501 lines
12 KiB
C
501 lines
12 KiB
C
// 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
|
|
}
|