mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-24 05:11:42 +00:00
180 lines
9.8 KiB
Text
180 lines
9.8 KiB
Text
I want `entities' to be a very lightweight object. They would perform
|
|
the same tasks as structs in C, but with other things (optionally)
|
|
assosiated with them, such as physics interactions and
|
|
networking/communications addressing. On a large scale they'd perform
|
|
the traditional role of players, interacting with physics, take input on
|
|
the client, and so forth. But on a smaller scale an `entity' may just
|
|
be the spawning of a group of particle sparks. Here we would only need
|
|
to transmit the number of particles and the location, and possible some
|
|
type of particle information (bright yellow vs deep red). We would not
|
|
need to transmit the entity number, or even when the entity is removed,
|
|
since the client could determine that information itself.
|
|
|
|
To acomplish this we need a wide variety of entity types, and preferably
|
|
seperate entity indexes too. When a server that sends something to
|
|
update a rocket it only needs to affect rockets, not players and other
|
|
seperate entities. As well, the different fields with an entity should
|
|
be handled differently; some can be ignored altogether, some only need
|
|
partial information (eg the current position), while others need to
|
|
transmit every change of state. Some may only need to send a small
|
|
range of data, eg 0 through 10, even though the field itself is a 32bit
|
|
integer. (actually, it may be better to specify the field as a range at
|
|
the language level, and leave the implementation the job of making it a
|
|
32bit integer. this avoids 32bit vs 64bit issues.)
|
|
|
|
I like the idea of having seperate threads. QuakeC does different
|
|
threads of a sort, by setting an entities think function and a nextthink
|
|
time, but it is extremely limited. UnrealScript's method is somewhat
|
|
better, but I don't believe it allows real multithreading that would
|
|
take advantage of a SMP box, and thus I think it's still too limited.
|
|
While real multithreading requires addressing issues such as locking and
|
|
concurent accesses, I don't think that's impossible to do in an
|
|
effective and efficient way, it'd just require alot of thought and
|
|
planning.
|
|
|
|
UnrealScript also supports `mutators', which are in essence overriden
|
|
functions as you would find in C++. While I can see the obvious benefit
|
|
of them, I believe they require much detailed examination of how they'd
|
|
interact, especially with networking, to be used effectively.
|
|
|
|
A comment on enumerations. They could be broken down into two types.
|
|
The first, simpler form, is basically like in C. It makes the
|
|
sourcecode more readable by converting the textual FOO_A into a number
|
|
when compiling. It could also help debugging, by printing out the
|
|
reversed information. But a second, more powerful form, would allow a
|
|
base module to define one form of the enumeration, while an extension
|
|
module adds some items to it. The base module would see such additions
|
|
as FOO_UNKNOWN and be unable create them itself, but it would be able to
|
|
change the variable from FOO_UNKNOWN and copy the FOO_UNKNOWN into
|
|
another variable, which'd would have the value of the original variable
|
|
from the extension module's point of view.
|
|
|
|
[a note on implimentation: the extension module would probably have a
|
|
global constant which defines the enumeration and it's textual form.
|
|
When the server loads the module it'd fill in the global constant with
|
|
whatever value was convenient. Thus, several modules could define
|
|
extensions, and they would not conflict (unless the textual versions
|
|
were the same). For multiple servers to communicate it'd be
|
|
unreasonable to require one to change it's constants; instead they
|
|
should negotiate a mapping table when they connect, and convert them to
|
|
the form the other desires when transferring them.]
|
|
|
|
I would like to have an explicit pointer type. However, I would like
|
|
the operations available for it to be limited and safe. You would not
|
|
be able to use pointer arithmetic (foo + 5), but array indexing would be
|
|
available (foo[5]). You would not be able to convert pointers between
|
|
types, but perhaps would have pointers that can point to several types,
|
|
or "parent" types that are inherited into several types, and a withtype
|
|
language construct that'd allow the following block of code to treat the
|
|
pointer as a specific type, eg:
|
|
|
|
class foo;
|
|
class bar inherits foo;
|
|
local class foo *a = spawn (class bar);
|
|
if (a.class == class foo)
|
|
withtype (a, class bar) {
|
|
// within this block a is treated as a class bar
|
|
}
|
|
// a is now considered to be a class foo again
|
|
|
|
Of course this is just an idea, and the class semantics are pulled off
|
|
the top of my head. It'd require refinement before practical use.
|
|
|
|
Another matter is variable initialization. Before a variable can be
|
|
used it must always be initialized. But for a language to be guaranteed
|
|
safe the compiler must detect all situations where it might be used
|
|
uninitialized. I propose that, since the compiler will detect the
|
|
usages anyway, we should make them all be initialized by default, and
|
|
save the programmer the trouble of doing it manually. Then the
|
|
compiler's detection could work in reverse, and not initialize the
|
|
situations where it's sure they won't be used.
|
|
|
|
As mentioned above, spawning a particle entity would entale sending some
|
|
data to the client. This should be done through the fields of another
|
|
entity, and said field would probably be changed serially. Or perhaps
|
|
an array that's not changed serially. Either way though, it effectively
|
|
creates a heirarchy of objects.
|
|
|
|
Serial state changes would be limited to one change per frame/tick. To
|
|
perform more than one change per frame you could create an array,
|
|
which'd effective queue up the changes. The entire array would then be
|
|
sent over the network each frame.
|
|
|
|
The particle entity spawning would take place in such an array. Each
|
|
frame would add some entities to the array, which'd be transmitted
|
|
serially (although without a strong requirement for reliability), and
|
|
would automatically be cleared at the end of the frame. The client
|
|
would then keep track of the particles in it's own data structures.
|
|
|
|
For bitfields you should use an array of numbers with a 0 to 1 range,
|
|
and allow the implimentation to fit them in to a more efficient data
|
|
structure.
|
|
|
|
So far for fields transmition modes we have 'not transmitted', 'transmit
|
|
changes', and 'transmit current'. Arrays (?) also have a 'automatically
|
|
clear' flag.
|
|
|
|
It may be worth noting that mods would be expected to processes several
|
|
incoming frames within one of it's own frames. This may mean that an
|
|
entity's callbacks could be called several times in one frame. Therefor
|
|
you require an array/queue for serialized/'transmit changes' fields.
|
|
Perhaps then that mode can only apply to arrays. On second thought, no.
|
|
For entities controlled by the server it'd have no issue limiting them
|
|
to one change per frame. And for ones it doesn't control it may want
|
|
to apply such a limitation anyway.
|
|
|
|
The server should use Just In Time compiling of the modules, and cache
|
|
this between runs to prevent unnecesary recompilation. The client
|
|
should have a version string and crc (MD5 hash?) to identify each module
|
|
(of which it may have several), and save them per-server incase it
|
|
differs. This'd allow a client to have modules from different servers
|
|
simultaneously, even if they're modified without properly updating the
|
|
version number. It may require "garbage collection" though, to clean up
|
|
old unused versions.
|
|
|
|
The engine would handle sending the data over the wire, resending
|
|
dropped packets, etc. I'm not sure if what I've provided so far for
|
|
field modes is powerful enough, and in a sense it's tempting to provide
|
|
some sort of callback for the mod to add other methods, but I'm not sure
|
|
if that could be efficient/effective, or if it's even needed. I
|
|
probably just need to go through some proper examples.
|
|
|
|
Another aspect is that some entities may be visible to all players,
|
|
while others are only visible to some players, and still others aren't
|
|
visible to any. Except for a few global pieces of data such as talking
|
|
and a global sound, most entities should be limited by PVS/PHS anyway.
|
|
Perhaps each player should have it's own list of relevent entities,
|
|
through which it'd have links to the rest? Eg, it'd have a link to
|
|
the/a world entity, which'd have have the PVS/PHS and the normal entity
|
|
lists. A player could also have links to several world entities, either
|
|
on different servers or forming different sections of the map on one
|
|
server. It's origin would then be relative to that world entity.
|
|
|
|
Additionally to the pvs, though, we'd want the mod to be able to limit
|
|
an entity's visibility to only the players on a given team. Perhaps
|
|
each player entity should have it's own entity list, to which everything
|
|
in the PVS would be added at the end of each frame, as well as whatever
|
|
other checks the mod wanted to do. I'm not sure how much overhead
|
|
that'd add though. (The PVS test itself would be done by the engine,
|
|
but the mod would call a function to do that).
|
|
|
|
We'd want a very powerful find function. It should have flags such as
|
|
PVS, PHS, radius (with a distance), and arc. Ignoring certain entities
|
|
(such as your center point) could probably be done best by the mod.
|
|
We'd also want to to control if it'd be sorted (closest first), and
|
|
partial vs full search (partial could be continued after, but may not
|
|
be.) There's a fair bit of overlap with traceline here, not sure what
|
|
we'd want to do with it all.
|
|
|
|
Re traceline: you should pass it pointers/references to the variables
|
|
you want it to modify, instead of it modifying globals.
|
|
|
|
Since we lack pointer arithmetic we can't directly seperate a section of
|
|
an array. Additionally, the array needs to have it's length assosiated
|
|
with it. Perhaps we should have an "array slice" class that has the
|
|
base array, it's size, and an offset into it.
|
|
|
|
Race conditions, including, but not limited to, deleting an entity while
|
|
something else is using it - we need to document programming techniques
|
|
to handle these situations.
|
|
|