mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-15 01:11:25 +00:00
a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
397 lines
10 KiB
C
397 lines
10 KiB
C
// 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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// if an event is set, assume it is new enough to use
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// if the event had timed out, it would have been cleared
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cent->previousEvent = 0;
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cent->trailTime = cg.snap->serverTime;
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cent->thinkFlag = 0;
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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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}
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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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static void CG_TransitionEntity( centity_t *cent )
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{
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/* qboolean bNoDrawFlag = (cent->currentState.eFlags & EF_CLIENT_NODRAW);
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if (cent->nextState.eFlags & EF_NODRAW)
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{
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// kef -- remove our special client-only flag because the game now believes we should have EF_NODRAW
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bNoDrawFlag = qfalse;
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}
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*/
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// kef -- this will automatically remove EF_CLIENT_NODRAW because the game never sets it
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cent->currentState = cent->nextState;
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/* if (bNoDrawFlag)
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{
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cent->currentState.eFlags |= EF_NODRAW;
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cent->currentState.eFlags |= EF_CLIENT_NODRAW;
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}
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*/
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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_SetInitialSnapshot
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This will only happen on the very first snapshot, or
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on tourney restarts. All other times will use
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CG_TransitionSnapshot instead.
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FIXME: Also called by map_restart?
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==================
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*/
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void CG_SetInitialSnapshot( snapshot_t *snap ) {
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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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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[ i ];
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cent = &cg_entities[ state->number ];
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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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}
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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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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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return;
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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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return;
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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 everthing with initial
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if ( !cg.snap ) {
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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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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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}
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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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//TiM - since the cg_view.c file seems to be out of scope here,
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//manually reset the 3rd view
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CG_ResetThirdPersonViewDamp();
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cg.thirdPersonNoLerp = qtrue;
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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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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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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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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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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",
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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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// 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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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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return;
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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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return;
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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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