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Xash3DArchive/engine/server/sv_frame.c

591 lines
16 KiB
C

//=======================================================================
// Copyright XashXT Group 2008 ©
// sv_frame.c - server world snapshot
//=======================================================================
#include "common.h"
#include "server.h"
#include "const.h"
#define MAX_VISIBLE_PACKET 1024
typedef struct
{
int num_entities;
int entities[MAX_VISIBLE_PACKET];
} sv_ents_t;
static byte *clientpvs; // FatPVS
static byte *clientphs; // ClientPHS
int c_fullsend;
/*
=======================
SV_EntityNumbers
=======================
*/
static int SV_EntityNumbers( const void *a, const void *b )
{
int *ea, *eb;
ea = (int *)a;
eb = (int *)b;
if( *ea == *eb )
Host_Error( "SV_EntityNumbers: duplicated entity\n" );
if( *ea < *eb ) return -1;
return 1;
}
/*
=============================================================================
Copy entvars into entity state
=============================================================================
*/
void SV_UpdateEntityState( edict_t *ent, bool baseline )
{
// copy progs values to state
ent->pvServerData->s.number = ent->serialnumber;
if( !ent->pvServerData->s.classname )
ent->pvServerData->s.classname = SV_ClassIndex( STRING( ent->v.classname ));
svgame.dllFuncs.pfnUpdateEntityState( &ent->pvServerData->s, ent, baseline );
switch( ent->pvServerData->s.ed_type )
{
case ED_MOVER:
case ED_BSPBRUSH:
case ED_PORTAL:
ent->pvServerData->s.skin = DirToByte( ent->v.movedir );
break;
}
}
/*
===============
SV_AddEntToSnapshot
===============
*/
static void SV_AddEntToSnapshot( sv_priv_t *svent, edict_t *ent, sv_ents_t *ents )
{
// if we have already added this entity to this snapshot, don't add again
if( svent->framenum == sv.net_framenum ) return;
svent->framenum = sv.net_framenum;
// if we are full, silently discard entities
if( ents->num_entities == MAX_VISIBLE_PACKET )
{
MsgDev( D_ERROR, "too many entities in visible packet list\n" );
return;
}
SV_UpdateEntityState( ent, false ); // copy entity state from progs
ents->entities[ents->num_entities] = ent->serialnumber;
ents->num_entities++;
c_fullsend++; // debug counter
}
/*
=============================================================================
Encode a client frame onto the network channel
=============================================================================
*/
/*
=============
SV_EmitPacketEntities
Writes a delta update of an entity_state_t list to the message->
=============
*/
void SV_EmitPacketEntities( client_frame_t *from, client_frame_t *to, sizebuf_t *msg )
{
entity_state_t *oldent, *newent;
int oldindex, newindex;
int oldnum, newnum;
int from_num_entities;
MSG_WriteByte( msg, svc_packetentities );
if( !from ) from_num_entities = 0;
else from_num_entities = from->num_entities;
newent = NULL;
oldent = NULL;
newindex = 0;
oldindex = 0;
while( newindex < to->num_entities || oldindex < from_num_entities )
{
if( newindex >= to->num_entities ) newnum = MAX_ENTNUMBER;
else
{
newent = &svs.client_entities[(to->first_entity+newindex)%svs.num_client_entities];
newnum = newent->number;
}
if( oldindex >= from_num_entities ) oldnum = MAX_ENTNUMBER;
else
{
oldent = &svs.client_entities[(from->first_entity+oldindex)%svs.num_client_entities];
oldnum = oldent->number;
}
if( newnum == oldnum )
{
// delta update from old position
// because the force parm is false, this will not result
// in any bytes being emited if the entity has not changed at all
// note that players are always 'newentities', this updates their oldorigin always
// and prevents warping
MSG_WriteDeltaEntity( oldent, newent, msg, false,
(newent->ed_type == ED_CLIENT) || (newent->ed_type == ED_PORTAL));
oldindex++;
newindex++;
continue;
}
if( newnum < oldnum )
{
// this is a new entity, send it from the baseline
MSG_WriteDeltaEntity( &svs.baselines[newnum], newent, msg, true, true );
newindex++;
continue;
}
if( newnum > oldnum )
{
// remove from message
MSG_WriteDeltaEntity( oldent, NULL, msg, false, false );
oldindex++;
continue;
}
}
MSG_WriteBits( msg, 0, "svc_packetentities", NET_WORD ); // end of packetentities
}
static void SV_AddEntitiesToPacket( vec3_t origin, client_frame_t *frame, sv_ents_t *ents, bool portal )
{
int l, e, i;
edict_t *ent;
sv_priv_t *svent;
int leafnum;
byte *clientphs;
byte *bitvector;
int clientarea;
int clientcluster;
bool force = false;
// during an error shutdown message we may need to transmit
// the shutdown message after the server has shutdown, so
// specfically check for it
if( !sv.state ) return;
clientpvs = pe->FatPVS( origin, portal );
leafnum = pe->PointLeafnum( origin );
clientarea = pe->LeafArea( leafnum );
clientcluster = pe->LeafCluster( leafnum );
// calculate the visible areas
frame->areabits_size = pe->WriteAreaBits( frame->areabits, clientarea, portal );
clientphs = pe->FatPHS( clientcluster, portal );
for( e = 1; e < svgame.globals->numEntities; e++ )
{
ent = EDICT_NUM( e );
if( ent->free ) continue;
force = false; // clear forceflag
// completely ignore dormant entity
if( ent->v.flags & FL_DORMANT )
continue;
// NOTE: client index on client expected that entity will be valid
if( ent->pvServerData->s.ed_type == ED_CLIENT )
force = true;
if( ent->pvServerData->s.ed_type == ED_SKYPORTAL )
force = true;
// never send entities that aren't linked in
if( !ent->pvServerData->linked && !force ) continue;
if( ent->serialnumber != e )
{
MsgDev( D_WARN, "fixing ent->pvServerData->serialnumber\n");
ent->serialnumber = e;
}
svent = ent->pvServerData;
// quick reject by type
switch( svent->s.ed_type )
{
case ED_MOVER:
case ED_NORMAL:
case ED_PORTAL:
case ED_MONSTER:
case ED_AMBIENT:
case ED_BSPBRUSH:
case ED_RIGIDBODY: break;
default: if( !force ) continue;
}
// don't double add an entity through portals
if( svent->framenum == sv.net_framenum ) continue;
if( !force )
{
// ignore if not touching a PV leaf check area
if( !pe->AreasConnected( clientarea, ent->pvServerData->areanum ))
{
// doors can legally straddle two areas, so
// we may need to check another one
if( !pe->AreasConnected( clientarea, ent->pvServerData->areanum2 ))
continue; // blocked by a door
}
}
if( svent->s.ed_type == ED_AMBIENT || svent->s.ed_type == ED_PORTAL )
bitvector = clientphs;
else bitvector = clientpvs;
if( !force )
{
// check individual leafs
if( !svent->num_clusters ) continue;
for( i = l = 0; i < svent->num_clusters && !force; i++ )
{
l = svent->clusternums[i];
if( bitvector[l>>3] & (1<<(l & 7)))
break;
}
// if we haven't found it to be visible,
// check overflow clusters that coudln't be stored
if( i == svent->num_clusters )
{
if( svent->lastcluster )
{
for( ; l <= svent->lastcluster; l++ )
{
if( bitvector[l>>3] & (1<<(l & 7)))
break;
}
if( l == svent->lastcluster )
continue; // not visible
}
else continue;
}
}
if( ent->pvServerData->s.ed_type == ED_AMBIENT )
{
vec3_t delta, entorigin;
float len;
// don't send sounds if they will be attenuated away
if( VectorIsNull( ent->v.origin ))
VectorAverage( ent->v.mins, ent->v.maxs, entorigin );
else VectorCopy( ent->v.origin, entorigin );
VectorSubtract( origin, entorigin, delta );
len = VectorLength( delta );
if( len > 400 ) continue;
}
// add it
SV_AddEntToSnapshot( svent, ent, ents );
// if its a portal entity, add everything visible from its camera position
if( svent->s.ed_type == ED_PORTAL || svent->s.ed_type == ED_SKYPORTAL )
{
// don't merge pvs for mirrors
if( !VectorCompare( svent->s.origin, svent->s.oldorigin ))
SV_AddEntitiesToPacket( svent->s.oldorigin, frame, ents, true );
}
}
}
/*
==================
SV_WriteFrameToClient
==================
*/
void SV_WriteFrameToClient( sv_client_t *cl, sizebuf_t *msg )
{
client_frame_t *frame, *oldframe;
int lastframe;
// this is the frame we are creating
frame = &cl->frames[sv.framenum & UPDATE_MASK];
if( cl->lastframe <= 0 )
{
// client is asking for a retransmit
oldframe = NULL;
lastframe = -1;
}
else if( sv.framenum - cl->lastframe >= (UPDATE_BACKUP - 3))
{
// client hasn't gotten a good message through in a long time
oldframe = NULL;
lastframe = -1;
}
else
{ // we have a valid message to delta from
oldframe = &cl->frames[cl->lastframe & UPDATE_MASK];
lastframe = cl->lastframe;
// the snapshot's entities may still have rolled off the buffer, though
if( oldframe->first_entity <= svs.next_client_entities - svs.num_client_entities )
{
MsgDev( D_WARN, "%s: delta request from out of date entities.\n", cl->name );
oldframe = NULL;
lastframe = 0;
}
}
MSG_WriteByte( msg, svc_time );
MSG_WriteFloat( msg, sv.time ); // send a servertime before each frame
MSG_WriteByte( msg, svc_frame );
MSG_WriteLong( msg, sv.framenum );
MSG_WriteFloat( msg, sv.frametime );
MSG_WriteLong( msg, lastframe ); // what we are delta'ing from
MSG_WriteByte( msg, cl->surpressCount ); // rate dropped packets
cl->surpressCount = 0;
// send over the areabits
MSG_WriteByte( msg, frame->areabits_size ); // never more than 255 bytes
MSG_WriteData( msg, frame->areabits, frame->areabits_size );
// just send an client index
// it's safe, because NUM_FOR_EDICT always equal ed->serialnumber,
// thats shared across network
MSG_WriteByte( msg, svc_playerinfo );
MSG_WriteByte( msg, frame->index );
// delta encode the entities
SV_EmitPacketEntities( oldframe, frame, msg );
}
/*
=============================================================================
Build a client frame structure
=============================================================================
*/
/*
=============
SV_BuildClientFrame
Decides which entities are going to be visible to the client, and
copies off the playerstat and areabits.
=============
*/
void SV_BuildClientFrame( sv_client_t *cl )
{
vec3_t org;
edict_t *ent;
edict_t *clent;
client_frame_t *frame;
entity_state_t *state;
sv_ents_t frame_ents;
int i;
clent = cl->edict;
sv.net_framenum++;
// this is the frame we are creating
frame = &cl->frames[sv.framenum & UPDATE_MASK];
frame->senttime = svs.realtime; // save it for ping calc later
// clear everything in this snapshot
frame_ents.num_entities = c_fullsend = 0;
Mem_Set( frame->areabits, 0, sizeof( frame->areabits ));
if( !clent->pvServerData->client ) return; // not in game yet
// find the client's PVS
VectorCopy( clent->pvServerData->s.origin, org );
VectorAdd( org, clent->pvServerData->s.viewoffset, org );
// grab the current player index
frame->index = NUM_FOR_EDICT( clent );
// add all the entities directly visible to the eye, which
// may include portal entities that merge other viewpoints
SV_AddEntitiesToPacket( org, frame, &frame_ents, false );
// if there were portals visible, there may be out of order entities
// in the list which will need to be resorted for the delta compression
// to work correctly. This also catches the error condition
// of an entity being included twice.
qsort( frame_ents.entities, frame_ents.num_entities, sizeof( frame_ents.entities[0] ), SV_EntityNumbers );
// copy the entity states out
frame->num_entities = 0;
frame->first_entity = svs.next_client_entities;
for( i = 0; i < frame_ents.num_entities; i++ )
{
ent = EDICT_NUM( frame_ents.entities[i] );
// add it to the circular client_entities array
state = &svs.client_entities[svs.next_client_entities % svs.num_client_entities];
*state = ent->pvServerData->s;
svs.next_client_entities++;
// this should never hit, map should always be restarted first in SV_Frame
if( svs.next_client_entities >= 0x7FFFFFFE )
Host_Error( "svs.next_client_entities wrapped (sv.time limit is out)\n" );
frame->num_entities++;
}
}
/*
===============================================================================
FRAME UPDATES
===============================================================================
*/
/*
=======================
SV_SendClientDatagram
=======================
*/
bool SV_SendClientDatagram( sv_client_t *cl )
{
byte msg_buf[MAX_MSGLEN];
sizebuf_t msg;
SV_BuildClientFrame( cl );
MSG_Init( &msg, msg_buf, sizeof( msg_buf ));
// send over all the relevant entity_state_t
// and the player state
SV_WriteFrameToClient( cl, &msg );
// copy the accumulated multicast datagram
// for this client out to the message
// it is necessary for this to be after the WriteEntities
// so that entity references will be current
if( cl->datagram.overflowed ) MsgDev( D_WARN, "datagram overflowed for %s\n", cl->name );
else MSG_WriteData( &msg, cl->datagram.data, cl->datagram.cursize );
MSG_Clear( &cl->datagram );
if( msg.overflowed )
{
// must have room left for the packet header
MsgDev( D_WARN, "msg overflowed for %s\n", cl->name );
MSG_Clear( &msg );
}
// send the datagram
Netchan_Transmit( &cl->netchan, msg.cursize, msg.data );
// record the size for rate estimation
cl->message_size[sv.framenum % RATE_MESSAGES] = msg.cursize;
return true;
}
/*
=======================
SV_RateDrop
Returns true if the client is over its current
bandwidth estimation and should not be sent another packet
=======================
*/
#if 0
bool SV_RateDrop( sv_client_t *cl )
{
int i, total = 0;
// never drop over the loopback
if( NET_IsLocalAddress( cl->netchan.remote_address ))
return false;
for( i = 0; i < RATE_MESSAGES; i++ )
total += cl->message_size[i];
if( total > cl->rate )
{
cl->surpressCount++;
cl->message_size[sv.framenum % RATE_MESSAGES] = 0;
return true;
}
return false;
}
#else
bool SV_RateDrop( sv_client_t *cl )
{
// never drop over the loopback
if( NET_IsLocalAddress( cl->netchan.remote_address ))
return false;
// only send messages if the client has sent one
// and the bandwidth is not supressed
if( !cl->send_message ) return true;
cl->send_message = false; // try putting this after choke?
if( !sv_paused->integer && !Netchan_CanPacket( &cl->netchan ))
{
cl->surpressCount++;
return true; // bandwidth choke
}
return false;
}
#endif
/*
=======================
SV_SendClientMessages
=======================
*/
void SV_SendClientMessages( void )
{
sv_client_t *cl;
int i;
// send a message to each connected client
for( i = 0, cl = svs.clients; i < Host_MaxClients(); i++, cl++ )
{
if( !cl->state ) continue;
else cl->send_message = true;
if( cl->edict && (cl->edict->v.flags & FL_FAKECLIENT))
continue;
// if the reliable message overflowed, drop the client
if( cl->netchan.message.overflowed )
{
MSG_Clear( &cl->netchan.message );
MSG_Clear( &cl->datagram );
SV_BroadcastPrintf( PRINT_HIGH, "%s overflowed\n", cl->name );
SV_DropClient( cl );
cl->send_message = true;
cl->netchan.cleartime = 0; // don't supress this message
}
if( cl->state == cs_spawned )
{
// don't overrun bandwidth
if( SV_RateDrop( cl )) continue;
SV_SendClientDatagram( cl );
}
else
{
// just update reliable if needed
if( cl->netchan.message.cursize || host.realtime - cl->netchan.last_sent > 1.0 )
Netchan_Transmit( &cl->netchan, 0, NULL );
}
}
}