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authorIronClawTrem <louie.nutman@gmail.com>2020-02-16 03:40:06 +0000
committerIronClawTrem <louie.nutman@gmail.com>2020-02-16 03:40:06 +0000
commit425decdf7e9284d15aa726e3ae96b9942fb0e3ea (patch)
tree6c0dd7edfefff1be7b9e75fe0b3a0a85fe1595f3 /src/server/sv_snapshot.cpp
parentccb0b2e4d6674a7a00c9bf491f08fc73b6898c54 (diff)
create tremded branch
Diffstat (limited to 'src/server/sv_snapshot.cpp')
-rw-r--r--src/server/sv_snapshot.cpp749
1 files changed, 749 insertions, 0 deletions
diff --git a/src/server/sv_snapshot.cpp b/src/server/sv_snapshot.cpp
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2013 Darklegion Development
+Copyright (C) 2015-2019 GrangerHub
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; if not, see <https://www.gnu.org/licenses/>
+
+===========================================================================
+*/
+
+#include "server.h"
+
+/*
+=============================================================================
+
+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)
+<optional reliable commands>
+1 svc_snapshot
+4 last client reliable command
+4 serverTime
+1 lastframe for delta compression
+1 snapFlags
+1 areaBytes
+<areabytes>
+<playerstate>
+<packetentities>
+
+=============================================================================
+*/
+
+/*
+=============
+SV_EmitPacketEntities
+
+Writes a delta update of an entityState_t list to the message.
+=============
+*/
+static void SV_EmitPacketEntities(int alternateProtocol, 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 false, this will not result
+ // in any bytes being emited if the entity has not changed at all
+ MSG_WriteDeltaEntity(alternateProtocol, msg, oldent, newent, false);
+ oldindex++;
+ newindex++;
+ continue;
+ }
+
+ if (newnum < oldnum)
+ {
+ // this is a new entity, send it from the baseline
+ MSG_WriteDeltaEntity(alternateProtocol, msg, &sv.svEntities[newnum].baseline, newent, true);
+ newindex++;
+ continue;
+ }
+
+ if (newnum > oldnum)
+ {
+ // the old entity isn't present in the new message
+ MSG_WriteDeltaEntity(alternateProtocol, msg, oldent, NULL, true);
+ oldindex++;
+ continue;
+ }
+ }
+
+ MSG_WriteBits(msg, (MAX_GENTITIES - 1), GENTITYNUM_BITS); // 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_WriteByte(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, sv.time + client->oldServerTime);
+ }
+ else
+ {
+ MSG_WriteLong(msg, sv.time);
+ }
+
+ // 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
+ MSG_WriteByte(msg, frame->areabytes);
+ MSG_WriteData(msg, frame->areabits, frame->areabytes);
+
+ // delta encode the playerstate
+ if (oldframe)
+ {
+ MSG_WriteDeltaPlayerstate(client->netchan.alternateProtocol, msg, &oldframe->ps, &frame->ps);
+ }
+ else
+ {
+ MSG_WriteDeltaPlayerstate(client->netchan.alternateProtocol, msg, NULL, &frame->ps);
+ }
+
+ // delta encode the entities
+ SV_EmitPacketEntities(client->netchan.alternateProtocol, oldframe, frame, msg);
+
+ // padding for rate debugging
+ if (sv_padPackets->integer)
+ {
+ for (i = 0; i < sv_padPackets->integer; i++)
+ {
+ MSG_WriteByte(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_WriteByte(msg, svc_serverCommand);
+ MSG_WriteLong(msg, i);
+ MSG_WriteString(msg, client->reliableCommands[i & (MAX_RELIABLE_COMMANDS - 1)]);
+ }
+ client->reliableSent = client->reliableSequence;
+}
+
+/*
+=============================================================================
+
+Build a client snapshot structure
+
+=============================================================================
+*/
+
+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_AddEntToSnapshot
+===============
+*/
+static void SV_AddEntToSnapshot(svEntity_t *svEnt, sharedEntity_t *gEnt, snapshotEntityNumbers_t *eNums)
+{
+ // if we have already added this entity to this snapshot, don't add again
+ if (svEnt->snapshotCounter == sv.snapshotCounter)
+ {
+ return;
+ }
+ svEnt->snapshotCounter = sv.snapshotCounter;
+
+ // if we are full, silently discard entities
+ if (eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES)
+ {
+ return;
+ }
+
+ eNums->snapshotEntities[eNums->numSnapshotEntities] = gEnt->s.number;
+ eNums->numSnapshotEntities++;
+}
+
+/*
+===============
+SV_AddEntitiesVisibleFromPoint
+===============
+*/
+static void SV_AddEntitiesVisibleFromPoint(vec3_t origin, clientSnapshot_t *frame, snapshotEntityNumbers_t *eNums)
+{
+ int e, i;
+ sharedEntity_t *ent;
+ svEntity_t *svEnt;
+ int l;
+ int clientarea, clientcluster;
+ int leafnum;
+ byte *clientpvs;
+ byte *bitvector;
+
+ // 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;
+ }
+
+ 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);
+
+ for (e = 0; e < sv.num_entities; e++)
+ {
+ ent = SV_GentityNum(e);
+
+ // never send entities that aren't linked in
+ if (!ent->r.linked)
+ {
+ continue;
+ }
+
+ if (ent->s.number != e)
+ {
+ Com_DPrintf("FIXING ENT->S.NUMBER!!!\n");
+ ent->s.number = e;
+ }
+
+ // 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
+ if (ent->r.svFlags & SVF_CLIENTMASK)
+ {
+ if (frame->ps.clientNum >= 32)
+ {
+ if (~ent->r.hack.generic1 & (1 << (frame->ps.clientNum - 32))) continue;
+ }
+ else
+ {
+ if (~ent->r.singleClient & (1 << frame->ps.clientNum)) continue;
+ }
+ }
+
+ svEnt = SV_SvEntityForGentity(ent);
+
+ // don't double add an entity through portals
+ if (svEnt->snapshotCounter == sv.snapshotCounter)
+ {
+ continue;
+ }
+
+ // broadcast entities are always sent
+ if (ent->r.svFlags & SVF_BROADCAST)
+ {
+ SV_AddEntToSnapshot(svEnt, ent, eNums);
+ continue;
+ }
+
+ // ignore if not touching a PV leaf
+ // check area
+ if (!CM_AreasConnected(clientarea, svEnt->areanum))
+ {
+ // doors can legally straddle two areas, so
+ // we may need to check another one
+ if (!CM_AreasConnected(clientarea, svEnt->areanum2))
+ {
+ continue; // blocked by a door
+ }
+ }
+
+ bitvector = clientpvs;
+
+ // check individual leafs
+ if (!svEnt->numClusters)
+ {
+ continue;
+ }
+ l = 0;
+ for (i = 0; i < svEnt->numClusters; i++)
+ {
+ l = svEnt->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 == svEnt->numClusters)
+ {
+ if (svEnt->lastCluster)
+ {
+ for (; l <= svEnt->lastCluster; l++)
+ {
+ if (bitvector[l >> 3] & (1 << (l & 7)))
+ {
+ break;
+ }
+ }
+ if (l == svEnt->lastCluster)
+ {
+ continue; // not visible
+ }
+ }
+ else
+ {
+ continue;
+ }
+ }
+
+ // add it
+ SV_AddEntToSnapshot(svEnt, ent, eNums);
+
+ // if it's a portal entity, add everything visible from its camera position
+ if (ent->r.svFlags & SVF_PORTAL)
+ {
+ if (ent->s.generic1)
+ {
+ vec3_t dir;
+ VectorSubtract(ent->r.currentOrigin, origin, dir);
+ if (VectorLengthSquared(dir) > (float)ent->s.generic1 * ent->s.generic1)
+ {
+ continue;
+ }
+ }
+ SV_AddEntitiesVisibleFromPoint(ent->s.origin2, frame, eNums);
+ }
+ }
+}
+
+/*
+=============
+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;
+ clientSnapshot_t *frame;
+ snapshotEntityNumbers_t entityNumbers;
+ int i;
+ sharedEntity_t *ent;
+ entityState_t *state;
+ svEntity_t *svEnt;
+ sharedEntity_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;
+ ::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;
+
+ // 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];
+
+ svEnt->snapshotCounter = sv.snapshotCounter;
+
+ // find the client's viewpoint
+ VectorCopy(ps->origin, org);
+ org[2] += ps->viewheight;
+
+ // add all the entities directly visible to the eye, which
+ // may include portal entities that merge other viewpoints
+ SV_AddEntitiesVisibleFromPoint(org, frame, &entityNumbers);
+
+ // 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]);
+ 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++;
+ }
+}
+
+#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;
+
+ if (cl->netchan.alternateProtocol != 0) MSG_WriteByte(msg, svc_EOF);
+ MSG_WriteByte(msg, svc_voipSpeex);
+ if (cl->netchan.alternateProtocol != 0) MSG_WriteByte(msg, svc_voipSpeex + 1);
+ 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);
+ if (cl->netchan.alternateProtocol == 0) 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);
+
+ MSG_Init(&msg, msg_buf, sizeof(msg_buf));
+ msg.allowoverflow = true;
+
+ // NOTE, MRE: all server->client messages now acknowledge
+ // let the client know which reliable clientCommands we have received
+ MSG_WriteLong(&msg, client->lastClientCommand);
+
+ // (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);
+
+#ifdef USE_VOIP
+ SV_WriteVoipToClient(client, &msg);
+#endif
+
+ // 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;
+ 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 (*c->downloadName) continue; // Client is downloading, don't send snapshots
+
+ if (c->netchan.unsentFragments || c->netchan_start_queue)
+ {
+ c->rateDelayed = true;
+ continue; // Drop this snapshot if the packet queue is still full or delta compression will break
+ }
+
+ if (!(c->netchan.remoteAddress.type == NA_LOOPBACK ||
+ (sv_lanForceRate->integer && Sys_IsLANAddress(c->netchan.remoteAddress))))
+ {
+ // rate control for clients not on LAN
+
+ if (SV_RateMsec(c) > 0)
+ {
+ // Not enough time since last packet passed through the line
+ c->rateDelayed = true;
+ continue;
+ }
+ }
+
+ // generate and send a new message
+ SV_SendClientSnapshot(c);
+ c->lastSnapshotTime = svs.time;
+ c->rateDelayed = false;
+ }
+}