngle16 (msg, ps->viewangles[0]); MSG_WriteAngle16 (msg, ps->viewangles[1]); MSG_WriteAngle16 (msg, ps->viewangles[2]); } if (pflags & Q2PS_KICKANGLES) { MSG_WriteChar (msg, ps->kick_angles[0]*4); MSG_WriteChar (msg, ps->kick_angles[1]*4); MSG_WriteChar (msg, ps->kick_angles[2]*4); } if (pflags & Q2PS_WEAPONINDEX) { MSG_WriteByte (msg, ps->gunindex); } if (pflags & Q2PS_WEAPONFRAME) { MSG_WriteByte (msg, ps->gunframe); MSG_WriteChar (msg, ps->gunoffset[0]*4); MSG_WriteChar (msg, ps->gunoffset[1]*4); MSG_WriteChar (msg, ps->gunoffset[2]*4); MSG_WriteChar (msg, ps->gunangles[0]*4); MSG_WriteChar (msg, ps->gunangles[1]*4); MSG_WriteChar (msg, ps->gunangles[2]*4); } if (pflags & Q2PS_BLEND) { MSG_WriteByte (msg, ps->blend[0]*255); MSG_WriteByte (msg, ps->blend[1]*255); MSG_WriteByte (msg, ps->blend[2]*255); MSG_WriteByte (msg, ps->blend[3]*255); } if (pflags & Q2PS_FOV) MSG_WriteByte (msg, ps->fov); if (pflags & Q2PS_RDFLAGS) MSG_WriteByte (msg, ps->rdflags); // send stats statbits = 0; for (i=0 ; istats[i] != ops->stats[i]) statbits |= 1<stats[i]); } /* ================== SV_WriteFrameToClient ================== */ void SVQ2_WriteFrameToClient (client_t *client, sizebuf_t *msg) { q2client_frame_t *frame, *oldframe; int lastframe; //Com_Printf ("%i -> %i\n", client->lastframe, sv.framenum); // this is the frame we are creating frame = &client->frameunion.q2frames[sv.framenum & Q2UPDATE_MASK]; if (client->delta_sequence <= 0) { // client is asking for a retransmit oldframe = NULL; lastframe = -1; } else if (sv.framenum - client->delta_sequence >= (Q2UPDATE_BACKUP - 3) ) { // client hasn't gotten a good message through in a long time // Com_Printf ("%s: Delta request from out-of-date packet.\n", client->name); oldframe = NULL; lastframe = -1; } else { // we have a valid message to delta from oldframe = &client->frameunion.q2frames[client->delta_sequence & Q2UPDATE_MASK]; lastframe = client->delta_sequence; } MSG_WriteByte (msg, svcq2_frame); MSG_WriteLong (msg, sv.framenum); MSG_WriteLong (msg, lastframe); // what we are delta'ing from MSG_WriteByte (msg, client->chokecount&0xff); // rate dropped packets client->chokecount = 0; // send over the areabits MSG_WriteByte (msg, frame->areabytes); SZ_Write (msg, frame->areabits, frame->areabytes); // delta encode the playerstate SVQ2_WritePlayerstateToClient (oldframe, frame, msg); // delta encode the entities SVQ2_EmitPacketEntities (oldframe, frame, msg); } /* ============================================================================= Build a client frame structure ============================================================================= */ /* ============= SV_BuildClientFrame Decides which entities are going to be visible to the client, and copies off the playerstat and areabits. ============= */ void SVQ2_Ents_Init(void); void SVQ2_BuildClientFrame (client_t *client) { int e, i; vec3_t org; q2edict_t *ent; q2edict_t *clent; q2client_frame_t *frame; q2entity_state_t *state; int l; int clientarea, clientcluster; int leafnum; int c_fullsend; qbyte clientpvs[(MAX_MAP_LEAFS+7)>>3]; qbyte *clientphs; if (client->state < cs_spawned) return; SVQ2_Ents_Init(); clent = client->q2edict; if (!clent->client) return; #if 0 numprojs = 0; // no projectiles yet #endif // this is the frame the client will be acking (EVIL HACKS!) frame = &client->frameunion.q2frames[client->netchan.outgoing_sequence & Q2UPDATE_MASK]; frame->senttime = realtime*1000; // save it for ping calc later // this is the frame we are creating frame = &client->frameunion.q2frames[sv.framenum & Q2UPDATE_MASK]; // find the client's PVS for (i=0 ; i<3 ; i++) org[i] = clent->client->ps.pmove.origin[i]*0.125 + clent->client->ps.viewoffset[i]; leafnum = CM_PointLeafnum (sv.world.worldmodel, org); clientarea = CM_LeafArea (sv.world.worldmodel, leafnum); clientcluster = CM_LeafCluster (sv.world.worldmodel, leafnum); // calculate the visible areas frame->areabytes = CM_WriteAreaBits (sv.world.worldmodel, frame->areabits, clientarea, false); // grab the current player_state_t frame->ps = clent->client->ps; if (sv.paused) frame->ps.pmove.pm_type = Q2PM_FREEZE; sv.world.worldmodel->funcs.FatPVS(sv.world.worldmodel, org, clientpvs, sizeof(clientpvs), false); clientphs = CM_ClusterPHS (sv.world.worldmodel, clientcluster); // build up the list of visible entities frame->num_entities = 0; frame->first_entity = svs_next_client_entities; c_fullsend = 0; for (e=1 ; enum_edicts ; e++) { ent = Q2EDICT_NUM(e); // ignore ents without visible models if (ent->svflags & SVF_NOCLIENT) continue; // ignore ents without visible models unless they have an effect if (!ent->s.modelindex && !ent->s.effects && !ent->s.sound && !ent->s.event) continue; // ignore if not touching a PV leaf if (ent != clent) { // check area if (!CM_AreasConnected (sv.world.worldmodel, clientarea, ent->areanum)) { // doors can legally straddle two areas, so // we may need to check another one if (!ent->areanum2 || !CM_AreasConnected (sv.world.worldmodel, clientarea, ent->areanum2)) continue; // blocked by a door } // beams just check one point for PHS if (ent->s.renderfx & Q2RF_BEAM) { l = ent->clusternums[0]; if ( !(clientphs[l >> 3] & (1 << (l&7) )) ) continue; } else { // FIXME: if an ent has a model and a sound, but isn't // in the PVS, only the PHS, clear the model if (ent->num_clusters == -1) { // too many leafs for individual check, go by headnode if (!CM_HeadnodeVisible (sv.world.worldmodel, ent->headnode, clientpvs)) continue; c_fullsend++; } else { // check individual leafs for (i=0 ; i < ent->num_clusters ; i++) { l = ent->clusternums[i]; if (clientpvs[l >> 3] & (1 << (l&7) )) break; } if (i == ent->num_clusters) continue; // not visible } if (!ent->s.modelindex) { // don't send sounds if they will be attenuated away vec3_t delta; float len; VectorSubtract (org, ent->s.origin, delta); len = Length (delta); if (len > 400) continue; } } } // add it to the circular client_entities array state = &svs_client_entities[svs_next_client_entities%svs_num_client_entities]; if (ent->s.number != e) { Con_DPrintf ("FIXING ENT->S.NUMBER!!!\n"); ent->s.number = e; } *state = ent->s; // don't mark players missiles as solid if (ent->owner == client->q2edict) state->solid = 0; svs_next_client_entities++; frame->num_entities++; } } void SVQ2_BuildBaselines(void) { unsigned int e; q2edict_t *ent; q2entity_state_t *base; if (!ge) return; for (e=1 ; enum_edicts ; e++) { ent = Q2EDICT_NUM(e); base = &ent->s; if (base->modelindex || base->sound || base->effects) sv_baselines[e] = *base; } } void SVQ2_Ents_Init(void) { extern cvar_t maxclients; if (!svs_client_entities) { svs_num_client_entities = maxclients.value*Q2UPDATE_BACKUP*64; svs_client_entities = Z_Malloc (sizeof(entity_state_t)*svs_num_client_entities); } } void SVQ2_Ents_Shutdown(void) { if (svs_client_entities) { Z_Free(svs_client_entities); svs_client_entities = NULL; svs_num_client_entities = 0; } } #endif #endif