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Xash3DArchive/engine/server/sv_frame.c

524 lines
14 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; // FatPHS
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 )
{
sv_client_t *client = ent->pvServerData->client;
if( !ent->pvServerData->s.classname )
ent->pvServerData->s.classname = SV_ClassIndex( STRING( ent->v.classname ));
if( client )
{
SV_SetIdealPitch( client );
if( ent->v.fixangle )
{
MSG_WriteByte( &sv.multicast, svc_setangle );
MSG_WriteAngle32( &sv.multicast, ent->v.angles[0] );
MSG_WriteAngle32( &sv.multicast, ent->v.angles[1] );
MSG_WriteAngle32( &sv.multicast, 0 );
MSG_Send( MSG_ONE, vec3_origin, client->edict );
}
}
svgame.dllFuncs.pfnUpdateEntityState( &ent->pvServerData->s, ent, baseline );
// always keep an actual
ent->pvServerData->s.number = ent->serialnumber;
}
/*
===============
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
MSG_WriteDeltaEntity( oldent, newent, msg, false, false );
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( edict_t *pViewEnt, edict_t *pClient, client_frame_t *frame, sv_ents_t *ents, bool portal )
{
edict_t *ent;
vec3_t origin;
byte *pset;
int leafnum, fullvis = false;
int e, clientcluster, clientarea;
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;
e = svgame.dllFuncs.pfnSetupVisibility( pViewEnt, pClient, portal, origin );
if( e == 0 ) return; // invalid viewent ?
if( e == -1 ) fullvis = true;
clientpvs = CM_FatPVS( origin, portal );
leafnum = CM_PointLeafnum( origin );
clientarea = CM_LeafArea( leafnum );
clientcluster = CM_LeafCluster( leafnum );
clientphs = CM_FatPHS( clientcluster, portal );
// calculate the visible areas
if( fullvis )
{
if( !portal ) Mem_Set( frame->areabits, 0xFF, sizeof( frame->areabits ));
frame->areabits_size = sizeof( frame->areabits );
}
else frame->areabits_size = CM_WriteAreaBits( frame->areabits, clientarea, portal );
for( e = 1; e < svgame.globals->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->pvServerData->framenum == sv.net_framenum )
continue;
if( fullvis ) force = true;
else force = false; // clear forceflag
// NOTE: always add himslef to list
if( !portal && ( ent == pClient ))
force = true;
if( ent->v.flags & FL_PHS_FILTER )
pset = clientphs;
else pset = clientpvs;
if( !force )
{
// run custom user filter
if( !svgame.dllFuncs.pfnAddToFullPack( pViewEnt, pClient, ent, sv.hostflags, clientarea, pset ))
continue;
}
SV_AddEntToSnapshot( ent->pvServerData, ent, ents ); // add it
if( fullvis ) continue; // portal ents will be added anywhere, ignore recursion
// if its a portal entity, add everything visible from its camera position
if( !portal && (ent->pvServerData->s.ed_type == ED_PORTAL || ent->pvServerData->s.ed_type == ED_SKYPORTAL))
SV_AddEntitiesToPacket( ent, NULL, 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: ^7delta request from out of date entities.\n", cl->name );
oldframe = NULL;
lastframe = 0;
}
}
// refresh physinfo if needs
if( cl->physinfo_modified )
{
cl->physinfo_modified = false;
MSG_WriteByte( msg, svc_physinfo );
MSG_WriteString( msg, cl->physinfo );
}
MSG_WriteByte( msg, svc_frame );
MSG_WriteLong( msg, sv.framenum );
MSG_WriteLong( msg, sv.time ); // send a servertime each frame
MSG_WriteLong( 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 );
// delta encode the entities
SV_EmitPacketEntities( oldframe, frame, msg );
// 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 );
}
/*
=============================================================================
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 )
{
edict_t *ent;
edict_t *clent;
edict_t *viewent; // may be NULL
client_frame_t *frame;
entity_state_t *state;
sv_ents_t frame_ents;
int i;
clent = cl->edict;
viewent = cl->pViewEntity;
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
// 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( viewent, clent, 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 reliable 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->reliable.overflowed ) MsgDev( D_ERROR, "reliable datagram overflowed for %s\n", cl->name );
else MSG_WriteData( &msg, cl->reliable.data, cl->reliable.cursize );
MSG_Clear( &cl->reliable );
if( msg.overflowed )
{
// must have room left for the packet header
MsgDev( D_WARN, "msg overflowed for %s\n", cl->name );
MSG_Clear( &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
=======================
*/
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;
}
/*
=======================
SV_SendClientMessages
=======================
*/
void SV_SendClientMessages( void )
{
sv_client_t *cl;
int i;
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 ) continue;
if( cl->edict && (cl->edict->v.flags & (FL_FAKECLIENT|FL_SPECTATOR)))
continue;
// if the reliable message overflowed, drop the client
if( cl->netchan.message.overflowed )
{
MSG_Clear( &cl->netchan.message );
MSG_Clear( &cl->reliable );
MSG_Clear( &cl->datagram );
SV_BroadcastPrintf( PRINT_HIGH, "%s overflowed\n", cl->name );
SV_DropClient( cl );
}
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 || svs.realtime - cl->netchan.last_sent > 1000 )
Netchan_Transmit( &cl->netchan, 0, NULL );
}
}
}