jedioutcast/code/cgame/cg_snapshot.cpp

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2013-04-04 14:52:42 +00:00
// cg_snapshot.c -- things that happen on snapshot transition,
// not necessarily every single frame
// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
//#include "cg_local.h"
/*
==================
CG_ResetEntity
==================
*/
void CG_ResetEntity( centity_t *cent ) {
// if an event is set, assume it is new enough to use
// if the event had timed out, it would have been cleared
cent->previousEvent = 0;
cent->trailTime = cg.snap->serverTime;
VectorCopy (cent->currentState.origin, cent->lerpOrigin);
VectorCopy (cent->currentState.angles, cent->lerpAngles);
if ( cent->currentState.eType == ET_PLAYER ) {
CG_ResetPlayerEntity( cent );
}
}
/*
===============
CG_TransitionEntity
cent->nextState is moved to cent->currentState and events are fired
===============
*/
void CG_TransitionEntity( centity_t *cent ) {
cent->currentState = cent->nextState;
cent->currentValid = qtrue;
// reset if the entity wasn't in the last frame or was teleported
if ( !cent->interpolate ) {
CG_ResetEntity( cent );
}
// clear the next state. if will be set by the next CG_SetNextSnap
cent->interpolate = qfalse;
// check for events
CG_CheckEvents( cent );
}
/*
==================
CG_SetInitialSnapshot
This will only happen on the very first snapshot, or
on tourney restarts. All other times will use
CG_TransitionSnapshot instead.
==================
*/
void CG_SetInitialSnapshot( snapshot_t *snap ) {
int i;
centity_t *cent;
entityState_t *state;
cg.snap = snap;
// sort out solid entities
//CG_BuildSolidList();
CG_ExecuteNewServerCommands( snap->serverCommandSequence );
// set our local weapon selection pointer to
// what the server has indicated the current weapon is
CG_Respawn();
for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
state = &cg.snap->entities[ i ];
cent = &cg_entities[ state->number ];
cent->currentState = *state;
cent->interpolate = qfalse;
cent->currentValid = qtrue;
CG_ResetEntity( cent );
// check for events
CG_CheckEvents( cent );
}
}
/*
===================
CG_TransitionSnapshot
The transition point from snap to nextSnap has passed
===================
*/
void CG_TransitionSnapshot( void ) {
centity_t *cent;
snapshot_t *oldFrame;
int i;
if ( !cg.snap ) {
CG_Error( "CG_TransitionSnapshot: NULL cg.snap" );
}
if ( !cg.nextSnap ) {
CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" );
}
// execute any server string commands before transitioning entities
CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );
// clear the currentValid flag for all entities in the existing snapshot
for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
cent = &cg_entities[ cg.snap->entities[ i ].number ];
cent->currentValid = qfalse;
}
// move nextSnap to snap and do the transitions
oldFrame = cg.snap;
cg.snap = cg.nextSnap;
// sort out solid entities
//CG_BuildSolidList();
for ( i = 0 ; i < cg.snap->numEntities ; i++ )
{
if ( 1 )//cg.snap->entities[ i ].number != 0 ) // I guess the player adds his/her events elsewhere, so doing this also gives us double events for the player!
{
cent = &cg_entities[ cg.snap->entities[ i ].number ];
CG_TransitionEntity( cent );
}
}
cg.nextSnap = NULL;
// check for playerstate transition events
if ( oldFrame ) {
// if we are not doing client side movement prediction for any
// reason, then the client events and view changes will be issued now
if ( cg_timescale.value >= 1.0f )
{
CG_TransitionPlayerState( &cg.snap->ps, &oldFrame->ps );
}
}
}
/*
===============
CG_SetEntityNextState
Determine if the entity can be interpolated between the states
present in cg.snap and cg,nextSnap
===============
*/
void CG_SetEntityNextState( centity_t *cent, entityState_t *state ) {
cent->nextState = *state;
// since we can't interpolate ghoul2 stuff from one frame to another, I'm just going to copy the ghoul2 info directly into the current state now
// CGhoul2Info *currentModel = &state->ghoul2[1];
// cent->gent->ghoul2 = state->ghoul2;
// CGhoul2Info *newModel = &cent->gent->ghoul2[1];
// if this frame is a teleport, or the entity wasn't in the
// previous frame, don't interpolate
if ( !cent->currentValid || ( ( cent->currentState.eFlags ^ state->eFlags ) & EF_TELEPORT_BIT ) ) {
cent->interpolate = qfalse;
} else {
cent->interpolate = qtrue;
}
}
/*
===================
CG_SetNextSnap
A new snapshot has just been read in from the client system.
===================
*/
void CG_SetNextSnap( snapshot_t *snap ) {
int num;
entityState_t *es;
centity_t *cent;
cg.nextSnap = snap;
// check for extrapolation errors
for ( num = 0 ; num < snap->numEntities ; num++ ) {
es = &snap->entities[num];
cent = &cg_entities[ es->number ];
CG_SetEntityNextState( cent, es );
}
// if the next frame is a teleport for the playerstate,
if ( cg.snap && ( ( snap->ps.eFlags ^ cg.snap->ps.eFlags ) & EF_TELEPORT_BIT ) ) {
cg.nextFrameTeleport = qtrue;
} else {
cg.nextFrameTeleport = qfalse;
}
}
/*
========================
CG_ReadNextSnapshot
This is the only place new snapshots are requested
This may increment cg.processedSnapshotNum multiple
times if the client system fails to return a
valid snapshot.
========================
*/
snapshot_t *CG_ReadNextSnapshot( void ) {
qboolean r;
snapshot_t *dest;
while ( cg.processedSnapshotNum < cg.latestSnapshotNum ) {
// decide which of the two slots to load it into
if ( cg.snap == &cg.activeSnapshots[0] ) {
dest = &cg.activeSnapshots[1];
} else {
dest = &cg.activeSnapshots[0];
}
// try to read the snapshot from the client system
cg.processedSnapshotNum++;
r = cgi_GetSnapshot( cg.processedSnapshotNum, dest );
// if it succeeded, return
if ( r ) {
return dest;
}
// a GetSnapshot will return failure if the snapshot
// never arrived, or is so old that its entities
// have been shoved off the end of the circular
// buffer in the client system.
// record as a dropped packet
// CG_AddLagometerSnapshotInfo( NULL );
// If there are additional snapshots, continue trying to
// read them.
}
// nothing left to read
return NULL;
}
/*
=================
CG_RestartLevel
A tournement restart will clear everything, but doesn't
require a reload of all the media
=================
*/
extern void CG_LinkCentsToGents(void);
void CG_RestartLevel( void ) {
int snapshotNum;
int r;
snapshotNum = cg.processedSnapshotNum;
/*
Ghoul2 Insert Start
*/
// memset( cg_entities, 0, sizeof( cg_entities ) );
CG_Init_CGents();
// this is a No-No now we have stl vector classes in here.
// memset( &cg, 0, sizeof( cg ) );
CG_Init_CG();
/*
Ghoul2 Insert End
*/
CG_LinkCentsToGents();
CG_InitLocalEntities();
CG_InitMarkPolys();
// regrab the first snapshot of the restart
cg.processedSnapshotNum = snapshotNum;
r = cgi_GetSnapshot( cg.processedSnapshotNum, &cg.activeSnapshots[0] );
if ( !r ) {
CG_Error( "cgi_GetSnapshot failed on restart" );
}
CG_SetInitialSnapshot( &cg.activeSnapshots[0] );
cg.time = cg.snap->serverTime;
}
/*
============
CG_ProcessSnapshots
We are trying to set up a renderable view, so determine
what the simulated time is, and try to get snapshots
both before and after that time if available.
If we don't have a valid cg.snap after exiting this function,
then a 3D game view cannot be rendered. This should only happen
right after the initial connection. After cg.snap has been valid
once, it will never turn invalid.
Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot
hasn't arrived yet (it becomes an extrapolating situation instead
of an interpolating one)
============
*/
void CG_ProcessSnapshots( void ) {
snapshot_t *snap;
int n;
qboolean newSnapshots;
// see what the latest snapshot the client system has is
cgi_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime );
if ( n != cg.latestSnapshotNum ) {
if ( n < cg.latestSnapshotNum ) {
// this should never happen
CG_Error( "CG_ProcessSnapshots: n < cg.latestSnapshotNum" );
}
cg.latestSnapshotNum = n;
newSnapshots = qtrue;
} else {
newSnapshots = qfalse;
}
// If we have yet to receive a snapshot, check for it.
// Once we have gotten the first snapshot, cg.snap will
// always have valid data for the rest of the game
if ( !cg.snap ) {
snap = CG_ReadNextSnapshot();
if ( !snap ) {
// we can't continue until we get a snapshot
return;
}
// set our weapon selection to what
// the playerstate is currently using
CG_SetInitialSnapshot( snap );
}
// loop until we either have a valid nextSnap with a serverTime
// greater than cg.time to interpolate towards, or we run
// out of available snapshots
do {
// if we don't have a nextframe, try and read a new one in
if ( !cg.nextSnap ) {
snap = CG_ReadNextSnapshot();
// if we still don't have a nextframe, we will just have to
// extrapolate
if ( !snap ) {
break;
}
CG_SetNextSnap( snap );
// if time went backwards, we have a level restart
if ( cg.nextSnap->serverTime < cg.snap->serverTime ) {
// restart the level
CG_RestartLevel();
continue; // we might also get a nextsnap
}
}
// if our time is < nextFrame's, we have a nice interpolating state
if ( cg.time < cg.nextSnap->serverTime ) {
break;
}
// we have passed the transition from nextFrame to frame
CG_TransitionSnapshot();
} while ( 1 );
2013-04-04 18:24:26 +00:00
if ( cg.snap->serverTime > cg.time )
{
cg.time=cg.snap->serverTime;
#if _DEBUG
Com_Printf("CG_ProcessSnapshots: cg.snap->serverTime > cg.time");
#endif
}
if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time )
{
cg.time=cg.nextSnap->serverTime-1;
#if _DEBUG
Com_Printf("CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time");
#endif
}
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// assert our valid conditions upon exiting
if ( cg.snap == NULL ) {
CG_Error( "CG_ProcessSnapshots: cg.snap == NULL" );
}
if ( cg.snap->serverTime > cg.time ) {
CG_Error( "CG_ProcessSnapshots: cg.snap->serverTime > cg.time" );
}
if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) {
CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" );
}
}