quake2forge/server/sv_ents.c
Ragnvald Maartmann-Moe IV 1d758ae3c4 Merge in relnev's changes.
2002-01-12 02:14:09 +00:00

727 lines
17 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "server.h"
/*
=============================================================================
Encode a client frame onto the network channel
=============================================================================
*/
#if 0
// because there can be a lot of projectiles, there is a special
// network protocol for them
#define MAX_PROJECTILES 64
edict_t *projectiles[MAX_PROJECTILES];
int numprojs;
cvar_t *sv_projectiles;
qboolean SV_AddProjectileUpdate (edict_t *ent)
{
if (!sv_projectiles)
sv_projectiles = Cvar_Get("sv_projectiles", "1", 0);
if (!sv_projectiles->value)
return false;
if (!(ent->svflags & SVF_PROJECTILE))
return false;
if (numprojs == MAX_PROJECTILES)
return true;
projectiles[numprojs++] = ent;
return true;
}
void SV_EmitProjectileUpdate (sizebuf_t *msg)
{
byte bits[16]; // [modelindex] [48 bits] xyz p y 12 12 12 8 8 [entitynum] [e2]
int n, i;
edict_t *ent;
int x, y, z, p, yaw;
int len;
if (!numprojs)
return;
MSG_WriteByte (msg, numprojs);
for (n=0 ; n<numprojs ; n++)
{
ent = projectiles[n];
x = (int)(ent->s.origin[0]+4096)>>1;
y = (int)(ent->s.origin[1]+4096)>>1;
z = (int)(ent->s.origin[2]+4096)>>1;
p = (int)(256*ent->s.angles[0]/360)&255;
yaw = (int)(256*ent->s.angles[1]/360)&255;
len = 0;
bits[len++] = x;
bits[len++] = (x>>8) | (y<<4);
bits[len++] = (y>>4);
bits[len++] = z;
bits[len++] = (z>>8);
if (ent->s.effects & EF_BLASTER)
bits[len-1] |= 64;
if (ent->s.old_origin[0] != ent->s.origin[0] ||
ent->s.old_origin[1] != ent->s.origin[1] ||
ent->s.old_origin[2] != ent->s.origin[2]) {
bits[len-1] |= 128;
x = (int)(ent->s.old_origin[0]+4096)>>1;
y = (int)(ent->s.old_origin[1]+4096)>>1;
z = (int)(ent->s.old_origin[2]+4096)>>1;
bits[len++] = x;
bits[len++] = (x>>8) | (y<<4);
bits[len++] = (y>>4);
bits[len++] = z;
bits[len++] = (z>>8);
}
bits[len++] = p;
bits[len++] = yaw;
bits[len++] = ent->s.modelindex;
bits[len++] = (ent->s.number & 0x7f);
if (ent->s.number > 255) {
bits[len-1] |= 128;
bits[len++] = (ent->s.number >> 7);
}
for (i=0 ; i<len ; i++)
MSG_WriteByte (msg, bits[i]);
}
}
#endif
/*
=============
SV_EmitPacketEntities
Writes a delta update of an entity_state_t list to the message.
=============
*/
void SV_EmitPacketEntities (client_frame_t *from, client_frame_t *to, sizebuf_t *msg)
{
entity_state_t *oldent = NULL, *newent = NULL;
int oldindex, newindex;
int oldnum, newnum;
int from_num_entities;
int bits;
#if 0
if (numprojs)
MSG_WriteByte (msg, svc_packetentities2);
else
#endif
MSG_WriteByte (msg, svc_packetentities);
if (!from)
from_num_entities = 0;
else
from_num_entities = from->num_entities;
newindex = 0;
oldindex = 0;
while (newindex < to->num_entities || oldindex < from_num_entities)
{
if (newindex >= to->num_entities)
newnum = 9999;
else
{
newent = &svs.client_entities[(to->first_entity+newindex)%svs.num_client_entities];
newnum = newent->number;
}
if (oldindex >= from_num_entities)
oldnum = 9999;
else
{
oldent = &svs.client_entities[(from->first_entity+oldindex)%svs.num_client_entities];
oldnum = oldent->number;
}
if (newnum == oldnum)
{ // delta update from old position
// because the force parm is false, this will not result
// in any bytes being emited if the entity has not changed at all
// note that players are always 'newentities', this updates their oldorigin always
// and prevents warping
MSG_WriteDeltaEntity (oldent, newent, msg, false, newent->number <= maxclients->value);
oldindex++;
newindex++;
continue;
}
if (newnum < oldnum)
{ // this is a new entity, send it from the baseline
MSG_WriteDeltaEntity (&sv.baselines[newnum], newent, msg, true, true);
newindex++;
continue;
}
if (newnum > oldnum)
{ // the old entity isn't present in the new message
bits = U_REMOVE;
if (oldnum >= 256)
bits |= U_NUMBER16 | U_MOREBITS1;
MSG_WriteByte (msg, bits&255 );
if (bits & 0x0000ff00)
MSG_WriteByte (msg, (bits>>8)&255 );
if (bits & U_NUMBER16)
MSG_WriteShort (msg, oldnum);
else
MSG_WriteByte (msg, oldnum);
oldindex++;
continue;
}
}
MSG_WriteShort (msg, 0); // end of packetentities
#if 0
if (numprojs)
SV_EmitProjectileUpdate(msg);
#endif
}
/*
=============
SV_WritePlayerstateToClient
=============
*/
void SV_WritePlayerstateToClient (client_frame_t *from, client_frame_t *to, sizebuf_t *msg)
{
int i;
int pflags;
player_state_t *ps, *ops;
player_state_t dummy;
int statbits;
ps = &to->ps;
if (!from)
{
memset (&dummy, 0, sizeof(dummy));
ops = &dummy;
}
else
ops = &from->ps;
//
// determine what needs to be sent
//
pflags = 0;
if (ps->pmove.pm_type != ops->pmove.pm_type)
pflags |= PS_M_TYPE;
if (ps->pmove.origin[0] != ops->pmove.origin[0]
|| ps->pmove.origin[1] != ops->pmove.origin[1]
|| ps->pmove.origin[2] != ops->pmove.origin[2] )
pflags |= PS_M_ORIGIN;
if (ps->pmove.velocity[0] != ops->pmove.velocity[0]
|| ps->pmove.velocity[1] != ops->pmove.velocity[1]
|| ps->pmove.velocity[2] != ops->pmove.velocity[2] )
pflags |= PS_M_VELOCITY;
if (ps->pmove.pm_time != ops->pmove.pm_time)
pflags |= PS_M_TIME;
if (ps->pmove.pm_flags != ops->pmove.pm_flags)
pflags |= PS_M_FLAGS;
if (ps->pmove.gravity != ops->pmove.gravity)
pflags |= PS_M_GRAVITY;
if (ps->pmove.delta_angles[0] != ops->pmove.delta_angles[0]
|| ps->pmove.delta_angles[1] != ops->pmove.delta_angles[1]
|| ps->pmove.delta_angles[2] != ops->pmove.delta_angles[2] )
pflags |= PS_M_DELTA_ANGLES;
if (ps->viewoffset[0] != ops->viewoffset[0]
|| ps->viewoffset[1] != ops->viewoffset[1]
|| ps->viewoffset[2] != ops->viewoffset[2] )
pflags |= PS_VIEWOFFSET;
if (ps->viewangles[0] != ops->viewangles[0]
|| ps->viewangles[1] != ops->viewangles[1]
|| ps->viewangles[2] != ops->viewangles[2] )
pflags |= PS_VIEWANGLES;
if (ps->kick_angles[0] != ops->kick_angles[0]
|| ps->kick_angles[1] != ops->kick_angles[1]
|| ps->kick_angles[2] != ops->kick_angles[2] )
pflags |= PS_KICKANGLES;
if (ps->blend[0] != ops->blend[0]
|| ps->blend[1] != ops->blend[1]
|| ps->blend[2] != ops->blend[2]
|| ps->blend[3] != ops->blend[3] )
pflags |= PS_BLEND;
if (ps->fov != ops->fov)
pflags |= PS_FOV;
if (ps->rdflags != ops->rdflags)
pflags |= PS_RDFLAGS;
if (ps->gunframe != ops->gunframe)
pflags |= PS_WEAPONFRAME;
pflags |= PS_WEAPONINDEX;
//
// write it
//
MSG_WriteByte (msg, svc_playerinfo);
MSG_WriteShort (msg, pflags);
//
// write the pmove_state_t
//
if (pflags & PS_M_TYPE)
MSG_WriteByte (msg, ps->pmove.pm_type);
if (pflags & PS_M_ORIGIN)
{
MSG_WriteShort (msg, ps->pmove.origin[0]);
MSG_WriteShort (msg, ps->pmove.origin[1]);
MSG_WriteShort (msg, ps->pmove.origin[2]);
}
if (pflags & PS_M_VELOCITY)
{
MSG_WriteShort (msg, ps->pmove.velocity[0]);
MSG_WriteShort (msg, ps->pmove.velocity[1]);
MSG_WriteShort (msg, ps->pmove.velocity[2]);
}
if (pflags & PS_M_TIME)
MSG_WriteByte (msg, ps->pmove.pm_time);
if (pflags & PS_M_FLAGS)
MSG_WriteByte (msg, ps->pmove.pm_flags);
if (pflags & PS_M_GRAVITY)
MSG_WriteShort (msg, ps->pmove.gravity);
if (pflags & PS_M_DELTA_ANGLES)
{
MSG_WriteShort (msg, ps->pmove.delta_angles[0]);
MSG_WriteShort (msg, ps->pmove.delta_angles[1]);
MSG_WriteShort (msg, ps->pmove.delta_angles[2]);
}
//
// write the rest of the player_state_t
//
if (pflags & PS_VIEWOFFSET)
{
MSG_WriteChar (msg, ps->viewoffset[0]*4);
MSG_WriteChar (msg, ps->viewoffset[1]*4);
MSG_WriteChar (msg, ps->viewoffset[2]*4);
}
if (pflags & PS_VIEWANGLES)
{
MSG_WriteAngle16 (msg, ps->viewangles[0]);
MSG_WriteAngle16 (msg, ps->viewangles[1]);
MSG_WriteAngle16 (msg, ps->viewangles[2]);
}
if (pflags & PS_KICKANGLES)
{
MSG_WriteChar (msg, ps->kick_angles[0]*4);
MSG_WriteChar (msg, ps->kick_angles[1]*4);
MSG_WriteChar (msg, ps->kick_angles[2]*4);
}
if (pflags & PS_WEAPONINDEX)
{
MSG_WriteByte (msg, ps->gunindex);
}
if (pflags & PS_WEAPONFRAME)
{
MSG_WriteByte (msg, ps->gunframe);
MSG_WriteChar (msg, ps->gunoffset[0]*4);
MSG_WriteChar (msg, ps->gunoffset[1]*4);
MSG_WriteChar (msg, ps->gunoffset[2]*4);
MSG_WriteChar (msg, ps->gunangles[0]*4);
MSG_WriteChar (msg, ps->gunangles[1]*4);
MSG_WriteChar (msg, ps->gunangles[2]*4);
}
if (pflags & PS_BLEND)
{
MSG_WriteByte (msg, ps->blend[0]*255);
MSG_WriteByte (msg, ps->blend[1]*255);
MSG_WriteByte (msg, ps->blend[2]*255);
MSG_WriteByte (msg, ps->blend[3]*255);
}
if (pflags & PS_FOV)
MSG_WriteByte (msg, ps->fov);
if (pflags & PS_RDFLAGS)
MSG_WriteByte (msg, ps->rdflags);
// send stats
statbits = 0;
for (i=0 ; i<MAX_STATS ; i++)
if (ps->stats[i] != ops->stats[i])
statbits |= 1<<i;
MSG_WriteLong (msg, statbits);
for (i=0 ; i<MAX_STATS ; i++)
if (statbits & (1<<i) )
MSG_WriteShort (msg, ps->stats[i]);
}
/*
==================
SV_WriteFrameToClient
==================
*/
void SV_WriteFrameToClient (client_t *client, sizebuf_t *msg)
{
client_frame_t *frame, *oldframe;
int lastframe;
//Com_Printf ("%i -> %i\n", client->lastframe, sv.framenum);
// this is the frame we are creating
frame = &client->frames[sv.framenum & UPDATE_MASK];
if (client->lastframe <= 0)
{ // client is asking for a retransmit
oldframe = NULL;
lastframe = -1;
}
else if (sv.framenum - client->lastframe >= (UPDATE_BACKUP - 3) )
{ // client hasn't gotten a good message through in a long time
// Com_Printf ("%s: Delta request from out-of-date packet.\n", client->name);
oldframe = NULL;
lastframe = -1;
}
else
{ // we have a valid message to delta from
oldframe = &client->frames[client->lastframe & UPDATE_MASK];
lastframe = client->lastframe;
}
MSG_WriteByte (msg, svc_frame);
MSG_WriteLong (msg, sv.framenum);
MSG_WriteLong (msg, lastframe); // what we are delta'ing from
MSG_WriteByte (msg, client->surpressCount); // rate dropped packets
client->surpressCount = 0;
// send over the areabits
MSG_WriteByte (msg, frame->areabytes);
SZ_Write (msg, frame->areabits, frame->areabytes);
// delta encode the playerstate
SV_WritePlayerstateToClient (oldframe, frame, msg);
// delta encode the entities
SV_EmitPacketEntities (oldframe, frame, msg);
}
/*
=============================================================================
Build a client frame structure
=============================================================================
*/
byte fatpvs[65536/8]; // 32767 is MAX_MAP_LEAFS
/*
============
SV_FatPVS
The client will interpolate the view position,
so we can't use a single PVS point
===========
*/
void SV_FatPVS (vec3_t org)
{
int leafs[64];
int i, j, count;
int longs;
byte *src;
vec3_t mins, maxs;
for (i=0 ; i<3 ; i++)
{
mins[i] = org[i] - 8;
maxs[i] = org[i] + 8;
}
count = CM_BoxLeafnums (mins, maxs, leafs, 64, NULL);
if (count < 1)
Com_Error (ERR_FATAL, "SV_FatPVS: count < 1");
longs = (CM_NumClusters()+31)>>5;
// convert leafs to clusters
for (i=0 ; i<count ; i++)
leafs[i] = CM_LeafCluster(leafs[i]);
memcpy (fatpvs, CM_ClusterPVS(leafs[0]), longs<<2);
// or in all the other leaf bits
for (i=1 ; i<count ; i++)
{
for (j=0 ; j<i ; j++)
if (leafs[i] == leafs[j])
break;
if (j != i)
continue; // already have the cluster we want
src = CM_ClusterPVS(leafs[i]);
for (j=0 ; j<longs ; j++)
((long *)fatpvs)[j] |= ((long *)src)[j];
}
}
/*
=============
SV_BuildClientFrame
Decides which entities are going to be visible to the client, and
copies off the playerstat and areabits.
=============
*/
void SV_BuildClientFrame (client_t *client)
{
int e, i;
vec3_t org;
edict_t *ent;
edict_t *clent;
client_frame_t *frame;
entity_state_t *state;
int l;
int clientarea, clientcluster;
int leafnum;
int c_fullsend;
byte *clientphs;
byte *bitvector;
clent = client->edict;
if (!clent->client)
return; // not in game yet
#if 0
numprojs = 0; // no projectiles yet
#endif
// this is the frame we are creating
frame = &client->frames[sv.framenum & UPDATE_MASK];
frame->senttime = svs.realtime; // save it for ping calc later
// find the client's PVS
for (i=0 ; i<3 ; i++)
org[i] = clent->client->ps.pmove.origin[i]*0.125 + clent->client->ps.viewoffset[i];
leafnum = CM_PointLeafnum (org);
clientarea = CM_LeafArea (leafnum);
clientcluster = CM_LeafCluster (leafnum);
// calculate the visible areas
frame->areabytes = CM_WriteAreaBits (frame->areabits, clientarea);
// grab the current player_state_t
frame->ps = clent->client->ps;
SV_FatPVS (org);
clientphs = CM_ClusterPHS (clientcluster);
// build up the list of visible entities
frame->num_entities = 0;
frame->first_entity = svs.next_client_entities;
c_fullsend = 0;
for (e=1 ; e<ge->num_edicts ; e++)
{
ent = EDICT_NUM(e);
// ignore ents without visible models
if (ent->svflags & SVF_NOCLIENT)
continue;
// ignore ents without visible models unless they have an effect
if (!ent->s.modelindex && !ent->s.effects && !ent->s.sound
&& !ent->s.event)
continue;
// ignore if not touching a PV leaf
if (ent != clent)
{
// check area
if (!CM_AreasConnected (clientarea, ent->areanum))
{ // doors can legally straddle two areas, so
// we may need to check another one
if (!ent->areanum2
|| !CM_AreasConnected (clientarea, ent->areanum2))
continue; // blocked by a door
}
// beams just check one point for PHS
if (ent->s.renderfx & RF_BEAM)
{
l = ent->clusternums[0];
if ( !(clientphs[l >> 3] & (1 << (l&7) )) )
continue;
}
else
{
// FIXME: if an ent has a model and a sound, but isn't
// in the PVS, only the PHS, clear the model
if (ent->s.sound)
{
bitvector = fatpvs; //clientphs;
}
else
bitvector = fatpvs;
if (ent->num_clusters == -1)
{ // too many leafs for individual check, go by headnode
if (!CM_HeadnodeVisible (ent->headnode, bitvector))
continue;
c_fullsend++;
}
else
{ // check individual leafs
for (i=0 ; i < ent->num_clusters ; i++)
{
l = ent->clusternums[i];
if (bitvector[l >> 3] & (1 << (l&7) ))
break;
}
if (i == ent->num_clusters)
continue; // not visible
}
if (!ent->s.modelindex)
{ // don't send sounds if they will be attenuated away
vec3_t delta;
float len;
VectorSubtract (org, ent->s.origin, delta);
len = VectorLength (delta);
if (len > 400)
continue;
}
}
}
#if 0
if (SV_AddProjectileUpdate(ent))
continue; // added as a special projectile
#endif
// add it to the circular client_entities array
state = &svs.client_entities[svs.next_client_entities%svs.num_client_entities];
if (ent->s.number != e)
{
Com_DPrintf ("FIXING ENT->S.NUMBER!!!\n");
ent->s.number = e;
}
*state = ent->s;
// don't mark players missiles as solid
if (ent->owner == client->edict)
state->solid = 0;
svs.next_client_entities++;
frame->num_entities++;
}
}
/*
==================
SV_RecordDemoMessage
Save everything in the world out without deltas.
Used for recording footage for merged or assembled demos
==================
*/
void SV_RecordDemoMessage (void)
{
int e;
edict_t *ent;
entity_state_t nostate;
sizebuf_t buf;
byte buf_data[32768];
int len;
if (!svs.demofile)
return;
memset (&nostate, 0, sizeof(nostate));
SZ_Init (&buf, buf_data, sizeof(buf_data));
// write a frame message that doesn't contain a player_state_t
MSG_WriteByte (&buf, svc_frame);
MSG_WriteLong (&buf, sv.framenum);
MSG_WriteByte (&buf, svc_packetentities);
e = 1;
ent = EDICT_NUM(e);
while (e < ge->num_edicts)
{
// ignore ents without visible models unless they have an effect
if (ent->inuse &&
ent->s.number &&
(ent->s.modelindex || ent->s.effects || ent->s.sound || ent->s.event) &&
!(ent->svflags & SVF_NOCLIENT))
MSG_WriteDeltaEntity (&nostate, &ent->s, &buf, false, true);
e++;
ent = EDICT_NUM(e);
}
MSG_WriteShort (&buf, 0); // end of packetentities
// now add the accumulated multicast information
SZ_Write (&buf, svs.demo_multicast.data, svs.demo_multicast.cursize);
SZ_Clear (&svs.demo_multicast);
// now write the entire message to the file, prefixed by the length
len = LittleLong (buf.cursize);
fwrite (&len, 4, 1, svs.demofile);
fwrite (buf.data, buf.cursize, 1, svs.demofile);
}