413 lines
10 KiB
C++
413 lines
10 KiB
C++
// 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 = ¢->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 );
|
|
|
|
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
|
|
}
|
|
// 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" );
|
|
}
|
|
}
|
|
|