2013-04-04 14:52:42 +00:00
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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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MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
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} else {
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MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
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}
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// delta encode the entities
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SV_EmitPacketEntities (oldframe, frame, msg);
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// padding for rate debugging
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if ( sv_padPackets->integer ) {
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for ( i = 0 ; i < sv_padPackets->integer ; i++ ) {
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MSG_WriteByte (msg, svc_nop);
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}
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}
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}
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/*
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==================
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SV_UpdateServerCommandsToClient
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(re)send all server commands the client hasn't acknowledged yet
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==================
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*/
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void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) {
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int i;
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// write any unacknowledged serverCommands
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for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
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MSG_WriteByte( msg, svc_serverCommand );
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MSG_WriteLong( msg, i );
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MSG_WriteString( msg, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
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}
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client->reliableSent = client->reliableSequence;
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}
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/*
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=============================================================================
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Build a client snapshot structure
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=============================================================================
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*/
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#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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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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byte *clientpvs;
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byte *bitvector;
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// during an error shutdown message we may need to transmit
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// the shutdown message after the server has shutdown, so
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// specfically check for it
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if ( !sv.state ) {
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return;
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}
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leafnum = CM_PointLeafnum (origin);
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clientarea = CM_LeafArea (leafnum);
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clientcluster = CM_LeafCluster (leafnum);
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// calculate the visible areas
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frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea );
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clientpvs = CM_ClusterPVS (clientcluster);
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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.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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2013-04-04 18:01:17 +00:00
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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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2013-04-04 14:52:42 +00:00
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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continue;
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}
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// ignore if not touching a PV leaf
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// check area
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if ( !CM_AreasConnected( clientarea, svEnt->areanum ) ) {
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// doors can legally straddle two areas, so
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// we may need to check another one
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if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) ) {
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continue; // blocked by a door
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}
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}
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bitvector = clientpvs;
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// check individual leafs
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if ( !svEnt->numClusters ) {
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continue;
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}
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l = 0;
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for ( i=0 ; i < svEnt->numClusters ; i++ ) {
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l = svEnt->clusternums[i];
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if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
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break;
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}
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}
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// if we haven't found it to be visible,
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// check overflow clusters that coudln't be stored
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if ( i == svEnt->numClusters ) {
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if ( svEnt->lastCluster ) {
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for ( ; l <= svEnt->lastCluster ; l++ ) {
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if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
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break;
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}
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}
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if ( l == svEnt->lastCluster ) {
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continue; // not visible
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}
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} else {
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continue;
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}
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}
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// add it
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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// if 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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}
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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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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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int clientNum;
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// never send client's own entity, because it can
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// be regenerated from the playerstate
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clientNum = frame->ps.clientNum;
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if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) {
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Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
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}
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svEnt = &sv.svEntities[ clientNum ];
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svEnt->snapshotCounter = sv.snapshotCounter;
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// find the client's viewpoint
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VectorCopy( ps->origin, org );
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org[2] += ps->viewheight;
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// add all the entities directly visible to the eye, which
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// may include portal entities that merge other viewpoints
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SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, qfalse );
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// if there were portals visible, there may be out of order entities
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// in the list which will need to be resorted for the delta compression
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// to work correctly. This also catches the error condition
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// of an entity being included twice.
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qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities,
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sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers );
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// now that all viewpoint's areabits have been OR'd together, invert
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// all of them to make it a mask vector, which is what the renderer wants
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for ( i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++ ) {
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((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1;
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}
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// copy the entity states out
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frame->num_entities = 0;
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frame->first_entity = svs.nextSnapshotEntities;
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for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) {
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ent = SV_GentityNum(entityNumbers.snapshotEntities[i]);
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state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities];
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*state = ent->s;
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svs.nextSnapshotEntities++;
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// this should never hit, map should always be restarted first in SV_Frame
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if ( svs.nextSnapshotEntities >= 0x7FFFFFFE ) {
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Com_Error(ERR_FATAL, "svs.nextSnapshotEntities wrapped");
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}
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frame->num_entities++;
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}
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}
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/*
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====================
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SV_RateMsec
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Return the number of msec a given size message is supposed
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to take to clear, based on the current rate
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====================
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*/
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#define HEADER_RATE_BYTES 48 // include our header, IP header, and some overhead
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static int SV_RateMsec( client_t *client, int messageSize ) {
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int rate;
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int rateMsec;
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// individual messages will never be larger than fragment size
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if ( messageSize > 1500 ) {
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messageSize = 1500;
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}
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rate = client->rate;
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if ( sv_maxRate->integer ) {
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if ( sv_maxRate->integer < 1000 ) {
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Cvar_Set( "sv_MaxRate", "1000" );
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}
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if ( sv_maxRate->integer < rate ) {
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rate = sv_maxRate->integer;
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}
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}
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rateMsec = ( messageSize + HEADER_RATE_BYTES ) * 1000 / rate;
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return rateMsec;
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}
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/*
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=======================
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SV_SendMessageToClient
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Called by SV_SendClientSnapshot and SV_SendClientGameState
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=======================
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*/
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void SV_SendMessageToClient( msg_t *msg, client_t *client ) {
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int rateMsec;
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// record information about the message
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client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize;
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client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = svs.time;
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client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1;
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// send the datagram
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SV_Netchan_Transmit( client, msg ); //msg->cursize, msg->data );
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// set nextSnapshotTime based on rate and requested number of updates
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// local clients get snapshots every frame
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if ( client->netchan.remoteAddress.type == NA_LOOPBACK || Sys_IsLANAddress (client->netchan.remoteAddress) ) {
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client->nextSnapshotTime = svs.time - 1;
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return;
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}
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// normal rate / snapshotMsec calculation
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rateMsec = SV_RateMsec( client, msg->cursize );
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if ( rateMsec < client->snapshotMsec ) {
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// never send more packets than this, no matter what the rate is at
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rateMsec = client->snapshotMsec;
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client->rateDelayed = qfalse;
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} else {
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client->rateDelayed = qtrue;
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}
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client->nextSnapshotTime = svs.time + rateMsec;
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// don't pile up empty snapshots while connecting
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if ( client->state != CS_ACTIVE ) {
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// a gigantic connection message may have already put the nextSnapshotTime
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// more than a second away, so don't shorten it
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// do shorten if client is downloading
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if ( !*client->downloadName && client->nextSnapshotTime < svs.time + 1000 ) {
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client->nextSnapshotTime = svs.time + 1000;
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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_SendClientSnapshot
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Also called by SV_FinalMessage
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=======================
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*/
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void SV_SendClientSnapshot( client_t *client ) {
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byte msg_buf[MAX_MSGLEN];
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msg_t msg;
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// build the snapshot
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SV_BuildClientSnapshot( client );
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// bots need to have their snapshots build, but
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// the query them directly without needing to be sent
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if ( client->gentity && client->gentity->r.svFlags & SVF_BOT ) {
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return;
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}
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MSG_Init (&msg, msg_buf, sizeof(msg_buf));
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msg.allowoverflow = qtrue;
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// NOTE, MRE: all server->client messages now acknowledge
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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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// (re)send any reliable server commands
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SV_UpdateServerCommandsToClient( client, &msg );
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// send over all the relevant entityState_t
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// and the playerState_t
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SV_WriteSnapshotToClient( client, &msg );
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// Add any download data if the client is downloading
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SV_WriteDownloadToClient( client, &msg );
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// check for overflow
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if ( msg.overflowed ) {
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Com_Printf ("WARNING: msg overflowed for %s\n", client->name);
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MSG_Clear (&msg);
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}
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SV_SendMessageToClient( &msg, client );
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}
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/*
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=======================
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SV_SendClientMessages
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=======================
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*/
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void SV_SendClientMessages( void ) {
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int i;
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client_t *c;
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// send a message to each connected client
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for (i=0, c = svs.clients ; i < sv_maxclients->integer ; i++, c++) {
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if (!c->state) {
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continue; // not connected
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}
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if ( svs.time < c->nextSnapshotTime ) {
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continue; // not time yet
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}
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// send additional message fragments if the last message
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// was too large to send at once
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if ( c->netchan.unsentFragments ) {
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c->nextSnapshotTime = svs.time +
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SV_RateMsec( c, c->netchan.unsentLength - c->netchan.unsentFragmentStart );
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SV_Netchan_TransmitNextFragment( &c->netchan );
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continue;
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}
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// generate and send a new message
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SV_SendClientSnapshot( c );
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}
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}
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