833 lines
23 KiB
C++
833 lines
23 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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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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MSG_WriteLong (msg, svs.time);
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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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#ifdef _ONEBIT_COMBO
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MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps, frame->pDeltaOneBit, frame->pDeltaNumBit );
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#else
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MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
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#endif
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if (frame->ps.m_iVehicleNum)
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{ //then write the vehicle's playerstate too
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if (!oldframe->ps.m_iVehicleNum)
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{ //if last frame didn't have vehicle, then the old vps isn't gonna delta
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//properly (because our vps on the client could be anything)
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#ifdef _ONEBIT_COMBO
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MSG_WriteDeltaPlayerstate( msg, NULL, &frame->vps, NULL, NULL, qtrue );
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#else
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MSG_WriteDeltaPlayerstate( msg, NULL, &frame->vps, qtrue );
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#endif
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}
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else
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{
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#ifdef _ONEBIT_COMBO
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MSG_WriteDeltaPlayerstate( msg, &oldframe->vps, &frame->vps, frame->pDeltaOneBitVeh, frame->pDeltaNumBitVeh, qtrue );
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#else
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MSG_WriteDeltaPlayerstate( msg, &oldframe->vps, &frame->vps, qtrue );
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#endif
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}
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}
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} else {
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#ifdef _ONEBIT_COMBO
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MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps, NULL, NULL );
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#else
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MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
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#endif
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if (frame->ps.m_iVehicleNum)
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{ //then write the vehicle's playerstate too
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#ifdef _ONEBIT_COMBO
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MSG_WriteDeltaPlayerstate( msg, NULL, &frame->vps, NULL, NULL, qtrue );
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#else
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MSG_WriteDeltaPlayerstate( msg, NULL, &frame->vps, qtrue );
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#endif
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}
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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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#define MAX_SNAPSHOT_ENTITIES 1024
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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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float g_svCullDist = -1.0f;
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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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int c_fullsend;
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#ifdef _XBOX
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const byte *clientpvs;
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const byte *bitvector;
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#else
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byte *clientpvs;
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byte *bitvector;
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#endif
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vec3_t difference;
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float length, radius;
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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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c_fullsend = 0;
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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.eFlags & EF_PERMANENT)
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{ // he's permanent, so don't send him down!
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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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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, and so is the main player so we don't see noclip weirdness
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if ( ent->r.svFlags & SVF_BROADCAST || (e == frame->ps.clientNum) || (ent->r.broadcastClients[frame->ps.clientNum/32] & (1<<(frame->ps.clientNum%32))))
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{
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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continue;
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}
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if (ent->s.isPortalEnt)
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{ //rww - portal entities are always sent as well
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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continue;
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}
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if (com_RMG && com_RMG->integer)
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{
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VectorAdd(ent->r.absmax, ent->r.absmin, difference);
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VectorScale(difference, 0.5f, difference);
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VectorSubtract(origin, difference, difference);
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length = VectorLength(difference);
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// calculate the diameter
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VectorSubtract(ent->r.absmax, ent->r.absmin, difference);
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radius = VectorLength(difference);
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if (length-radius < /*sv_RMGDistanceCull->integer*/5000.0f)
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{ // more of a diameter check
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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}
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}
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else
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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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#ifdef _XBOX
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if(bitvector) {
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#endif
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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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#ifdef _XBOX
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}
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#endif
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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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#ifdef _XBOX
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if ( bitvector && i == svEnt->numClusters ) {
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#else
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if ( i == svEnt->numClusters ) {
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#endif
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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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if (g_svCullDist != -1.0f)
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{ //do a distance cull check
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VectorAdd(ent->r.absmax, ent->r.absmin, difference);
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VectorScale(difference, 0.5f, difference);
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VectorSubtract(origin, difference, difference);
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length = VectorLength(difference);
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// calculate the diameter
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VectorSubtract(ent->r.absmax, ent->r.absmin, difference);
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radius = VectorLength(difference);
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if (length-radius >= g_svCullDist)
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{ //then don't add it
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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 its 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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#ifdef _XBOX
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//Must get clientpvs again since above call destroyed it.
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clientpvs = CM_ClusterPVS (clientcluster);
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#endif
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}
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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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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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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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#ifdef _ONEBIT_COMBO
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frame->pDeltaOneBit = &ps->deltaOneBits;
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frame->pDeltaNumBit = &ps->deltaNumBits;
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#endif
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if (ps->m_iVehicleNum)
|
|
{ //get the vehicle's playerstate too then
|
|
sharedEntity_t *veh = SV_GentityNum(ps->m_iVehicleNum);
|
|
|
|
if (veh && veh->playerState)
|
|
{ //Now VMA it and we've got ourselves a playerState
|
|
playerState_t *vps = ((playerState_t *)VM_ArgPtr((int)veh->playerState));
|
|
|
|
frame->vps = *vps;
|
|
#ifdef _ONEBIT_COMBO
|
|
frame->pDeltaOneBitVeh = &vps->deltaOneBits;
|
|
frame->pDeltaNumBitVeh = &vps->deltaNumBits;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
int clientNum;
|
|
// never send client's own entity, because it can
|
|
// be regenerated from the playerstate
|
|
clientNum = frame->ps.clientNum;
|
|
if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) {
|
|
Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
|
|
}
|
|
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
|
|
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.
|
|
qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities,
|
|
sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers );
|
|
|
|
// 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/4 ; i++ ) {
|
|
((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1;
|
|
}
|
|
|
|
// copy the entity states out
|
|
frame->num_entities = 0;
|
|
frame->first_entity = svs.nextSnapshotEntities;
|
|
for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) {
|
|
ent = SV_GentityNum(entityNumbers.snapshotEntities[i]);
|
|
state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities];
|
|
*state = ent->s;
|
|
svs.nextSnapshotEntities++;
|
|
// 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++;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
SV_RateMsec
|
|
|
|
Return the number of msec a given size message is supposed
|
|
to take to clear, based on the current rate
|
|
====================
|
|
*/
|
|
#define HEADER_RATE_BYTES 48 // include our header, IP header, and some overhead
|
|
static int SV_RateMsec( client_t *client, int messageSize ) {
|
|
int rate;
|
|
int rateMsec;
|
|
|
|
// individual messages will never be larger than fragment size
|
|
if ( messageSize > 1500 ) {
|
|
messageSize = 1500;
|
|
}
|
|
rate = client->rate;
|
|
if ( sv_maxRate->integer ) {
|
|
if ( sv_maxRate->integer < 1000 ) {
|
|
Cvar_Set( "sv_MaxRate", "1000" );
|
|
}
|
|
if ( sv_maxRate->integer < rate ) {
|
|
rate = sv_maxRate->integer;
|
|
}
|
|
}
|
|
rateMsec = ( messageSize + HEADER_RATE_BYTES ) * 1000 / rate;
|
|
|
|
return rateMsec;
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
SV_SendMessageToClient
|
|
|
|
Called by SV_SendClientSnapshot and SV_SendClientGameState
|
|
=======================
|
|
*/
|
|
void SV_SendMessageToClient( msg_t *msg, client_t *client ) {
|
|
int rateMsec;
|
|
|
|
// MW - my attempt to fix illegible server message errors caused by
|
|
// packet fragmentation of initial snapshot.
|
|
while(client->state&&client->netchan.unsentFragments)
|
|
{
|
|
// send additional message fragments if the last message
|
|
// was too large to send at once
|
|
Com_Printf ("[ISM]SV_SendClientGameState() [1] for %s, writing out old fragments\n", client->name);
|
|
SV_Netchan_TransmitNextFragment(&client->netchan);
|
|
}
|
|
|
|
// 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 ); //msg->cursize, msg->data );
|
|
|
|
// set nextSnapshotTime based on rate and requested number of updates
|
|
|
|
// local clients get snapshots every frame
|
|
if ( client->netchan.remoteAddress.type == NA_LOOPBACK || Sys_IsLANAddress (client->netchan.remoteAddress) ) {
|
|
client->nextSnapshotTime = svs.time - 1;
|
|
return;
|
|
}
|
|
|
|
// normal rate / snapshotMsec calculation
|
|
rateMsec = SV_RateMsec( client, msg->cursize );
|
|
|
|
if ( rateMsec < client->snapshotMsec ) {
|
|
// never send more packets than this, no matter what the rate is at
|
|
rateMsec = client->snapshotMsec;
|
|
client->rateDelayed = qfalse;
|
|
} else {
|
|
client->rateDelayed = qtrue;
|
|
}
|
|
|
|
client->nextSnapshotTime = svs.time + rateMsec;
|
|
|
|
// don't pile up empty snapshots while connecting
|
|
if ( client->state != CS_ACTIVE ) {
|
|
// a gigantic connection message may have already put the nextSnapshotTime
|
|
// more than a second away, so don't shorten it
|
|
// do shorten if client is downloading
|
|
#ifdef _XBOX // No downloads on Xbox
|
|
if ( client->nextSnapshotTime < svs.time + 1000 ) {
|
|
#else
|
|
if ( !*client->downloadName && client->nextSnapshotTime < svs.time + 1000 ) {
|
|
#endif
|
|
client->nextSnapshotTime = svs.time + 1000;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=======================
|
|
SV_SendClientSnapshot
|
|
|
|
Also called by SV_FinalMessage
|
|
|
|
=======================
|
|
*/
|
|
extern cvar_t *fs_gamedirvar;
|
|
void SV_SendClientSnapshot( client_t *client ) {
|
|
byte msg_buf[MAX_MSGLEN];
|
|
msg_t msg;
|
|
|
|
if (!client->sentGamedir)
|
|
{ //rww - if this is the case then make sure there is an svc_setgame sent before this snap
|
|
int i = 0;
|
|
|
|
MSG_Init (&msg, msg_buf, sizeof(msg_buf));
|
|
|
|
//have to include this for each message.
|
|
MSG_WriteLong( &msg, client->lastClientCommand );
|
|
|
|
MSG_WriteByte (&msg, svc_setgame);
|
|
|
|
while (fs_gamedirvar->string[i])
|
|
{
|
|
MSG_WriteByte(&msg, fs_gamedirvar->string[i]);
|
|
i++;
|
|
}
|
|
MSG_WriteByte(&msg, 0);
|
|
|
|
// MW - my attempt to fix illegible server message errors caused by
|
|
// packet fragmentation of initial snapshot.
|
|
//rww - reusing this code here
|
|
while(client->state&&client->netchan.unsentFragments)
|
|
{
|
|
// send additional message fragments if the last message
|
|
// was too large to send at once
|
|
Com_Printf ("[ISM]SV_SendClientGameState() [1] for %s, writing out old fragments\n", client->name);
|
|
SV_Netchan_TransmitNextFragment(&client->netchan);
|
|
}
|
|
|
|
// 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 ); //msg->cursize, msg->data );
|
|
|
|
client->sentGamedir = qtrue;
|
|
}
|
|
|
|
// 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 );
|
|
|
|
// Add any download data if the client is downloading
|
|
#ifndef _XBOX // No downloads on Xbox
|
|
SV_WriteDownloadToClient( 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, c = svs.clients ; i < sv_maxclients->integer ; i++, c++) {
|
|
if (!c->state) {
|
|
continue; // not connected
|
|
}
|
|
|
|
if ( svs.time < c->nextSnapshotTime ) {
|
|
continue; // not time yet
|
|
}
|
|
|
|
// send additional message fragments if the last message
|
|
// was too large to send at once
|
|
if ( c->netchan.unsentFragments ) {
|
|
c->nextSnapshotTime = svs.time +
|
|
SV_RateMsec( c, c->netchan.unsentLength - c->netchan.unsentFragmentStart );
|
|
SV_Netchan_TransmitNextFragment( &c->netchan );
|
|
continue;
|
|
}
|
|
|
|
// generate and send a new message
|
|
SV_SendClientSnapshot( c );
|
|
}
|
|
}
|
|
|