reaction/code/cgame/cg_snapshot.c

442 lines
12 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.9 2005/02/15 16:33:38 makro
// Tons of updates (entity tree attachment system, UI vectors)
//
// Revision 1.8 2003/04/19 15:27:30 jbravo
// Backing out of most of unlagged. Only optimized prediction and smooth clients
// remains.
//
// Revision 1.7 2003/03/09 21:30:38 jbravo
// Adding unlagged. Still needs work.
//
// Revision 1.6 2002/06/16 20:06:13 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.5 2002/01/11 19:48:29 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.4 2001/12/31 16:28:41 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
// 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_EvaluateTrajectoryEx(cent, cg.snap->serverTime, cent->lerpOrigin, cent->lerpAngles);
}
/*
===============
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_OrderSnapshotEntities
Makro - orders snapshot entities so that
attached ones are added after their "parents"
==================
*/
static void CG_OrderSnapshotEntities(snapshot_t *snap, int *order)
{
int i, j;
//initial values
for (i=0; i<snap->numEntities; i++)
order[i] = i;
//actual sorting... not exactly the fastest algorithm ever written
for (i=0; i<snap->numEntities-1; i++)
{
for (j=i+1; j<snap->numEntities; j++)
{
if (cg_moveParentRanks[snap->entities[order[i]].number] <
cg_moveParentRanks[snap->entities[order[j]].number])
{
//swap
order[i] ^= order[j];
order[j] ^= order[i];
order[i] ^= order[j];
}
}
}
}
static void CG_CheckVidRestart(void)
{
trap_SendConsoleCommand("ui_RQ3_postVidRestart\n");
}
/*
==================
CG_SetInitialSnapshot
This will only happen on the very first snapshot.
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;
//Makro - order snapshot entities so that attached ones are added after their "parents"
CG_OrderSnapshotEntities(snap, cg_snapEntityOrder);
BG_PlayerStateToEntityState(&snap->ps, &cg_entities[snap->ps.clientNum].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[cg_snapEntityOrder[i]];
cent = &cg_entities[state->number];
memcpy(&cent->currentState, state, sizeof(entityState_t));
//cent->currentState = *state;
cent->interpolate = qfalse;
cent->currentValid = qtrue;
CG_ResetEntity(cent);
// check for events
CG_CheckEvents(cent);
}
CG_CheckVidRestart();
}
/*
===================
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) {
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);
// if we had a map_restart, set everything with initial
if (cg.mapRestart) {
}
// 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;
//Makro - copy entity order
memcpy(cg_snapEntityOrder, cg_nextSnapEntityOrder, cg.snap->numEntities * sizeof(cg_nextSnapEntityOrder[0]));
BG_PlayerStateToEntityState(&cg.snap->ps, &cg_entities[cg.snap->ps.clientNum].currentState, qfalse);
cg_entities[cg.snap->ps.clientNum].interpolate = qfalse;
for (i = 0; i < cg.snap->numEntities; i++) {
cent = &cg_entities[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;
//Makro - order snapshot entities so that attached ones are added after their "parents"
CG_OrderSnapshotEntities(snap, cg_nextSnapEntityOrder);
BG_PlayerStateToEntityState(&snap->ps, &cg_entities[snap->ps.clientNum].nextState, qfalse);
cg_entities[cg.snap->ps.clientNum].interpolate = qtrue;
// check for extrapolation errors
for (num = 0; num < snap->numEntities; num++) {
es = &snap->entities[num];
cent = &cg_entities[es->number];
memcpy(&cent->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) {
CG_Printf("WARNING: CG_ReadNextSnapshot: way out of range, %i > %i\n",
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];
}
// 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.snap && r && dest->serverTime == cg.snap->serverTime) {
//continue;
}
// if it succeeded, return
if (r) {
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
CG_Error("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) {
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) {
CG_Error("CG_ProcessSnapshots: Server time went backwards");
}
}
// if our time is < nextFrame's, we have a nice interpolating state
if (cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime) {
break;
}
// we have passed the transition from nextFrame to frame
CG_TransitionSnapshot();
} while (1);
// assert our valid conditions upon exiting
if (cg.snap == NULL) {
CG_Error("CG_ProcessSnapshots: cg.snap == NULL");
}
if (cg.time < cg.snap->serverTime) {
// this can happen right after a vid_restart
cg.time = cg.snap->serverTime;
}
if (cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time) {
CG_Error("CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time");
}
}