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/*
* 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 1.8 2007-05-14 23:37:00 cawe 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
*
* =============================================================================
*/
/**
* 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
}
/**
* Writes the status of a player to a client system.
*/
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]);
}
/**
* Writes a frame to a client system.
*/
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);
}
/**
* 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<longs ; j++)
// ((long *)fatpvs)[j] |= ((long *)src)[j];
int k = 0;
for (j = 0; j < longs; j++) {
SV_ENTS.fatpvs[k] |= src[k++];
SV_ENTS.fatpvs[k] |= src[k++];
SV_ENTS.fatpvs[k] |= src[k++];
SV_ENTS.fatpvs[k] |= src[k++];
}
}
}
/**
* Decides which entities are going to be visible to the client, and copies
* off the playerstat and areabits.
*/
public static void SV_BuildClientFrame(client_t client) {
int e, i;
float[] org = { 0, 0, 0 };
edict_t ent;
edict_t clent;
client_frame_t frame;
entity_state_t state;
int l;
int clientarea, clientcluster;
int leafnum;
int c_fullsend;
byte clientphs[];
byte bitvector[];
clent = client.edict;
if (clent.client == null)
return; // not in game yet
// this is the frame we are creating
frame = client.frames[SV_INIT.sv.framenum & Defines.UPDATE_MASK];
frame.senttime = SV_INIT.svs.realtime; // save it for ping calc later
// find the client's PVS
for (i = 0; i < 3; i++)
org[i] = clent.client.ps.pmove.origin[i] * 0.125f
+ clent.client.ps.viewoffset[i];
leafnum = CM.CM_PointLeafnum(org);
clientarea = CM.CM_LeafArea(leafnum);
clientcluster = CM.CM_LeafCluster(leafnum);
// calculate the visible areas
frame.areabytes = CM.CM_WriteAreaBits(frame.areabits, clientarea);
// grab the current player_state_t
frame.ps.set(clent.client.ps);
SV_FatPVS(org);
clientphs = CM.CM_ClusterPHS(clientcluster);
// build up the list of visible entities
frame.num_entities = 0;
frame.first_entity = SV_INIT.svs.next_client_entities;
c_fullsend = 0;
for (e = 1; e < GameBase.num_edicts; e++) {
ent = GameBase.g_edicts[e];
// ignore ents without visible models
if ((ent.svflags & Defines.SVF_NOCLIENT) != 0)
continue;
// ignore ents without visible models unless they have an effect
if (0 == ent.s.modelindex && 0 == ent.s.effects && 0 == ent.s.sound
&& 0 == ent.s.event)
continue;
// ignore if not touching a PV leaf
// check area
if (ent != clent) {
if (!CM.CM_AreasConnected(clientarea, ent.areanum)) {
// doors can legally straddle two areas, so we may need to check another one
if (0 == ent.areanum2 || !CM.CM_AreasConnected(clientarea, ent.areanum2))
continue; // blocked by a door
}
// beams just check one point for PHS
if ((ent.s.renderfx & Defines.RF_BEAM) != 0) {
l = ent.clusternums[0];
if (0 == (clientphs[l >> 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++;
}
}
// stack variable
private static byte buf_data[] = new byte[32768];
/**
* Save everything in the world out without deltas. Used for recording
* footage for merged or assembled demos.
*/
public static void SV_RecordDemoMessage() {
if (SV_INIT.svs.demofile == null)
return;
//memset (nostate, 0, sizeof(nostate));
entity_state_t nostate = new entity_state_t(null);
sizebuf_t buf = new sizebuf_t();
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);
int e = 1;
edict_t 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
int 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);
}
}
}
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