mirror of
https://github.com/Q3Rally-Team/q3rally.git
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95fbb18fa1
Fix going to previous browser source in q3_ui Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack Fix team chat box for spectators Don't draw crosshair 0 in Team Arena setup menu Make client for Windows x86_64 use OpenAL64.dll by default Fix loading renderer DLLs on Windows x86 Add Windows application manifest Disable DPI scaling on Windows ignore window resize event on fullscreen Don't reload arenas.txt/*.arena files in Team Arena UI Fix crash when out of memory in Team Arena's String_Alloc Fix in_nograb not releasing the mouse cursor Update UI player animation handling to match CGame Fix specifying minimum mac os version in make-macosx.sh Fix listen server sending snapshots each client frame Statically link libgcc on Windows Fix hit accuracy stats for lightning gun and shotgun kills Don't link to libGL at compile time Add common OpenGL version parsing + OpenGL 3 fixes Support parsing OpenGL ES version strings Fix setting cflags/libs from sdl2-config Load OpenGL ES 1.1 function procs [qcommon] Use unsigned types where wrapping arithmetic is intended OpenGL2: Fix brightness when r_autoExposure is disabled OpenGL2: Fix MD3 surface with zero shaders dividing by zero [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH Don't redefine MAX_PATH in bot code Fix memory leak in (unused) AAS_FloodAreas() Fix compiling GLSL shaders under Windows. Only draw cm_patch/bot debug polygons in world scenes Fix reading crash log when log wraps around buffer Don't send team overlay info to bots Fix a race condition in the makedirs target Fix shader corruption on OpenBSD
685 lines
18 KiB
C
685 lines
18 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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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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while ( newindex < to->num_entities || oldindex < from_num_entities ) {
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if ( newindex >= to->num_entities ) {
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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_WriteDeltaEntity (msg, oldent, newent, qfalse );
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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_WriteDeltaEntity (msg, &sv.svEntities[newnum].baseline, newent, qtrue );
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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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MSG_WriteDeltaEntity (msg, oldent, NULL, qtrue );
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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 i;
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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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// NOTE, MRE: now sent at the start of every message from server to client
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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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if( client->oldServerTime ) {
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// The server has not yet got an acknowledgement of the
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// new gamestate from this client, so continue to send it
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// a time as if the server has not restarted. Note from
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// the client's perspective this time is strictly speaking
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// incorrect, but since it'll be busy loading a map at
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// the time it doesn't really matter.
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MSG_WriteLong (msg, sv.time + client->oldServerTime);
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} else {
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MSG_WriteLong (msg, sv.time);
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}
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// what we are delta'ing from
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MSG_WriteByte (msg, lastframe);
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snapFlags = svs.snapFlagServerBit;
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if ( client->rateDelayed ) {
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snapFlags |= SNAPFLAG_RATE_DELAYED;
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}
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if ( client->state != CS_ACTIVE ) {
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snapFlags |= SNAPFLAG_NOT_ACTIVE;
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}
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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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// padding for rate debugging
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if ( sv_padPackets->integer ) {
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for ( i = 0 ; i < sv_padPackets->integer ; i++ ) {
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MSG_WriteByte (msg, svc_nop);
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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_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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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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client->reliableSent = client->reliableSequence;
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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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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 QDECL 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, sharedEntity_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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eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number;
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eNums->numSnapshotEntities++;
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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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sharedEntity_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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byte *clientpvs;
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byte *bitvector;
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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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for ( e = 0 ; e < sv.num_entities ; e++ ) {
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ent = SV_GentityNum(e);
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// never send entities that aren't linked in
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if ( !ent->r.linked ) {
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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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// entities can be flagged to explicitly not be sent to the client
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if ( ent->r.svFlags & SVF_NOCLIENT ) {
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continue;
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}
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// entities can be flagged to be sent to only one client
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if ( ent->r.svFlags & SVF_SINGLECLIENT ) {
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if ( ent->r.singleClient != frame->ps.clientNum ) {
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continue;
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}
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}
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// entities can be flagged to be sent to everyone but one client
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if ( ent->r.svFlags & SVF_NOTSINGLECLIENT ) {
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if ( ent->r.singleClient == frame->ps.clientNum ) {
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continue;
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}
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}
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// entities can be flagged to be sent to a given mask of clients
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if ( ent->r.svFlags & SVF_CLIENTMASK ) {
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if (frame->ps.clientNum >= 32)
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Com_Error( ERR_DROP, "SVF_CLIENTMASK: clientNum >= 32" );
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if (~ent->r.singleClient & (1 << frame->ps.clientNum))
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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
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if ( ent->r.svFlags & SVF_BROADCAST ) {
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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continue;
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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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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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// 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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if ( i == svEnt->numClusters ) {
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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 it's a portal entity, add everything visible from its camera position
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if ( ent->r.svFlags & SVF_PORTAL ) {
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if ( ent->s.generic1 ) {
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vec3_t dir;
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VectorSubtract(ent->s.origin, origin, dir);
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if ( VectorLengthSquared(dir) > (float) ent->s.generic1 * ent->s.generic1 ) {
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continue;
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}
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}
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SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue );
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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 void 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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sharedEntity_t *ent;
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entityState_t *state;
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svEntity_t *svEnt;
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sharedEntity_t *clent;
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int clientNum;
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playerState_t *ps;
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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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Com_Memset( frame->areabits, 0, sizeof( frame->areabits ) );
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62
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frame->num_entities = 0;
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clent = client->gentity;
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if ( !clent || client->state == CS_ZOMBIE ) {
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return;
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}
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// grab the current playerState_t
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ps = SV_GameClientNum( client - svs.clients );
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frame->ps = *ps;
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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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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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svEnt->snapshotCounter = sv.snapshotCounter;
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// find the client's viewpoint
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VectorCopy( ps->origin, org );
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org[2] += ps->viewheight;
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// add all the entities directly visible to the eye, which
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// may include portal entities that merge other viewpoints
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SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, qfalse );
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// if there were portals visible, there may be out of order entities
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// in the list which will need to be resorted for the delta compression
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// to work correctly. This also catches the error condition
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// of an entity being included twice.
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qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities,
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sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers );
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// now that all viewpoint's areabits have been OR'd together, invert
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// all of them to make it a mask vector, which is what the renderer wants
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for ( i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++ ) {
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((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1;
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}
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// copy the entity states out
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frame->num_entities = 0;
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frame->first_entity = svs.nextSnapshotEntities;
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for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) {
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ent = SV_GentityNum(entityNumbers.snapshotEntities[i]);
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state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities];
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*state = ent->s;
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svs.nextSnapshotEntities++;
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|
// this should never hit, map should always be restarted first in SV_Frame
|
|
if ( svs.nextSnapshotEntities >= 0x7FFFFFFE ) {
|
|
Com_Error(ERR_FATAL, "svs.nextSnapshotEntities wrapped");
|
|
}
|
|
frame->num_entities++;
|
|
}
|
|
}
|
|
|
|
#ifdef USE_VOIP
|
|
/*
|
|
==================
|
|
SV_WriteVoipToClient
|
|
|
|
Check to see if there is any VoIP queued for a client, and send if there is.
|
|
==================
|
|
*/
|
|
static void SV_WriteVoipToClient(client_t *cl, msg_t *msg)
|
|
{
|
|
int totalbytes = 0;
|
|
int i;
|
|
voipServerPacket_t *packet;
|
|
|
|
if(cl->queuedVoipPackets)
|
|
{
|
|
// Write as many VoIP packets as we reasonably can...
|
|
for(i = 0; i < cl->queuedVoipPackets; i++)
|
|
{
|
|
packet = cl->voipPacket[(i + cl->queuedVoipIndex) % ARRAY_LEN(cl->voipPacket)];
|
|
|
|
if(!*cl->downloadName)
|
|
{
|
|
totalbytes += packet->len;
|
|
if (totalbytes > (msg->maxsize - msg->cursize) / 2)
|
|
break;
|
|
|
|
MSG_WriteByte(msg, svc_voipOpus);
|
|
MSG_WriteShort(msg, packet->sender);
|
|
MSG_WriteByte(msg, (byte) packet->generation);
|
|
MSG_WriteLong(msg, packet->sequence);
|
|
MSG_WriteByte(msg, packet->frames);
|
|
MSG_WriteShort(msg, packet->len);
|
|
MSG_WriteBits(msg, packet->flags, VOIP_FLAGCNT);
|
|
MSG_WriteData(msg, packet->data, packet->len);
|
|
}
|
|
|
|
Z_Free(packet);
|
|
}
|
|
|
|
cl->queuedVoipPackets -= i;
|
|
cl->queuedVoipIndex += i;
|
|
cl->queuedVoipIndex %= ARRAY_LEN(cl->voipPacket);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=======================
|
|
SV_SendMessageToClient
|
|
|
|
Called by SV_SendClientSnapshot and SV_SendClientGameState
|
|
=======================
|
|
*/
|
|
void SV_SendMessageToClient(msg_t *msg, client_t *client)
|
|
{
|
|
// record information about the message
|
|
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize;
|
|
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = svs.time;
|
|
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1;
|
|
|
|
// send the datagram
|
|
SV_Netchan_Transmit(client, msg);
|
|
}
|
|
|
|
|
|
/*
|
|
=======================
|
|
SV_SendClientSnapshot
|
|
|
|
Also called by SV_FinalMessage
|
|
|
|
=======================
|
|
*/
|
|
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->r.svFlags & SVF_BOT ) {
|
|
return;
|
|
}
|
|
|
|
MSG_Init (&msg, msg_buf, sizeof(msg_buf));
|
|
msg.allowoverflow = qtrue;
|
|
|
|
// NOTE, MRE: all server->client messages now acknowledge
|
|
// let the client know which reliable clientCommands we have received
|
|
MSG_WriteLong( &msg, client->lastClientCommand );
|
|
|
|
// (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 );
|
|
|
|
#ifdef USE_VOIP
|
|
SV_WriteVoipToClient( client, &msg );
|
|
#endif
|
|
|
|
// 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; i < sv_maxclients->integer; i++)
|
|
{
|
|
c = &svs.clients[i];
|
|
|
|
if(!c->state)
|
|
continue; // not connected
|
|
|
|
if(svs.time - c->lastSnapshotTime < c->snapshotMsec * com_timescale->value)
|
|
continue; // It's not time yet
|
|
|
|
if(*c->downloadName)
|
|
continue; // Client is downloading, don't send snapshots
|
|
|
|
if(c->netchan.unsentFragments || c->netchan_start_queue)
|
|
{
|
|
c->rateDelayed = qtrue;
|
|
continue; // Drop this snapshot if the packet queue is still full or delta compression will break
|
|
}
|
|
|
|
if(!(c->netchan.remoteAddress.type == NA_LOOPBACK ||
|
|
(sv_lanForceRate->integer && Sys_IsLANAddress(c->netchan.remoteAddress))))
|
|
{
|
|
// rate control for clients not on LAN
|
|
if(SV_RateMsec(c) > 0)
|
|
{
|
|
// Not enough time since last packet passed through the line
|
|
c->rateDelayed = qtrue;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// generate and send a new message
|
|
SV_SendClientSnapshot(c);
|
|
c->lastSnapshotTime = svs.time;
|
|
c->rateDelayed = qfalse;
|
|
}
|
|
}
|