rallyunlimited-engine/code/server/sv_snapshot.c
CuteNoiRe 4a7168332e Update Engine v2.2
Update Engine v2.2
2024-06-15 19:05:46 +03:00

807 lines
21 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "server.h"
/*
=============================================================================
Delta encode a client frame onto the network channel
A normal server packet will look like:
4 sequence number (high bit set if an oversize fragment)
<optional reliable commands>
1 svc_snapshot
4 last client reliable command
4 serverTime
1 lastframe for delta compression
1 snapFlags
1 areaBytes
<areabytes>
<playerstate>
<packetentities>
=============================================================================
*/
/*
=============
SV_EmitPacketEntities
Writes a delta update of an entityState_t list to the message.
=============
*/
static void SV_EmitPacketEntities( const clientSnapshot_t *from, const clientSnapshot_t *to, msg_t *msg ) {
entityState_t *oldent, *newent;
int oldindex, newindex;
int oldnum, newnum;
int from_num_entities;
// generate the delta update
if ( !from ) {
from_num_entities = 0;
} else {
from_num_entities = from->num_entities;
}
newent = NULL;
oldent = NULL;
newindex = 0;
oldindex = 0;
while ( newindex < to->num_entities || oldindex < from_num_entities ) {
if ( newindex >= to->num_entities ) {
newnum = MAX_GENTITIES+1;
} else {
newent = to->ents[ newindex ];
newnum = newent->number;
}
if ( oldindex >= from_num_entities ) {
oldnum = MAX_GENTITIES+1;
} else {
oldent = from->ents[ oldindex ];
oldnum = oldent->number;
}
if ( newnum == oldnum ) {
// delta update from old position
// because the force parm is qfalse, this will not result
// in any bytes being emitted if the entity has not changed at all
MSG_WriteDeltaEntity (msg, oldent, newent, qfalse );
oldindex++;
newindex++;
continue;
}
if ( newnum < oldnum ) {
// this is a new entity, send it from the baseline
MSG_WriteDeltaEntity (msg, &sv.svEntities[newnum].baseline, newent, qtrue );
newindex++;
continue;
}
if ( newnum > oldnum ) {
// the old entity isn't present in the new message
MSG_WriteDeltaEntity (msg, oldent, NULL, qtrue );
oldindex++;
continue;
}
}
MSG_WriteBits( msg, (MAX_GENTITIES-1), GENTITYNUM_BITS ); // end of packetentities
}
/*
==================
SV_WriteSnapshotToClient
==================
*/
static void SV_WriteSnapshotToClient( const client_t *client, msg_t *msg ) {
const clientSnapshot_t *oldframe;
const clientSnapshot_t *frame;
int lastframe;
int i;
int snapFlags;
// this is the snapshot we are creating
frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
// try to use a previous frame as the source for delta compressing the snapshot
if ( /* client->deltaMessage <= 0 || */ client->state != CS_ACTIVE ) {
// client is asking for a retransmit
oldframe = NULL;
lastframe = 0;
} else if ( client->netchan.outgoingSequence - client->deltaMessage >= (PACKET_BACKUP - 3) ) {
// client hasn't gotten a good message through in a long time
if ( com_developer->integer ) {
if ( client->deltaMessage != client->netchan.outgoingSequence - ( PACKET_BACKUP + 1 ) ) {
Com_Printf( "%s: Delta request from out of date packet.\n", client->name );
}
}
oldframe = NULL;
lastframe = 0;
} else {
// we have a valid snapshot to delta from
oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ];
lastframe = client->netchan.outgoingSequence - client->deltaMessage;
// we may refer on outdated frame
if ( oldframe->frameNum - svs.lastValidFrame < 0 ) {
Com_DPrintf( "%s: Delta request from out of date frame.\n", client->name );
oldframe = NULL;
lastframe = 0;
}
}
MSG_WriteByte( msg, svc_snapshot );
// NOTE, MRE: now sent at the start of every message from server to client
// let the client know which reliable clientCommands we have received
//MSG_WriteLong( msg, client->lastClientCommand );
// send over the current server time so the client can drift
// its view of time to try to match
if ( client->oldServerTime ) {
// The server has not yet got an acknowledgement of the
// new gamestate from this client, so continue to send it
// a time as if the server has not restarted. Note from
// the client's perspective this time is strictly speaking
// incorrect, but since it'll be busy loading a map at
// the time it doesn't really matter.
MSG_WriteLong( msg, sv.time + client->oldServerTime );
} else {
MSG_WriteLong( msg, sv.time );
}
// what we are delta'ing from
MSG_WriteByte( msg, lastframe );
snapFlags = svs.snapFlagServerBit;
if ( client->rateDelayed ) {
snapFlags |= SNAPFLAG_RATE_DELAYED;
}
if ( client->state != CS_ACTIVE ) {
snapFlags |= SNAPFLAG_NOT_ACTIVE;
}
MSG_WriteByte (msg, snapFlags);
// send over the areabits
MSG_WriteByte (msg, frame->areabytes);
MSG_WriteData (msg, frame->areabits, frame->areabytes);
// don't send any changes to zombies
if ( client->state <= CS_ZOMBIE ) {
// playerstate
MSG_WriteByte( msg, 0 ); // # of changes
MSG_WriteBits( msg, 0, 1 ); // no array changes
// packet entities
MSG_WriteBits( msg, (MAX_GENTITIES-1), GENTITYNUM_BITS );
return;
}
// delta encode the playerstate
if ( oldframe ) {
MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
} else {
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
}
// delta encode the entities
SV_EmitPacketEntities (oldframe, frame, msg);
// padding for rate debugging
if ( sv_padPackets->integer ) {
for ( i = 0 ; i < sv_padPackets->integer ; i++ ) {
MSG_WriteByte (msg, svc_nop);
}
}
}
/*
==================
SV_UpdateServerCommandsToClient
(re)send all server commands the client hasn't acknowledged yet
==================
*/
void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) {
int i, n;
// write any unacknowledged serverCommands
n = client->reliableSequence - client->reliableAcknowledge;
for ( i = 0; i < n; i++ ) {
const int index = client->reliableAcknowledge + 1 + i;
MSG_WriteByte( msg, svc_serverCommand );
MSG_WriteLong( msg, index );
MSG_WriteString( msg, client->reliableCommands[ index & (MAX_RELIABLE_COMMANDS-1) ] );
}
}
/*
=============================================================================
Build a client snapshot structure
=============================================================================
*/
typedef int entityNum_t;
typedef struct {
int numSnapshotEntities;
entityNum_t snapshotEntities[ MAX_SNAPSHOT_ENTITIES ];
qboolean unordered;
} snapshotEntityNumbers_t;
/*
=============
SV_SortEntityNumbers
Insertion sort is about 10 times faster than quicksort for our task
=============
*/
static void SV_SortEntityNumbers( entityNum_t *num, const int size ) {
entityNum_t tmp;
int i, d;
for ( i = 1 ; i < size; i++ ) {
d = i;
while ( d > 0 && num[d] < num[d-1] ) {
tmp = num[d];
num[d] = num[d-1];
num[d-1] = tmp;
d--;
}
}
// consistency check for delta encoding
for ( i = 1 ; i < size; i++ ) {
if ( num[i-1] >= num[i] ) {
Com_Error( ERR_DROP, "%s: invalid entity number %i", __func__, num[ i ] );
}
}
}
/*
===============
SV_AddIndexToSnapshot
===============
*/
static void SV_AddIndexToSnapshot( svEntity_t *svEnt, int index, snapshotEntityNumbers_t *eNums ) {
svEnt->snapshotCounter = sv.snapshotCounter;
// if we are full, silently discard entities
if ( eNums->numSnapshotEntities >= MAX_SNAPSHOT_ENTITIES ) {
return;
}
eNums->snapshotEntities[ eNums->numSnapshotEntities ] = index;
eNums->numSnapshotEntities++;
}
/*
===============
SV_AddEntitiesVisibleFromPoint
===============
*/
static void SV_AddEntitiesVisibleFromPoint( const vec3_t origin, clientSnapshot_t *frame,
snapshotEntityNumbers_t *eNums, qboolean portal ) {
int e, i;
sharedEntity_t *ent;
svEntity_t *svEnt;
entityState_t *es;
int l;
int clientarea, clientcluster;
int leafnum;
byte *clientpvs;
byte *bitvector;
vec3_t dir;
float distanceSquared;
float maxViewDistanceSquared;
// during an error shutdown message we may need to transmit
// the shutdown message after the server has shutdown, so
// specifically check for it
if ( sv.state == SS_DEAD ) {
return;
}
leafnum = CM_PointLeafnum (origin);
clientarea = CM_LeafArea (leafnum);
clientcluster = CM_LeafCluster (leafnum);
// calculate the visible areas
frame->areabytes = CM_WriteAreaBits( frame->areabits, -1 );
clientpvs = CM_ClusterPVS (clientcluster);
maxViewDistanceSquared = (sv_viewdistance->integer*512) * (sv_viewdistance->integer*512);
for ( e = 0 ; e < svs.currFrame->count; e++ ) {
es = svs.currFrame->ents[ e ];
ent = SV_GentityNum( es->number );
// entities can be flagged to be sent to only one client
if ( ent->r.svFlags & SVF_SINGLECLIENT ) {
if ( ent->r.singleClient != frame->ps.clientNum ) {
continue;
}
}
// entities can be flagged to be sent to everyone but one client
if ( ent->r.svFlags & SVF_NOTSINGLECLIENT ) {
if ( ent->r.singleClient == frame->ps.clientNum ) {
continue;
}
}
// entities can be flagged to be sent to a given mask of clients
if ( ent->r.svFlags & SVF_CLIENTMASK ) {
if (frame->ps.clientNum >= 32)
Com_Error( ERR_DROP, "SVF_CLIENTMASK: clientNum >= 32" );
if (~ent->r.singleClient & (1 << frame->ps.clientNum))
continue;
}
svEnt = &sv.svEntities[ es->number ];
// don't double add an entity through portals
if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
continue;
}
// broadcast entities are always sent
if ( ent->r.svFlags & SVF_BROADCAST ) {
SV_AddIndexToSnapshot( svEnt, e, eNums );
continue;
}
// ignore if not touching a PV leaf
// check area
if ( !CM_AreasConnected( clientarea, svEnt->areanum ) ) {
// doors can legally straddle two areas, so
// we may need to check another one
if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) ) {
continue; // blocked by a door
}
}
bitvector = clientpvs;
// check individual leafs
/*if ( !svEnt->numClusters ) {
continue;
}
l = 0;
for ( i=0 ; i < svEnt->numClusters ; i++ ) {
l = svEnt->clusternums[i];
if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
break;
}
}*/
// if we haven't found it to be visible,
// check overflow clusters that couldn't be stored
/*if ( i == svEnt->numClusters ) {
if ( svEnt->lastCluster ) {
for ( ; l <= svEnt->lastCluster ; l++ ) {
if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
break;
}
}
if ( l == svEnt->lastCluster ) {
continue; // not visible
}
} else {
continue;
}
}*/
// calculate distance from the entity to the client
VectorSubtract(ent->r.currentOrigin, origin, dir);
distanceSquared = VectorLengthSquared(dir);
// check if the entity is within the max view distance
if (distanceSquared > maxViewDistanceSquared) {
if (ent->s.eType != ET_PLAYER && ent->s.eType != ET_BEAM && ent->s.eType != ET_MOVER) {
continue;
}
}
// add it
SV_AddIndexToSnapshot( svEnt, e, eNums );
// if it's a portal entity, add everything visible from its camera position
if ( ent->r.svFlags & SVF_PORTAL && !portal ) {
if ( ent->s.generic1 ) {
vec3_t dir;
VectorSubtract(ent->s.origin, origin, dir);
if ( VectorLengthSquared(dir) > (float) ent->s.generic1 * ent->s.generic1 ) {
continue;
}
}
eNums->unordered = qtrue;
SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, portal );
}
}
ent = SV_GentityNum( frame->ps.clientNum );
// merge second PVS at ent->r.s.origin2
if ( ent->r.svFlags & SVF_SELF_PORTAL2 && !portal ) {
SV_AddEntitiesVisibleFromPoint( ent->r.s.origin2, frame, eNums, qtrue );
eNums->unordered = qtrue;
}
}
/*
===============
SV_InitSnapshotStorage
===============
*/
void SV_InitSnapshotStorage( void )
{
// initialize snapshot storage
Com_Memset( svs.snapFrames, 0, sizeof( svs.snapFrames ) );
svs.freeStorageEntities = svs.numSnapshotEntities;
svs.currentStoragePosition = 0;
svs.snapshotFrame = 0;
svs.currentSnapshotFrame = 0;
svs.lastValidFrame = 0;
svs.currFrame = NULL;
}
/*
===============
SV_IssueNewSnapshot
This should be called before any new client snaphot built
===============
*/
void SV_IssueNewSnapshot( void )
{
svs.currFrame = NULL;
// value that clients can use even for their empty frames
// as it will not increment on new snapshot built
svs.currentSnapshotFrame = svs.snapshotFrame;
}
/*
===============
SV_BuildCommonSnapshot
This always allocates new common snapshot frame
===============
*/
static void SV_BuildCommonSnapshot( void )
{
sharedEntity_t *list[ MAX_GENTITIES ];
sharedEntity_t *ent;
snapshotFrame_t *tmp;
snapshotFrame_t *sf;
int count;
int index;
int num;
int i;
count = 0;
// gather all linked entities
if ( sv.state != SS_DEAD ) {
for ( num = 0 ; num < sv.num_entities ; num++ ) {
ent = SV_GentityNum( num );
// never send entities that aren't linked in
if ( !ent->r.linked ) {
continue;
}
if ( ent->s.number != num ) {
Com_DPrintf( "FIXING ENT->S.NUMBER %i => %i\n", ent->s.number, num );
ent->s.number = num;
}
// entities can be flagged to explicitly not be sent to the client
if ( ent->r.svFlags & SVF_NOCLIENT ) {
continue;
}
list[ count++ ] = ent;
sv.svEntities[ num ].snapshotCounter = -1;
}
}
sv.snapshotCounter = -1;
sf = &svs.snapFrames[ svs.snapshotFrame % NUM_SNAPSHOT_FRAMES ];
// track last valid frame
if ( svs.snapshotFrame - svs.lastValidFrame > (NUM_SNAPSHOT_FRAMES-1) ) {
svs.lastValidFrame = svs.snapshotFrame - (NUM_SNAPSHOT_FRAMES-1);
// release storage
svs.freeStorageEntities += sf->count;
sf->count = 0;
}
// release more frames if needed
while ( svs.freeStorageEntities < count && svs.lastValidFrame != svs.snapshotFrame ) {
tmp = &svs.snapFrames[ svs.lastValidFrame % NUM_SNAPSHOT_FRAMES ];
svs.lastValidFrame++;
// release storage
svs.freeStorageEntities += tmp->count;
tmp->count = 0;
}
// should never happen but anyway
if ( svs.freeStorageEntities < count ) {
Com_Error( ERR_DROP, "Not enough snapshot storage: %i < %i", svs.freeStorageEntities, count );
}
// allocate storage
sf->count = count;
svs.freeStorageEntities -= count;
sf->start = svs.currentStoragePosition;
svs.currentStoragePosition = ( svs.currentStoragePosition + count ) % svs.numSnapshotEntities;
sf->frameNum = svs.snapshotFrame;
svs.snapshotFrame++;
svs.currFrame = sf; // clients can refer to this
// setup start index
index = sf->start;
for ( i = 0 ; i < count ; i++, index = (index+1) % svs.numSnapshotEntities ) {
//index %= svs.numSnapshotEntities;
svs.snapshotEntities[ index ] = list[ i ]->s;
sf->ents[ i ] = &svs.snapshotEntities[ index ];
}
}
/*
=============
SV_BuildClientSnapshot
Decides which entities are going to be visible to the client, and
copies off the playerstate and areabits.
This properly handles multiple recursive portals, but the render
currently doesn't.
For viewing through other player's eyes, clent can be something other than client->gentity
=============
*/
static void SV_BuildClientSnapshot( client_t *client ) {
vec3_t org;
clientSnapshot_t *frame;
snapshotEntityNumbers_t entityNumbers;
int i, cl;
svEntity_t *svEnt;
int clientNum;
playerState_t *ps;
// this is the frame we are creating
frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
cl = client - svs.clients;
// clear everything in this snapshot
Com_Memset( frame->areabits, 0, sizeof( frame->areabits ) );
frame->areabytes = 0;
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62
frame->num_entities = 0;
frame->frameNum = svs.currentSnapshotFrame;
if ( client->state == CS_ZOMBIE )
return;
// grab the current playerState_t
ps = SV_GameClientNum( cl );
frame->ps = *ps;
clientNum = frame->ps.clientNum;
if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) {
Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
}
// we set client->gentity only after sending gamestate
// so don't send any packetentities changes until CS_PRIMED
// because new gamestate will invalidate them anyway
if ( !client->gentity ) {
return;
}
if ( svs.currFrame == NULL ) {
// this will always success and setup current frame
SV_BuildCommonSnapshot();
}
// bump the counter used to prevent double adding
sv.snapshotCounter++;
// empty entities before visibility check
entityNumbers.numSnapshotEntities = 0;
frame->frameNum = svs.currFrame->frameNum;
// never send client's own entity, because it can
// be regenerated from the playerstate
svEnt = &sv.svEntities[ clientNum ];
svEnt->snapshotCounter = sv.snapshotCounter;
// find the client's viewpoint
VectorCopy( ps->origin, org );
org[2] += ps->viewheight;
// add all the entities directly visible to the eye, which
// may include portal entities that merge other viewpoints
entityNumbers.unordered = qfalse;
SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, qfalse );
// if there were portals visible, there may be out of order entities
// in the list which will need to be resorted for the delta compression
// to work correctly. This also catches the error condition
// of an entity being included twice.
if ( entityNumbers.unordered ) {
SV_SortEntityNumbers( &entityNumbers.snapshotEntities[0],
entityNumbers.numSnapshotEntities );
}
// now that all viewpoint's areabits have been OR'd together, invert
// all of them to make it a mask vector, which is what the renderer wants
for ( i = 0; i < MAX_MAP_AREA_BYTES/sizeof(int); i++ ) {
((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1;
}
frame->num_entities = entityNumbers.numSnapshotEntities;
// get pointers from common snapshot
for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) {
frame->ents[ i ] = svs.currFrame->ents[ entityNumbers.snapshotEntities[ i ] ];
}
}
/*
=======================
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.msgTime;
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = 0;
// 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_BUF ];
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->netchan.remoteAddress.type == NA_BOT ) {
return;
}
MSG_Init( &msg, msg_buf, MAX_MSGLEN );
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 );
// 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;
svs.msgTime = Sys_Milliseconds();
// send a message to each connected client
for( i = 0; i < sv_maxclients->integer; i++ )
{
c = &svs.clients[ i ];
if ( c->state == CS_FREE )
continue; // not connected
if ( *c->downloadName )
continue; // Client is downloading, don't send snapshots
// 1. Local clients get snapshots every server frame
// 2. Remote clients get snapshots depending from rate and requested number of updates
if ( svs.time - c->lastSnapshotTime < c->snapshotMsec * com_timescale->value )
continue; // It's not time yet
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 ( 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;
}
}