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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include <algorithm>
#include "network/multi_obj.h"
#include "globalincs/globals.h"
#include "freespace2/freespace.h"
#include "io/timer.h"
#include "io/key.h"
#include "globalincs/linklist.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "network/multi_options.h"
#include "network/multi_rate.h"
#include "network/multi.h"
#include "object/object.h"
#include "ship/ship.h"
#include "playerman/player.h"
#include "math/spline.h"
#include "physics/physics.h"
#include "ship/afterburner.h"
#include "cfile/cfile.h"
#include "debugconsole/console.h"
// ---------------------------------------------------------------------------------------------------
// OBJECT UPDATE DEFINES/VARS
//
// test stuff
float oo_arrive_time[MAX_SHIPS][5]; // the last 5 arrival times for each ship
int oo_arrive_time_count[MAX_SHIPS]; // size of the arrival queue
float oo_arrive_time_avg_diff[MAX_SHIPS]; // the average time between arrivals
float oo_arrive_time_next[MAX_SHIPS]; // how many seconds have gone by. should be equal to oo_arrive_time_avg_diff[] the next time we get an update
// interp stuff
int oo_interp_count[MAX_SHIPS];
vec3d oo_interp_points[MAX_SHIPS][2];
bez_spline oo_interp_splines[MAX_SHIPS][2];
void multi_oo_calc_interp_splines(int ship_index, vec3d *cur_pos, matrix *cur_orient, physics_info *cur_phys_info, vec3d *new_pos, matrix *new_orient, physics_info *new_phys_info);
// HACK!!!
bool Multi_oo_afterburn_hack = false;
// how much data we're willing to put into a given oo packet
#define OO_MAX_SIZE 480
// tolerance for bashing position
#define OO_POS_UPDATE_TOLERANCE 100.0f
// new improved - more compacted info type
#define OO_POS_NEW (1<<0) //
#define OO_ORIENT_NEW (1<<1) //
#define OO_HULL_NEW (1<<2) // Hull AND shields
#define OO_AFTERBURNER_NEW (1<<3) //
#define OO_SUBSYSTEMS_AND_AI_NEW (1<<4) //
#define OO_PRIMARY_BANK (1<<5) // if this is set, fighter has selected bank one
#define OO_PRIMARY_LINKED (1<<6) // if this is set, banks are linked
#define OO_TRIGGER_DOWN (1<<7) // if this is set, trigger is DOWN
#define OO_VIEW_CONE_DOT (0.1f)
#define OO_VIEW_DIFF_TOL (0.15f) // if the dotproducts differ this far between frames, he's coming into view
// no timestamp should ever have sat for longer than this.
#define OO_MAX_TIMESTAMP 2500
// distance class
#define OO_NEAR 0
#define OO_NEAR_DIST (200.0f)
#define OO_MIDRANGE 1
#define OO_MIDRANGE_DIST (600.0f)
#define OO_FAR 2
#define OO_FAR_DIST (1400.0f)
// how often we should send full hull/shield updates
#define OO_HULL_SHIELD_TIME 600
#define OO_SUBSYS_TIME 1000
// timestamp values for object update times based on client's update level.
int Multi_oo_target_update_times[MAX_OBJ_UPDATE_LEVELS] =
{
100, // 15x a second
100, // 15x a second
66, // 30x a second
66,
};
// for near ships
int Multi_oo_front_near_update_times[MAX_OBJ_UPDATE_LEVELS] =
{
150, // low update
100, // medium update
66, // high update
66,
};
// for medium ships
int Multi_oo_front_medium_update_times[MAX_OBJ_UPDATE_LEVELS] =
{
250, // low update
180, // medium update
120, // high update
66,
};
// for far ships
int Multi_oo_front_far_update_times[MAX_OBJ_UPDATE_LEVELS] =
{
750, // low update
350, // medium update
150, // high update
66,
};
// for near ships
int Multi_oo_rear_near_update_times[MAX_OBJ_UPDATE_LEVELS] =
{
300, // low update
200, // medium update
100, // high update
66,
};
// for medium ships
int Multi_oo_rear_medium_update_times[MAX_OBJ_UPDATE_LEVELS] =
{
800, // low update
600, // medium update
300, // high update
66,
};
// for far ships
int Multi_oo_rear_far_update_times[MAX_OBJ_UPDATE_LEVELS] =
{
2500, // low update
1500, // medium update
400, // high update
66,
};
// ship index list for possibly sorting ships based upon distance, etc
short OO_ship_index[MAX_SHIPS];
int OO_update_index = -1; // index into OO_update_records for displaying update record info
// ---------------------------------------------------------------------------------------------------
// OBJECT UPDATE FUNCTIONS
//
object *OO_player_obj;
int OO_sort = 1;
bool multi_oo_sort_func(const short &index1, const short &index2)
{
object *obj1, *obj2;
float dist1, dist2;
float dot1, dot2;
vec3d v1, v2;
vec3d vn1, vn2;
// if the indices are bogus, or the objnums are bogus, return ">"
if((index1 < 0) || (index2 < 0) || (Ships[index1].objnum < 0) || (Ships[index2].objnum < 0)){
return false;
}
// get the 2 objects
obj1 = &Objects[Ships[index1].objnum];
obj2 = &Objects[Ships[index2].objnum];
// get the distance and dot product to the player obj for both
vm_vec_sub(&v1, &OO_player_obj->pos, &obj1->pos);
dist1 = vm_vec_copy_normalize(&vn1, &v1);
vm_vec_sub(&v2, &OO_player_obj->pos, &obj2->pos);
dist2 = vm_vec_copy_normalize(&vn2, &v2);
dot1 = vm_vec_dot(&OO_player_obj->orient.vec.fvec, &vn1);
dot2 = vm_vec_dot(&OO_player_obj->orient.vec.fvec, &vn2);
// objects in front take precedence
if((dot1 < 0.0f) && (dot2 >= 0.0f)){
return false;
} else if((dot2 < 0.0f) && (dot1 >= 0.0f)){
return true;
}
// otherwise go by distance
return (dist1 < dist2);
}
// build the list of ship indices to use when updating for this player
void multi_oo_build_ship_list(net_player *pl)
{
int ship_index;
int idx;
ship_obj *moveup;
object *player_obj;
// set all indices to be -1
for(idx = 0;idx<MAX_SHIPS; idx++){
OO_ship_index[idx] = -1;
}
// get the player object
if(pl->m_player->objnum < 0){
return;
}
player_obj = &Objects[pl->m_player->objnum];
// go through all other relevant objects
ship_index = 0;
for ( moveup = GET_FIRST(&Ship_obj_list); moveup != END_OF_LIST(&Ship_obj_list); moveup = GET_NEXT(moveup) ) {
// if it is an invalid ship object, skip it
if((moveup->objnum < 0) || (Objects[moveup->objnum].instance < 0) || (Objects[moveup->objnum].type != OBJ_SHIP)){
continue;
}
// if we're a standalone server, don't send any data regarding its pseudo-ship
if((Game_mode & GM_STANDALONE_SERVER) && ((&Objects[moveup->objnum] == Player_obj) || (Objects[moveup->objnum].net_signature == STANDALONE_SHIP_SIG)) ){
continue;
}
// must be a ship, a weapon, and _not_ an observer
if (Objects[moveup->objnum].flags & OF_SHOULD_BE_DEAD){
continue;
}
// don't send info for dying ships
if (Ships[Objects[moveup->objnum].instance].flags & SF_DYING){
continue;
}
// never update the knossos device
if ((Ships[Objects[moveup->objnum].instance].ship_info_index >= 0) && (Ships[Objects[moveup->objnum].instance].ship_info_index < static_cast<int>(Ship_info.size())) && (Ship_info[Ships[Objects[moveup->objnum].instance].ship_info_index].flags & SIF_KNOSSOS_DEVICE)){
continue;
}
// don't send him info for himself
if ( &Objects[moveup->objnum] == player_obj ){
continue;
}
// don't send info for his targeted ship here, since its always done first
if((pl->s_info.target_objnum != -1) && (moveup->objnum == pl->s_info.target_objnum)){
continue;
}
// add the ship
if(ship_index < MAX_SHIPS){
OO_ship_index[ship_index++] = (short)Objects[moveup->objnum].instance;
}
}
// maybe sort the thing here
OO_player_obj = player_obj;
if (OO_sort) {
std::sort(OO_ship_index, OO_ship_index + ship_index, multi_oo_sort_func);
}
}
// pack information for a client (myself), return bytes added
int multi_oo_pack_client_data(ubyte *data)
{
ubyte out_flags;
ushort tnet_signature;
char t_subsys, l_subsys;
int packet_size = 0;
// get our firing stuff
out_flags = Net_player->s_info.accum_buttons;
// zero these values for now
Net_player->s_info.accum_buttons = 0;
// add any necessary targeting flags
if ( Player_ai->current_target_is_locked ){
out_flags |= OOC_TARGET_LOCKED;
}
if ( Player_ai->ai_flags & AIF_SEEK_LOCK ){
out_flags |= OOC_TARGET_SEEK_LOCK;
}
if ( Player->locking_on_center ){
out_flags |= OOC_LOCKING_ON_CENTER;
}
if ( (Player_ship != NULL) && (Player_ship->flags & SF_TRIGGER_DOWN) ){
out_flags |= OOC_TRIGGER_DOWN;
}
if ( (Player_obj != NULL) && Player_obj->phys_info.flags & PF_AFTERBURNER_ON){
out_flags |= OOC_AFTERBURNER_ON;
}
// send my bank info
if(Player_ship != NULL){
if(Player_ship->weapons.current_primary_bank > 0){
out_flags |= OOC_PRIMARY_BANK;
}
// linked or not
if(Player_ship->flags & SF_PRIMARY_LINKED){
out_flags |= OOC_PRIMARY_LINKED;
}
}
// copy the final flags in
ADD_DATA( out_flags );
// client targeting information
t_subsys = -1;
l_subsys = -1;
// if nothing targeted
if(Player_ai->target_objnum == -1){
tnet_signature = 0;
}
// if something is targeted
else {
// target net signature
tnet_signature = Objects[Player_ai->target_objnum].net_signature;
// targeted subsys index
if(Player_ai->targeted_subsys != NULL){
t_subsys = (char)ship_get_index_from_subsys( Player_ai->targeted_subsys, Player_ai->target_objnum );
}
// locked targeted subsys index
if(Player->locking_subsys != NULL){
l_subsys = (char)ship_get_index_from_subsys( Player->locking_subsys, Player_ai->target_objnum, 1 );
}
}
// add them all
ADD_USHORT( tnet_signature );
ADD_DATA( t_subsys );
ADD_DATA( l_subsys );
return packet_size;
}
// pack the appropriate info into the data
#define PACK_PERCENT(v) { ubyte upercent; if(v < 0.0f){v = 0.0f;} upercent = (v * 255.0f) <= 255.0f ? (ubyte)(v * 255.0f) : (ubyte)255; memcpy(data + packet_size + header_bytes, &upercent, sizeof(ubyte)); packet_size++; }
#define PACK_BYTE(v) { memcpy( data + packet_size + header_bytes, &v, 1 ); packet_size += 1; }
#define PACK_USHORT(v) { short swap = INTEL_SHORT(v); memcpy( data + packet_size + header_bytes, &swap, sizeof(short) ); packet_size += sizeof(short); }
#define PACK_SHORT(v) { ushort swap = INTEL_SHORT(v); memcpy( data + packet_size + header_bytes, &swap, sizeof(ushort) ); packet_size += sizeof(ushort); }
#define PACK_INT(v) { int swap = INTEL_INT(v); memcpy( data + packet_size + header_bytes, &swap, sizeof(int) ); packet_size += sizeof(int); }
int multi_oo_pack_data(net_player *pl, object *objp, ubyte oo_flags, ubyte *data_out)
{
ubyte data[255];
ubyte data_size = 0;
char percent;
ship *shipp;
ship_info *sip;
ubyte ret;
float temp;
int header_bytes;
int packet_size = 0;
// make sure we have a valid ship
Assert(objp->type == OBJ_SHIP);
if((objp->instance >= 0) && (Ships[objp->instance].ship_info_index >= 0)){
shipp = &Ships[objp->instance];
sip = &Ship_info[shipp->ship_info_index];
} else {
return 0;
}
// invalid player
if(pl == NULL){
return 0;
}
// no flags -> do nothing
if(oo_flags == 0){
return 0;
}
// if i'm the client, make sure I only send certain things
if(!MULTIPLAYER_MASTER){
Assert(oo_flags & (OO_POS_NEW | OO_ORIENT_NEW));
Assert(!(oo_flags & (OO_HULL_NEW | OO_SUBSYSTEMS_AND_AI_NEW)));
}
// server
else {
// Assert(oo_flags & OO_POS_NEW);
}
// header sizes
if(MULTIPLAYER_MASTER){
header_bytes = 5;
} else {
header_bytes = 2;
}
// if we're a client (and therefore sending control info), pack client-specific info
if((Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
packet_size += multi_oo_pack_client_data(data + packet_size + header_bytes);
}
// position, velocity
if ( oo_flags & OO_POS_NEW ) {
ret = (ubyte)multi_pack_unpack_position( 1, data + packet_size + header_bytes, &objp->pos );
packet_size += ret;
// global records
multi_rate_add(NET_PLAYER_NUM(pl), "pos", ret);
ret = (ubyte)multi_pack_unpack_vel( 1, data + packet_size + header_bytes, &objp->orient, &objp->pos, &objp->phys_info );
packet_size += ret;
// global records
multi_rate_add(NET_PLAYER_NUM(pl), "pos", ret);
}
// orientation
if(oo_flags & OO_ORIENT_NEW){
ret = (ubyte)multi_pack_unpack_orient( 1, data + packet_size + header_bytes, &objp->orient );
// Assert(ret == OO_ORIENT_RET_SIZE);
packet_size += ret;
multi_rate_add(NET_PLAYER_NUM(pl), "ori", ret);
ret = (ubyte)multi_pack_unpack_rotvel( 1, data + packet_size + header_bytes, &objp->orient, &objp->pos, &objp->phys_info );
packet_size += ret;
// global records
multi_rate_add(NET_PLAYER_NUM(pl), "ori", ret);
}
// forward thrust
percent = (char)(objp->phys_info.forward_thrust * 100.0f);
Assert( percent <= 100 );
PACK_BYTE( percent );
// global records
multi_rate_add(NET_PLAYER_NUM(pl), "fth", 1);
// hull info
if ( oo_flags & OO_HULL_NEW ){
// add the hull value for this guy
temp = get_hull_pct(objp);
if ( (temp < 0.004f) && (temp > 0.0f) ) {
temp = 0.004f; // 0.004 is the lowest positive value we can have before we zero out when packing
}
PACK_PERCENT(temp);
multi_rate_add(NET_PLAYER_NUM(pl), "hul", 1);
float quad = get_max_shield_quad(objp);
for (int i = 0; i < objp->n_quadrants; i++) {
temp = (objp->shield_quadrant[i] / quad);
PACK_PERCENT(temp);
}
multi_rate_add(NET_PLAYER_NUM(pl), "shl", objp->n_quadrants);
}
// subsystem info
if( oo_flags & OO_SUBSYSTEMS_AND_AI_NEW ){
ubyte ns;
ship_subsys *subsysp;
// just in case we have some kind of invalid data (should've been taken care of earlier in this function)
if(shipp->ship_info_index < 0){
ns = 0;
PACK_BYTE( ns );
multi_rate_add(NET_PLAYER_NUM(pl), "sub", 1);
}
// add the # of subsystems, and their data
else {
ns = (ubyte)Ship_info[shipp->ship_info_index].n_subsystems;
PACK_BYTE( ns );
multi_rate_add(NET_PLAYER_NUM(pl), "sub", 1);
// now the subsystems.
for ( subsysp = GET_FIRST(&shipp->subsys_list); subsysp != END_OF_LIST(&shipp->subsys_list); subsysp = GET_NEXT(subsysp) ) {
temp = (float)subsysp->current_hits / (float)subsysp->max_hits;
PACK_PERCENT(temp);
multi_rate_add(NET_PLAYER_NUM(pl), "sub", 1);
}
}
// ai mode info
ubyte umode = (ubyte)(Ai_info[shipp->ai_index].mode);
short submode = (short)(Ai_info[shipp->ai_index].submode);
ushort target_signature;
target_signature = 0;
if ( Ai_info[shipp->ai_index].target_objnum != -1 ){
target_signature = Objects[Ai_info[shipp->ai_index].target_objnum].net_signature;
}
PACK_BYTE( umode );
PACK_SHORT( submode );
PACK_USHORT( target_signature );
multi_rate_add(NET_PLAYER_NUM(pl), "aim", 5);
// primary weapon energy
temp = shipp->weapon_energy / sip->max_weapon_reserve;
PACK_PERCENT(temp);
}
// afterburner info
oo_flags &= ~PF_AFTERBURNER_ON;
if(objp->phys_info.flags & PF_AFTERBURNER_ON){
oo_flags |= OO_AFTERBURNER_NEW;
}
// if this ship is a support ship, send some extra info
ubyte support_extra = 0;
if(MULTIPLAYER_MASTER && (sip->flags & SIF_SUPPORT) && (shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO)){
ushort dock_sig;
// flag
support_extra = 1;
PACK_BYTE( support_extra );
PACK_INT( Ai_info[shipp->ai_index].ai_flags );
PACK_INT( Ai_info[shipp->ai_index].mode );
PACK_INT( Ai_info[shipp->ai_index].submode );
if((Ai_info[shipp->ai_index].support_ship_objnum < 0) || (Ai_info[shipp->ai_index].support_ship_objnum >= MAX_OBJECTS)){
dock_sig = 0;
} else {
dock_sig = Objects[Ai_info[shipp->ai_index].support_ship_objnum].net_signature;
}
PACK_USHORT( dock_sig );
} else {
support_extra = 0;
PACK_BYTE( support_extra );
}
// make sure we have a valid chunk of data
// Clients: must be able to accomodate the data_size and shipp->np_updates[NET_PLAYER_NUM(pl)].seq before the data itself
// Server: TODO
Assert(packet_size < 255-1);
if(packet_size >= 255-1){
return 0;
}
data_size = (ubyte)packet_size;
// add the object's net signature, type and oo_flags
packet_size = 0;
// don't add for clients
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_rate_add(NET_PLAYER_NUM(pl), "sig", 2);
ADD_USHORT( objp->net_signature );
multi_rate_add(NET_PLAYER_NUM(pl), "flg", 1);
ADD_DATA( oo_flags );
}
multi_rate_add(NET_PLAYER_NUM(pl), "siz", 1);
ADD_DATA( data_size );
multi_rate_add(NET_PLAYER_NUM(pl), "seq", 1);
ADD_DATA( shipp->np_updates[NET_PLAYER_NUM(pl)].seq );
packet_size += data_size;
// copy to the outgoing data
memcpy(data_out, data, packet_size);
return packet_size;
}
// unpack information for a client , return bytes processed
int multi_oo_unpack_client_data(net_player *pl, ubyte *data)
{
ubyte in_flags;
ship *shipp = NULL;
object *objp = NULL;
int offset = 0;
if (pl == NULL)
Error(LOCATION, "Invalid net_player pointer passed to multi_oo_unpack_client\n");
memcpy(&in_flags, data, sizeof(ubyte));
offset++;
// get the player ship and object
if((pl->m_player->objnum >= 0) && (Objects[pl->m_player->objnum].type == OBJ_SHIP) && (Objects[pl->m_player->objnum].instance >= 0)){
objp = &Objects[pl->m_player->objnum];
shipp = &Ships[objp->instance];
}
// if we have a valid netplayer pointer
if((pl != NULL) && !(pl->flags & NETINFO_FLAG_RESPAWNING) && !(pl->flags & NETINFO_FLAG_LIMBO)){
// primary fired
pl->m_player->ci.fire_primary_count = 0;
// secondary fired
pl->m_player->ci.fire_secondary_count = 0;
if ( in_flags & OOC_FIRE_SECONDARY ){
pl->m_player->ci.fire_secondary_count = 1;
}
// countermeasure fired
pl->m_player->ci.fire_countermeasure_count = 0;
// set up aspect locking information
pl->m_player->locking_on_center = 0;
if ( in_flags & OOC_LOCKING_ON_CENTER ){
pl->m_player->locking_on_center = 1;
}
// trigger down, bank info
if(shipp != NULL){
if(in_flags & OOC_TRIGGER_DOWN){
shipp->flags |= SF_TRIGGER_DOWN;
} else {
shipp->flags &= ~SF_TRIGGER_DOWN;
}
if(in_flags & OOC_PRIMARY_BANK){
shipp->weapons.current_primary_bank = 1;
} else {
shipp->weapons.current_primary_bank = 0;
}
// linked or not
shipp->flags &= ~SF_PRIMARY_LINKED;
if(in_flags & OOC_PRIMARY_LINKED){
shipp->flags |= SF_PRIMARY_LINKED;
}
}
// other locking information
if((shipp != NULL) && (shipp->ai_index != -1)){
Ai_info[shipp->ai_index].current_target_is_locked = ( in_flags & OOC_TARGET_LOCKED) ? 1 : 0;
if ( in_flags & OOC_TARGET_SEEK_LOCK ) {
Ai_info[shipp->ai_index].ai_flags |= AIF_SEEK_LOCK;
} else {
Ai_info[shipp->ai_index].ai_flags &= ~AIF_SEEK_LOCK;
}
}
// afterburner status
if ( (objp != NULL) && (in_flags & OOC_AFTERBURNER_ON) ) {
Multi_oo_afterburn_hack = true;
}
}
// client targeting information
ushort tnet_sig;
char t_subsys,l_subsys;
object *tobj;
// get the data
GET_USHORT(tnet_sig);
GET_DATA(t_subsys);
GET_DATA(l_subsys);
// try and find the targeted object
tobj = NULL;
if(tnet_sig != 0){
tobj = multi_get_network_object( tnet_sig );
}
// maybe fill in targeted object values
if((tobj != NULL) && (pl != NULL) && (pl->m_player->objnum != -1)){
// assign the target object
if(Objects[pl->m_player->objnum].type == OBJ_SHIP){
Ai_info[Ships[Objects[pl->m_player->objnum].instance].ai_index].target_objnum = OBJ_INDEX(tobj);
}
pl->s_info.target_objnum = OBJ_INDEX(tobj);
// assign subsystems if possible
if(Objects[pl->m_player->objnum].type == OBJ_SHIP){
Ai_info[Ships[Objects[pl->m_player->objnum].instance].ai_index].targeted_subsys = NULL;
if((t_subsys != -1) && (tobj->type == OBJ_SHIP)){
Ai_info[Ships[Objects[pl->m_player->objnum].instance].ai_index].targeted_subsys = ship_get_indexed_subsys( &Ships[tobj->instance], t_subsys);
}
}
pl->m_player->locking_subsys = NULL;
if(Objects[pl->m_player->objnum].type == OBJ_SHIP){
if((l_subsys != -1) && (tobj->type == OBJ_SHIP)){
pl->m_player->locking_subsys = ship_get_indexed_subsys( &Ships[tobj->instance], l_subsys);
}
}
}
return offset;
}
// unpack the object data, return bytes processed
#define UNPACK_PERCENT(v) { ubyte temp_byte; memcpy(&temp_byte, data + offset, sizeof(ubyte)); v = (float)temp_byte / 255.0f; offset++;}
int multi_oo_unpack_data(net_player *pl, ubyte *data)
{
int offset = 0;
object *pobjp;
ushort net_sig = 0;
ubyte data_size, oo_flags;
ubyte seq_num;
char percent;
float fpct;
ship *shipp;
ship_info *sip;
// add the object's net signature, type and oo_flags
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
GET_USHORT( net_sig );
GET_DATA( oo_flags );
}
// clients always pos and orient stuff only
else {
oo_flags = (OO_POS_NEW | OO_ORIENT_NEW);
}
GET_DATA( data_size );
GET_DATA( seq_num );
// try and find the object
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
pobjp = multi_get_network_object(net_sig);
} else {
if((pl != NULL) && (pl->m_player->objnum != -1)){
pobjp = &Objects[pl->m_player->objnum];
} else {
pobjp = NULL;
}
}
// if we can't find the object, set pointer to bogus object to continue reading the data
// ignore out of sequence packets here as well
if ( (pobjp == NULL) || (pobjp->type != OBJ_SHIP) || (pobjp->instance < 0) || (pobjp->instance >= MAX_SHIPS) || (Ships[pobjp->instance].ship_info_index < 0) || (Ships[pobjp->instance].ship_info_index >= static_cast<int>(Ship_info.size()))) {
offset += data_size;
return offset;
}
// ship pointer
shipp = &Ships[pobjp->instance];
sip = &Ship_info[shipp->ship_info_index];
// ---------------------------------------------------------------------------------------------------------------
// CRITICAL OBJECT UPDATE SHIZ
// ---------------------------------------------------------------------------------------------------------------
// if the packet is out of order
if(seq_num < shipp->np_updates[NET_PLAYER_NUM(pl)].seq){
// non-wraparound case
if((shipp->np_updates[NET_PLAYER_NUM(pl)].seq - seq_num) <= 100){
offset += data_size;
return offset;
}
}
// make sure the ab hack is reset before we read in new info
Multi_oo_afterburn_hack = false;
// if this is from a player, read his button info
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
offset += multi_oo_unpack_client_data(pl, data + offset);
}
// new info
vec3d new_pos = pobjp->pos;
physics_info new_phys_info = pobjp->phys_info;
matrix new_orient = pobjp->orient;
// position
if ( oo_flags & OO_POS_NEW ) {
// AVERAGE TIME BETWEEN PACKETS FOR THIS SHIP
// store this latest time stamp
if(oo_arrive_time_count[shipp - Ships] == 5){
memmove(&oo_arrive_time[shipp - Ships][0], &oo_arrive_time[shipp - Ships][1], sizeof(float) * 4);
oo_arrive_time[shipp - Ships][4] = f2fl(Missiontime);
} else {
oo_arrive_time[shipp - Ships][oo_arrive_time_count[shipp - Ships]++] = f2fl(Missiontime);
}
// if we've got 5 elements calculate the average
if(oo_arrive_time_count[shipp - Ships] == 5){
int idx;
oo_arrive_time_avg_diff[shipp - Ships] = 0.0f;
for(idx=0; idx<4; idx++){
oo_arrive_time_avg_diff[shipp - Ships] += oo_arrive_time[shipp - Ships][idx + 1] - oo_arrive_time[shipp - Ships][idx];
}
oo_arrive_time_avg_diff[shipp - Ships] /= 5.0f;
}
// next expected arrival time
oo_arrive_time_next[shipp - Ships] = 0.0f;
// int r1 = multi_pack_unpack_position( 0, data + offset, &pobjp->pos );
int r1 = multi_pack_unpack_position( 0, data + offset, &new_pos );
offset += r1;
// int r3 = multi_pack_unpack_vel( 0, data + offset, &pobjp->orient, &pobjp->pos, &pobjp->phys_info );
int r3 = multi_pack_unpack_vel( 0, data + offset, &pobjp->orient, &new_pos, &new_phys_info );
offset += r3;
// bash desired vel to be velocity
// pobjp->phys_info.desired_vel = pobjp->phys_info.vel;
}
// orientation
if ( oo_flags & OO_ORIENT_NEW ) {
// int r2 = multi_pack_unpack_orient( 0, data + offset, &pobjp->orient );
int r2 = multi_pack_unpack_orient( 0, data + offset, &new_orient );
offset += r2;
// int r5 = multi_pack_unpack_rotvel( 0, data + offset, &pobjp->orient, &pobjp->pos, &pobjp->phys_info );
int r5 = multi_pack_unpack_rotvel( 0, data + offset, &new_orient, &new_pos, &new_phys_info );
offset += r5;
// bash desired rotvel to be 0
// pobjp->phys_info.desired_rotvel = vmd_zero_vector;
}
// forward thrust
percent = (char)(pobjp->phys_info.forward_thrust * 100.0f);
Assert( percent <= 100 );
GET_DATA(percent);
// now stuff all this new info
if(oo_flags & OO_POS_NEW){
// if we're past the position update tolerance, bash.
// this should cause our 2 interpolation splines to be exactly the same. so we'll see a jump,
// but it should be nice and smooth immediately afterwards
if(vm_vec_dist(&new_pos, &pobjp->pos) > OO_POS_UPDATE_TOLERANCE){
pobjp->pos = new_pos;
}
// recalc any interpolation info
if(oo_interp_count[shipp - Ships] < 2){
oo_interp_points[shipp - Ships][oo_interp_count[shipp - Ships]++] = new_pos;
} else {
oo_interp_points[shipp - Ships][0] = oo_interp_points[shipp - Ships][1];
oo_interp_points[shipp - Ships][1] = new_pos;
multi_oo_calc_interp_splines(shipp - Ships, &pobjp->pos, &pobjp->orient, &pobjp->phys_info, &new_pos, &new_orient, &new_phys_info);
}
pobjp->phys_info.vel = new_phys_info.vel;
pobjp->phys_info.desired_vel = new_phys_info.vel;
}
// we'll just sim rotation straight. it works fine.
if(oo_flags & OO_ORIENT_NEW){
pobjp->orient = new_orient;
pobjp->phys_info.rotvel = new_phys_info.rotvel;
// pobjp->phys_info.desired_rotvel = vmd_zero_vector;
pobjp->phys_info.desired_rotvel = new_phys_info.rotvel;
}
// ---------------------------------------------------------------------------------------------------------------
// ANYTHING BELOW HERE WORKS FINE - nothing here which causes jumpiness or bandwidth problems :) WHEEEEE!
// ---------------------------------------------------------------------------------------------------------------
// hull info
if ( oo_flags & OO_HULL_NEW ){
UNPACK_PERCENT(fpct);
pobjp->hull_strength = fpct * Ships[pobjp->instance].ship_max_hull_strength;
float quad = get_max_shield_quad(pobjp);
for (int i = 0; i < pobjp->n_quadrants; i++) {
UNPACK_PERCENT(fpct);
pobjp->shield_quadrant[i] = fpct * quad;
}
}
if ( oo_flags & OO_SUBSYSTEMS_AND_AI_NEW ) {
ubyte n_subsystems, subsys_count;
float subsystem_percent[MAX_MODEL_SUBSYSTEMS];
ship_subsys *subsysp;
float val;
int i;
// get the data for the subsystems
GET_DATA( n_subsystems );
for ( i = 0; i < n_subsystems; i++ ){
UNPACK_PERCENT( subsystem_percent[i] );
}
// fill in the subsystem data
subsys_count = 0;
for ( subsysp = GET_FIRST(&shipp->subsys_list); subsysp != END_OF_LIST(&shipp->subsys_list); subsysp = GET_NEXT(subsysp) ) {
int subsys_type;
val = subsystem_percent[subsys_count] * subsysp->max_hits;
subsysp->current_hits = val;
// add the value just generated (it was zero'ed above) into the array of generic system types
subsys_type = subsysp->system_info->type; // this is the generic type of subsystem
Assert ( subsys_type < SUBSYSTEM_MAX );
if (!(subsysp->flags & SSF_NO_AGGREGATE)) {
shipp->subsys_info[subsys_type].aggregate_current_hits += val;
}
subsys_count++;
// if we've reached max subsystems for some reason, bail out
if(subsys_count >= n_subsystems){
break;
}
}
// recalculate all ship subsystems
ship_recalc_subsys_strength( shipp );
// ai mode info
ubyte umode;
short submode;
ushort target_signature;
object *target_objp;
GET_DATA( umode );
GET_SHORT( submode );
GET_USHORT( target_signature );
if(shipp->ai_index >= 0){
Ai_info[shipp->ai_index].mode = umode;
Ai_info[shipp->ai_index].submode = submode;
// set this guys target objnum
target_objp = multi_get_network_object( target_signature );
if ( target_objp == NULL ){
Ai_info[shipp->ai_index].target_objnum = -1;
} else {
Ai_info[shipp->ai_index].target_objnum = OBJ_INDEX(target_objp);
}
}
// primary weapon energy
float weapon_energy_pct;
UNPACK_PERCENT(weapon_energy_pct);
shipp->weapon_energy = sip->max_weapon_reserve * weapon_energy_pct;
}
// support ship extra info
ubyte support_extra;
GET_DATA(support_extra);
if(support_extra){
ushort dock_sig;
int ai_flags, ai_mode, ai_submode;
// flag
GET_INT(ai_flags);
GET_INT(ai_mode);
GET_INT(ai_submode);
GET_USHORT(dock_sig);
// valid ship?
if((shipp != NULL) && (shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO)){
Ai_info[shipp->ai_index].ai_flags = ai_flags;
Ai_info[shipp->ai_index].mode = ai_mode;
Ai_info[shipp->ai_index].submode = ai_submode;
object *objp = multi_get_network_object( dock_sig );
if(objp != NULL){
Ai_info[shipp->ai_index].support_ship_objnum = OBJ_INDEX(objp);
}
}
}
// afterburner info
if ( (oo_flags & OO_AFTERBURNER_NEW) || Multi_oo_afterburn_hack ) {
// maybe turn them on
if(!(pobjp->phys_info.flags & PF_AFTERBURNER_ON)){
afterburners_start(pobjp);
}
// make sure the ab hack is reset before we read in new info
Multi_oo_afterburn_hack = false;
} else {
// maybe turn them off
if(pobjp->phys_info.flags & PF_AFTERBURNER_ON){
afterburners_stop(pobjp);
}
}
// primary info (only clients care about this)
if( !MULTIPLAYER_MASTER && (shipp != NULL) ){
// what bank
if(oo_flags & OO_PRIMARY_BANK){
shipp->weapons.current_primary_bank = 1;
} else {
shipp->weapons.current_primary_bank = 0;
}
// linked or not
shipp->flags &= ~SF_PRIMARY_LINKED;
if(oo_flags & OO_PRIMARY_LINKED){
shipp->flags |= SF_PRIMARY_LINKED;
}
// trigger down or not - server doesn't care about this. he'll get it from clients anyway
shipp->flags &= ~SF_TRIGGER_DOWN;
if(oo_flags & OO_TRIGGER_DOWN){
shipp->flags |= SF_TRIGGER_DOWN;
}
}
// if we're the multiplayer server, set eye position and orient
if(MULTIPLAYER_MASTER && (pl != NULL) && (pobjp != NULL)){
pl->s_info.eye_pos = pobjp->pos;
pl->s_info.eye_orient = pobjp->orient;
}
// update the sequence #
shipp->np_updates[NET_PLAYER_NUM(pl)].seq = seq_num;
// flag the object as just updated
// pobjp->flags |= OF_JUST_UPDATED;
return offset;
}
// reset the timestamp appropriately for the passed in object
void multi_oo_reset_timestamp(net_player *pl, object *objp, int range, int in_cone)
{
int stamp = 0;
// if this is the guy's target,
if((pl->s_info.target_objnum != -1) && (pl->s_info.target_objnum == OBJ_INDEX(objp))){
stamp = Multi_oo_target_update_times[pl->p_info.options.obj_update_level];
} else {
// reset the timestamp appropriately
if(in_cone){
// base it upon range
switch(range){
case OO_NEAR:
stamp = Multi_oo_front_near_update_times[pl->p_info.options.obj_update_level];
break;
case OO_MIDRANGE:
stamp = Multi_oo_front_medium_update_times[pl->p_info.options.obj_update_level];
break;
case OO_FAR:
stamp = Multi_oo_front_far_update_times[pl->p_info.options.obj_update_level];
break;
}
} else {
// base it upon range
switch(range){
case OO_NEAR:
stamp = Multi_oo_rear_near_update_times[pl->p_info.options.obj_update_level];
break;
case OO_MIDRANGE:
stamp = Multi_oo_rear_medium_update_times[pl->p_info.options.obj_update_level];
break;
case OO_FAR:
stamp = Multi_oo_rear_far_update_times[pl->p_info.options.obj_update_level];
break;
}
}
}
// reset the timestamp for this object
if(objp->type == OBJ_SHIP){
Ships[objp->instance].np_updates[NET_PLAYER_NUM(pl)].update_stamp = timestamp(stamp);
}
}
// reset the timestamp appropriately for the passed in object
void multi_oo_reset_status_timestamp(object *objp, int player_index)
{
Ships[objp->instance].np_updates[player_index].status_update_stamp = timestamp(OO_HULL_SHIELD_TIME);
}
// reset the timestamp appropriately for the passed in object
void multi_oo_reset_subsys_timestamp(object *objp, int player_index)
{
Ships[objp->instance].np_updates[player_index].subsys_update_stamp = timestamp(OO_SUBSYS_TIME);
}
// determine what needs to get sent for this player regarding the passed object, and when
int multi_oo_maybe_update(net_player *pl, object *obj, ubyte *data)
{
ubyte oo_flags;
int stamp;
int player_index;
vec3d player_eye;
vec3d obj_dot;
float eye_dot, dist;
int in_cone;
int range;
ship *shipp;
ship_info *sip;
ushort cur_pos_chksum = 0;
ushort cur_orient_chksum = 0;
// if the timestamp has elapsed for this guy, send stuff
player_index = NET_PLAYER_INDEX(pl);
if(!(player_index >= 0) || !(player_index < MAX_PLAYERS)){
return 0;
}
// determine what the timestamp is for this object
if(obj->type == OBJ_SHIP){
stamp = Ships[obj->instance].np_updates[NET_PLAYER_NUM(pl)].update_stamp;
} else {
return 0;
}
// stamp hasn't popped yet
if((stamp != -1) && !timestamp_elapsed_safe(stamp, OO_MAX_TIMESTAMP)){
return 0;
}
// if we're supposed to update this guy
// get the ship pointer
shipp = &Ships[obj->instance];
// get ship info pointer
sip = NULL;
if(shipp->ship_info_index >= 0){
sip = &Ship_info[shipp->ship_info_index];
}
// check dot products
player_eye = pl->s_info.eye_orient.vec.fvec;
vm_vec_sub(&obj_dot, &obj->pos, &pl->s_info.eye_pos);
in_cone = 0;
if (!(IS_VEC_NULL(&obj_dot))) {
vm_vec_normalize(&obj_dot);
eye_dot = vm_vec_dot(&obj_dot, &player_eye);
in_cone = (eye_dot >= OO_VIEW_CONE_DOT) ? 1 : 0;
}
// determine distance (near, medium, far)
vm_vec_sub(&obj_dot, &obj->pos, &pl->s_info.eye_pos);
dist = vm_vec_mag(&obj_dot);
if(dist < OO_NEAR_DIST){
range = OO_NEAR;
} else if(dist < OO_MIDRANGE_DIST){
range = OO_MIDRANGE;
} else {
range = OO_FAR;
}
// reset the timestamp for the next update for this guy
multi_oo_reset_timestamp(pl, obj, range, in_cone);
// base oo_flags
oo_flags = OO_POS_NEW | OO_ORIENT_NEW;
// if its a small ship, add weapon link info
if((sip != NULL) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))){
// primary bank 0 or 1
if(shipp->weapons.current_primary_bank > 0){
oo_flags |= OO_PRIMARY_BANK;
}
// linked or not
if(shipp->flags & SF_PRIMARY_LINKED){
oo_flags |= OO_PRIMARY_LINKED;
}
// trigger down or not
if(shipp->flags & SF_TRIGGER_DOWN){
oo_flags |= OO_TRIGGER_DOWN;
}
}
// if the object's hull/shield timestamp has expired
if((Ships[obj->instance].np_updates[player_index].status_update_stamp == -1) || timestamp_elapsed_safe(Ships[obj->instance].np_updates[player_index].status_update_stamp, OO_MAX_TIMESTAMP)){
oo_flags |= (OO_HULL_NEW);
// reset the timestamp
multi_oo_reset_status_timestamp(obj, player_index);
}
// if the object's hull/shield timestamp has expired
if((Ships[obj->instance].np_updates[player_index].subsys_update_stamp == -1) || timestamp_elapsed_safe(Ships[obj->instance].np_updates[player_index].subsys_update_stamp, OO_MAX_TIMESTAMP)){
oo_flags |= OO_SUBSYSTEMS_AND_AI_NEW;
// reset the timestamp
multi_oo_reset_subsys_timestamp(obj, player_index);
}
// add info for a targeted object
if((pl->s_info.target_objnum != -1) && (OBJ_INDEX(obj) == pl->s_info.target_objnum)){
oo_flags |= (OO_POS_NEW | OO_ORIENT_NEW | OO_HULL_NEW);
}
// all other cases
else {
// add info which is contingent upon being "in front"
if(in_cone){
oo_flags |= OO_ORIENT_NEW;
}
}
// get current position and orient checksums
cur_pos_chksum = cf_add_chksum_short(cur_pos_chksum, (ubyte*)(&obj->pos), sizeof(vec3d));
cur_orient_chksum = cf_add_chksum_short(cur_orient_chksum, (ubyte*)(&obj->orient), sizeof(matrix));
// if position or orientation haven't changed
if((shipp->np_updates[player_index].pos_chksum != 0) && (shipp->np_updates[player_index].pos_chksum == cur_pos_chksum)){
// if we otherwise would have been sending it, keep track of it (debug only)
#ifndef NDEBUG
if(oo_flags & OO_POS_NEW){
multi_rate_add(player_index, "skp_p", OO_POS_RET_SIZE + OO_VEL_RET_SIZE);
}
#endif
oo_flags &= ~(OO_POS_NEW);
}
if((shipp->np_updates[player_index].orient_chksum != 0) && (shipp->np_updates[player_index].orient_chksum == cur_orient_chksum)){
// if we otherwise would have been sending it, keep track of it (debug only)
#ifndef NDEBUG
if(oo_flags & OO_ORIENT_NEW){
multi_rate_add(player_index, "skp_o", OO_ORIENT_RET_SIZE + OO_ROTVEL_RET_SIZE);
}
#endif
oo_flags &= ~(OO_ORIENT_NEW);
}
shipp->np_updates[player_index].pos_chksum = cur_pos_chksum;
shipp->np_updates[player_index].orient_chksum = cur_orient_chksum;
// pack stuff only if we have to
int packed = multi_oo_pack_data(pl, obj, oo_flags ,data);
// increment sequence #
Ships[obj->instance].np_updates[NET_PLAYER_NUM(pl)].seq++;
// bytes packed
return packed;
}
// process all other objects for this player
void multi_oo_process_all(net_player *pl)
{
ubyte data[MAX_PACKET_SIZE];
ubyte data_add[MAX_PACKET_SIZE];
ubyte stop;
int add_size;
int packet_size = 0;
int idx;
object *moveup;
// if the player has an invalid objnum..
if(pl->m_player->objnum < 0){
return;
}
object *targ_obj;
// build the list of ships to check against
multi_oo_build_ship_list(pl);
// do nothing if he has no object targeted, or if he has a weapon targeted
if((pl->s_info.target_objnum != -1) && (Objects[pl->s_info.target_objnum].type == OBJ_SHIP)){
// build the header
BUILD_HEADER(OBJECT_UPDATE);
// get a pointer to the object
targ_obj = &Objects[pl->s_info.target_objnum];
// run through the maybe_update function
add_size = multi_oo_maybe_update(pl, targ_obj, data_add);
// copy in any relevant data
if(add_size){
stop = 0xff;
multi_rate_add(NET_PLAYER_NUM(pl), "stp", 1);
ADD_DATA(stop);
memcpy(data + packet_size, data_add, add_size);
packet_size += add_size;
}
} else {
// just build the header for the rest of the function
BUILD_HEADER(OBJECT_UPDATE);
}
idx = 0;
// rely on logical-AND shortcut evaluation to prevent array out-of-bounds read of OO_ship_index[idx]
while((idx < MAX_SHIPS) && (OO_ship_index[idx] >= 0)){
// if this guy is over his datarate limit, do nothing
if(multi_oo_rate_exceeded(pl)){
nprintf(("Network","Capping client\n"));
idx++;
continue;
}
// get the object
moveup = &Objects[Ships[OO_ship_index[idx]].objnum];
// maybe send some info
add_size = multi_oo_maybe_update(pl, moveup, data_add);
// if this data is too much for the packet, send off what we currently have and start over
if(packet_size + add_size > OO_MAX_SIZE){
stop = 0x00;
multi_rate_add(NET_PLAYER_NUM(pl), "stp", 1);
ADD_DATA(stop);
multi_io_send(pl, data, packet_size);
pl->s_info.rate_bytes += packet_size + UDP_HEADER_SIZE;
packet_size = 0;
BUILD_HEADER(OBJECT_UPDATE);
}
if(add_size){
stop = 0xff;
multi_rate_add(NET_PLAYER_NUM(pl), "stp", 1);
ADD_DATA(stop);
// copy in the data
memcpy(data + packet_size,data_add,add_size);
packet_size += add_size;
}
// next ship
idx++;
}
// if we have anything more than 3 byte in the packet, send the last one off
if(packet_size > 3){
stop = 0x00;
multi_rate_add(NET_PLAYER_NUM(pl), "stp", 1);
ADD_DATA(stop);
multi_io_send(pl, data, packet_size);
pl->s_info.rate_bytes += packet_size + UDP_HEADER_SIZE;
}
}
// process all object update details for this frame
void multi_oo_process()
{
int idx;
// process each player
for(idx=0; idx<MAX_PLAYERS; idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_player != &Net_players[idx]) /*&& !MULTI_OBSERVER(Net_players[idx])*/ ){
// now process the rest of the objects
multi_oo_process_all(&Net_players[idx]);
// do firing stuff for this player
if((Net_players[idx].m_player != NULL) && (Net_players[idx].m_player->objnum >= 0) && !(Net_players[idx].flags & NETINFO_FLAG_LIMBO) && !(Net_players[idx].flags & NETINFO_FLAG_RESPAWNING)){
if((Objects[Net_players[idx].m_player->objnum].flags & OF_PLAYER_SHIP) && !(Objects[Net_players[idx].m_player->objnum].flags & OF_SHOULD_BE_DEAD)){
obj_player_fire_stuff( &Objects[Net_players[idx].m_player->objnum], Net_players[idx].m_player->ci );
}
}
}
}
}
// process incoming object update data
void multi_oo_process_update(ubyte *data, header *hinfo)
{
ubyte stop;
int player_index;
int offset = HEADER_LENGTH;
net_player *pl = NULL;
// determine what player this came from
player_index = find_player_id(hinfo->id);
if(player_index != -1){
pl = &Net_players[player_index];
}
// otherwise its a "regular" object update packet on a client from the server. use "myself" as the reference player
else {
pl = Net_player;
}
GET_DATA(stop);
while(stop == 0xff){
// process the data
offset += multi_oo_unpack_data(pl, data + offset);
GET_DATA(stop);
}
PACKET_SET_SIZE();
}
// initialize all object update timestamps (call whenever entering gameplay state)
void multi_oo_gameplay_init()
{
int cur, s_idx, idx;
//ship_obj *so;
ship *shipp;
/*
int num_ships = ship_get_num_ships();
if(num_ships <= 0){
return;
}
split = 3000 / num_ships;
*/
//split = 1;
//split = 150;
// server should setup initial update timestamps
// stagger initial updates over 3 seconds or so
cur = 0;
//for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
//if(Objects[so->objnum].type == OBJ_SHIP){
for(s_idx=0; s_idx<MAX_SHIPS; s_idx++){
shipp = &Ships[s_idx];
// update the timestamps
for(idx=0;idx<MAX_PLAYERS;idx++){
shipp->np_updates[idx].update_stamp = timestamp(cur);
shipp->np_updates[idx].status_update_stamp = timestamp(cur);
shipp->np_updates[idx].subsys_update_stamp = timestamp(cur);
shipp->np_updates[idx].seq = 0;
shipp->np_updates[idx].pos_chksum = 0;
shipp->np_updates[idx].orient_chksum = 0;
}
oo_arrive_time_count[shipp - Ships] = 0;
oo_interp_count[shipp - Ships] = 0;
// increment the time
// cur += split;
}
//}
// reset datarate stamp now
extern int OO_gran;
for(idx=0; idx<MAX_PLAYERS; idx++){
Net_players[idx].s_info.rate_stamp = timestamp( (int)(1000.0f / (float)OO_gran) );
}
}
// send control info for a client (which is basically a "reverse" object update)
void multi_oo_send_control_info()
{
ubyte data[MAX_PACKET_SIZE], stop;
ubyte data_add[MAX_PACKET_SIZE];
ubyte oo_flags;
int add_size;
int packet_size = 0;
// if I'm dying or my object type is not a ship, bail here
if((Player_obj != NULL) && (Player_ship->flags & SF_DYING)){
return;
}
// build the header
BUILD_HEADER(OBJECT_UPDATE);
// pos and orient always
oo_flags = (OO_POS_NEW | OO_ORIENT_NEW);
// pack the appropriate info into the data
add_size = multi_oo_pack_data(Net_player, Player_obj, oo_flags, data_add);
// copy in any relevant data
if(add_size){
stop = 0xff;
multi_rate_add(NET_PLAYER_NUM(Net_player), "stp", 1);
ADD_DATA(stop);
memcpy(data + packet_size, data_add, add_size);
packet_size += add_size;
}
// add the final stop byte
stop = 0x0;
multi_rate_add(NET_PLAYER_NUM(Net_player), "stp", 1);
ADD_DATA(stop);
// increment sequence #
Player_ship->np_updates[MY_NET_PLAYER_NUM].seq++;
// send to the server
if(Netgame.server != NULL){
multi_io_send(Net_player, data, packet_size);
}
}
// Sends a packet from the server to the client, syncing the player's position/orientation to the
// Server's. Allows for use of certain SEXPs in multiplayer.
void multi_oo_send_changed_object(object *changedobj)
{
ubyte data[MAX_PACKET_SIZE], stop;
ubyte data_add[MAX_PACKET_SIZE];
ubyte oo_flags;
int add_size;
int packet_size = 0;
int idx = 0;
#ifndef NDEBUG
nprintf(("Network","Attempting to affect player object.\n"));
#endif
for (; idx < MAX_PLAYERS; idx++)
{
if( changedobj == &(Objects[Net_players[idx].m_player->objnum]) ) {
break;
}
}
#ifndef NDEBUG
nprintf(("Network","Index for changed object found: [%d].\n",idx));
#endif
if( idx >= MAX_PLAYERS ) {
return;
}
// build the header
BUILD_HEADER(OBJECT_UPDATE);
// pos and orient always
oo_flags = (OO_POS_NEW | OO_ORIENT_NEW);
// pack the appropriate info into the data
add_size = multi_oo_pack_data(&Net_players[idx], changedobj, oo_flags, data_add);
// copy in any relevant data
if(add_size){
stop = 0xff;
multi_rate_add(idx, "stp", 1);
ADD_DATA(stop);
memcpy(data + packet_size, data_add, add_size);
packet_size += add_size;
}
// add the final stop byte
stop = 0x0;
multi_rate_add(idx, "stp", 1);
ADD_DATA(stop);
// increment sequence #
// Player_ship->np_updates[idx].seq++;
multi_io_send(&Net_players[idx], data, packet_size);
}
// display any oo info on the hud
void multi_oo_display()
{
#ifndef NDEBUG
#endif
}
// ---------------------------------------------------------------------------------------------------
// DATARATE DEFINES/VARS
//
// low object update datarate limit
#define OO_LIMIT_LOW 1800
#define OO_LIMIT_MED 3400
#define OO_LIMIT_HIGH 100000000
// timestamp for sending control info (movement only - we'll send button info all the time)
#define OO_CIRATE 85 // 15x a second
int Multi_cirate_stamp = -1; // timestamp for waiting on control info time
int Multi_cirate_can_send = 1; // if we can send control info this frame
// global max rates
int OO_server_rate = -1; // max _total_ bandwidth to send to all clients
int OO_client_rate = -1; // max bandwidth to go to an individual client
// update timestamp for server datarate checking
#define RATE_UPDATE_TIME 1250 // in ms
int OO_server_rate_stamp = -1;
// bandwidth granularity
int OO_gran = 1;
DCF(oog, "Sets bandwidth granularity (Multiplayer)")
{
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: oog <OO_gran>\n");
dc_printf("Sets bandwidth granularity\n");
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Current Granularity is '%i' (default is 1)", OO_gran);
return;
}
dc_stuff_int(&OO_gran);
dc_printf("Ganularity set to %i", OO_gran);
}
// process datarate limiting stuff for the server
void multi_oo_server_process();
// process datarate limiting stuff for the client
void multi_oo_client_process();
// update the server datarate
void multi_oo_update_server_rate();
// ---------------------------------------------------------------------------------------------------
// DATARATE FUNCTIONS
//
// process all object update datarate details
void multi_oo_rate_process()
{
// if I have no valid player, drop out here
if(Net_player == NULL){
return;
}
// if we're not in mission, don't do anything
if(!(Game_mode & GM_IN_MISSION)){
return;
}
// if I'm the server of a game, process server stuff
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_oo_server_process();
}
// otherwise process client-side stuff
else {
multi_oo_client_process();
}
}
// process datarate limiting stuff for the server
void multi_oo_server_process()
{
int idx;
// go through all players
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_SERVER(Net_players[idx])){
// if his timestamp is -1 or has expired, reset it and zero his rate byte count
if((Net_players[idx].s_info.rate_stamp == -1) || timestamp_elapsed_safe(Net_players[idx].s_info.rate_stamp, OO_MAX_TIMESTAMP) || (abs(timestamp_ticker - Net_players[idx].s_info.rate_stamp) >= (int)(1000.0f / (float)OO_gran)) ){
Net_players[idx].s_info.rate_stamp = timestamp( (int)(1000.0f / (float)OO_gran) );
Net_players[idx].s_info.rate_bytes = 0;
}
}
}
// determine if we should be updating the server datarate
if((OO_server_rate_stamp == -1) || timestamp_elapsed_safe(OO_server_rate_stamp, OO_MAX_TIMESTAMP)){
// reset the timestamp
OO_server_rate_stamp = timestamp(RATE_UPDATE_TIME);
// update the server datarate
multi_oo_update_server_rate();
// nprintf(("Network","UPDATING SERVER DATARATE\n"));
}
}
// process datarate limiting stuff for the client
void multi_oo_client_process()
{
// if the timestamp is -1 or has elapsed, reset it
if((Multi_cirate_stamp == -1) || timestamp_elapsed_safe(Multi_cirate_stamp, OO_CIRATE)){
Multi_cirate_can_send = 1;
Multi_cirate_stamp = timestamp(OO_CIRATE);
}
}
// datarate limiting system for server -------------------------------------
// initialize the rate limiting system for all players
void multi_oo_rate_init_all()
{
int idx;
// if I don't have a net_player, bail here
if(Net_player == NULL){
return;
}
// if I'm the server of the game
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
// go through all players
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx])){
multi_oo_rate_init(&Net_players[idx]);
}
}
OO_server_rate_stamp = -1;
}
// if i'm the client, initialize my control info datarate stuff
else {
Multi_cirate_stamp = -1;
Multi_cirate_can_send = 1;
}
}
// initialize the rate limiting for the passed in player
void multi_oo_rate_init(net_player *pl)
{
// reinitialize his datarate timestamp
pl->s_info.rate_stamp = -1;
pl->s_info.rate_bytes = 0;
}
// if the given net-player has exceeded his datarate limit
int multi_oo_rate_exceeded(net_player *pl)
{
int rate_compare;
// check against the guy's object update level
switch(pl->p_info.options.obj_update_level){
// low update level
case OBJ_UPDATE_LOW:
// the low object update limit
rate_compare = OO_LIMIT_LOW;
break;
// medium update level
case OBJ_UPDATE_MEDIUM:
// the low object update limit
rate_compare = OO_LIMIT_MED;
break;
// high update level - super high datarate (no capping, just intelligent updating)
case OBJ_UPDATE_HIGH:
rate_compare = OO_LIMIT_HIGH;
break;
// LAN - no rate max
case OBJ_UPDATE_LAN:
return 0;
// default level
default:
Int3();
rate_compare = OO_LIMIT_LOW;
break;
}
// if the server global rate PER CLIENT (OO_client_rate) is actually lower
if(OO_client_rate < rate_compare){
rate_compare = OO_client_rate;
}
// compare his bytes sent against the allowable amount
if(pl->s_info.rate_bytes >= rate_compare){
return 1;
}
// we're allowed to send
return 0;
}
// if it is ok for me to send a control info (will be ~N times a second)
int multi_oo_cirate_can_send()
{
// if we're allowed to send
if(Multi_cirate_can_send){
Multi_cirate_can_send = 0;
return 1;
}
return 0;
}
// dynamically update the server capped bandwidth rate
void multi_oo_update_server_rate()
{
int num_connections;
// bail conditions
if((Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
return;
}
// get the # of connections
num_connections = multi_num_connections();
if(!(Game_mode & GM_STANDALONE_SERVER)){
num_connections--;
}
// make sure we always pretend there's at least one guy available
if(num_connections <= 0){
num_connections = 1;
}
// set the data rate
switch(Net_player->p_info.options.obj_update_level){
// LAN update level
case OBJ_UPDATE_LAN:
// set to something super big so we don't limit anything
OO_server_rate = 500000000;
break;
// high update level
case OBJ_UPDATE_HIGH:
// set to 0 so we don't limit anything
OO_server_rate = Multi_options_g.datarate_cap;
break;
// medium update level
case OBJ_UPDATE_MEDIUM:
// set the rate to be "medium" update level
OO_server_rate = OO_LIMIT_MED;
break;
// low update level
case OBJ_UPDATE_LOW:
// set the rate to be the "low" update level
OO_server_rate = OO_LIMIT_LOW;
break;
default:
Int3();
return;
}
// set the individual client level
OO_client_rate = (int)(((float)OO_server_rate / (float)OO_gran) / (float)num_connections);
}
// reset all sequencing info (obsolete for new object update stuff)
void multi_oo_reset_sequencing()
{
}
// is this object one which needs to go through the interpolation
int multi_oo_is_interp_object(object *objp)
{
// if not multiplayer, skip it
if(!(Game_mode & GM_MULTIPLAYER)){
return 0;
}
// if its not a ship, skip it
if(objp->type != OBJ_SHIP){
return 0;
}
// other bogus cases
if((objp->instance < 0) || (objp->instance >= MAX_SHIPS)){
return 0;
}
// if I'm a client and this is not me, I need to interp it
if(!MULTIPLAYER_MASTER){
if(objp != Player_obj){
return 1;
} else {
return 0;
}
}
// servers only interpolate other player ships
if(!(objp->flags & OF_PLAYER_SHIP)){
return 0;
}
// here we know its a player ship - is it mine?
if(objp == Player_obj){
return 0;
}
// interp it
return 1;
}
// interp
void multi_oo_interp(object *objp)
{
// make sure its a valid ship
Assert(Game_mode & GM_MULTIPLAYER);
if(objp->type != OBJ_SHIP){
return;
}
if((objp->instance < 0) || (objp->instance >= MAX_SHIPS)){
return;
}
// increment his approx "next" time
oo_arrive_time_next[objp->instance] += flFrametime;
// do stream weapon firing for this ship
Assert(objp != Player_obj);
if(objp != Player_obj){
ship_fire_primary(objp, 1, 0);
}
// if this ship doesn't have enough data points yet, skip it
if((oo_interp_count[objp->instance] < 2) || (oo_arrive_time_count[objp->instance] < 5)){
return;
}
// store the magnitude of his velocity
// float vel_mag = vm_vec_mag(&objp->phys_info.vel);
// determine how far along we are (0.0 to 1.0) until we should be getting the next packet
float t = oo_arrive_time_next[objp->instance] / oo_arrive_time_avg_diff[objp->instance];
// gr_set_color_fast(&Color_bright);
// gr_printf(100, 10, "%f\n", t);
// we've overshot. hmm. just keep the sim running I guess
if(t > 1.0f){
physics_sim(&objp->pos, &objp->orient, &objp->phys_info, flFrametime);
return;
}
// otherwise, blend the two curves together to get the new point
float u = 0.5f + (t * 0.5f);
vec3d p_bad, p_good;
oo_interp_splines[objp->instance][0].bez_get_point(&p_bad, u);
oo_interp_splines[objp->instance][1].bez_get_point(&p_good, u);
vm_vec_scale(&p_good, t);
vm_vec_scale(&p_bad, 1.0f - t);
vm_vec_add(&objp->pos, &p_bad, &p_good);
// set new velocity
// vm_vec_sub(&objp->phys_info.vel, &objp->pos, &objp->last_pos);
// run the sim for rotation
physics_sim_rot(&objp->orient, &objp->phys_info, flFrametime);
// blend velocity vectors together with an average weight
/*
vec3d v_bad, v_good;
oo_interp_splines[objp->instance][0].herm_get_deriv(&v_bad, u, 0);
oo_interp_splines[objp->instance][1].herm_get_deriv(&v_good, u, 0);
// t -= 1.0f;
vm_vec_scale(&v_good, t);
vm_vec_scale(&v_bad, 1.0f - t);
vm_vec_avg(&objp->phys_info.vel, &v_bad, &v_good);
// run the sim
physics_sim(&objp->pos, &objp->orient, &objp->phys_info, flFrametime);
*/
/*
vec3d v_bad, v_good;
oo_interp_splines[objp->instance][0].herm_get_point(&v_bad, u, 0);
oo_interp_splines[objp->instance][1].herm_get_point(&v_good, u, 0);
// t -= 1.0f;
vm_vec_scale(&v_good, t);
vm_vec_scale(&v_bad, 1.0f - t);
vm_vec_avg(&objp->pos, &v_bad, &v_good);
// run the sim
// physics_sim(&objp->pos, &objp->orient, &objp->phys_info, flFrametime);
physics_sim_rot(&objp->orient, &objp->phys_info, flFrametime);
*/
}
float oo_error = 0.8f;
DCF(oo_error, "Sets error factor for flight path prediction physics (Multiplayer)")
{
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: oo_error <value>\n");
return;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("oo_error is currently %f", oo_error);
return;
}
dc_stuff_float(&oo_error);
dc_printf("oo_error set to %f", oo_error);
}
void multi_oo_calc_interp_splines(int ship_index, vec3d *cur_pos, matrix *cur_orient, physics_info *cur_phys_info, vec3d *new_pos, matrix *new_orient, physics_info *new_phys_info)
{
vec3d a, b, c;
matrix m_copy;
physics_info p_copy;
vec3d *pts[3] = {&a, &b, &c};
// average time between packets
float avg_diff = oo_arrive_time_avg_diff[ship_index];
// would this cause us to rubber-band?
vec3d v_norm = cur_phys_info->vel;
vec3d v_dir;
vm_vec_sub(&v_dir, new_pos, cur_pos);
if(!IS_VEC_NULL_SQ_SAFE(&v_norm) && !IS_VEC_NULL_SQ_SAFE(&v_dir)){
vm_vec_normalize(&v_dir);
vm_vec_normalize(&v_norm);
if(vm_vec_dot(&v_dir, &v_norm) < 0.0f){
*new_pos = *cur_pos;
}
}
// get the spline representing our "bad" movement. its better to be little bit off than to overshoot altogether
a = oo_interp_points[ship_index][0];
b = *cur_pos;
c = *cur_pos;
m_copy = *cur_orient;
p_copy = *cur_phys_info;
physics_sim(&c, &m_copy, &p_copy, avg_diff * oo_error); // next point, assuming we followed our current path
oo_interp_splines[ship_index][0].bez_set_points(3, pts);
// get the spline representing where this new point tells us we'd be heading
a = oo_interp_points[ship_index][0]; //-V519
b = oo_interp_points[ship_index][1]; //-V519
c = oo_interp_points[ship_index][1];
m_copy = *new_orient;
p_copy = *new_phys_info;
physics_sim(&c, &m_copy, &p_copy, avg_diff); // next point, given this new info
oo_interp_splines[ship_index][1].bez_set_points(3, pts);
// now we've got a spline representing our "new" path and where we would've gone had we been perfect before
// we'll modify our velocity to move along a blend of these splines.
}
void oo_update_time()
{
}
int display_oo_bez = 0;
DCF(bez, "Toggles rendering of player ship trajectory interpolation splines (Multiplayer) *disabled*")
{
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Rendering of interpolation splines is '%s'", display_oo_bez ? "ON" : "OFF");
return;
}
display_oo_bez = !display_oo_bez;
dc_printf("%showing interp splines", display_oo_bez ? "S" : "Not s");
}
void oo_display()
{
/* int idx;
gr_set_color_fast(&Color_bright);
for(idx=0; idx<MAX_SHIPS; idx++){
// invalid ship
if(Ships[idx].objnum < 0){
continue;
}
// time between updates
if( (oo_arrive_time_count[idx] == 5) && (idx != (Player_ship - Ships)) ){
gr_printf(20, 40, "avg time between updates : %f", oo_arrive_time_avg_diff[idx]);
}
// interpolation splines
if( (oo_interp_count[idx] == 2) && (display_oo_bez) ){
oo_interp_splines[idx][0].bez_render(10, &Color_bright_red); // bad path
oo_interp_splines[idx][1].bez_render(10, &Color_bright_green); // good path
}
}
*/
}
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