/* =========================================================================== Copyright (C) 2023 the OpenMoHAA team This file is part of OpenMoHAA source code. OpenMoHAA 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 2 of the License, or (at your option) any later version. OpenMoHAA 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 OpenMoHAA source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // DESCRIPTION: // things that happen on snapshot transition, not necessarily every // single frame // // ADDITIONS: // - CG_TransitionSnapshot() footer: set ps.walking to true if the ps has a ground entity #include "cg_local.h" #include "cg_radar.h" #include "tiki.h" /* ================== CG_ResetEntity ================== */ static void CG_ResetEntity(centity_t *cent) { dtiki_t *tiki; int i; VectorCopy(cent->currentState.origin, cent->lerpOrigin); VectorCopy(cent->currentState.angles, cent->lerpAngles); // if we just teleported, all we care about is the position and orientation // information if (cent->teleported) { cent->teleported = qfalse; return; } // reset local color cent->client_color[0] = 1; cent->client_color[1] = 1; cent->client_color[2] = 1; cent->client_color[3] = 1; // Make sure entity starts with no loop sound cent->tikiLoopSound = 0; // Reset client flags cent->clientFlags = 0; // Reset splash info cent->splash_last_spawn_time = 0; cent->splash_still_count = -1; tiki = cgi.R_Model_GetHandle(cgs.model_draw[cent->currentState.modelindex]); // reset client command CG_RemoveClientEntity(cent->currentState.number, tiki, cent); // reset the animation for the entities if (tiki) { for (i = 0; i < MAX_FRAMEINFOS; i++) { cent->animLast[i] = -1; cent->animLastTimes[i] = -1; if (cent->currentState.frameInfo[i].weight) { cent->animLastWeight |= 1 << i; } else { // zero-weight shouldn't count cent->animLastWeight &= ~(1 << i); } } } else { // clear all the last animations for (i = 0; i < MAX_FRAMEINFOS; i++) { cent->animLast[i] = -1; cent->animLastTimes[i] = 0.0; } cent->animLastWeight = 0; } cent->usageIndexLast = 0; cent->bFootOnGround_Left = qtrue; cent->bFootOnGround_Right = qtrue; 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) { 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; // reset the teleported state cent->teleported = qfalse; if (cent->currentState.eType == ET_EVENTS) { CG_Event(cent); } } /* ================== CG_SetInitialSnapshot This will only happen on the very first snapshot, or on tourney restarts. 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; // sort out solid entities CG_BuildSolidList(); CG_ExecuteNewServerCommands(snap->serverCommandSequence, qfalse); for (i = 0; i < cg.snap->numEntities; i++) { state = &cg.snap->entities[i]; cent = &cg_entities[state->number]; cent->currentState = *state; cent->interpolate = qfalse; cent->currentValid = qtrue; CG_ResetEntity(cent); } cgi.MUSIC_UpdateMood(snap->ps.current_music_mood, snap->ps.fallback_music_mood); cgi.MUSIC_UpdateVolume(snap->ps.music_volume, snap->ps.music_volume_fade_time); cgi.S_SetReverb(snap->ps.reverb_type, snap->ps.reverb_level); CG_InitRadar(); cgi.CL_RestoreSavedCgameState(); } /* =================== CG_TransitionSnapshot The transition point from snap to nextSnap has passed =================== */ static void CG_TransitionSnapshot(qboolean differentServer) { centity_t *cent; snapshot_t *oldFrame; int i; if (differentServer) { CG_ServerRestarted(); } // execute any server string commands before transitioning entities CG_ExecuteNewServerCommands(cg.nextSnap->serverCommandSequence, differentServer); // 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; // FAKK: Commented out to make our stuff work // cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse; for (i = 0; i < cg.snap->numEntities; i++) { cent = &cg_entities[cg.snap->entities[i].number]; if (differentServer) { cent->interpolate = qfalse; cent->teleported = qfalse; } CG_TransitionEntity(cent); // remember time of snapshot this entity was last updated in cent->snapShotTime = cg.snap->serverTime; } for (i = 0; i < cg.snap->number_of_sounds; i++) { CG_ProcessSound(&cg.snap->sounds[i]); } cgi.MUSIC_UpdateMood(cg.snap->ps.current_music_mood, cg.snap->ps.fallback_music_mood); 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->pm_flags & PMF_RESPAWNED) { cg.thisFrameTeleport = qtrue; } if ((ops->music_volume != ps->music_volume) || (ops->music_volume_fade_time != ps->music_volume_fade_time)) { cgi.MUSIC_UpdateVolume(ps->music_volume, ps->music_volume_fade_time); } if ((ops->reverb_type != ps->reverb_type) || (ops->reverb_level != ps->reverb_level)) { cgi.S_SetReverb(ps->reverb_type, ps->reverb_level); } // 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_NO_PREDICTION) || cg_nopredict->integer || cg_synchronousClients->integer) { CG_TransitionPlayerState(ps, ops); } } if (differentServer) { cgi.CL_RestoreSavedCgameState(); } else { cgi.CL_ClearSavedCgameState(); } // this allows the view model to still look normal when the player is on ground cg.snap->ps.walking = cg.snap->ps.groundEntityNum != ENTITYNUM_NONE; } /* =================== 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; 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]; 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->currentState.parent != es->parent) || (cent->currentState.modelindex != es->modelindex)) { cent->interpolate = qfalse; // if this isn't the first frame and we have valid data, set the // teleport flag if (cent->currentValid) { cent->teleported = qtrue; } } 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.pm_flags & PMF_RESPAWNED)) { 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 the camera cut bit changed, than the next frame is a camera cut if ((cg.nextSnap->ps.camera_flags & CF_CAMERA_CUT_BIT) != (cg.snap->ps.camera_flags & CF_CAMERA_CUT_BIT)) { cg.nextFrameCameraCut = qtrue; } else { cg.nextFrameCameraCut = qfalse; } // if changing server restarts, don't interpolate if (snap->serverTime < cgi.GetServerStartTime()) { // reset the camera 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) { cgi.Printf( "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 = cgi.GetSnapshot(cgs.processedSnapshotNum, dest); // if it succeeded, return if (r) { CG_AddLagometerSnapshotInfo(dest); 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; qboolean differentServer; // see what the latest snapshot the client system has is cgi.GetCurrentSnapshotNumber(&n, &cg.latestSnapshotTime); if (n != cg.latestSnapshotNum) { if (n < cg.latestSnapshotNum) { // this should never happen cgi.Error(ERR_DROP, "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) { // only drop if this is not a restart or loadgame if (!((cg.nextSnap->snapFlags ^ cg.snap->snapFlags) & SNAPFLAG_SERVERCOUNT)) { cgi.Error(ERR_DROP, "CG_ProcessSnapshots: Server time went backwards"); } } } differentServer = cg.snap->serverTime <= cgi.GetServerStartTime(); // if our time is < nextFrame's, we have a nice interpolating state if (cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime && !differentServer) { break; } // we have passed the transition from nextFrame to frame CG_TransitionSnapshot(differentServer); } while (1); // assert our valid conditions upon exiting if (cg.snap == NULL) { cgi.Error(ERR_DROP, "CG_ProcessSnapshots: cg.snap == NULL"); } if (cg.time < cg.snap->serverTime) { // this can happen right after a vid_restart cg.time = cg.snap->serverTime; cgi.SetTime(cg.time); } if (cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time) { cgi.Error(ERR_DROP, "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time"); } }