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Xash3DArchive/engine/server/sv_frame.c
2022-06-27 01:15:09 +03:00

800 lines
20 KiB
C

//=======================================================================
// Copyright XashXT Group 2008 ©
// sv_frame.c - server world snapshot
//=======================================================================
#include "common.h"
#include "server.h"
#include "const.h"
#include "net_encode.h"
#define MAX_VISIBLE_PACKET 512
typedef struct
{
int num_entities;
entity_state_t entities[MAX_VISIBLE_PACKET];
} sv_ents_t;
static byte *clientpvs; // FatPVS
static byte *clientphs; // FatPHS
int c_fullsend; // just a debug counter
/*
=======================
SV_EntityNumbers
=======================
*/
static int SV_EntityNumbers( const void *a, const void *b )
{
int ent1, ent2;
ent1 = ((entity_state_t *)a)->number;
ent2 = ((entity_state_t *)b)->number;
if( ent1 == ent2 )
Host_Error( "SV_SortEntities: duplicated entity\n" );
if( ent1 < ent2 )
return -1;
return 1;
}
/*
================
SV_ClearFrames
free client frames memory
================
*/
void SV_ClearFrames( client_frame_t **frames )
{
if( *frames == NULL )
return;
Mem_Free( *frames );
*frames = NULL;
}
/*
=============
SV_AddEntitiesToPacket
=============
*/
static void SV_AddEntitiesToPacket( edict_t *pViewEnt, edict_t *pClient, client_frame_t *frame, sv_ents_t *ents )
{
edict_t *ent;
byte *pset;
qboolean fullvis = false;
sv_client_t *cl, *netclient;
entity_state_t *state;
int e, player;
// 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;
if( pClient && !( sv.hostflags & SVF_PORTALPASS ))
{
// portals can't change hostflags
sv.hostflags &= ~SVF_SKIPLOCALHOST;
cl = SV_ClientFromEdict( pClient, true );
ASSERT( cl );
// setup hostflags
if( cl->local_weapons )
{
sv.hostflags |= SVF_SKIPLOCALHOST;
}
}
svgame.dllFuncs.pfnSetupVisibility( pViewEnt, pClient, &clientpvs, &clientphs );
if( !clientpvs ) fullvis = true;
for( e = 1; e < svgame.numEntities; e++ )
{
ent = EDICT_NUM( e );
if( ent->free ) continue;
if( ent->serialnumber != e )
{
// this should never happens
MsgDev( D_NOTE, "fixing ent->serialnumber from %i to %i\n", ent->serialnumber, e );
ent->serialnumber = e;
}
// don't double add an entity through portals (already added)
if( ent->v.pushmsec == sv.net_framenum )
continue;
if( ent->v.effects & EF_REQUEST_PHS )
pset = clientphs;
else pset = clientpvs;
state = &ents->entities[ents->num_entities];
netclient = SV_ClientFromEdict( ent, true );
player = ( netclient != NULL );
// add entity to the net packet
if( svgame.dllFuncs.pfnAddToFullPack( state, e, ent, pClient, sv.hostflags, player, pset ))
{
// to prevent adds it twice through portals
ent->v.pushmsec = sv.net_framenum;
if( netclient && netclient->modelindex ) // apply custom model if present
state->modelindex = netclient->modelindex;
// if we are full, silently discard entities
if( ents->num_entities < MAX_VISIBLE_PACKET )
{
ents->num_entities++; // entity accepted
c_fullsend++; // debug counter
}
else
{
// visibility list is full
MsgDev( D_ERROR, "too many entities in visible packet list\n" );
break;
}
}
if( fullvis ) continue; // portal ents will be added anyway, ignore recursion
// if its a portal entity, add everything visible from its camera position
if( !( sv.hostflags & SVF_PORTALPASS ) && ent->v.effects & EF_MERGE_VISIBILITY )
{
sv.hostflags |= SVF_PORTALPASS;
SV_AddEntitiesToPacket( ent, pClient, frame, ents );
sv.hostflags &= ~SVF_PORTALPASS;
}
}
}
/*
=============================================================================
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( sv_client_t *cl, client_frame_t *to, sizebuf_t *msg )
{
entity_state_t *oldent, *newent;
int oldindex, newindex;
int oldnum, newnum;
int from_num_entities;
client_frame_t *from;
// this is the frame that we are going to delta update from
if( cl->delta_sequence != -1 )
{
from = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK];
from_num_entities = from->num_entities;
// the snapshot's entities may still have rolled off the buffer, though
if( from->first_entity <= svs.next_client_entities - svs.num_client_entities )
{
MsgDev( D_WARN, "%s: delta request from out of date entities.\n", cl->name );
from = NULL;
from_num_entities = 0;
BF_WriteByte( msg, svc_packetentities );
BF_WriteWord( msg, to->num_entities );
}
else
{
BF_WriteByte( msg, svc_deltapacketentities );
BF_WriteWord( msg, to->num_entities );
BF_WriteByte( msg, cl->delta_sequence );
}
}
else
{
from = NULL;
from_num_entities = 0;
BF_WriteByte( msg, svc_packetentities );
BF_WriteWord( msg, to->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.packet_entities[(to->first_entity+newindex)%svs.num_client_entities];
newnum = newent->number;
}
if( oldindex >= from_num_entities )
{
oldnum = MAX_ENTNUMBER;
}
else
{
oldent = &svs.packet_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
MSG_WriteDeltaEntity( oldent, newent, msg, false, SV_IsPlayerIndex( newent->number ), sv_time( ));
oldindex++;
newindex++;
continue;
}
if( newnum < oldnum )
{
// this is a new entity, send it from the baseline
MSG_WriteDeltaEntity( &svs.baselines[newnum], newent, msg, true, SV_IsPlayerIndex( newent->number ), sv.time );
newindex++;
continue;
}
if( newnum > oldnum )
{
qboolean force;
if( EDICT_NUM( oldent->number )->free )
force = true; // entity completely removed from server
else force = false; // just removed from delta-message
// remove from message
MSG_WriteDeltaEntity( oldent, NULL, msg, force, false, sv.time );
oldindex++;
continue;
}
}
BF_WriteWord( msg, 0 ); // end of packetentities
}
/*
=============
SV_EmitEvents
=============
*/
static void SV_EmitEvents( sv_client_t *cl, client_frame_t *to, sizebuf_t *msg )
{
int i, ev;
event_state_t *es;
event_info_t *info;
int ev_count = 0;
int c;
es = &cl->events;
// count events
for( ev = 0; ev < MAX_EVENT_QUEUE; ev++ )
{
info = &es->ei[ev];
if( info->index == 0 )
continue;
ev_count++;
}
// nothing to send
if( !ev_count ) return;
if( ev_count >= MAX_EVENT_QUEUE )
ev_count = MAX_EVENT_QUEUE - 1;
BF_WriteByte( msg, svc_event ); // create message
BF_WriteByte( msg, ev_count ); // Up to MAX_EVENT_QUEUE events
for( i = c = 0 ; i < MAX_EVENT_QUEUE; i++ )
{
info = &es->ei[i];
if( info->index == 0 )
continue;
// only send if there's room
if ( c < ev_count )
SV_PlaybackEvent( msg, info );
info->index = 0;
c++;
}
}
/*
=============
SV_EmitPings
=============
*/
void SV_EmitPings( sizebuf_t *msg )
{
sv_client_t *cl;
int packet_loss;
int i, ping;
BF_WriteByte( msg, svc_updatepings );
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( cl->state != cs_spawned ) continue;
SV_GetPlayerStats( cl, &ping, &packet_loss );
// there are 25 bits for each client
BF_WriteOneBit( msg, 1 );
BF_WriteUBitLong( msg, i, MAX_CLIENT_BITS );
BF_WriteUBitLong( msg, ping, 12 );
BF_WriteUBitLong( msg, packet_loss, 7 );
}
// end marker
BF_WriteOneBit( msg, 0 );
}
/*
==================
SV_WriteClientdataToMessage
==================
*/
void SV_WriteClientdataToMessage( sv_client_t *cl, sizebuf_t *msg )
{
clientdata_t nullcd;
clientdata_t *from_cd, *to_cd;
weapon_data_t nullwd;
weapon_data_t *from_wd, *to_wd;
client_frame_t *frame;
edict_t *clent;
int i;
Mem_Set( &nullcd, 0, sizeof( nullcd ));
clent = cl->edict;
frame = &( cl->frames[cl->netchan.outgoing_sequence & SV_UPDATE_MASK] );
frame->senttime = host.realtime;
frame->raw_ping = -1.0f;
frame->latency = -1.0f;
if( cl->chokecount != 0 )
{
BF_WriteByte( msg, svc_chokecount );
cl->chokecount = 0;
}
// update client fixangle
switch( clent->v.fixangle )
{
case 1:
BF_WriteByte( msg, svc_setangle );
BF_WriteBitAngle( msg, clent->v.angles[0], 16 );
BF_WriteBitAngle( msg, clent->v.angles[1], 16 );
clent->v.effects |= EF_NOINTERP;
break;
case 2:
BF_WriteByte( msg, svc_addangle );
BF_WriteBitAngle( msg, cl->addangle, 16 );
cl->addangle = 0;
break;
}
clent->v.fixangle = 0; // reset fixangle
clent->v.pushmsec = 0; // reset pushmsec
Mem_Set( &frame->clientdata, 0, sizeof( frame->clientdata ));
// update clientdata_t
svgame.dllFuncs.pfnUpdateClientData( clent, cl->local_weapons, &frame->clientdata );
BF_WriteByte( msg, svc_clientdata );
if( cl->hltv_proxy ) return; // don't send more nothing
if( cl->delta_sequence == -1 ) from_cd = &nullcd;
else from_cd = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK].clientdata;
to_cd = &frame->clientdata;
if( cl->delta_sequence == -1 )
{
BF_WriteOneBit( msg, 0 ); // no delta-compression
}
else
{
BF_WriteOneBit( msg, 1 ); // we are delta-ing from
BF_WriteByte( msg, cl->delta_sequence );
}
// write clientdata_t
MSG_WriteClientData( msg, from_cd, to_cd, sv.time );
if( cl->local_weapons && svgame.dllFuncs.pfnGetWeaponData( clent, frame->weapondata ))
{
Mem_Set( &nullwd, 0, sizeof( nullwd ));
for( i = 0; i < 32; i++ )
{
if( cl->delta_sequence == -1 ) from_wd = &nullwd;
else from_wd = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK].weapondata[i];
to_wd = &frame->weapondata[i];
MSG_WriteWeaponData( msg, from_wd, to_wd, sv.time, i );
}
}
// end marker
BF_WriteOneBit( msg, 0 );
}
/*
==================
SV_WriteEntitiesToClient
==================
*/
void SV_WriteEntitiesToClient( sv_client_t *cl, sizebuf_t *msg )
{
edict_t *clent;
edict_t *viewent; // may be NULL
client_frame_t *frame;
entity_state_t *state;
static sv_ents_t frame_ents;
int i, send_pings;
clent = cl->edict;
viewent = cl->pViewEntity; // himself or trigger_camera
frame = &cl->frames[cl->netchan.outgoing_sequence & SV_UPDATE_MASK];
send_pings = SV_ShouldUpdatePing( cl );
sv.net_framenum++; // now all portal-through entities are invalidate
sv.hostflags &= ~SVF_PORTALPASS;
// clear everything in this snapshot
frame_ents.num_entities = c_fullsend = 0;
// add all the entities directly visible to the eye, which
// may include portal entities that merge other viewpoints
SV_AddEntitiesToPacket( viewent, clent, frame, &frame_ents );
// 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++ )
{
// add it to the circular packet_entities array
state = &svs.packet_entities[svs.next_client_entities % svs.num_client_entities];
*state = frame_ents.entities[i];
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\n" );
frame->num_entities++;
}
SV_EmitPacketEntities( cl, frame, msg );
SV_EmitEvents( cl, frame, msg );
if( send_pings ) SV_EmitPings( msg );
}
/*
===============================================================================
FRAME UPDATES
===============================================================================
*/
/*
=======================
SV_SendClientDatagram
=======================
*/
void SV_SendClientDatagram( sv_client_t *cl )
{
byte msg_buf[NET_MAX_PAYLOAD];
sizebuf_t msg;
svs.currentPlayer = cl;
BF_Init( &msg, "Datagram", msg_buf, sizeof( msg_buf ));
// always send servertime at new frame
BF_WriteByte( &msg, svc_time );
BF_WriteFloat( &msg, sv.time );
SV_WriteClientdataToMessage( cl, &msg );
SV_WriteEntitiesToClient( cl, &msg );
// copy the accumulated multicast datagram
// for this client out to the message
if( BF_CheckOverflow( &cl->datagram )) MsgDev( D_WARN, "datagram overflowed for %s\n", cl->name );
else BF_WriteBits( &msg, BF_GetData( &cl->datagram ), BF_GetNumBitsWritten( &cl->datagram ));
BF_Clear( &cl->datagram );
if( BF_CheckOverflow( &msg ))
{
// must have room left for the packet header
MsgDev( D_WARN, "msg overflowed for %s\n", cl->name );
BF_Clear( &msg );
}
// send the datagram
Netchan_TransmitBits( &cl->netchan, BF_GetNumBitsWritten( &msg ), BF_GetData( &msg ));
}
/*
=======================
SV_UpdateToReliableMessages
=======================
*/
void SV_UpdateToReliableMessages( void )
{
int i;
sv_client_t *cl;
// check for changes to be sent over the reliable streams to all clients
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( !cl->edict ) continue; // not in game yet
if( cl->state != cs_spawned )
continue;
if( cl->sendinfo )
{
cl->sendinfo = false;
SV_FullClientUpdate( cl, &sv.reliable_datagram );
}
if( cl->sendmovevars )
{
cl->sendmovevars = false;
SV_FullUpdateMovevars( cl, &cl->netchan.message );
}
}
// 1% chanse for simulate random network bugs
if( sv.write_bad_message && Com_RandomLong( 0, 512 ) == 443 )
{
// just for network debugging (send only for local client)
BF_WriteByte( &sv.datagram, svc_bad );
BF_WriteLong( &sv.datagram, rand( )); // send some random data
BF_WriteString( &sv.datagram, host.finalmsg ); // send final message
sv.write_bad_message = false;
}
// clear the server datagram if it overflowed.
if( BF_CheckOverflow( &sv.datagram ))
{
MsgDev( D_ERROR, "sv.datagram overflowed!\n" );
BF_Clear( &sv.datagram );
}
// now send the reliable and server datagrams to all clients.
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( cl->state < cs_connected || cl->fakeclient )
continue; // reliables go to all connected or spawned
BF_WriteBits( &cl->netchan.message, BF_GetData( &sv.reliable_datagram ), BF_GetNumBitsWritten( &sv.reliable_datagram ));
BF_WriteBits( &cl->datagram, BF_GetData( &sv.datagram ), BF_GetNumBitsWritten( &sv.datagram ));
}
// now clear the reliable and datagram buffers.
BF_Clear( &sv.reliable_datagram );
BF_Clear( &sv.datagram );
}
/*
=======================
SV_SendClientMessages
=======================
*/
void SV_SendClientMessages( void )
{
sv_client_t *cl;
int i;
svs.currentPlayer = NULL;
if( sv.state == ss_dead )
return;
SV_UpdateToReliableMessages ();
// send a message to each connected client
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( !cl->state || cl->fakeclient )
continue;
if( cl->skip_message )
{
cl->skip_message = false;
continue;
}
if( !host_limitlocal->integer && NET_IsLocalAddress( cl->netchan.remote_address ))
{
cl->send_message = true;
}
if( cl->state == cs_spawned )
{
// Try to send a message as soon as we can.
// If the target time for sending is within the next frame interval ( based on last frame ),
// trigger the send now. Note that in single player,
// send_message is also set to true any time a packet arrives from the client.
float time_unti_next_message = cl->next_messagetime - (host.realtime + host.frametime);
if( time_unti_next_message <= 0.0f )
{
cl->send_message = true;
}
// something got hosed
if( time_unti_next_message > 2.0f )
{
cl->send_message = true;
}
}
// if the reliable message overflowed, drop the client
if( BF_CheckOverflow( &cl->netchan.message ))
{
BF_Clear( &cl->netchan.message );
BF_Clear( &cl->datagram );
SV_BroadcastPrintf( PRINT_HIGH, "%s overflowed\n", cl->name );
MsgDev( D_WARN, "reliable overflow for %s\n", cl->name );
SV_DropClient( cl );
cl->send_message = true;
cl->netchan.cleartime = 0; // don't choke this message
}
else if( cl->send_message )
{
// If we haven't gotten a message in sv_failuretime seconds, then stop sending messages to this client
// until we get another packet in from the client. This prevents crash/drop and reconnect where they are
// being hosed with "sequenced packet without connection" packets.
if(( host.realtime - cl->netchan.last_received ) > sv_failuretime->value )
{
cl->send_message = false;
}
}
// only send messages if the client has sent one
// and the bandwidth is not choked
if( !cl->send_message ) continue;
// Bandwidth choke active?
if( !Netchan_CanPacket( &cl->netchan ))
{
cl->chokecount++;
continue;
}
cl->send_message = false;
// Now that we were able to send, reset timer to point to next possible send time.
cl->next_messagetime = host.realtime + host.frametime + cl->cl_updaterate;
if( cl->state == cs_spawned )
{
SV_SendClientDatagram( cl );
}
else
{
Netchan_Transmit( &cl->netchan, 0, NULL );
}
}
// reset current client
svs.currentPlayer = NULL;
}
/*
=======================
SV_SendMessagesToAll
e.g. before changing level
=======================
*/
void SV_SendMessagesToAll( void )
{
int i;
sv_client_t *cl;
if( sv.state == ss_dead )
return;
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( cl->state >= cs_connected )
cl->send_message = true;
}
SV_SendClientMessages();
}
/*
=======================
SV_SkipUpdates
used before changing level
=======================
*/
void SV_SkipUpdates( void )
{
int i;
sv_client_t *cl;
if( sv.state == ss_dead )
return;
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( cl->state != cs_spawned || cl->fakeclient )
continue;
cl->skip_message = true;
}
}
/*
=======================
SV_InactivateClients
Purpose: Prepare for level transition, etc.
=======================
*/
void SV_InactivateClients( void )
{
int i;
sv_client_t *cl;
if( sv.state == ss_dead )
return;
// send a message to each connected client
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
{
if( !cl->state || !cl->edict ) continue;
if( !cl->edict || (cl->edict->v.flags & ( FL_FAKECLIENT|FL_SPECTATOR )))
continue;
if( svs.clients[i].state > cs_connected )
svs.clients[i].state = cs_connected;
// clear netchan message (but keep other buffers)
BF_Clear( &cl->netchan.message );
}
}