/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program 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. * * 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. * * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with * this program; if not, write to the Free Software Foundation, Inc., 59 Temple * Place - Suite 330, Boston, MA 02111-1307, USA. * */ /* Modifications Copyright 2003-2004 Bytonic Software Copyright 2010 Google Inc. */ package com.googlecode.gwtquake.shared.server; import java.io.IOException; import java.nio.ByteOrder; import com.googlecode.gwtquake.shared.common.*; import com.googlecode.gwtquake.shared.game.*; import com.googlecode.gwtquake.shared.util.Math3D; public class ServerEntities { /** * ============================================================================= * * Build a client frame structure * * ============================================================================= */ public static byte fatpvs[] = new byte[65536 / 8]; // 32767 is MAX_MAP_LEAFS /* * ============================================================================= * * Encode a client frame onto the network channel * * ============================================================================= */ /** * Writes a delta update of an entity_state_t list to the message. */ static void SV_EmitPacketEntities(ClientFrame from, ClientFrame to, Buffer msg) { EntityState oldent = null, newent = null; int oldindex, newindex; int oldnum, newnum; int from_num_entities; int bits; Buffers.writeByte(msg, Constants.svc_packetentities); if (from == null) from_num_entities = 0; else from_num_entities = from.num_entities; newindex = 0; oldindex = 0; while (newindex < to.num_entities || oldindex < from_num_entities) { if (newindex >= to.num_entities) newnum = 9999; else { newent = ServerInit.svs.client_entities[(to.first_entity + newindex) % ServerInit.svs.num_client_entities]; newnum = newent.number; } if (oldindex >= from_num_entities) oldnum = 9999; else { oldent = ServerInit.svs.client_entities[(from.first_entity + oldindex) % ServerInit.svs.num_client_entities]; 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 note that players are always 'newentities', this updates // their oldorigin always // and prevents warping Delta.WriteDeltaEntity(oldent, newent, msg, false, newent.number <= ServerMain.maxclients.value); oldindex++; newindex++; continue; } if (newnum < oldnum) { // this is a new entity, send it from the baseline Delta.WriteDeltaEntity(ServerInit.sv.baselines[newnum], newent, msg, true, true); newindex++; continue; } if (newnum > oldnum) { // the old entity isn't present in the new message bits = Constants.U_REMOVE; if (oldnum >= 256) bits |= Constants.U_NUMBER16 | Constants.U_MOREBITS1; Buffers.writeByte(msg, bits & 255); if ((bits & 0x0000ff00) != 0) Buffers.writeByte(msg, (bits >> 8) & 255); if ((bits & Constants.U_NUMBER16) != 0) msg.WriteShort(oldnum); else Buffers.writeByte(msg, oldnum); oldindex++; continue; } } msg.WriteShort(0); // end of packetentities } /** * Writes the status of a player to a client system. */ static void SV_WritePlayerstateToClient(ClientFrame from, ClientFrame to, Buffer msg) { int i; int pflags; // ptr PlayerState ps, ops; // mem PlayerState dummy; int statbits; ps = to.ps; if (from == null) { //memset (dummy, 0, sizeof(dummy)); dummy = new PlayerState(); ops = dummy; } else ops = from.ps; // determine what needs to be sent pflags = 0; if (ps.pmove.pm_type != ops.pmove.pm_type) pflags |= Constants.PS_M_TYPE; if (ps.pmove.origin[0] != ops.pmove.origin[0] || ps.pmove.origin[1] != ops.pmove.origin[1] || ps.pmove.origin[2] != ops.pmove.origin[2]) pflags |= Constants.PS_M_ORIGIN; if (ps.pmove.velocity[0] != ops.pmove.velocity[0] || ps.pmove.velocity[1] != ops.pmove.velocity[1] || ps.pmove.velocity[2] != ops.pmove.velocity[2]) pflags |= Constants.PS_M_VELOCITY; if (ps.pmove.pm_time != ops.pmove.pm_time) pflags |= Constants.PS_M_TIME; if (ps.pmove.pm_flags != ops.pmove.pm_flags) pflags |= Constants.PS_M_FLAGS; if (ps.pmove.gravity != ops.pmove.gravity) pflags |= Constants.PS_M_GRAVITY; if (ps.pmove.delta_angles[0] != ops.pmove.delta_angles[0] || ps.pmove.delta_angles[1] != ops.pmove.delta_angles[1] || ps.pmove.delta_angles[2] != ops.pmove.delta_angles[2]) pflags |= Constants.PS_M_DELTA_ANGLES; if (ps.viewoffset[0] != ops.viewoffset[0] || ps.viewoffset[1] != ops.viewoffset[1] || ps.viewoffset[2] != ops.viewoffset[2]) pflags |= Constants.PS_VIEWOFFSET; if (ps.viewangles[0] != ops.viewangles[0] || ps.viewangles[1] != ops.viewangles[1] || ps.viewangles[2] != ops.viewangles[2]) pflags |= Constants.PS_VIEWANGLES; if (ps.kick_angles[0] != ops.kick_angles[0] || ps.kick_angles[1] != ops.kick_angles[1] || ps.kick_angles[2] != ops.kick_angles[2]) pflags |= Constants.PS_KICKANGLES; if (ps.blend[0] != ops.blend[0] || ps.blend[1] != ops.blend[1] || ps.blend[2] != ops.blend[2] || ps.blend[3] != ops.blend[3]) pflags |= Constants.PS_BLEND; if (ps.fov != ops.fov) pflags |= Constants.PS_FOV; if (ps.rdflags != ops.rdflags) pflags |= Constants.PS_RDFLAGS; if (ps.gunframe != ops.gunframe) pflags |= Constants.PS_WEAPONFRAME; pflags |= Constants.PS_WEAPONINDEX; // write it Buffers.writeByte(msg, Constants.svc_playerinfo); msg.WriteShort(pflags); // write the pmove_state_t if ((pflags & Constants.PS_M_TYPE) != 0) Buffers.writeByte(msg, ps.pmove.pm_type); if ((pflags & Constants.PS_M_ORIGIN) != 0) { msg.WriteShort(ps.pmove.origin[0]); msg.WriteShort(ps.pmove.origin[1]); msg.WriteShort(ps.pmove.origin[2]); } if ((pflags & Constants.PS_M_VELOCITY) != 0) { msg.WriteShort(ps.pmove.velocity[0]); msg.WriteShort(ps.pmove.velocity[1]); msg.WriteShort(ps.pmove.velocity[2]); } if ((pflags & Constants.PS_M_TIME) != 0) Buffers.writeByte(msg, ps.pmove.pm_time); if ((pflags & Constants.PS_M_FLAGS) != 0) Buffers.writeByte(msg, ps.pmove.pm_flags); if ((pflags & Constants.PS_M_GRAVITY) != 0) msg.WriteShort(ps.pmove.gravity); if ((pflags & Constants.PS_M_DELTA_ANGLES) != 0) { msg.WriteShort(ps.pmove.delta_angles[0]); msg.WriteShort(ps.pmove.delta_angles[1]); msg.WriteShort(ps.pmove.delta_angles[2]); } // write the rest of the player_state_t if ((pflags & Constants.PS_VIEWOFFSET) != 0) { Buffers.writeByte(msg, (int) (ps.viewoffset[0] * 4)); Buffers.writeByte(msg, (int) (ps.viewoffset[1] * 4)); Buffers.writeByte(msg, (int) (ps.viewoffset[2] * 4)); } if ((pflags & Constants.PS_VIEWANGLES) != 0) { Buffers.WriteAngle16(msg, ps.viewangles[0]); Buffers.WriteAngle16(msg, ps.viewangles[1]); Buffers.WriteAngle16(msg, ps.viewangles[2]); } if ((pflags & Constants.PS_KICKANGLES) != 0) { Buffers.writeByte(msg, (int) (ps.kick_angles[0] * 4)); Buffers.writeByte(msg, (int) (ps.kick_angles[1] * 4)); Buffers.writeByte(msg, (int) (ps.kick_angles[2] * 4)); } if ((pflags & Constants.PS_WEAPONINDEX) != 0) { Buffers.writeByte(msg, ps.gunindex); } if ((pflags & Constants.PS_WEAPONFRAME) != 0) { Buffers.writeByte(msg, ps.gunframe); Buffers.writeByte(msg, (int) (ps.gunoffset[0] * 4)); Buffers.writeByte(msg, (int) (ps.gunoffset[1] * 4)); Buffers.writeByte(msg, (int) (ps.gunoffset[2] * 4)); Buffers.writeByte(msg, (int) (ps.gunangles[0] * 4)); Buffers.writeByte(msg, (int) (ps.gunangles[1] * 4)); Buffers.writeByte(msg, (int) (ps.gunangles[2] * 4)); } if ((pflags & Constants.PS_BLEND) != 0) { Buffers.writeByte(msg, (int) (ps.blend[0] * 255)); Buffers.writeByte(msg, (int) (ps.blend[1] * 255)); Buffers.writeByte(msg, (int) (ps.blend[2] * 255)); Buffers.writeByte(msg, (int) (ps.blend[3] * 255)); } if ((pflags & Constants.PS_FOV) != 0) Buffers.writeByte(msg, (int) ps.fov); if ((pflags & Constants.PS_RDFLAGS) != 0) Buffers.writeByte(msg, ps.rdflags); // send stats statbits = 0; for (i = 0; i < Constants.MAX_STATS; i++) if (ps.stats[i] != ops.stats[i]) statbits |= 1 << i; msg.putInt(statbits); for (i = 0; i < Constants.MAX_STATS; i++) if ((statbits & (1 << i)) != 0) msg.WriteShort(ps.stats[i]); } /** * Writes a frame to a client system. */ public static void SV_WriteFrameToClient(ClientData client, Buffer msg) { //ptr ClientFrame frame, oldframe; int lastframe; //Com.Printf ("%i . %i\n", new // Vargs().add(client.lastframe).add(sv.framenum)); // this is the frame we are creating frame = client.frames[ServerInit.sv.framenum & Constants.UPDATE_MASK]; if (client.lastframe <= 0) { // client is asking for a retransmit oldframe = null; lastframe = -1; } else if (ServerInit.sv.framenum - client.lastframe >= (Constants.UPDATE_BACKUP - 3)) { // client hasn't gotten a good message through in a long time // Com_Printf ("%s: Delta request from out-of-date packet.\n", // client.name); oldframe = null; lastframe = -1; } else { // we have a valid message to delta from oldframe = client.frames[client.lastframe & Constants.UPDATE_MASK]; lastframe = client.lastframe; } Buffers.writeByte(msg, Constants.svc_frame); msg.putInt(ServerInit.sv.framenum); msg.putInt(lastframe); // what we are delta'ing from Buffers.writeByte(msg, client.surpressCount); // rate dropped packets client.surpressCount = 0; // send over the areabits Buffers.writeByte(msg, frame.areabytes); Buffers.Write(msg, frame.areabits, frame.areabytes); // delta encode the playerstate SV_WritePlayerstateToClient(oldframe, frame, msg); // delta encode the entities SV_EmitPacketEntities(oldframe, frame, msg); } /** * The client will interpolate the view position, so we can't use a single * PVS point. */ public static void SV_FatPVS(float[] org) { int leafs[] = new int[64]; int i, j, count; int longs; byte src[]; float[] mins = { 0, 0, 0 }, maxs = { 0, 0, 0 }; for (i = 0; i < 3; i++) { mins[i] = org[i] - 8; maxs[i] = org[i] + 8; } count = CM.CM_BoxLeafnums(mins, maxs, leafs, 64, null); if (count < 1) Com.Error(Constants.ERR_FATAL, "SV_FatPVS: count < 1"); longs = (CM.CM_NumClusters() + 31) >> 5; // convert leafs to clusters for (i = 0; i < count; i++) leafs[i] = CM.CM_LeafCluster(leafs[i]); System.arraycopy(CM.CM_ClusterPVS(leafs[0]), 0, ServerEntities.fatpvs, 0, longs << 2); // or in all the other leaf bits for (i = 1; i < count; i++) { for (j = 0; j < i; j++) if (leafs[i] == leafs[j]) break; if (j != i) continue; // already have the cluster we want src = CM.CM_ClusterPVS(leafs[i]); //for (j=0 ; j<longs ; j++) // ((long *)fatpvs)[j] |= ((long *)src)[j]; int k = 0; for (j = 0; j < longs; j++) { ServerEntities.fatpvs[k] |= src[k++]; ServerEntities.fatpvs[k] |= src[k++]; ServerEntities.fatpvs[k] |= src[k++]; ServerEntities.fatpvs[k] |= src[k++]; } } } /** * Decides which entities are going to be visible to the client, and copies * off the playerstat and areabits. */ public static void SV_BuildClientFrame(ClientData client) { int e, i; float[] org = { 0, 0, 0 }; Entity ent; Entity clent; ClientFrame frame; EntityState state; int l; int clientarea, clientcluster; int leafnum; int c_fullsend; byte clientphs[]; byte bitvector[]; clent = client.edict; if (clent.client == null) return; // not in game yet // this is the frame we are creating frame = client.frames[ServerInit.sv.framenum & Constants.UPDATE_MASK]; frame.senttime = ServerInit.svs.realtime; // save it for ping calc later // find the client's PVS for (i = 0; i < 3; i++) org[i] = clent.client.ps.pmove.origin[i] * 0.125f + clent.client.ps.viewoffset[i]; leafnum = CM.CM_PointLeafnum(org); clientarea = CM.CM_LeafArea(leafnum); clientcluster = CM.CM_LeafCluster(leafnum); // calculate the visible areas frame.areabytes = CM.CM_WriteAreaBits(frame.areabits, clientarea); // grab the current player_state_t frame.ps.set(clent.client.ps); SV_FatPVS(org); clientphs = CM.CM_ClusterPHS(clientcluster); // build up the list of visible entities frame.num_entities = 0; frame.first_entity = ServerInit.svs.next_client_entities; c_fullsend = 0; for (e = 1; e < GameBase.num_edicts; e++) { ent = GameBase.g_edicts[e]; // ignore ents without visible models if ((ent.svflags & Constants.SVF_NOCLIENT) != 0) continue; // ignore ents without visible models unless they have an effect if (0 == ent.s.modelindex && 0 == ent.s.effects && 0 == ent.s.sound && 0 == ent.s.event) continue; // ignore if not touching a PV leaf // check area if (ent != clent) { if (!CM.CM_AreasConnected(clientarea, ent.areanum)) { // doors can legally straddle two areas, so we may need to check another one if (0 == ent.areanum2 || !CM.CM_AreasConnected(clientarea, ent.areanum2)) continue; // blocked by a door } // beams just check one point for PHS if ((ent.s.renderfx & Constants.RF_BEAM) != 0) { l = ent.clusternums[0]; if (0 == (clientphs[l >> 3] & (1 << (l & 7)))) continue; } else { // FIXME: if an ent has a model and a sound, but isn't // in the PVS, only the PHS, clear the model if (ent.s.sound == 0) { bitvector = ServerEntities.fatpvs; //clientphs; } else bitvector = ServerEntities.fatpvs; if (ent.num_clusters == -1) { // too many leafs for // individual check, go by // headnode if (!CM.CM_HeadnodeVisible(ent.headnode, bitvector)) continue; c_fullsend++; } else { // check individual leafs for (i = 0; i < ent.num_clusters; i++) { l = ent.clusternums[i]; if ((bitvector[l >> 3] & (1 << (l & 7))) != 0) break; } if (i == ent.num_clusters) continue; // not visible } if (ent.s.modelindex == 0) { // don't send sounds if they // will be attenuated away float[] delta = { 0, 0, 0 }; float len; Math3D.VectorSubtract(org, ent.s.origin, delta); len = Math3D.VectorLength(delta); if (len > 400) continue; } } } // add it to the circular client_entities array int ix = ServerInit.svs.next_client_entities % ServerInit.svs.num_client_entities; state = ServerInit.svs.client_entities[ix]; if (ent.s.number != e) { Com.DPrintf("FIXING ENT.S.NUMBER!!!\n"); ent.s.number = e; } //*state = ent.s; ServerInit.svs.client_entities[ix].set(ent.s); // don't mark players missiles as solid if (ent.owner == client.edict) state.solid = 0; ServerInit.svs.next_client_entities++; frame.num_entities++; } } /** * Save everything in the world out without deltas. Used for recording * footage for merged or assembled demos. */ public static void SV_RecordDemoMessage() { int e; Entity ent; EntityState nostate = new EntityState(null); int len; if (ServerInit.svs.demofile == null) return; //memset (nostate, 0, sizeof(nostate)); Buffer buf = Buffer.allocate(32768).order(ByteOrder.LITTLE_ENDIAN); // write a frame message that doesn't contain a player_state_t Buffers.writeByte(buf, Constants.svc_frame); buf.putInt(ServerInit.sv.framenum); Buffers.writeByte(buf, Constants.svc_packetentities); e = 1; ent = GameBase.g_edicts[e]; while (e < GameBase.num_edicts) { // ignore ents without visible models unless they have an effect if (ent.inuse && ent.s.number != 0 && (ent.s.modelindex != 0 || ent.s.effects != 0 || ent.s.sound != 0 || ent.s.event != 0) && 0 == (ent.svflags & Constants.SVF_NOCLIENT)) Delta.WriteDeltaEntity(nostate, ent.s, buf, false, true); e++; ent = GameBase.g_edicts[e]; } buf.WriteShort(0); // end of packetentities // now add the accumulated multicast information Buffers.Write(buf, ServerInit.svs.demo_multicast.data, ServerInit.svs.demo_multicast.cursize); ServerInit.svs.demo_multicast.clear(); // now write the entire message to the file, prefixed by the length len = EndianHandler.swapInt(buf.cursize); try { //fwrite (len, 4, 1, svs.demofile); ServerInit.svs.demofile.writeInt(len); //fwrite (buf.data, buf.cursize, 1, svs.demofile); ServerInit.svs.demofile.write(buf.data, 0, buf.cursize); } catch (IOException e1) { Com.Printf("Error writing demo file:" + e); Compatibility.printStackTrace(e1); } } }