/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET 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. Wolf ET 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 Wolf ET Source Code. If not, see . In addition, the Wolf: ET 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 Wolf ET 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" /* #if __MACOS__ #ifdef GAMERANGER #include "GameRanger SDK/GameRanger.h" #endif #endif */ // rain - minor optimization - we only want to reset ents that were valid // in the last frame static qboolean oldValid[MAX_GENTITIES]; /* ================== 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 ); } // rain - reset a bunch of extra stuff cent->muzzleFlashTime = 0; cent->overheatTime = 0; cent->miscTime = 0; cent->soundTime = 0; VectorClear( cent->rawOrigin ); VectorClear( cent->rawAngles ); cent->lastFuseSparkTime = 0; cent->highlightTime = 0; cent->highlighted = qfalse; cent->moving = qfalse; cent->akimboFire = qfalse; } /* =============== 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, qfalse, cent->currentState.effect2Time ); BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, oldPos, qfalse, cent->currentState.effect2Time ); // 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 ); } } 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, or on tourney restarts. All other times will use CG_TransitionSnapshot instead. FIXME: Also called by map_restart? ================== */ void CG_SetInitialSnapshot( snapshot_t *snap ) { int i; centity_t *cent; entityState_t *state; char buff[16]; cg.snap = snap; // trap_S_ClearSounds( qtrue ); 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( qfalse ); 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 ); } cg_fxflags = 0; trap_Cvar_VariableStringBuffer( "r_oldMode", buff, sizeof( buff ) ); if ( atoi( buff ) ) { // Arnout: confirmation screen trap_UI_Popup( UIMENU_INGAME ); } else if ( cg.demoPlayback ) { ccInitial = qtrue; } else { static char prevmap[64] = { 0 }; char curmap[64]; trap_Cvar_VariableStringBuffer( "mapname", curmap, 64 ); if ( Q_stricmp( curmap, prevmap ) ) { strcpy( prevmap, curmap ); if ( cgs.campaignInfoLoaded ) { if ( !cg.showGameView ) { CG_LimboMenu_f(); } /* } else { ccInitial = qtrue; // Start the Initial Camera if specified CG_StartInitialCamera(); */ } } } // OSP - remove motd window if ( cg.motdWindow != NULL ) { CG_windowFree( cg.motdWindow ); cg.motdWindow = NULL; } // Activate alternate input handler during demo playback if ( cg.demoPlayback ) { CG_keyOn_f(); if ( demo_infoWindow.integer > 0 ) { CG_ShowHelp_On( &cg.demohelpWindow ); } } // OSP /* #if __MACOS__ #ifdef GAMERANGER // LBO 12/13/04. Add support for GameRanger team voice IDs GRSetMyTeamID(cg.snap->ps.persistant[PERS_TEAM]); #endif #endif */ } /* =================== CG_TransitionSnapshot The transition point from snap to nextSnap has passed =================== */ static void CG_TransitionSnapshot( void ) { centity_t *cent; snapshot_t *oldFrame; int i, id; 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 everthing with initial if ( !( cg.snap ) || !( cg.nextSnap ) ) { return; } // rain - I hate doing things like this for enums. Oh well. memset( &oldValid, 0, sizeof( oldValid ) ); // 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; oldValid[cg.snap->entities[i].number] = qtrue; } // OSP -- check for MV updates from new snapshot info #ifdef MV_SUPPORT if ( cg.snap->ps.powerups[PW_MVCLIENTLIST] != cg.mvClientList ) { CG_mvProcessClientList(); } #endif // move nextSnap to snap and do the transitions oldFrame = cg.snap; cg.snap = cg.nextSnap; if ( cg.snap->ps.clientNum == cg.clientNum ) { if ( cg.xp < cg.snap->ps.stats[STAT_XP] ) { cg.xpChangeTime = cg.time; } cg.xp = cg.snap->ps.stats[STAT_XP]; } 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++ ) { id = cg.snap->entities[ i ].number; CG_TransitionEntity( &cg_entities[ id ] ); // rain - #374 - ent doesn't exist in this frame, reset it. // this is to fix the silent landmines bug, which is caused // by a stale miscTime in the cent if ( cg_entities[id].currentValid == qfalse && oldValid[id] == qtrue ) { CG_ResetEntity( &cg_entities[id] ); } if ( cg.mvTotalClients > 0 && CG_mvMergedClientLocate( id ) ) { CG_mvUpdateClientInfo( id ); } } if ( cg.mvTotalClients > 0 ) { CG_mvTransitionPlayerState( &cg.snap->ps ); } 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 #ifdef ALLOW_GSYNC || cg_synchronousClients.integer #endif // ALLOW_GSYNC ) { 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 ); // server has been restarted if ( cg.snap && ( dest->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) { cg.damageTime = 0; cg.duckTime = -1; cg.landTime = -1; cg.stepTime = -1; #ifdef SAVEGAME_SUPPORT // savegame: we should use this as our new base snapshot if ( CG_IsSinglePlayer() ) { int i; centity_t backupCent; CG_SetInitialSnapshot( dest ); cg.nextFrameTeleport = qtrue; // loadgame hasn't occured yet, so this is likely wrong //cg.weaponSelect = cg.snap->ps.weapon; cg.weaponSelectTime = cg.time; memset( cg.viewDamage, 0, sizeof( cg.viewDamage ) ); // memset( cg.cameraShake, 0, sizeof(cg.cameraShake) ); // go through an reset the cent's 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 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; } #endif // SAVEGAME_SUPPORT } // 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; cgDC.realTime = cg.time; } if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) { CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" ); } }