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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// cg_snapshot.c -- things that happen on snapshot transition,
// not necessarily every single rendered frame
#include "cg_local.h"
/*
==================
CG_ResetEntity
==================
*/
static void CG_ResetEntity( centity_t *cent ) {
// if an event is set, assume it is new enough to use
// if the event had timed out, it would have been cleared
// RF, not needed for wolf
// DHM - Nerve :: Wolf is now using this.
cent->previousEvent = 0;
cent->previousEventSequence = cent->currentState.eventSequence;
cent->trailTime = cg.snap->serverTime;
// Ridah
cent->headJuncIndex = 0;
cent->headJuncIndex2 = 0;
// done.
VectorCopy( cent->currentState.origin, cent->lerpOrigin );
VectorCopy( cent->currentState.angles, cent->lerpAngles );
if ( cent->currentState.eType == ET_PLAYER ) {
CG_ResetPlayerEntity( cent );
}
}
/*
===============
CG_TransitionEntity
cent->nextState is moved to cent->currentState and events are fired
===============
*/
static void CG_TransitionEntity( centity_t *cent ) {
// Ridah, update the fireDir if it's on fire
if ( CG_EntOnFire( cent ) ) {
vec3_t newDir, newPos, oldPos;
float adjust;
//
BG_EvaluateTrajectory( ¢->nextState.pos, cg.snap->serverTime, newPos );
BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, oldPos );
// update the fireRiseDir
VectorSubtract( oldPos, newPos, newDir );
// fire should go upwards if travelling slow
newDir[2] += 2;
if ( VectorNormalize( newDir ) < 1 ) {
VectorClear( newDir );
newDir[2] = 1;
}
// now move towards the newDir
adjust = 0.3;
VectorMA( cent->fireRiseDir, adjust, newDir, cent->fireRiseDir );
if ( VectorNormalize( cent->fireRiseDir ) <= 0.1 ) {
VectorCopy( newDir, cent->fireRiseDir );
}
}
//----(SA) the ent lost or gained some part(s), do any necessary effects
//TODO: check for ai first
if ( cent->currentState.dmgFlags != cent->nextState.dmgFlags ) {
CG_AttachedPartChange( cent );
}
cent->currentState = cent->nextState;
cent->currentValid = qtrue;
// reset if the entity wasn't in the last frame or was teleported
if ( !cent->interpolate ) {
CG_ResetEntity( cent );
}
// clear the next state. if will be set by the next CG_SetNextSnap
cent->interpolate = qfalse;
// check for events
CG_CheckEvents( cent );
}
/*
==================
CG_SetInitialSnapshot
This will only happen on the very first snapshot.
All other times will use CG_TransitionSnapshot instead.
==================
*/
void CG_SetInitialSnapshot( snapshot_t *snap ) {
int i;
centity_t *cent;
entityState_t *state;
cg.snap = snap;
BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse );
// sort out solid entities
CG_BuildSolidList();
CG_ExecuteNewServerCommands( snap->serverCommandSequence );
// set our local weapon selection pointer to
// what the server has indicated the current weapon is
CG_Respawn();
for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
state = &cg.snap->entities[ i ];
cent = &cg_entities[ state->number ];
memcpy( ¢->currentState, state, sizeof( entityState_t ) );
//cent->currentState = *state;
cent->interpolate = qfalse;
cent->currentValid = qtrue;
CG_ResetEntity( cent );
// check for events
CG_CheckEvents( cent );
}
// JPW NERVE -- make sure we didn't break anything
cg_fxflags = 0;
// jpw
// DHM - Nerve :: Set cg.clientNum so that it may be used elsewhere
// NERVE - SMF - commented out, TA merge, this has been moved to CG_Init
// cg.clientNum = snap->ps.clientNum;
// NERVE - SMF
{
static char prevmap[64] = { 0 };
char curmap[64];
trap_Cvar_VariableStringBuffer( "mapname", curmap, 64 );
if ( cgs.gametype >= GT_WOLF && Q_stricmp( curmap, prevmap ) ) {
strcpy( prevmap, curmap );
trap_SendConsoleCommand( "openLimboMenu\n" );
}
}
// -NERVE - SMF
}
/*
===================
CG_TransitionSnapshot
The transition point from snap to nextSnap has passed
===================
*/
static void CG_TransitionSnapshot( void ) {
centity_t *cent;
snapshot_t *oldFrame;
int i;
if ( !cg.snap ) {
CG_Error( "CG_TransitionSnapshot: NULL cg.snap" );
}
if ( !cg.nextSnap ) {
CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" );
}
// execute any server string commands before transitioning entities
CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );
// if we had a map_restart, set everything with initial
if ( cg.mapRestart ) {
}
// clear the currentValid flag for all entities in the existing snapshot
for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
cent = &cg_entities[ cg.snap->entities[ i ].number ];
cent->currentValid = qfalse;
}
// move nextSnap to snap and do the transitions
oldFrame = cg.snap;
cg.snap = cg.nextSnap;
BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[ cg.snap->ps.clientNum ].currentState, qfalse );
cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse;
for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
cent = &cg_entities[ cg.snap->entities[ i ].number ];
CG_TransitionEntity( cent );
}
cg.nextSnap = NULL;
// check for playerstate transition events
if ( oldFrame ) {
playerState_t *ops, *ps;
ops = &oldFrame->ps;
ps = &cg.snap->ps;
// teleporting checks are irrespective of prediction
if ( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) {
cg.thisFrameTeleport = qtrue; // will be cleared by prediction code
}
// if we are not doing client side movement prediction for any
// reason, then the client events and view changes will be issued now
if ( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW )
|| cg_nopredict.integer || cg_synchronousClients.integer ) {
CG_TransitionPlayerState( ps, ops );
}
}
}
/*
===================
CG_SetNextSnap
A new snapshot has just been read in from the client system.
===================
*/
static void CG_SetNextSnap( snapshot_t *snap ) {
int num;
entityState_t *es;
centity_t *cent;
cg.nextSnap = snap;
BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].nextState, qfalse );
cg_entities[ cg.snap->ps.clientNum ].interpolate = qtrue;
// check for extrapolation errors
for ( num = 0 ; num < snap->numEntities ; num++ ) {
es = &snap->entities[num];
cent = &cg_entities[ es->number ];
memcpy( ¢->nextState, es, sizeof( entityState_t ) );
//cent->nextState = *es;
// if this frame is a teleport, or the entity wasn't in the
// previous frame, don't interpolate
if ( !cent->currentValid || ( ( cent->currentState.eFlags ^ es->eFlags ) & EF_TELEPORT_BIT ) ) {
cent->interpolate = qfalse;
} else {
cent->interpolate = qtrue;
}
}
// if the next frame is a teleport for the playerstate, we
// can't interpolate during demos
if ( cg.snap && ( ( snap->ps.eFlags ^ cg.snap->ps.eFlags ) & EF_TELEPORT_BIT ) ) {
cg.nextFrameTeleport = qtrue;
} else {
cg.nextFrameTeleport = qfalse;
}
// if changing follow mode, don't interpolate
if ( cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum ) {
cg.nextFrameTeleport = qtrue;
}
// if changing server restarts, don't interpolate
if ( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) {
cg.nextFrameTeleport = qtrue;
}
// sort out solid entities
CG_BuildSolidList();
}
/*
========================
CG_ReadNextSnapshot
This is the only place new snapshots are requested
This may increment cgs.processedSnapshotNum multiple
times if the client system fails to return a
valid snapshot.
========================
*/
static snapshot_t *CG_ReadNextSnapshot( void ) {
qboolean r;
snapshot_t *dest;
if ( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 ) {
CG_Printf( "[skipnotify]WARNING: CG_ReadNextSnapshot: way out of range, %i > %i\n",
cg.latestSnapshotNum, cgs.processedSnapshotNum );
}
while ( cgs.processedSnapshotNum < cg.latestSnapshotNum ) {
// decide which of the two slots to load it into
if ( cg.snap == &cg.activeSnapshots[0] ) {
dest = &cg.activeSnapshots[1];
} else {
dest = &cg.activeSnapshots[0];
}
// try to read the snapshot from the client system
cgs.processedSnapshotNum++;
r = trap_GetSnapshot( cgs.processedSnapshotNum, dest );
// FIXME: why would trap_GetSnapshot return a snapshot with the same server time
if ( cg.snap && r && dest->serverTime == cg.snap->serverTime ) {
//continue;
}
// if it succeeded, return
if ( r ) {
CG_AddLagometerSnapshotInfo( dest );
// JPW NERVE pulled for MP, maybe this was the code that was causing crashes. Shouldn't need it for savegame stuff
// Ridah, savegame: we should use this as our new base snapshot
// server has been restarted
if ( cg.snap && ( dest->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) {
// int i;
// centity_t backupCent;
// CG_SetInitialSnapshot( dest );
// cg.nextFrameTeleport = qtrue;
cg.damageTime = 0;
cg.duckTime = -1;
cg.landTime = -1;
cg.stepTime = -1;
// go through an reset the cent's
/* // JPW NERVE -- return NULL mighta been bad, q3ta doesn't include this stuff
for ( i = 0; i < MAX_GENTITIES; i++ ) {
backupCent = cg_entities[i];
memset( &cg_entities[i], 0, sizeof( centity_t ) );
cg_entities[i].currentState = backupCent.currentState;
cg_entities[i].nextState = backupCent.nextState;
cg_entities[i].currentValid = backupCent.currentValid;
cg_entities[i].interpolate = backupCent.interpolate;
}
// reset the predicted cent
backupCent = cg.predictedPlayerEntity; // NERVE - SMF
memset( &cg.predictedPlayerEntity, 0, sizeof( centity_t ) );
cg.predictedPlayerEntity.currentState = backupCent.currentState;
cg.predictedPlayerEntity.nextState = backupCent.nextState;
cg.predictedPlayerEntity.currentValid = backupCent.currentValid;
cg.predictedPlayerEntity.interpolate = backupCent.interpolate;
return NULL;
// jpw */
}
return dest;
}
// a GetSnapshot will return failure if the snapshot
// never arrived, or is so old that its entities
// have been shoved off the end of the circular
// buffer in the client system.
// record as a dropped packet
CG_AddLagometerSnapshotInfo( NULL );
// If there are additional snapshots, continue trying to
// read them.
}
// nothing left to read
return NULL;
}
/*
============
CG_ProcessSnapshots
We are trying to set up a renderable view, so determine
what the simulated time is, and try to get snapshots
both before and after that time if available.
If we don't have a valid cg.snap after exiting this function,
then a 3D game view cannot be rendered. This should only happen
right after the initial connection. After cg.snap has been valid
once, it will never turn invalid.
Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot
hasn't arrived yet (it becomes an extrapolating situation instead
of an interpolating one)
============
*/
void CG_ProcessSnapshots( void ) {
snapshot_t *snap;
int n;
// see what the latest snapshot the client system has is
trap_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime );
if ( n != cg.latestSnapshotNum ) {
if ( n < cg.latestSnapshotNum ) {
// this should never happen
CG_Error( "CG_ProcessSnapshots: n < cg.latestSnapshotNum" );
}
cg.latestSnapshotNum = n;
}
// If we have yet to receive a snapshot, check for it.
// Once we have gotten the first snapshot, cg.snap will
// always have valid data for the rest of the game
while ( !cg.snap ) {
snap = CG_ReadNextSnapshot();
if ( !snap ) {
// we can't continue until we get a snapshot
return;
}
// set our weapon selection to what
// the playerstate is currently using
if ( !( snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
CG_SetInitialSnapshot( snap );
}
}
// loop until we either have a valid nextSnap with a serverTime
// greater than cg.time to interpolate towards, or we run
// out of available snapshots
do {
// if we don't have a nextframe, try and read a new one in
if ( !cg.nextSnap ) {
snap = CG_ReadNextSnapshot();
// if we still don't have a nextframe, we will just have to
// extrapolate
if ( !snap ) {
break;
}
CG_SetNextSnap( snap );
// if time went backwards, we have a level restart
if ( cg.nextSnap->serverTime < cg.snap->serverTime ) {
CG_Error( "CG_ProcessSnapshots: Server time went backwards" );
}
}
// if our time is < nextFrame's, we have a nice interpolating state
if ( cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime ) {
break;
}
// we have passed the transition from nextFrame to frame
CG_TransitionSnapshot();
} while ( 1 );
// assert our valid conditions upon exiting
if ( cg.snap == NULL ) {
CG_Error( "CG_ProcessSnapshots: cg.snap == NULL" );
}
if ( cg.time < cg.snap->serverTime ) {
// this can happen right after a vid_restart
cg.time = cg.snap->serverTime;
}
if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) {
CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" );
}
}
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