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authorTim Angus <tim@ngus.net>2005-12-10 03:18:22 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:18:22 +0000
commitef5d1d446e3c078b81882c2eda6525aee7ccfa1e (patch)
tree16c1e9460317f2ca507f8e1888216816d05f251c /src/cgame/cg_snapshot.c
parent3b447421efc76ba76fbdae62f893fc6916af5433 (diff)
* Moved existing src directory out the way whilst I merge ioq3
Diffstat (limited to 'src/cgame/cg_snapshot.c')
-rw-r--r--src/cgame/cg_snapshot.c402
1 files changed, 0 insertions, 402 deletions
diff --git a/src/cgame/cg_snapshot.c b/src/cgame/cg_snapshot.c
deleted file mode 100644
index 4a5722ae..00000000
--- a/src/cgame/cg_snapshot.c
+++ /dev/null
@@ -1,402 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_snapshot.c -- things that happen on snapshot transition,
-// not necessarily every single rendered frame
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify it
- * under the terms of the OSML - Open Source Modification License v1.0 as
- * described in the file COPYING which is distributed with this source
- * code.
- *
- * 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.
- */
-
-#include "cg_local.h"
-
-/*
-==================
-CG_ResetEntity
-==================
-*/
-static void CG_ResetEntity( centity_t *cent )
-{
- // if the previous snapshot this entity was updated in is at least
- // an event window back in time then we can reset the previous event
- if( cent->snapShotTime < cg.time - EVENT_VALID_MSEC )
- cent->previousEvent = 0;
-
- cent->trailTime = cg.snap->serverTime;
-
- VectorCopy( cent->currentState.origin, cent->lerpOrigin );
- VectorCopy( cent->currentState.angles, cent->lerpAngles );
-
- 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;
-
- // 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;
-
- cg.snap = snap;
-
- 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( );
-
- for( i = 0; i < cg.snap->numEntities; i++ )
- {
- state = &cg.snap->entities[ i ];
- cent = &cg_entities[ state->number ];
-
- memcpy( &cent->currentState, state, sizeof( entityState_t ) );
- //cent->currentState = *state;
- cent->interpolate = qfalse;
- cent->currentValid = qtrue;
-
- CG_ResetEntity( cent );
-
- // check for events
- CG_CheckEvents( cent );
- }
-}
-
-
-/*
-===================
-CG_TransitionSnapshot
-
-The transition point from snap to nextSnap has passed
-===================
-*/
-static void CG_TransitionSnapshot( void )
-{
- centity_t *cent;
- snapshot_t *oldFrame;
- int i;
-
- 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 ) { } //TA: ?
-
- // 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;
-
- 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++ )
- {
- cent = &cg_entities[ cg.snap->entities[ i ].number ];
- CG_TransitionEntity( cent );
-
- // remember time of snapshot this entity was last updated in
- cent->snapShotTime = cg.snap->serverTime;
- }
-
- 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 || cg_synchronousClients.integer )
- 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( &cent->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( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i",
- 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 );
- 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;
- }
-
- if( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time )
- CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" );
-}
-