/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena 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. Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "server.h" #include "../qcommon/bg_compat.h" #define CULL_IN 0 // completely unclipped #define CULL_CLIP 1 // clipped by one or more planes #define CULL_OUT 2 // completely outside the clipping planes /* ============================================================================= Delta encode a client frame onto the network channel A normal server packet will look like: 4 sequence number (high bit set if an oversize fragment) 1 svc_snapshot 4 last client reliable command 4 serverTime 1 lastframe for delta compression 1 snapFlags 1 areaBytes ============================================================================= */ /* ============= SV_EmitPacketEntities Writes a delta update of an entityState_t list to the message. ============= */ static void SV_EmitPacketEntities( clientSnapshot_t *from, clientSnapshot_t *to, msg_t *msg ) { entityState_t *oldent, *newent; int oldindex, newindex; int oldnum, newnum; int from_num_entities; // generate the delta update if ( !from ) { from_num_entities = 0; } else { from_num_entities = from->num_entities; } newent = NULL; oldent = NULL; newindex = 0; oldindex = 0; while ( newindex < to->num_entities || oldindex < from_num_entities ) { if ( newindex >= to->num_entities ) { newnum = 9999; } else { newent = &svs.snapshotEntities[(to->first_entity+newindex) % svs.numSnapshotEntities]; newnum = newent->number; } if ( oldindex >= from_num_entities ) { oldnum = 9999; } else { oldent = &svs.snapshotEntities[(from->first_entity+oldindex) % svs.numSnapshotEntities]; oldnum = oldent->number; } if ( newnum == oldnum ) { // delta update from old position // because the force parm is qfalse, this will not result // in any bytes being emitted if the entity has not changed at all MSG_WriteDeltaEntity (msg, oldent, newent, qfalse, sv.frameTime); oldindex++; newindex++; continue; } if ( newnum < oldnum ) { // this is a new entity, send it from the baseline MSG_WriteDeltaEntity (msg, &sv.svEntities[newnum].baseline, newent, qtrue, sv.frameTime); newindex++; continue; } if ( newnum > oldnum ) { // the old entity isn't present in the new message MSG_WriteDeltaEntity (msg, oldent, NULL, qtrue, sv.frameTime); oldindex++; continue; } } MSG_WriteEntityNum(msg, (MAX_GENTITIES - 1)); // end of packetentities } /* ================== SV_WriteSnapshotToClient ================== */ static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) { clientSnapshot_t *frame, *oldframe; int lastframe; int i; int snapFlags; // this is the snapshot we are creating frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ]; // try to use a previous frame as the source for delta compressing the snapshot if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) { // client is asking for a retransmit oldframe = NULL; lastframe = 0; } else if ( client->netchan.outgoingSequence - client->deltaMessage >= (PACKET_BACKUP - 3) ) { // client hasn't gotten a good message through in a long time Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name); oldframe = NULL; lastframe = 0; } else { // we have a valid snapshot to delta from oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ]; lastframe = client->netchan.outgoingSequence - client->deltaMessage; // the snapshot's entities may still have rolled off the buffer, though if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) { Com_DPrintf ("%s: Delta request from out of date entities.\n", client->name); oldframe = NULL; lastframe = 0; } } MSG_WriteSVC(msg, svc_snapshot); // NOTE, MRE: now sent at the start of every message from server to client // let the client know which reliable clientCommands we have received //MSG_WriteLong( msg, client->lastClientCommand ); // send over the current server time so the client can drift // its view of time to try to match if( client->oldServerTime ) { // The server has not yet got an acknowledgement of the // new gamestate from this client, so continue to send it // a time as if the server has not restarted. Note from // the client's perspective this time is strictly speaking // incorrect, but since it'll be busy loading a map at // the time it doesn't really matter. MSG_WriteLong (msg, svs.time + client->oldServerTime); } else { // WOMBAT: note that MOHAA always goes into this else. // therefore we are deviating from the MOHAA protocol but i don't think this is a problem MSG_WriteLong (msg, svs.time); } if ( sv.timeResidual > 254 ) MSG_WriteByte( msg, 255 ); else MSG_WriteByte( msg, sv.timeResidual ); // what we are delta'ing from MSG_WriteByte (msg, lastframe); snapFlags = svs.snapFlagServerBit; if ( client->rateDelayed ) { snapFlags |= SNAPFLAG_RATE_DELAYED; } if ( client->state != CS_ACTIVE ) { snapFlags |= SNAPFLAG_NOT_ACTIVE; } MSG_WriteByte (msg, snapFlags); // send over the areabits if ( frame->areabytes > 255 ) { Com_DPrintf( "WARNING: area bytes exceeds 255! Bad! Bad!" ); // 2015 actually had humour MSG_WriteByte( msg, 0 ); } else { MSG_WriteByte (msg, frame->areabytes); MSG_WriteData (msg, frame->areabits, frame->areabytes); } // delta encode the playerstate if ( oldframe ) { MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps, sv.frameTime); } else { MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps, sv.frameTime); } // delta encode the entities SV_EmitPacketEntities (oldframe, frame, msg); MSG_WriteSounds( msg, client->server_sounds, client->number_of_server_sounds ); if ( client->stringToPrint[0] ) { if ( client->locprint ) { MSG_WriteSVC( msg, svc_locprint ); MSG_WriteShort( msg, client->XOffset ); MSG_WriteShort( msg, client->YOffset ); MSG_WriteScrambledString( msg, client->stringToPrint ); client->locprint = qfalse; } else { MSG_WriteSVC( msg, svc_centerprint ); MSG_WriteScrambledString( msg, client->stringToPrint); } } // padding for rate debugging if ( sv_padPackets->integer ) { for ( i = 0 ; i < sv_padPackets->integer ; i++ ) { MSG_WriteSVC(msg, svc_nop); } } } /* ================== SV_UpdateServerCommandsToClient (re)send all server commands the client hasn't acknowledged yet ================== */ void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) { int i; // write any unacknowledged serverCommands for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) { MSG_WriteSVC( msg, svc_serverCommand ); MSG_WriteLong( msg, i ); MSG_WriteScrambledString( msg, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] ); } client->reliableSent = client->reliableSequence; } /* ============================================================================= Build a client snapshot structure ============================================================================= */ #define MAX_SNAPSHOT_ENTITIES 1024 typedef struct { int numSnapshotEntities; int snapshotEntities[MAX_SNAPSHOT_ENTITIES]; } snapshotEntityNumbers_t; /* ======================= SV_QsortEntityNumbers ======================= */ static int QDECL SV_QsortEntityNumbers( const void *a, const void *b ) { int *ea, *eb; ea = (int *)a; eb = (int *)b; if ( *ea == *eb ) { Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" ); } if ( *ea < *eb ) { return -1; } return 1; } /* =============== SV_AddNonPVSSound =============== */ static void SV_AddNonPVSSound(client_t* client, gentity_t* ent) { int i; for (i = 0; i < ent->r.num_nonpvs_sounds; i++) { nonpvs_sound_t *npvs = &ent->r.nonpvs_sounds[i]; SV_ClientSound( client, &ent->s.origin, ENTITYNUM_NONE, 1, npvs->index, npvs->volume, npvs->minDist, npvs->pitch, npvs->maxDist, qfalse ); } } /* ==================== SV_ClipMoveToBSPEntities ==================== */ static qboolean SV_ClipMoveToBSPEntities(const vec3_t start, const vec3_t end, int mask) { int i, num; int touchlist[MAX_GENTITIES]; gentity_t *touch; trace_t trace; clipHandle_t clipHandle; vec3_t boxmins, boxmaxs; for (i = 0; i < 3; i++) { if (end[i] > start[i]) { boxmins[i] = start[i] - 1; boxmaxs[i] = end[i] + 1; } else { boxmins[i] = end[i] - 1; boxmaxs[i] = start[i] + 1; } } num = SV_AreaEntities(boxmins, boxmaxs, touchlist, MAX_GENTITIES); for (i = 0; i < num; i++) { touch = SV_GentityNum(touchlist[i]); // skip non-solids and triggers if (touch->solid != SOLID_BSP) { continue; } // if it doesn't have any brushes of a type we // are looking for, ignore it if (!(mask & touch->r.contents)) { continue; } // might intersect, so do an exact clip clipHandle = SV_ClipHandleForEntity(touch); CM_TransformedBoxTrace(&trace, start, end, vec3_origin, vec3_origin, clipHandle, mask, touch->s.origin, touch->r.currentAngles, qfalse); if (trace.allsolid || trace.startsolid || trace.fraction != 1) { return qfalse; } } return qtrue; } /* =============== SV_WorldTrace =============== */ qboolean SV_WorldTrace(const vec3_t start, const vec3_t end, int mask) { trace_t trace = { 0 }; CM_BoxTrace(&trace, start, end, vec3_origin, vec3_origin, 0, mask, qfalse); if (trace.fraction != 1) { return qfalse; } // Also test against brush models return SV_ClipMoveToBSPEntities(start, end, mask); } /* =============== SV_ClientIsVisibleTrace =============== */ qboolean SV_ClientIsVisibleTrace(const vec3_t fromOrigin, const vec3_t toOrigin, float height, float dot) { vec3_t dir; vec3_t end; VectorSubtract(toOrigin, fromOrigin, dir); VectorNormalize(dir); //VectorMA(toOrigin, -height, dir, end); VectorCopy(toOrigin, end); if (SV_WorldTrace(fromOrigin, end, (CONTENTS_SLIME | CONTENTS_LAVA | CONTENTS_SOLID))) { return qtrue; } if (dot < 0) { return qfalse; } end[2] -= height; return SV_WorldTrace(fromOrigin, end, (CONTENTS_SLIME | CONTENTS_LAVA | CONTENTS_SOLID)); } /* =============== SV_ClientIsVisible =============== */ qboolean SV_ClientIsVisible(int toNum, int fromNum, int distCheck, const vec3_t forward, const vec3_t right) { client_t* fromClient; playerState_t *fromPs, *toPs; vec3_t dir; vec3_t fromOrigin, toOrigin; vec3_t toRight; float dot; float speed; if (!g_netoptimize->integer || !sv_netoptimize->integer) { return qtrue; } if (toNum >= svs.iNumClients) { return qtrue; } fromClient = &svs.clients[fromNum]; if (sv_netoptimize->integer == NETO_CULLED && distCheck == CULL_IN) { fromClient->lastVisCheckTime[toNum] = svs.time + sv_netoptimize_vistime->integer; return qtrue; } if (fromClient->lastVisCheckTime[toNum] > svs.time) { return qtrue; } fromPs = SV_GameClientNum(fromNum); toPs = SV_GameClientNum(toNum); if (fromPs->fLeanAngle == 0) { VectorCopy(fromPs->vEyePos, fromOrigin); } else if (fromPs->fLeanAngle >= 0) { VectorMA(fromPs->vEyePos, 30, right, fromOrigin); } else { VectorMA(fromPs->vEyePos, -30, right, fromOrigin); } VectorCopy(fromPs->vEyePos, fromOrigin); if (toPs->fLeanAngle == 0) { VectorCopy(toPs->vEyePos, toOrigin); } else if (toPs->fLeanAngle >= 0) { AngleVectors(toPs->viewangles, toRight, NULL, NULL); VectorMA(toPs->vEyePos, 30, toRight, toOrigin); } else { AngleVectors(toPs->viewangles, toRight, NULL, NULL); VectorMA(toPs->vEyePos, -30, toRight, toOrigin); } VectorCopy(toPs->vEyePos, toOrigin); VectorSubtract(toOrigin, fromOrigin, dir); VectorNormalize(dir); dot = DotProduct(forward, dir); if (SV_ClientIsVisibleTrace(fromOrigin, toOrigin, toPs->viewheight / 2, dot)) { fromClient->lastVisCheckTime[toNum] = svs.time + sv_netoptimize_vistime->integer; return qtrue; } speed = VectorLength(toPs->velocity); if (speed <= 0) { return qfalse; } // // check with velocity prediction // VectorMA(fromOrigin, sv.frameTime * 3, fromPs->velocity, fromOrigin); VectorMA(toOrigin, sv.frameTime * 3, toPs->velocity, toOrigin); if (SV_ClientIsVisibleTrace(fromOrigin, toOrigin, toPs->viewheight / 2, dot)) { fromClient->lastVisCheckTime[toNum] = svs.time + sv_netoptimize_vistime->integer; return qtrue; } // not visible return qfalse; } /* =============== SV_AddEntToSnapshot =============== */ static void SV_AddEntToSnapshot( svEntity_t *svEnt, gentity_t *gEnt, snapshotEntityNumbers_t *eNums, svEntity_t* portalEnt, qboolean portalsky) { // if we have already added this entity to this snapshot, don't add again if ( svEnt->snapshotCounter == sv.snapshotCounter ) { gEnt->s.renderfx &= ~(RF_SHADOW_PLANE | RF_WRAP_FRAMES); gEnt->s.renderfx |= RF_WRAP_FRAMES; return; } svEnt->snapshotCounter = sv.snapshotCounter; // if we are full, silently discard entities if ( eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES ) { return; } gEnt->s.renderfx &= ~(RF_SHADOW_PLANE | RF_WRAP_FRAMES | RF_SKYENTITY); if ( portalEnt ) { gEnt->s.renderfx |= RF_SHADOW_PLANE; } else if ( portalsky ) { gEnt->s.renderfx |= RF_SKYENTITY; } gEnt->r.lastNetTime = svs.time - svs.startTime; eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number; eNums->numSnapshotEntities++; } /* =============== EntityDistCheck =============== */ int EntityDistCheck(const vec3_t origin, const vec3_t forward, const gentity_t* ent, float farplane, float fov) { vec3_t dir; float farplaneMax; float length; float fovCheck; float dot; VectorSubtract(origin, ent->r.centroid, dir); length = VectorNormalize(dir) - ent->r.radius; farplaneMax = farplane + 128; if (length >= farplaneMax) { return CULL_OUT; } fovCheck = fov / 80 * length; if (ent->s.number < svs.iNumClients && VectorLength(ent->s.pos.trDelta) < 5) { fovCheck *= 0.25f; } if (fovCheck <= 640) { return CULL_IN; } dot = DotProduct(forward, dir) + 0.5f; if (dot < 0) { dot = 0; } if (fovCheck * (dot * 2.f + 1.f) >= farplaneMax) { // outside the farplane return CULL_OUT; } return CULL_CLIP; } /* =============== SV_AddEntitiesVisibleFromPoint =============== */ static void SV_AddEntitiesVisibleFromPoint(const vec3_t origin, clientSnapshot_t* frame, snapshotEntityNumbers_t* eNums, svEntity_t* portalEnt, qboolean portalsky, client_t* client, const vec3_t angles ) { int e, i; gentity_t *ent; gentity_t *parentEnt; playerState_t *ps; svEntity_t *svEnt, *svCheckEnt; int l; int clientarea, clientcluster; int leafnum; int c_fullsend; byte *clientpvs; byte *bitvector; gentity_t* skyorigin = NULL; int num; int check = 0; vec3_t forward, right; // during an error shutdown message we may need to transmit // the shutdown message after the server has shutdown, so // specfically check for it if ( !sv.state ) { return; } ps = SV_GameClientNum(client - svs.clients); num = 1; if (sv_drawentities->integer) { num = sv.num_entities; } leafnum = CM_PointLeafnum (origin); clientarea = CM_LeafArea (leafnum); clientcluster = CM_LeafCluster (leafnum); // calculate the visible areas frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea ); clientpvs = CM_ClusterPVS (clientcluster); AngleVectors(angles, forward, right, NULL); c_fullsend = 0; for ( e = 0 ; e < sv.num_entities ; e++ ) { ent = SV_GentityNum(e); // never send unused entities if (!ent->inuse) { continue; } // mark the entity as sent ent->r.svFlags |= SVF_SENT; // never send entities that aren't linked in if ( !ent->r.linked ) { continue; } // entities can be flagged to explicitly not be sent to the client if ( ent->r.svFlags & SVF_NOCLIENT ) { continue; } // entities can be flagged to be sent to only one client if ( ent->r.svFlags & SVF_SINGLECLIENT ) { if ( ent->r.singleClient != frame->ps.clientNum ) { continue; } } // entities can be flagged to be sent to everyone but one client if ( ent->r.svFlags & SVF_NOTSINGLECLIENT ) { if ( ent->r.singleClient == frame->ps.clientNum ) { continue; } } // entities can be flagged to be sent to a given mask of clients // Removed in OPM // This doesn't make sense it it only supports half of the client /* if ( ent->r.svFlags & SVF_CLIENTMASK ) { if (frame->ps.clientNum >= 32) Com_Error( ERR_DROP, "SVF_CLIENTMASK: clientNum > 32\n" ); if (~ent->r.singleClient & (1 << frame->ps.clientNum)) continue; } */ parentEnt = NULL; if (ent->s.parent != ENTITYNUM_NONE) { parentEnt = SV_GentityNum(ent->s.parent); // parents that will not send to clients will be skipped if (parentEnt && parentEnt->r.svFlags & SVF_NOCLIENT) { continue; } } svEnt = SV_SvEntityForGentity( ent ); // don't double add an entity through portals if ( svEnt->snapshotCounter == sv.snapshotCounter ) { continue; } if (ent->s.renderfx & RF_SKYORIGIN) { if (sv.skyportal && !portalsky && !portalEnt) { if (skyorigin) { Com_Error(ERR_DROP, "SV_AddEntitiesVisibleFromPoint: duplicate sky origin"); } skyorigin = ent; SV_AddEntToSnapshot(svEnt, ent, eNums, NULL, qfalse); } continue; } // broadcast entities are always sent // or broadcast entities that are sent once if ( (ent->r.svFlags & SVF_BROADCAST) || (ent->r.svFlags & SVF_SENDONCE) ) { SV_AddEntToSnapshot( svEnt, ent, eNums, portalEnt, portalsky); continue; } if (parentEnt) { svEntity_t* parentSvEnt = SV_SvEntityForGentity(parentEnt); if (parentSvEnt->snapshotCounter == sv.snapshotCounter) { SV_AddEntToSnapshot(svEnt, ent, eNums, portalEnt, portalsky); continue; } else if (g_gametype->integer != GT_SINGLE_PLAYER && ent->s.parent < svs.iNumClients) { SV_AddNonPVSSound(client, ent); continue; } svCheckEnt = parentSvEnt; } else { svCheckEnt = svEnt; } if (!(ent->r.svFlags & SVF_SENDPVS) && !ent->s.modelindex && !ent->s.loopSound) { // don't send entities that have nothing to draw continue; } if ((ent->s.loopSound && ent->s.loopSoundMinDist == LEVEL_WIDE_MIN_DIST) || ent->s.renderfx & RF_VIEWMODEL) { // loopsound entities should be sent regardless SV_AddEntToSnapshot(svEnt, ent, eNums, portalEnt, portalsky); continue; } // ignore if not touching a PV leaf // check area if ( !CM_AreasConnected( clientarea, svCheckEnt->areanum ) ) { // doors can legally straddle two areas, so // we may need to check another one if ( !CM_AreasConnected( clientarea, svCheckEnt->areanum2 ) ) { continue; // blocked by a door } } if (g_gametype->integer != GT_SINGLE_PLAYER && !(ent->r.svFlags & SVF_NOFARPLANE)) { float farplane = sv.farplane; if (farplane < 1) farplane = 12000; if (farplane > 12000) farplane = 12000; check = EntityDistCheck(origin, forward, parentEnt ? parentEnt : ent, farplane, ps->fov); if (check == CULL_OUT) { continue; } } // check individual leafs if( !svEnt->numClusters ) { continue; } bitvector = clientpvs; l = 0; for ( i=0 ; i < svCheckEnt->numClusters ; i++ ) { l = svCheckEnt->clusternums[i]; if ( bitvector[l >> 3] & (1 << (l&7) ) ) { break; } } // if we haven't found it to be visible, // check overflow clusters that coudln't be stored if ( i == svCheckEnt->numClusters ) { if ( svCheckEnt->lastCluster ) { for ( ; l <= svCheckEnt->lastCluster ; l++ ) { if ( bitvector[l >> 3] & (1 << (l&7) ) ) { break; } } if ( l == svCheckEnt->lastCluster ) { continue; // not visible } } else { continue; } } if (svEnt->snapshotCounter == sv.snapshotCounter) { ent->s.renderfx &= ~(RF_WRAP_FRAMES | RF_SHADOW_PLANE); ent->s.renderfx |= RF_WRAP_FRAMES; continue; } if (g_gametype->integer != GT_SINGLE_PLAYER && ent->s.number < svs.iNumClients) { if (!SV_ClientIsVisible(ent->s.number, client - svs.clients, check, forward, right)) { SV_AddNonPVSSound(client, ent); continue; } } // add it SV_AddEntToSnapshot( svEnt, ent, eNums, portalEnt, portalsky); // if its a portal entity, add everything visible from its camera position if ( ent->r.svFlags & SVF_PORTAL && svEnt != portalEnt ) { SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, svEnt, qfalse, client, angles ); } } if (!portalsky && skyorigin && !portalEnt) { SV_AddEntitiesVisibleFromPoint(skyorigin->s.origin, frame, eNums, NULL, qtrue, client, angles); } } /* ============= SV_ClearNonPVSClient Clears the client's radar. ============= */ void SV_ClearNonPVSClient(client_t* client) { client->radarInfo = client - svs.clients; } /* ============= SV_InitRadar Initializes radar for all clients. ============= */ void SV_InitRadar() { int i; for (i = 0; i < svs.iNumClients; i++) { SV_ClearNonPVSClient(&svs.clients[i]); } } /* ============= SV_PackNonPVSClient Pack radar information into a 32-bit integer for a client. ============= */ void SV_PackNonPVSClient(radarUnpacked_t* unpacked, int* packed) { float inv; float x, y; float length; int packedX, packedY; int valid; if (com_radar_range && com_radar_range->value) { inv = 1.f / com_radar_range->value; } else { inv = 0; } x = inv * unpacked->x; y = inv * unpacked->y; length = sqrt(x * x + y * y); if (length > 0) { valid = 1; x *= 1.f / length; y *= 1.f / length; } else { valid = 0; } packedX = (int)((x * 63.f) + 63.5f); packedY = (int)((y * 63.f) + 63.5f); if (packedX < 0) { packedX = 0; } else if (packedX > 126) { packedX = 126; } if (packedY < 0) { packedY = 0; } else if (packedY > 126) { packedY = 126; } *packed = (packedY << 13) | unpacked->clientNum | (packedX << 6) | (((valid << 5) | (int)(unpacked->yaw * 0.088f + 32.5f) & 0x1F) << 20); } /* ============= SV_SetNonPVSClient Pack an invisible client (other) into the client's radar information. ============= */ void SV_SetNonPVSClient(client_t* client, client_t* other) { radarUnpacked_t radar; radar.clientNum = other - svs.clients; radar.x = other->gentity->s.origin[0] - client->gentity->s.origin[0]; radar.y = other->gentity->s.origin[1] - client->gentity->s.origin[1]; radar.yaw = other->gentity->s.angles[1]; SV_PackNonPVSClient(&radar, &client->radarInfo); client->lastRadarTime[radar.clientNum] = svs.time; } /* ============= SV_InTeamGame Returns true if the client is in game and joined a team. ============= */ qboolean SV_InTeamGame(client_t* client) { return (client->state != CS_FREE && client->gentity && client->gentity->s.solid && client->gentity->s.eFlags & EF_ANY_TEAM); } /* ============= SV_SameTeam Returns true if both clients are on the same team. ============= */ qboolean SV_SameTeam(client_t* client1, client_t* client2) { return (client1->gentity->s.eFlags & EF_ANY_TEAM) == (client2->gentity->s.eFlags & EF_ANY_TEAM); } /* ============= SV_IsTeamGame Returns true if it's a team game. ============= */ qboolean SV_IsTeamGame() { return g_gametype->integer >= GT_TEAM; } /* ============= SV_UpdateRadar Updates the radar information for the specified client. ============= */ void SV_UpdateRadar(client_t* client) { client_t* other; client_t* mate; float deltaX, deltaY; float dist; int deltaTime; int bestTime; int i; mate = NULL; if (!SV_IsTeamGame()) { SV_ClearNonPVSClient(client); return; } if (!SV_InTeamGame(client)) { SV_ClearNonPVSClient(client); return; } bestTime = svs.time; for (i = 0; i < svs.iNumClients; i++) { other = &svs.clients[i]; if (other == client) { continue; } if (!SV_InTeamGame(other)) { continue; } if (!SV_SameTeam(client, other)) { continue; } deltaX = other->gentity->s.origin[0] - client->gentity->s.origin[0]; deltaY = other->gentity->s.origin[1] - client->gentity->s.origin[1]; deltaTime = svs.time - client->lastRadarTime[i]; dist = sqrt(deltaX * deltaX + deltaY * deltaY); if (dist > com_radar_range->value) { if (deltaTime < 1000) { continue; } deltaTime /= 2; } if (deltaTime > svs.time - bestTime) { bestTime = client->lastRadarTime[i]; mate = other; } } if (!mate) { SV_ClearNonPVSClient(client); return; } SV_SetNonPVSClient(client, mate); } /* ============= SV_BuildClientSnapshot Decides which entities are going to be visible to the client, and copies off the playerstate and areabits. This properly handles multiple recursive portals, but the render currently doesn't. For viewing through other player's eyes, clent can be something other than client->gentity ============= */ static void SV_BuildClientSnapshot( client_t *client ) { vec3_t org; vec3_t ang; clientSnapshot_t *frame; snapshotEntityNumbers_t entityNumbers; int i; gentity_t *ent; entityState_t *state; svEntity_t *svEnt; gentity_t *clent; int clientNum; playerState_t *ps; // bump the counter used to prevent double adding sv.snapshotCounter++; // this is the frame we are creating frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ]; // clear everything in this snapshot entityNumbers.numSnapshotEntities = 0; Com_Memset( frame->areabits, 0, sizeof( frame->areabits ) ); // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62 frame->num_entities = 0; clent = client->gentity; if ( !clent || client->state == CS_ZOMBIE ) { return; } // grab the current playerState_t ps = SV_GameClientNum( client - svs.clients ); frame->ps = *ps; frame->ps.net_pm_flags = CPT_DenormalizePlayerStateFlags(ps->pm_flags); frame->ps.iNetViewModelAnim = CPT_DenormalizeViewModelAnim(ps->iViewModelAnim); //SV_SvEntityForGentity // never send client's own entity, because it can // be regenerated from the playerstate clientNum = frame->ps.clientNum; if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) { Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" ); } svEnt = &sv.svEntities[ clientNum ]; // su44: that's not done in MoHAA //svEnt->snapshotCounter = sv.snapshotCounter; // find the client's viewpoint if (ps->pm_flags & PMF_CAMERA_VIEW) { VectorCopy(ps->camera_origin, org); VectorCopy(ps->camera_angles, ang); } else { VectorCopy(ps->vEyePos, org); VectorCopy(ps->viewangles, ang); } SV_AddEntToSnapshot(svEnt, SV_GentityNum(client - svs.clients), &entityNumbers, NULL, qfalse); // add all the entities directly visible to the eye, which // may include portal entities that merge other viewpoints SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, NULL, qfalse, client, ang ); // if there were portals visible, there may be out of order entities // in the list which will need to be resorted for the delta compression // to work correctly. This also catches the error condition // of an entity being included twice. qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities, sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers ); // now that all viewpoint's areabits have been OR'd together, invert // all of them to make it a mask vector, which is what the renderer wants for ( i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++ ) { ((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1; } // copy the entity states out frame->num_entities = 0; frame->first_entity = svs.nextSnapshotEntities; for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) { ent = SV_GentityNum(entityNumbers.snapshotEntities[i]); if (ent->client && ent->s.number < svs.iNumClients) { assert(ent->s.number < MAX_CLIENTS); client->lastRadarTime[ent->s.number] = svs.time; } state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities]; *state = ent->s; svs.nextSnapshotEntities++; // this should never hit, map should always be restarted first in SV_Frame if ( svs.nextSnapshotEntities >= 0x7FFFFFFE ) { Com_Error(ERR_FATAL, "svs.nextSnapshotEntities wrapped"); } frame->num_entities++; } SV_UpdateRadar(client); frame->ps.radarInfo = client->radarInfo; } #ifdef USE_VOIP /* ================== SV_WriteVoipToClient Check to see if there is any VoIP queued for a client, and send if there is. ================== */ static void SV_WriteVoipToClient(client_t *cl, msg_t *msg) { int totalbytes = 0; int i; voipServerPacket_t *packet; if(cl->queuedVoipPackets) { // Write as many VoIP packets as we reasonably can... for(i = 0; i < cl->queuedVoipPackets; i++) { packet = cl->voipPacket[(i + cl->queuedVoipIndex) % ARRAY_LEN(cl->voipPacket)]; if(!*cl->downloadName) { totalbytes += packet->len; if (totalbytes > (msg->maxsize - msg->cursize) / 2) break; MSG_WriteByte(msg, svc_voipOpus); MSG_WriteShort(msg, packet->sender); MSG_WriteByte(msg, (byte) packet->generation); MSG_WriteLong(msg, packet->sequence); MSG_WriteByte(msg, packet->frames); MSG_WriteShort(msg, packet->len); MSG_WriteBits(msg, packet->flags, VOIP_FLAGCNT); MSG_WriteData(msg, packet->data, packet->len); } Z_Free(packet); } cl->queuedVoipPackets -= i; cl->queuedVoipIndex += i; cl->queuedVoipIndex %= ARRAY_LEN(cl->voipPacket); } } #endif /* ======================= SV_SendMessageToClient Called by SV_SendClientSnapshot and SV_SendClientGameState ======================= */ void SV_SendMessageToClient(msg_t *msg, client_t *client) { // record information about the message client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize; client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = svs.time; client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1; // send the datagram SV_Netchan_Transmit(client, msg); } /* ======================= SV_SendClientSnapshot Also called by SV_FinalMessage ======================= */ void SV_SendClientSnapshot( client_t *client ) { byte msg_buf[MAX_MSGLEN]; msg_t msg; // build the snapshot SV_BuildClientSnapshot( client ); // bots need to have their snapshots build, but // the query them directly without needing to be sent if ( client->gentity && client->gentity->r.svFlags & SVF_MONSTER ) { return; } MSG_Init(&msg, msg_buf, sizeof(msg_buf)); msg.allowoverflow = qtrue; // NOTE, MRE: all server->client messages now acknowledge // let the client know which reliable clientCommands we have received MSG_WriteLong(&msg, client->lastClientCommand); if (g_gametype->integer <= GT_SINGLE_PLAYER || client->serverIdAcknowledge == sv.serverId || client->serverIdAcknowledge == sv.restartedServerId) { // (re)send any reliable server commands SV_UpdateServerCommandsToClient( client, &msg ); // send over all the relevant entityState_t // and the playerState_t SV_WriteSnapshotToClient( client, &msg ); // clear the sounds on the client, preventing them to be sent each at packet SV_ClearSounds( client ); // clear center print, preventing it to be sent at each packet client->stringToPrint[ 0 ] = 0; // su44: write any pending MoHAA cg messages SV_WriteCGMToClient( client, &msg ); #ifdef USE_VOIP SV_WriteVoipToClient(client, &msg); #endif } else { // Fixed in 2.0 // Don't send snapshots until the player has acknowledged the server id (which happens when the client enters the world). // This also prevent sending CG messages while the client connects, as the cgame module is loaded when parsing the gamestate MSG_WriteSVC(&msg, svc_nop); } // check for overflow if ( msg.overflowed ) { Com_Printf ("WARNING: msg overflowed for %s\n", client->name); MSG_Clear (&msg); } SV_SendMessageToClient( &msg, client ); } /* ======================= SV_SendClientMessages ======================= */ void SV_SendClientMessages(void) { int i; int rate; client_t *c; // send a message to each connected client for(i=0; i < sv_maxclients->integer; i++) { c = &svs.clients[i]; if(!c->state) continue; // not connected if(svs.time - c->lastSnapshotTime < c->snapshotMsec * com_timescale->value) continue; // It's not time yet if (!SV_IsValidSnapshotClient(c)) continue; // not valid snapshot if(*c->downloadName) continue; // Client is downloading, don't send snapshots if(c->netchan.unsentFragments || c->netchan_start_queue) { c->rateDelayed = qtrue; continue; // Drop this snapshot if the packet queue is still full or delta compression will break } rate = SV_RateMsec(c); if(!(c->netchan.remoteAddress.type == NA_LOOPBACK || (sv_lanForceRate->integer && Sys_IsLANAddress(c->netchan.remoteAddress)))) { // rate control for clients not on LAN if(rate > 0) { // Not enough time since last packet passed through the line c->rateDelayed = qtrue; continue; } } // generate and send a new message SV_SendClientSnapshot(c); c->lastSnapshotTime = svs.time; c->rateDelayed = qfalse; } } qboolean SV_IsValidSnapshotClient(client_t* client) { if (client->deltaMessage <= 0) { return qtrue; } if (client->state != CS_ACTIVE) { return qtrue; } if (client->lastPacketTime >= svs.lastTime) { return qtrue; } if (client->netchan.outgoingSequence - client->deltaMessage < 29) { return qtrue; } return qfalse; }