mirror of
https://github.com/ReactionQuake3/reaction.git
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442 lines
12 KiB
C
442 lines
12 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.9 2005/02/15 16:33:38 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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// Revision 1.8 2003/04/19 15:27:30 jbravo
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// Backing out of most of unlagged. Only optimized prediction and smooth clients
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// remains.
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//
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// Revision 1.7 2003/03/09 21:30:38 jbravo
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// Adding unlagged. Still needs work.
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//
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// Revision 1.6 2002/06/16 20:06:13 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.5 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.4 2001/12/31 16:28:41 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_snapshot.c -- things that happen on snapshot transition,
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// not necessarily every single rendered frame
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#include "cg_local.h"
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/*
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==================
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CG_ResetEntity
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==================
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*/
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static void CG_ResetEntity(centity_t * cent)
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{
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// if the previous snapshot this entity was updated in is at least
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// an event window back in time then we can reset the previous event
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if (cent->snapShotTime < cg.time - EVENT_VALID_MSEC) {
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cent->previousEvent = 0;
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}
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cent->trailTime = cg.snap->serverTime;
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VectorCopy(cent->currentState.origin, cent->lerpOrigin);
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VectorCopy(cent->currentState.angles, cent->lerpAngles);
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if (cent->currentState.eType == ET_PLAYER) {
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CG_ResetPlayerEntity(cent);
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}
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CG_EvaluateTrajectoryEx(cent, cg.snap->serverTime, cent->lerpOrigin, cent->lerpAngles);
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}
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/*
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===============
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CG_TransitionEntity
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cent->nextState is moved to cent->currentState and events are fired
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===============
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*/
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void CG_TransitionEntity(centity_t * cent)
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{
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cent->currentState = cent->nextState;
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cent->currentValid = qtrue;
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// reset if the entity wasn't in the last frame or was teleported
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if (!cent->interpolate) {
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CG_ResetEntity(cent);
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}
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// clear the next state. if will be set by the next CG_SetNextSnap
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cent->interpolate = qfalse;
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// check for events
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CG_CheckEvents(cent);
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}
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/*
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==================
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CG_OrderSnapshotEntities
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Makro - orders snapshot entities so that
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attached ones are added after their "parents"
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==================
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*/
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static void CG_OrderSnapshotEntities(snapshot_t *snap, int *order)
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{
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int i, j;
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//initial values
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for (i=0; i<snap->numEntities; i++)
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order[i] = i;
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//actual sorting... not exactly the fastest algorithm ever written
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for (i=0; i<snap->numEntities-1; i++)
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{
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for (j=i+1; j<snap->numEntities; j++)
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{
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if (cg_moveParentRanks[snap->entities[order[i]].number] <
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cg_moveParentRanks[snap->entities[order[j]].number])
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{
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//swap
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order[i] ^= order[j];
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order[j] ^= order[i];
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order[i] ^= order[j];
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}
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}
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}
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}
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static void CG_CheckVidRestart(void)
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{
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trap_SendConsoleCommand("ui_RQ3_postVidRestart\n");
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}
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/*
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==================
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CG_SetInitialSnapshot
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This will only happen on the very first snapshot.
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All other times will use CG_TransitionSnapshot instead.
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==================
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*/
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void CG_SetInitialSnapshot(snapshot_t * snap)
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{
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int i;
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centity_t *cent;
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entityState_t *state;
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cg.snap = snap;
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//Makro - order snapshot entities so that attached ones are added after their "parents"
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CG_OrderSnapshotEntities(snap, cg_snapEntityOrder);
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BG_PlayerStateToEntityState(&snap->ps, &cg_entities[snap->ps.clientNum].currentState, qfalse);
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// sort out solid entities
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CG_BuildSolidList();
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CG_ExecuteNewServerCommands(snap->serverCommandSequence);
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// set our local weapon selection pointer to
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// what the server has indicated the current weapon is
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CG_Respawn();
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for (i = 0; i < cg.snap->numEntities; i++) {
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state = &cg.snap->entities[cg_snapEntityOrder[i]];
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cent = &cg_entities[state->number];
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memcpy(¢->currentState, state, sizeof(entityState_t));
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//cent->currentState = *state;
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cent->interpolate = qfalse;
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cent->currentValid = qtrue;
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CG_ResetEntity(cent);
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// check for events
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CG_CheckEvents(cent);
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}
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CG_CheckVidRestart();
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}
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/*
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===================
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CG_TransitionSnapshot
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The transition point from snap to nextSnap has passed
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===================
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*/
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static void CG_TransitionSnapshot(void)
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{
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centity_t *cent;
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snapshot_t *oldFrame;
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int i;
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if (!cg.snap) {
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CG_Error("CG_TransitionSnapshot: NULL cg.snap");
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}
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if (!cg.nextSnap) {
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CG_Error("CG_TransitionSnapshot: NULL cg.nextSnap");
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}
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// execute any server string commands before transitioning entities
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CG_ExecuteNewServerCommands(cg.nextSnap->serverCommandSequence);
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// if we had a map_restart, set everything with initial
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if (cg.mapRestart) {
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}
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// clear the currentValid flag for all entities in the existing snapshot
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for (i = 0; i < cg.snap->numEntities; i++) {
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cent = &cg_entities[cg.snap->entities[i].number];
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cent->currentValid = qfalse;
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}
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// move nextSnap to snap and do the transitions
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oldFrame = cg.snap;
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cg.snap = cg.nextSnap;
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//Makro - copy entity order
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memcpy(cg_snapEntityOrder, cg_nextSnapEntityOrder, cg.snap->numEntities * sizeof(cg_nextSnapEntityOrder[0]));
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BG_PlayerStateToEntityState(&cg.snap->ps, &cg_entities[cg.snap->ps.clientNum].currentState, qfalse);
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cg_entities[cg.snap->ps.clientNum].interpolate = qfalse;
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for (i = 0; i < cg.snap->numEntities; i++) {
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cent = &cg_entities[cg.snap->entities[i].number];
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CG_TransitionEntity(cent);
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// remember time of snapshot this entity was last updated in
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cent->snapShotTime = cg.snap->serverTime;
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}
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cg.nextSnap = NULL;
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// check for playerstate transition events
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if (oldFrame) {
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playerState_t *ops, *ps;
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ops = &oldFrame->ps;
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ps = &cg.snap->ps;
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// teleporting checks are irrespective of prediction
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if ((ps->eFlags ^ ops->eFlags) & EF_TELEPORT_BIT) {
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cg.thisFrameTeleport = qtrue; // will be cleared by prediction code
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}
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// if we are not doing client side movement prediction for any
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// reason, then the client events and view changes will be issued now
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if (cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW)
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|| cg_nopredict.integer || cg_synchronousClients.integer) {
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CG_TransitionPlayerState(ps, ops);
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}
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}
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}
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/*
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===================
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CG_SetNextSnap
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A new snapshot has just been read in from the client system.
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===================
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*/
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static void CG_SetNextSnap(snapshot_t * snap)
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{
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int num;
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entityState_t *es;
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centity_t *cent;
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cg.nextSnap = snap;
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//Makro - order snapshot entities so that attached ones are added after their "parents"
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CG_OrderSnapshotEntities(snap, cg_nextSnapEntityOrder);
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BG_PlayerStateToEntityState(&snap->ps, &cg_entities[snap->ps.clientNum].nextState, qfalse);
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cg_entities[cg.snap->ps.clientNum].interpolate = qtrue;
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// check for extrapolation errors
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for (num = 0; num < snap->numEntities; num++) {
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es = &snap->entities[num];
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cent = &cg_entities[es->number];
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memcpy(¢->nextState, es, sizeof(entityState_t));
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//cent->nextState = *es;
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// if this frame is a teleport, or the entity wasn't in the
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// previous frame, don't interpolate
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if (!cent->currentValid || ((cent->currentState.eFlags ^ es->eFlags) & EF_TELEPORT_BIT)) {
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cent->interpolate = qfalse;
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} else {
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cent->interpolate = qtrue;
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}
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}
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// if the next frame is a teleport for the playerstate, we
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// can't interpolate during demos
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if (cg.snap && ((snap->ps.eFlags ^ cg.snap->ps.eFlags) & EF_TELEPORT_BIT)) {
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cg.nextFrameTeleport = qtrue;
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} else {
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cg.nextFrameTeleport = qfalse;
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}
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// if changing follow mode, don't interpolate
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if (cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum) {
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cg.nextFrameTeleport = qtrue;
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}
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// if changing server restarts, don't interpolate
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if ((cg.nextSnap->snapFlags ^ cg.snap->snapFlags) & SNAPFLAG_SERVERCOUNT) {
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cg.nextFrameTeleport = qtrue;
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}
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// sort out solid entities
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CG_BuildSolidList();
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}
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/*
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========================
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CG_ReadNextSnapshot
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This is the only place new snapshots are requested
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This may increment cgs.processedSnapshotNum multiple
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times if the client system fails to return a
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valid snapshot.
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========================
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*/
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static snapshot_t *CG_ReadNextSnapshot(void)
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{
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qboolean r;
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snapshot_t *dest;
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if (cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000) {
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CG_Printf("WARNING: CG_ReadNextSnapshot: way out of range, %i > %i\n",
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cg.latestSnapshotNum, cgs.processedSnapshotNum);
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}
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while (cgs.processedSnapshotNum < cg.latestSnapshotNum) {
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// decide which of the two slots to load it into
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if (cg.snap == &cg.activeSnapshots[0]) {
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dest = &cg.activeSnapshots[1];
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} else {
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dest = &cg.activeSnapshots[0];
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}
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// try to read the snapshot from the client system
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cgs.processedSnapshotNum++;
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r = trap_GetSnapshot(cgs.processedSnapshotNum, dest);
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// FIXME: why would trap_GetSnapshot return a snapshot with the same server time
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if (cg.snap && r && dest->serverTime == cg.snap->serverTime) {
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//continue;
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}
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// if it succeeded, return
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if (r) {
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CG_AddLagometerSnapshotInfo(dest);
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return dest;
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}
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// a GetSnapshot will return failure if the snapshot
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// never arrived, or is so old that its entities
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// have been shoved off the end of the circular
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// buffer in the client system.
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// record as a dropped packet
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CG_AddLagometerSnapshotInfo(NULL);
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// If there are additional snapshots, continue trying to
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// read them.
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}
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// nothing left to read
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return NULL;
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}
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/*
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============
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CG_ProcessSnapshots
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We are trying to set up a renderable view, so determine
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what the simulated time is, and try to get snapshots
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both before and after that time if available.
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If we don't have a valid cg.snap after exiting this function,
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then a 3D game view cannot be rendered. This should only happen
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right after the initial connection. After cg.snap has been valid
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once, it will never turn invalid.
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Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot
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hasn't arrived yet (it becomes an extrapolating situation instead
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of an interpolating one)
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============
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*/
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void CG_ProcessSnapshots(void)
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{
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snapshot_t *snap;
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int n;
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// see what the latest snapshot the client system has is
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trap_GetCurrentSnapshotNumber(&n, &cg.latestSnapshotTime);
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if (n != cg.latestSnapshotNum) {
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if (n < cg.latestSnapshotNum) {
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// this should never happen
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CG_Error("CG_ProcessSnapshots: n < cg.latestSnapshotNum");
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}
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cg.latestSnapshotNum = n;
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}
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// If we have yet to receive a snapshot, check for it.
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// Once we have gotten the first snapshot, cg.snap will
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// always have valid data for the rest of the game
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while (!cg.snap) {
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snap = CG_ReadNextSnapshot();
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if (!snap) {
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// we can't continue until we get a snapshot
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return;
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}
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// set our weapon selection to what
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// the playerstate is currently using
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if (!(snap->snapFlags & SNAPFLAG_NOT_ACTIVE)) {
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CG_SetInitialSnapshot(snap);
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}
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}
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// loop until we either have a valid nextSnap with a serverTime
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// greater than cg.time to interpolate towards, or we run
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// out of available snapshots
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do {
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// if we don't have a nextframe, try and read a new one in
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if (!cg.nextSnap) {
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snap = CG_ReadNextSnapshot();
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// if we still don't have a nextframe, we will just have to
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// extrapolate
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if (!snap) {
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break;
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}
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CG_SetNextSnap(snap);
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// if time went backwards, we have a level restart
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if (cg.nextSnap->serverTime < cg.snap->serverTime) {
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CG_Error("CG_ProcessSnapshots: Server time went backwards");
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}
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}
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// if our time is < nextFrame's, we have a nice interpolating state
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if (cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime) {
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break;
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}
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// we have passed the transition from nextFrame to frame
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CG_TransitionSnapshot();
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} while (1);
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// assert our valid conditions upon exiting
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if (cg.snap == NULL) {
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CG_Error("CG_ProcessSnapshots: cg.snap == NULL");
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}
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if (cg.time < cg.snap->serverTime) {
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// this can happen right after a vid_restart
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cg.time = cg.snap->serverTime;
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}
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if (cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time) {
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CG_Error("CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time");
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}
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}
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