/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program 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 2 of the License, or (at your option) any later * version. * * This program 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 * this program; if not, write to the Free Software Foundation, Inc., 59 Temple * Place - Suite 330, Boston, MA 02111-1307, USA. * */ // Created on 17.01.2004 by RST. // $Id: SV_ENTS.java,v 1.5 2004-09-22 19:22:12 salomo Exp $ package jake2.server; import jake2.Defines; import jake2.game.*; import jake2.qcommon.*; import jake2.util.Math3D; import java.io.IOException; public class SV_ENTS { /* * ============================================================================= * * Build a client frame structure * * ============================================================================= */ public static byte fatpvs[] = new byte[65536 / 8]; // 32767 is MAX_MAP_LEAFS /* * ============================================================================= * * Encode a client frame onto the network channel * * ============================================================================= */ /* * ============= SV_EmitPacketEntities * * Writes a delta update of an entity_state_t list to the message. * ============= */ static void SV_EmitPacketEntities(client_frame_t from, client_frame_t to, sizebuf_t msg) { entity_state_t oldent = null, newent = null; int oldindex, newindex; int oldnum, newnum; int from_num_entities; int bits; MSG.WriteByte(msg, Defines.svc_packetentities); if (from == null) from_num_entities = 0; else from_num_entities = from.num_entities; newindex = 0; oldindex = 0; while (newindex < to.num_entities || oldindex < from_num_entities) { if (newindex >= to.num_entities) newnum = 9999; else { newent = SV_INIT.svs.client_entities[(to.first_entity + newindex) % SV_INIT.svs.num_client_entities]; newnum = newent.number; } if (oldindex >= from_num_entities) oldnum = 9999; else { oldent = SV_INIT.svs.client_entities[(from.first_entity + oldindex) % SV_INIT.svs.num_client_entities]; oldnum = oldent.number; } if (newnum == oldnum) { // delta update from old position // because the force parm is false, this will not result // in any bytes being emited if the entity has not changed at // all // note that players are always 'newentities', this updates // their oldorigin always // and prevents warping MSG.WriteDeltaEntity(oldent, newent, msg, false, newent.number <= SV_MAIN.maxclients.value); oldindex++; newindex++; continue; } if (newnum < oldnum) { // this is a new entity, send it from the // baseline MSG.WriteDeltaEntity(SV_INIT.sv.baselines[newnum], newent, msg, true, true); newindex++; continue; } if (newnum > oldnum) { // the old entity isn't present in the new // message bits = Defines.U_REMOVE; if (oldnum >= 256) bits |= Defines.U_NUMBER16 | Defines.U_MOREBITS1; MSG.WriteByte(msg, bits & 255); if ((bits & 0x0000ff00) != 0) MSG.WriteByte(msg, (bits >> 8) & 255); if ((bits & Defines.U_NUMBER16) != 0) MSG.WriteShort(msg, oldnum); else MSG.WriteByte(msg, oldnum); oldindex++; continue; } } MSG.WriteShort(msg, 0); // end of packetentities } /* * ============= SV_WritePlayerstateToClient * * ============= */ static void SV_WritePlayerstateToClient(client_frame_t from, client_frame_t to, sizebuf_t msg) { int i; int pflags; // ptr player_state_t ps, ops; // mem player_state_t dummy; int statbits; ps = to.ps; if (from == null) { //memset (dummy, 0, sizeof(dummy)); dummy = new player_state_t(); ops = dummy; } else ops = from.ps; // // determine what needs to be sent // pflags = 0; if (ps.pmove.pm_type != ops.pmove.pm_type) pflags |= Defines.PS_M_TYPE; if (ps.pmove.origin[0] != ops.pmove.origin[0] || ps.pmove.origin[1] != ops.pmove.origin[1] || ps.pmove.origin[2] != ops.pmove.origin[2]) pflags |= Defines.PS_M_ORIGIN; if (ps.pmove.velocity[0] != ops.pmove.velocity[0] || ps.pmove.velocity[1] != ops.pmove.velocity[1] || ps.pmove.velocity[2] != ops.pmove.velocity[2]) pflags |= Defines.PS_M_VELOCITY; if (ps.pmove.pm_time != ops.pmove.pm_time) pflags |= Defines.PS_M_TIME; if (ps.pmove.pm_flags != ops.pmove.pm_flags) pflags |= Defines.PS_M_FLAGS; if (ps.pmove.gravity != ops.pmove.gravity) pflags |= Defines.PS_M_GRAVITY; if (ps.pmove.delta_angles[0] != ops.pmove.delta_angles[0] || ps.pmove.delta_angles[1] != ops.pmove.delta_angles[1] || ps.pmove.delta_angles[2] != ops.pmove.delta_angles[2]) pflags |= Defines.PS_M_DELTA_ANGLES; if (ps.viewoffset[0] != ops.viewoffset[0] || ps.viewoffset[1] != ops.viewoffset[1] || ps.viewoffset[2] != ops.viewoffset[2]) pflags |= Defines.PS_VIEWOFFSET; if (ps.viewangles[0] != ops.viewangles[0] || ps.viewangles[1] != ops.viewangles[1] || ps.viewangles[2] != ops.viewangles[2]) pflags |= Defines.PS_VIEWANGLES; if (ps.kick_angles[0] != ops.kick_angles[0] || ps.kick_angles[1] != ops.kick_angles[1] || ps.kick_angles[2] != ops.kick_angles[2]) pflags |= Defines.PS_KICKANGLES; if (ps.blend[0] != ops.blend[0] || ps.blend[1] != ops.blend[1] || ps.blend[2] != ops.blend[2] || ps.blend[3] != ops.blend[3]) pflags |= Defines.PS_BLEND; if (ps.fov != ops.fov) pflags |= Defines.PS_FOV; if (ps.rdflags != ops.rdflags) pflags |= Defines.PS_RDFLAGS; if (ps.gunframe != ops.gunframe) pflags |= Defines.PS_WEAPONFRAME; pflags |= Defines.PS_WEAPONINDEX; // // write it // MSG.WriteByte(msg, Defines.svc_playerinfo); MSG.WriteShort(msg, pflags); // // write the pmove_state_t // if ((pflags & Defines.PS_M_TYPE) != 0) MSG.WriteByte(msg, ps.pmove.pm_type); if ((pflags & Defines.PS_M_ORIGIN) != 0) { MSG.WriteShort(msg, ps.pmove.origin[0]); MSG.WriteShort(msg, ps.pmove.origin[1]); MSG.WriteShort(msg, ps.pmove.origin[2]); } if ((pflags & Defines.PS_M_VELOCITY) != 0) { MSG.WriteShort(msg, ps.pmove.velocity[0]); MSG.WriteShort(msg, ps.pmove.velocity[1]); MSG.WriteShort(msg, ps.pmove.velocity[2]); } if ((pflags & Defines.PS_M_TIME) != 0) MSG.WriteByte(msg, ps.pmove.pm_time); if ((pflags & Defines.PS_M_FLAGS) != 0) MSG.WriteByte(msg, ps.pmove.pm_flags); if ((pflags & Defines.PS_M_GRAVITY) != 0) MSG.WriteShort(msg, ps.pmove.gravity); if ((pflags & Defines.PS_M_DELTA_ANGLES) != 0) { MSG.WriteShort(msg, ps.pmove.delta_angles[0]); MSG.WriteShort(msg, ps.pmove.delta_angles[1]); MSG.WriteShort(msg, ps.pmove.delta_angles[2]); } // // write the rest of the player_state_t // if ((pflags & Defines.PS_VIEWOFFSET) != 0) { MSG.WriteChar(msg, ps.viewoffset[0] * 4); MSG.WriteChar(msg, ps.viewoffset[1] * 4); MSG.WriteChar(msg, ps.viewoffset[2] * 4); } if ((pflags & Defines.PS_VIEWANGLES) != 0) { MSG.WriteAngle16(msg, ps.viewangles[0]); MSG.WriteAngle16(msg, ps.viewangles[1]); MSG.WriteAngle16(msg, ps.viewangles[2]); } if ((pflags & Defines.PS_KICKANGLES) != 0) { MSG.WriteChar(msg, ps.kick_angles[0] * 4); MSG.WriteChar(msg, ps.kick_angles[1] * 4); MSG.WriteChar(msg, ps.kick_angles[2] * 4); } if ((pflags & Defines.PS_WEAPONINDEX) != 0) { MSG.WriteByte(msg, ps.gunindex); } if ((pflags & Defines.PS_WEAPONFRAME) != 0) { MSG.WriteByte(msg, ps.gunframe); MSG.WriteChar(msg, ps.gunoffset[0] * 4); MSG.WriteChar(msg, ps.gunoffset[1] * 4); MSG.WriteChar(msg, ps.gunoffset[2] * 4); MSG.WriteChar(msg, ps.gunangles[0] * 4); MSG.WriteChar(msg, ps.gunangles[1] * 4); MSG.WriteChar(msg, ps.gunangles[2] * 4); } if ((pflags & Defines.PS_BLEND) != 0) { MSG.WriteByte(msg, ps.blend[0] * 255); MSG.WriteByte(msg, ps.blend[1] * 255); MSG.WriteByte(msg, ps.blend[2] * 255); MSG.WriteByte(msg, ps.blend[3] * 255); } if ((pflags & Defines.PS_FOV) != 0) MSG.WriteByte(msg, ps.fov); if ((pflags & Defines.PS_RDFLAGS) != 0) MSG.WriteByte(msg, ps.rdflags); // send stats statbits = 0; for (i = 0; i < Defines.MAX_STATS; i++) if (ps.stats[i] != ops.stats[i]) statbits |= 1 << i; MSG.WriteLong(msg, statbits); for (i = 0; i < Defines.MAX_STATS; i++) if ((statbits & (1 << i)) != 0) MSG.WriteShort(msg, ps.stats[i]); } /* * ================== SV_WriteFrameToClient ================== */ public static void SV_WriteFrameToClient(client_t client, sizebuf_t msg) { //ptr client_frame_t frame, oldframe; int lastframe; //Com.Printf ("%i . %i\n", new // Vargs().add(client.lastframe).add(sv.framenum)); // this is the frame we are creating frame = client.frames[SV_INIT.sv.framenum & Defines.UPDATE_MASK]; if (client.lastframe <= 0) { // client is asking for a retransmit oldframe = null; lastframe = -1; } else if (SV_INIT.sv.framenum - client.lastframe >= (Defines.UPDATE_BACKUP - 3)) { // client hasn't gotten a good message through in a long time // Com_Printf ("%s: Delta request from out-of-date packet.\n", // client.name); oldframe = null; lastframe = -1; } else { // we have a valid message to delta from oldframe = client.frames[client.lastframe & Defines.UPDATE_MASK]; lastframe = client.lastframe; } MSG.WriteByte(msg, Defines.svc_frame); MSG.WriteLong(msg, SV_INIT.sv.framenum); MSG.WriteLong(msg, lastframe); // what we are delta'ing from MSG.WriteByte(msg, client.surpressCount); // rate dropped packets client.surpressCount = 0; // send over the areabits MSG.WriteByte(msg, frame.areabytes); SZ.Write(msg, frame.areabits, frame.areabytes); // delta encode the playerstate SV_WritePlayerstateToClient(oldframe, frame, msg); // delta encode the entities SV_EmitPacketEntities(oldframe, frame, msg); } /* * ============ SV_FatPVS * * The client will interpolate the view position, so we can't use a single * PVS point =========== */ public static void SV_FatPVS(float[] org) { int leafs[] = new int[64]; int i, j, count; int longs; byte src[]; float[] mins = { 0, 0, 0 }, maxs = { 0, 0, 0 }; for (i = 0; i < 3; i++) { mins[i] = org[i] - 8; maxs[i] = org[i] + 8; } count = CM.CM_BoxLeafnums(mins, maxs, leafs, 64, null); if (count < 1) Com.Error(Defines.ERR_FATAL, "SV_FatPVS: count < 1"); longs = (CM.CM_NumClusters() + 31) >> 5; // convert leafs to clusters for (i = 0; i < count; i++) leafs[i] = CM.CM_LeafCluster(leafs[i]); System.arraycopy(CM.CM_ClusterPVS(leafs[0]), 0, SV_ENTS.fatpvs, 0, longs << 2); // or in all the other leaf bits for (i = 1; i < count; i++) { for (j = 0; j < i; j++) if (leafs[i] == leafs[j]) break; if (j != i) continue; // already have the cluster we want src = CM.CM_ClusterPVS(leafs[i]); //for (j=0 ; j> 3] & (1 << (l & 7)))) continue; } else { // FIXME: if an ent has a model and a sound, but isn't // in the PVS, only the PHS, clear the model if (ent.s.sound == 0) { bitvector = SV_ENTS.fatpvs; //clientphs; } else bitvector = SV_ENTS.fatpvs; if (ent.num_clusters == -1) { // too many leafs for // individual check, go by // headnode if (!CM.CM_HeadnodeVisible(ent.headnode, bitvector)) continue; c_fullsend++; } else { // check individual leafs for (i = 0; i < ent.num_clusters; i++) { l = ent.clusternums[i]; if ((bitvector[l >> 3] & (1 << (l & 7))) != 0) break; } if (i == ent.num_clusters) continue; // not visible } if (ent.s.modelindex == 0) { // don't send sounds if they // will be attenuated away float[] delta = { 0, 0, 0 }; float len; Math3D.VectorSubtract(org, ent.s.origin, delta); len = Math3D.VectorLength(delta); if (len > 400) continue; } } } // add it to the circular client_entities array int ix = SV_INIT.svs.next_client_entities % SV_INIT.svs.num_client_entities; state = SV_INIT.svs.client_entities[ix]; if (ent.s.number != e) { Com.DPrintf("FIXING ENT.S.NUMBER!!!\n"); ent.s.number = e; } //*state = ent.s; SV_INIT.svs.client_entities[ix].set(ent.s); // don't mark players missiles as solid if (ent.owner == client.edict) state.solid = 0; SV_INIT.svs.next_client_entities++; frame.num_entities++; } } /* * ================== SV_RecordDemoMessage * * Save everything in the world out without deltas. Used for recording * footage for merged or assembled demos ================== */ public static void SV_RecordDemoMessage() { int e; edict_t ent; entity_state_t nostate = new entity_state_t(null); sizebuf_t buf = new sizebuf_t(); byte buf_data[] = new byte[32768]; int len; if (SV_INIT.svs.demofile == null) return; //memset (nostate, 0, sizeof(nostate)); SZ.Init(buf, buf_data, buf_data.length); // write a frame message that doesn't contain a player_state_t MSG.WriteByte(buf, Defines.svc_frame); MSG.WriteLong(buf, SV_INIT.sv.framenum); MSG.WriteByte(buf, Defines.svc_packetentities); e = 1; ent = GameBase.g_edicts[e]; while (e < GameBase.num_edicts) { // ignore ents without visible models unless they have an effect if (ent.inuse && ent.s.number != 0 && (ent.s.modelindex != 0 || ent.s.effects != 0 || ent.s.sound != 0 || ent.s.event != 0) && 0 == (ent.svflags & Defines.SVF_NOCLIENT)) MSG.WriteDeltaEntity(nostate, ent.s, buf, false, true); e++; ent = GameBase.g_edicts[e]; } MSG.WriteShort(buf, 0); // end of packetentities // now add the accumulated multicast information SZ.Write(buf, SV_INIT.svs.demo_multicast.data, SV_INIT.svs.demo_multicast.cursize); SZ.Clear(SV_INIT.svs.demo_multicast); // now write the entire message to the file, prefixed by the length len = EndianHandler.swapInt(buf.cursize); try { //fwrite (len, 4, 1, svs.demofile); SV_INIT.svs.demofile.writeInt(len); //fwrite (buf.data, buf.cursize, 1, svs.demofile); SV_INIT.svs.demofile.write(buf.data, 0, buf.cursize); } catch (IOException e1) { Com.Printf("Error writing demo file:" + e); } } }