/** * Writes a frame to a client system. */ public static void SV_WriteFrameToClient(client_t client, sizebuf_t msg) { //ptr client_frame_t 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[SV_INIT.sv.framenum & Defines.UPDATE_MASK]; if (client.lastframe <= 0) { // client is asking for a retransmit oldframe = null; lastframe = -1; } else if (SV_INIT.sv.framenum - client.lastframe >= Defines.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- 3) { // client hasn't gotten a good message through in a long time // Com_Printf ("%s: Delta request from out-of-date packet.\n", // client.name); oldframe = null; lastframe = -1; } else { // we have a valid message to delta from oldframe = client.frames[client.lastframe & Defines.UPDATE_MASK]; lastframe = client.lastframe; } MSG.WriteByte(msg, Defines.svc_frame); MSG.WriteLong(msg, SV_INIT.sv.framenum); MSG.WriteLong(msg, lastframe); // what we are delta'ing from MSG.WriteByte(msg, client.surpressCount); // rate dropped packets client.surpressCount = 0; // send over the areabits MSG.WriteByte(msg, frame.areabytes); SZ.Write(msg, frame.areabits, frame.areabytes); // delta encode the playerstate SV_ENTS.SV_WritePlayerstateToClient(oldframe, frame, msg); // delta encode the entities SV_ENTS.SV_EmitPacketEntities(oldframe, frame, msg); }
/** * SV_Frame. */ public static void SV_Frame(long msec) { Globals.time_before_game = Globals.time_after_game = 0; // if server is not active, do nothing if (!SV_INIT.svs.initialized) { return; } SV_INIT.svs.realtime += (int)msec; // keep the random time dependent Lib.rand(); // check timeouts SV_MAIN.SV_CheckTimeouts(); // get packets from clients SV_MAIN.SV_ReadPackets(); //if (Game.g_edicts[1] !=null) // Com.p("player at:" + Lib.vtofsbeaty(Game.g_edicts[1].s.origin )); // move autonomous things around if enough time has passed if (0 == SV_MAIN.sv_timedemo.value && SV_INIT.svs.realtime < SV_INIT.sv.time) { // never let the time get too far off if (SV_INIT.sv.time - SV_INIT.svs.realtime > 100) { if (SV_MAIN.sv_showclamp.value != 0) { Com.Printf("sv lowclamp\n"); } SV_INIT.svs.realtime = SV_INIT.sv.time - 100; } return; } // update ping based on the last known frame from all clients SV_MAIN.SV_CalcPings(); // give the clients some timeslices SV_MAIN.SV_GiveMsec(); // let everything in the world think and move SV_MAIN.SV_RunGameFrame(); // send messages back to the clients that had packets read this frame SV_SEND.SV_SendClientMessages(); // save the entire world state if recording a serverdemo SV_ENTS.SV_RecordDemoMessage(); // send a heartbeat to the master if needed SV_MAIN.Master_Heartbeat(); // clear teleport flags, etc for next frame SV_MAIN.SV_PrepWorldFrame(); }
/** * Decides which entities are going to be visible to the client, and copies * off the playerstat and areabits. */ public static void SV_BuildClientFrame(client_t client) { int e, i; float[] org = { 0, 0, 0 }; edict_t ent; edict_t clent; client_frame_t frame; entity_state_t 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[SV_INIT.sv.framenum & Defines.UPDATE_MASK]; frame.senttime = SV_INIT.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_ENTS.SV_FatPVS(org); clientphs = CM.CM_ClusterPHS(clientcluster); // build up the list of visible entities frame.num_entities = 0; frame.first_entity = SV_INIT.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 & Defines.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 & Defines.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 = SV_ENTS.fatpvs; //clientphs; } else { bitvector = SV_ENTS.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 var ix = SV_INIT.svs.next_client_entities % SV_INIT.svs.num_client_entities; state = SV_INIT.svs.client_entities[ix]; if (ent.s.number != e) { Com.DPrintf("FIXING ENT.S.NUMBER!!!\n"); ent.s.number = e; } //*state = ent.s; SV_INIT.svs.client_entities[ix].set(ent.s); // don't mark players missiles as solid if (ent.owner == client.edict) { state.solid = 0; } SV_INIT.svs.next_client_entities++; frame.num_entities++; } }