// Copyright (C) 2001-2002 Raven Software. // // cg_snapshot.c -- things that happen on snapshot transition, // not necessarily every single rendered frame #include "cg_local.h" /* ================== CG_ResetEntity ================== */ static void CG_ResetEntity( centity_t *cent ) { // if the previous snapshot this entity was updated in is at least // an event window back in time then we can reset the previous event if ( cent->snapShotTime < cg.time - EVENT_VALID_MSEC ) { 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 =============== */ static 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 ); } // Time is overloaded for players to store the spawn count, so when a player is newly spawned // their gore should be reset if ( cent->pe.spawnCount != cent->currentState.time ) { cent->pe.spawnCount = cent->currentState.time; // Force all the animations to be restarted cent->pe.torso.anim = -1; cent->pe.legs.anim = -1; if ( cent->ghoul2 ) { trap_G2API_ClearSkinGore ( cent->ghoul2 ); } } // 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 map restarts. All other times will use CG_TransitionSnapshot instead. FIXME: Also called by map_restart? ================== */ void CG_SetInitialSnapshot( snapshot_t *snap ) { int i; centity_t *cent; entityState_t *state; cg.snap = snap; cent = CG_GetEntity ( snap->ps.clientNum ); if (!cgs.clientinfo[snap->ps.clientNum].ghoul2Model) { Com_Error(ERR_DROP, "CG_SetInitialSnapshot invalid g2 pointer for client\n"); } if ((cent->ghoul2 == NULL) && trap_G2_HaveWeGhoul2Models(cgs.clientinfo[snap->ps.clientNum].ghoul2Model)) { trap_G2API_DuplicateGhoul2Instance(cgs.clientinfo[snap->ps.clientNum].ghoul2Model, ¢->ghoul2); } BG_PlayerStateToEntityState( &snap->ps, ¢->currentState, qfalse ); // 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_GetEntity ( state->number ); memcpy(¢->currentState, state, sizeof(entityState_t)); //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 =================== */ static void CG_TransitionSnapshot( void ) { centity_t *cent; snapshot_t *oldFrame; int i; if ( !cg.snap ) { Com_Error( ERR_FATAL, "CG_TransitionSnapshot: NULL cg.snap" ); } if ( !cg.nextSnap ) { Com_Error( ERR_FATAL, "CG_TransitionSnapshot: NULL cg.nextSnap" ); } // execute any server string commands before transitioning entities CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence ); // if we had a map_restart, set everthing with initial if ( !cg.snap ) { } // clear the currentValid flag for all entities in the existing snapshot for ( i = 0 ; i < cg.snap->numEntities ; i++ ) { cent = CG_GetEntity ( cg.snap->entities[ i ].number ); cent->currentValid = qfalse; } // move nextSnap to snap and do the transitions oldFrame = cg.snap; cg.snap = cg.nextSnap; cent = CG_GetEntity ( cg.snap->ps.clientNum ); BG_PlayerStateToEntityState( &cg.snap->ps, ¢->currentState, qfalse ); cent->interpolate = qfalse; cent->currentValid = qtrue; for ( i = 0 ; i < cg.snap->numEntities ; i++ ) { // Transition the entity cent = CG_GetEntity ( cg.snap->entities[ i ].number ); CG_TransitionEntity( cent ); // remember time of snapshot this entity was last updated in cent->snapShotTime = cg.snap->serverTime; } cg.nextSnap = NULL; // check for playerstate transition events if ( oldFrame ) { playerState_t *ops, *ps; ops = &oldFrame->ps; ps = &cg.snap->ps; // teleporting checks are irrespective of prediction if ( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) { cg.thisFrameTeleport = qtrue; // will be cleared by prediction code } // 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.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) || cg_nopredict.integer || cg_synchronousClients.integer ) { CG_TransitionPlayerState( ps, ops ); } } } /* =================== CG_SetNextSnap A new snapshot has just been read in from the client system. =================== */ static void CG_SetNextSnap( snapshot_t *snap ) { int num; entityState_t *es; centity_t *cent; cg.nextSnap = snap; cent = CG_GetEntity ( snap->ps.clientNum ); BG_PlayerStateToEntityState( &snap->ps, ¢->nextState, qfalse ); cent->interpolate = qtrue; // check for extrapolation errors for ( num = 0 ; num < snap->numEntities ; num++ ) { es = &snap->entities[num]; cent = CG_GetEntity ( es->number ); memcpy(¢->nextState, es, sizeof(entityState_t)); //cent->nextState = *es; // if this frame is a teleport, or the entity wasn't in the // previous frame, don't interpolate if ( !cent->currentValid || ( ( cent->currentState.eFlags ^ es->eFlags ) & EF_TELEPORT_BIT ) ) { cent->interpolate = qfalse; } else { cent->interpolate = qtrue; } } // if the next frame is a teleport for the playerstate, we // can't interpolate during demos if ( cg.snap && ( ( snap->ps.eFlags ^ cg.snap->ps.eFlags ) & EF_TELEPORT_BIT ) ) { cg.nextFrameTeleport = qtrue; } else { cg.nextFrameTeleport = qfalse; } // if changing follow mode, don't interpolate if ( cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum ) { cg.nextFrameTeleport = qtrue; } // if changing server restarts, don't interpolate if ( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) { cg.nextFrameTeleport = qtrue; } // sort out solid entities CG_BuildSolidList(); } /* ======================== CG_ReadNextSnapshot This is the only place new snapshots are requested This may increment cgs.processedSnapshotNum multiple times if the client system fails to return a valid snapshot. ======================== */ static snapshot_t *CG_ReadNextSnapshot( void ) { qboolean r; snapshot_t *dest; if ( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 ) { Com_Printf( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i", cg.latestSnapshotNum, cgs.processedSnapshotNum ); } while ( cgs.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]; } */ dest = &cg.activeSnapshots[cg.activeSnapshot%3]; // try to read the snapshot from the client system cgs.processedSnapshotNum++; r = trap_GetSnapshot( cgs.processedSnapshotNum, dest ); // FIXME: why would trap_GetSnapshot return a snapshot with the same server time if ( cg.nextSnap && r && dest->serverTime == cg.nextSnap->serverTime ) { // r = r; // continue; } // if it succeeded, return if ( r ) { cg.activeSnapshot++; CG_AddLagometerSnapshotInfo( dest ); 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_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; // see what the latest snapshot the client system has is trap_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime ); if ( n != cg.latestSnapshotNum ) { if ( n < cg.latestSnapshotNum ) { // this should never happen Com_Error( ERR_FATAL, "CG_ProcessSnapshots: n < cg.latestSnapshotNum" ); } cg.latestSnapshotNum = n; } // 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 while ( !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 if ( !( snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { 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 || cg.needNextSnap ) // !cg.nextSnap ) { snap = CG_ReadNextSnapshot(); // if we still don't have a nextframe, we will just have to // extrapolate if ( !snap ) { if ( cg_drawSnapshot.integer ) Com_Printf ( "NOSNAP\n" ); break; } #ifdef _SNAPSHOT_EXTRAPOLATION cg.needNextSnap = qfalse; if ( cg.nextSnap) { if ( cg_drawSnapshot.integer ) Com_Printf ( "TRANS\n" ); CG_TransitionSnapshot(); } #endif CG_SetNextSnap( snap ); // if time went backwards, we have a level restart if ( cg.nextSnap->serverTime < cg.snap->serverTime ) { Com_Error( ERR_FATAL, "CG_ProcessSnapshots: Server time went backwards" ); } } #ifdef _SNAPSHOT_EXTRAPOLATION if ( cg.needNextSnap ) { if ( cg_drawSnapshot.integer ) Com_Printf ( "NEED\n" ); break; } #endif // if our time is < nextFrame's, we have a nice interpolating state if ( cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime ) { break; } #ifdef _SNAPSHOT_EXTRAPOLATION cg.needNextSnap = qtrue; if ( cg_drawSnapshot.integer ) Com_Printf ( "SNAP: time=%i\n", cg.time ); #else // we have passed the transition from nextFrame to frame CG_TransitionSnapshot(); #endif } while ( 1 ); // assert our valid conditions upon exiting if ( cg.snap == NULL ) { Com_Error( ERR_FATAL, "CG_ProcessSnapshots: cg.snap == NULL" ); } if ( cg.time < cg.snap->serverTime ) { // this can happen right after a vid_restart cg.time = cg.snap->serverTime; } #ifndef _SNAPSHOT_EXTRAPOLATION if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) { Com_Error( ERR_FATAL, "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" ); } #endif }