mirror of
https://github.com/nzp-team/fteqw.git
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eefc950400
particles: add an emiteffectnum field (and support emiteffect+traileffect psuedo-fields), for reliable emissions that are not framerate dependant (emitted forwards by default... particles: rewrote 'sky' surface emittance. can now emit from submodels too. particles: be more verbose about unknown mode keywords, instead of silent. server: add basic misc_model emulation, for mods that don't implement one. quake2: better r1q2 compat. renderer: rework mindist+maxdist, should be more consistent as well as more reliable with orthographic matricies. has actual VF_ enumerations now. sound: fix CF_FOLLOW to not crash, and work with openal. client: 'cl_loopbackprotocol nq' now uses appropriate protocol extensions. fs: try using /usr/share/games/foo by default, if it exists. server: uncap drate if unspecified, do not fall back on rate. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5021 fc73d0e0-1445-4013-8a0c-d673dee63da5
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263 lines
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20 KiB
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Establishment:
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Useful defines:
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#define PROTOCOL_VERSION_FTE (('F'<<0) + ('T'<<8) + ('E'<<16) + ('X' << 24))
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#define PEXT_FLOATCOORDS 0x00008000
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#define PROTOCOL_VERSION_FTE2 (('F'<<0) + ('T'<<8) + ('E'<<16) + ('2' << 24))
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#define PEXT2_REPLACEMENTDELTAS 0x00000008
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QW: Extensions are established during the handshake.
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CL: "\xff\xff\xff\xffgetchallenge\n"
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SV: "\xff\xff\xff\xffc$challenge\0<binary key value pairs>"
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CL: "\xff\xff\xff\xffconnect $ver $qport $challenge \"$userinfo\"\n%#x %#x\n%#x %#x\n", key1, value1, key2, value2
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SV: "\xff\xff\xff\xffj\n"
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See the 'both' part for additional info.
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This handshake will be stripped by proxies. This is by design. It prevents qizmo and similar proxies from erroring on extensions.
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NQ: At connection, the server will stuffcmd 'cmd pext\n'.
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This must be explicitly parsed clientside, and effectively replaced with:
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va("cmd pext %#x %#x %#x %#x\n", PROTOCOL_VERSION_FTE, 0|PEXT_FLOATCOORDS, PROTOCOL_VERSION_FTE2, 0|PEXT2_REPLACEMENTDELTAS)
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You are free to add additional/private extensions there, but they MUST be sent as KEY VALUE pairs. The value may be quoted and freely contain whitespace as required, but the key MUST be hex.
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See the 'both' part for additional info.
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Both:
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The server will update the svc_serverinfo message to have this ordering:
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byte svcqw_serverdata / svcnq_serverinfo
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optional long PROTOCOL_VERSION_FTE
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optional long flags
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optional long PROTOCOL_VERSION_FTE2
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optional long flags
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long PROTOCOL_VERSION
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...
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The protocol version should be parsed in a loop, stopping on unrecognised or non-extension-bits protocols.
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The server must mask the extension bits with those that it supports, to avoid future extensions appearing active on servers that don't support them.
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If the extension bits are not echoed from the server in the list, those extensions WILL NOT be used.
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This mechanism allows the server to mask the client's extensions with the extensionbits that it supports, and to tell the client which protocol bits will actually be used for each map.
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The server may kick the client if the client does not support extensions required by the server, just as a server sending an unsupported protocol version would result in a client getting kicked, but at least the server has the chance to run without.
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I've included PEXT_FLOATCOORDS above as an example of stating more than one set of extensions. You should remove those tokens if you do not wish to support that extension. FTE servers may very well not utilize it on every map, and it will only be active if sv_bigcoords 1 is set.
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Updated network primitives:
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Entity numbers:
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Entities are no longer coded as just a short.
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Instead, they are coded as:
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short. bit15=extend byte. bits14-0=entity number bits 14 - 0.
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optional byte. bit7=unused. bits6-0=entity number bits 21-15.
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This coding gives compatibility with mods using writeshort up to ent 32767.
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Certain QuakeWorld mods already use writeshort hacks to pass entities less than 0. This practise should be discouraged. If you want a railgun effect, use TE=17 or a call to trailparticles.
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Entity deltas:
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Note that the entity coding below does not match regular entity numbers.
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Note that if the entity number is read as 0, then either it is the end of the message (remove=0) (do not read any flags), or ALL known entities must be discarded(remove=1).
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If the remove flag is set, there are no flags, just the 2-3 bytes of entity number with the embedded remove flag.
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In the description below, the flag name is followed by its bit (0-based) value. If the flag is set, the data is read.
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short. bit15=REMOVE flag. bit14=EEXTEND flag. bits13-0=entity number bits 13 - 0.
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EEXTEND: byte. bits7-0=entity number bits 21-14.
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byte - UF flag bits&0xff
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UF_EXTEND1(7): byte - UF flag bits&0xff00
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UF_EXTEND2(15): byte - UF flag bits&0xff0000
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UF_EXTEND3(23): byte - UF flag bits&0xff000000
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UF_FRAME(0): updated frame index:
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UF_16BIT: ushort
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otherwise: byte
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UF_ORIGINXY(1): coord - origin[0]
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UF_ORIGINXY(1): coord - origin[1]
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UF_ORIGINZ(2): coord - origin[2]
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UF_ANGLESXZ(3): angles[0], angles[2]
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UF_PREDINFO: shortangle, shortangle
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otherwise: angle, angle
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UF_ANGLESY(4): angle[1]
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UF_PREDINFO: shortangle
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otherwise: stdangle
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one of: entity effects
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UF_EFFECTS(5)|UF_EFFECTS2(29): ulong
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UF_EFFECTS2(29): ushort
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UF_EFFECTS(5): byte
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otherwise: nothing
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UF_PREDINFO(6):
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the bits listed here are stored within the predbits byte.
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movetype and weaponframe are the only parts that are deltaed. the other fields all reset to 0 if their bit is not set.
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WARNING: at this time, only players will have this set. a future version will enable this for rockets/nails also.
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this means that nq engines will need to support MOVETYPE_FLY as a simple VectorMA projection, but should otherwise be able to use interpolation for all other movetypes.
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byte - UFP pred flags
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UFP_FORWARD(0): short, otherwise 0 - +forwards/+back speed
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UFP_SIDE(1): short, otherwise 0 - +right/+left speed
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UFP_UP(2): short, otherwise 0 - +moveup/+movedown speed
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UFP_MOVETYPE(3): byte - .movetype
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UFP_VELOCITYXY(4): short, otherwise 0 - .velocity[0]*8, .velocity[1]*8.
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UFP_VELOCITYZ(5): short, otherwise 0 - .velocity[2]*8.
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UFP_MSEC(6): byte, otherwise 0 - how long since the server received an update from this player. Clients should internally add half of their own latency to this value.
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UFP_WEAPONFRAME(7): byte - bits 0-6 of .weaponframe. If it has bit 7 set, read another byte for the high bits
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optional byte - the high bits
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UF_EXTEND1(7): nothing here - already sent. listed for completeness.
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UF_RESET(8): nothing - if bit is set, reset from baseline before parsing data. First two updates containing this entity will always contain this bit set.
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UF_16BIT(9): nothing itself - merely extends the size of other bits of info (model, skin, frame)
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UF_MODEL(10): modelindex. bit 15 enables full ragdoll, and should otherwise be masked out.
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UF_16BIT: ushort
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otherwise: byte
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UF_SKIN(11): the skin number to use. note that it is signed. negative values instead state q1 contents. This is consistant with fte's ssqc and with halflife. for compatibility with hexen2, values 100-109 inclusive are 'global skins' and will use the image "gfx/skin%d.lmp" instead, but only if the model does not have that many skins.
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UF_16BIT: short
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otherwise: char
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UF_COLORMAP(12): byte - normally the 1-basedentity player slot of owning player, or 0 for world. treat-as-0 if invalid.
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UF_SOLID(13): ushort - encoding of bbox size. 0 means non-solid, 31 means 'use model size', otherwise the low 5 bits are the -mins_x,-mins_y,maxs_x,maxs_y, the next 5 bits are -maxs_z, the final 6 bits state the maxs_z+32 (thereby allowing maxs_z to range between -32 and 31). This encoding is consistant with Q2. Without client-side prediction, you can ignore this setting.
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UF_FLAGS(14): byte - some misc flags, yay. Flags are consistant with the DP5+ protocol.
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1 = stepping.
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2 = glowtrail. leaves a trail the same colour as the glowmod stuff.
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4 = viewmodelforclient was set
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8 = exteriormodelforclient was set
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16 = reserved: low precision.
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32 = specific colourmap. UF_COLORMAP byte's low 4 bits are pants. high 4 bits are shirt.
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64 = reserved: act as if part of world.
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128 = onground, this hint is for nq engines.
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UF_EXTEND2(15): nothing here - already sent. listed for completeness.
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UF_ALPHA(16): byte - 0-255 expresses effective range of 0-1. 0 is invisible. 255 is fully visible and default.
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UF_SCALE(17): byte - default value 16 is equivelent to scale=1. 0 means scaled by 0.
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UF_UNUSED(18): not used
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UF_DRAWFLAGS(19):
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byte - various flags to affect scale, abslight, etc. required for hexen2 compat.
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optional byte - abslight. sent+used if (drawflags&7)==7.
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UF_TAGINFO(20):
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entityidx - tagentity. 0 = disable.
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byte - tagindex. 0 = use tagentity's origin, otherwise 1-based bone index.
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UF_LIGHT(21):
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short - red light scale
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short - green light scale
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short - blue light scale
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short - light radius
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byte - light style.
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byte - light flags.
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UF_TRAILEFFECT(22): short - particleffect num to attach and use as this entity's particle trail. the effect index value is compatible with DP_SV_POINTPARTICLES.
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UF_EXTEND3(23): nothing here - already sent. listed for completeness.
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UF_COLORMOD(24): discolours the entity. default byte value 32 is equivelent to 1.0.
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byte - red
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byte - green
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byte - blue
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UF_GLOW(25): gives a 'flashblend' type effect.
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byte - size/4
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byte - colour
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byte - red, default byte value 32 is equivelent to 1.0.
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byte - green
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byte - blue
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UF_FATNESS(26): byte - how many qu/16 to move expand models by (move them outwards along their normal)
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UF_MODELINDEX2(27): second modelindex to use for the entity. for visible weapon models or some such. Note: uses the same frame as the normal entity. For compatibility, if qw vweaps were sent then this uses those instead (and changes the normal modelindex to a weapon-less player as appropriate too).
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UF_16BIT: ushort
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otherwise: byte
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UF_GRAVITYDIR(28): both bytes=0 correlates to normal gravity.
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byte - ((pitch/360) * 256) - 192
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byte - (yaw/360) * 256
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UF_EFFECTS2(29): nothing here - sent combined with UF_EFFECTS. mentioned for documentation.
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UF_UNUSED(30): not used.
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UF_EXTEND4(31): not used.
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FIXME weirdness:
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predicting non-players? yes please.
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player angles are a huge wtf. this protocol uses view angles then divides the angle by 1/3rd post-prediction for MOVETYPE_WALK entities, see PEXT2_PREDINFO for a fix.
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there is no information regarding the nextthink of entities. It *should* be possible to guess well enough without it.
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Either way it is rare enough that engines already need to interpolate well enough without this info, making it somewhat redundant, imho.
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the first 7 flags are the flags that are normally going to be encountered every update.
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the 6 flags following those are often used only when an entity first becomes visible. the 16bit flag allows for more modelindicies etc and is used as a general 'whoa dude' flag.
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the 2 flags after that are generally considered extensions (solid+flags), although the 'stepping' hint is useful.
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either way, these bits are likely to be present in a vanilla progs, and common during entity setup.
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the following 2 flags are required for many fairly generic custom maps now, that target fitzquake (alpha).
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the 13 flags after those are much more rarely used. You can justifyably get away with not implementing them (assuming you error if you do receive any), though its prefered to parse and ignore the results.
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the final 2 flags are reserved for future expansion. yay.
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The information is sent in the unreliable channel.
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The client must ack the frame using the unreliable packet sequence (via clcfte_ackframe or quakeworld netchan).
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This means that the server can detect packets/frames which are not mentioned. Such unmentioned packets are assumed to be dropped.
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The server keeps a log of the entities and updated bits that were sent with each outgoing packet. When the server thinks a frame has been dropped, the ents+UFlags in that frame are folded back into the current outgoing state (taking care of added/removed entities). If too many frames are dropped, the server cannot track the entities which were sent and will drop ALL entities, starting from scratch.
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When a bit is resent, current information is used, rather than the stale information that was previously sent, thus its possible to not see an update.
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This all means that the server needs to track one set of previous-frame state (maximum visible at once) to detect when a new flag must be sent, one set of pending UFlags (maximum on map, set when the previous state was no longer valid or if a dropped packet contained that flag, cleared when sent), and 64 or so sets of entnum+UFlags (maximum updatable in a single packet). This can be used to keep memory use down when there are 4 million potential ents on the server.
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The server needs to be smart enough to handle dropped frames with remove flags, as well as double-sending(or tripple-sending) reset flags to cover packet loss.
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The client can be pretty stupid and just update whichever fields are said, so long as it correctly ack the datagrams containing received frames.
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The server is assumed to build an entity state list containing each visible entity. It is assumed to cross-reference this list with the previous frame in order to compare values and set the pending UFlags. The previous frame is then discarded, and the new list is retained for the following frame. This is why the server only needs to track max-visible instead of max-on-map states. Entity transmission uses only the state for the current frame and the pending UFlags (entities newly no longer visible should must have the remove flag set (due to the cross-reference). non-current entities with other UFlags set due to dropped packets can be ignored as there's already a remove flag pending). If the server runs out of space in the outgoing packet, it can simply leave the pending bits set for the extra ents (and should start mid-way through the list for the next frame).
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Modified/Added SVCs:
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svcnq_time:
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nq fast update:
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svcqw_packetentities:
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svcqw_deltapacketentities:
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svcqw_playerinfo:
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No longer sent.
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svcfte_spawnstatic2=21
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Instead of the standard baseline info, the packet will contain only a delta from the null entity state. This allows transparent entities etc.
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svcfte_spawnbaseline2=66
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Instead of the standard baseline info, the packet will contain an entity number followed by a delta from the null entity state. Yay for transparent ents.
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Otherwise identical to the regular svc_spawnbaseline in purpose.
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svcfte_updateentities=86
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NQ: Replaces fast updates, svc_time. Note: Do not invalidate all entities simply because its a new netframe!
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QW: Replaces svc_[delta]packetentities, svc_playerinfo.
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The contents of this packet are:
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servertime of update, as a float32.
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optional short=0x8000. (ie: when the entity index reads as 0 with the remove flag set) If present, remove ALL entities.
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[
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entity index.
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short. bit15=remove flag. bit14=largeentity. bits13to0=entity number bits 13 - 0.
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optional byte. bits0to7=entity number bits 21-14.
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This coding gives max 22 bit entity indicies (about 4 million ents max, and up to 16384 using just shorts).
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newdelta.
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only present if the entity index does not contain the remove flag.
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otherwise contains the changed fields.
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if the ent was not previously known, copy it from its baseline before deltaing and hope it contains a model update...
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beware of the special handling for entity number 0 required by
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]
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short=0 (ie: when the entity index reads as 0)
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Unlike svc_deltapacketentities, there is no specific previous frame. The previous state to be used is merely the last state received.
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svcfte_csqcentities=76
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If supported, the entity index coding in this packet matches that of svcfte_updateentities.
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Modified/Added CLCs:
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clcfte_ackframe=50 (note: same clc+data as dp)
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Message data consists of a single 32bit integer, which is the entity frame that is being acked.
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Frames not mentioned are assumed to be dropped. Acks MUST arrive at the server in ascending order, and should be sent unreliably to reduce latency (even though this is more likely to result in resending the frame).
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You may ack multiple entity frames within a single packet.
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QuakeWorld: as QW packets contain an ack sequence in the packet header itself, you should omit that ack. If multiple packets are received without an outgoing client packet, you should send explicit acks for all but the last (as that will automatically be acked by the netchan).
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Because of this fact and typical packet sequences, QuakeWorld clients can omit sending these entirely.
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If frame ~0u is 'acked', the server will reset and resend all ents.
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Information:
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Player prediction is implemented by building a log of all the input frames clientside.
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Each video frame, all input frames from ack+1 to latest are applied to the player's entity, according to its movetype+velocity, etc.
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(as an optimisation, you instead apply new input frames since last video frame to the previous video frame's results, so long as you still rewind when a new entity state is received).
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QW: the client's outgoing packet sequence specifies the 'latest' input frame available. the server's outgoing sequence specifies the last input frame applied as well as the entity frame to ack.
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Conflicts:
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PEXT_SPAWNSTATIC2 defines both svc_spawnstatic2+svc_baseline2. It defines these as containing a QW entity delta.
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PEXT2_REPLACEMENTDELTAS states that these svcs exist, and that use replacement deltas.
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PEXT2_REPLACEMENTDELTAS takes precidence, due to practicality.
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MSG_WriteEntity's index coding is updated (and separated from writeshort).
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PEXT_CSQC's entity index coding is updated.
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PEXT_FLOATCOORDS is a separate extension that changes the network's primitives. Specifically that angles become 16bit and coords become 32bit floats. The two extensions do not otherwise interact.
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PEXT2_REPLACEMENTDELTAS thus obsoletes PEXT_SCALE, PEXT_TRANS, PEXT_ACCURATETIMINGS, PEXT_FATNESS, PEXT_HULLSIZE, PEXT_MODELDBL, PEXT_ENTITYDBL, PEXT_ENTITYDBL2, PEXT_COLOURMOD, PEXT_SPAWNSTATIC2, PEXT_256PACKETENTITIES, PEXT_SETATTACHMENT, and PEXT_DPFLAGS. Not bad. :s
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Things not updated:
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NQ stats are not changed, and cannot exceed the value 256. FTE might send an svc_updatestat to force it, but this would be needlessly spammy.
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Soundindex limits are not changed. That's an independant extension.
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Hack Zone:
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prediction support with NQ has been defered for a later extension (which should hopefully replace svc_clientdata also). There is no information about input frames or physics cvars. However, this info should be added for csqc support... PEXT2_PREDINFO marks the preliminary code in fte.
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FTE servers will not wait for modellist/soundlist/prespawn commands to be acked before sending the next part of data, other than to correctly parse the map checksum. FTE servers will only burst all this information if ReplacementDeltas is supported. It was found that certain clients (namely FTE) was triggering some code to detect messed up ordering - messed up ordering that is fixed having the server track progress instead of relying on echos.
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This extension is simply a handy check to see if the client can cope and without spamming the console.
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Vanilla QuakeWorld clients appeared to be able to cope with this, but there are indeed certain ways it can fail, like if the client tries to pause for downloads.
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PredInfo Extension:
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#define PEXT2_PREDINFO 0x00000020
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Purpose:
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This extra extension was to fix up some issues with the NQ protocol, but some parts also apply to QW too.
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Protocol changes:
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stats are sent semi-unreliably using the same nack mechanism. some extra stats are added to ensure that clc_clientdata is fully redundant.
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weaponframe is moved out of entity deltas and back into a stat, the bit is reused for the client's v_angle to allow spectating without assumptions about angles.
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there is an added 16-bit movement sequence number added directly after both clc_move and svcfte_updateentities bytes, allowing the server to ack the client's input sequence, allowing for prediction in NQ.
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nq's clc_move's timestamp is no longer used to calculate pings. the server calculates pings based upon acks instead. this is harder to spoof.
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guarentees that clc_move has at least 16bit precision.
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