X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=protocol.h;h=04faf61ea390d727f81e868d589bea24366369af;hp=7a97333da714e465a182fdf1bde91d30f3fa91ce;hb=397530aecdd5492236e3dc5620ee7126078c07f3;hpb=dd68b13a5cdd211701e1b6d13352f773faaa3607 diff --git a/protocol.h b/protocol.h index 7a97333d..04faf61e 100644 --- a/protocol.h +++ b/protocol.h @@ -22,26 +22,24 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifndef PROTOCOL_H #define PROTOCOL_H -#define PROTOCOL_VERSION 15 -#define DPPROTOCOL_VERSION1 96 -#define DPPROTOCOL_VERSION2 97 -// LordHavoc: I think the 96-99 range was going to run out too soon... -// so here I jump to 3500 -#define DPPROTOCOL_VERSION3 3500 -// partial entity updates, changed entity origin updates back to quake style -// (RENDER_LOWPRECISION on by default, but the precision was changed from -// integer to 1/8th unit like quake) -#define DPPROTOCOL_VERSION4 3501 +// protocolversion_t is defined in common.h + +protocolversion_t Protocol_EnumForName(const char *s); +const char *Protocol_NameForEnum(protocolversion_t p); +protocolversion_t Protocol_EnumForNumber(int n); +int Protocol_NumberForEnum(protocolversion_t p); +void Protocol_Names(char *buffer, size_t buffersize); // model effects -#define EF_ROCKET 1 // leave a trail -#define EF_GRENADE 2 // leave a trail -#define EF_GIB 4 // leave a trail -#define EF_ROTATE 8 // rotate (bonus items) -#define EF_TRACER 16 // green split trail -#define EF_ZOMGIB 32 // small blood trail -#define EF_TRACER2 64 // orange split trail + rotate -#define EF_TRACER3 128 // purple trail +#define MF_ROCKET 1 // leave a trail +#define MF_GRENADE 2 // leave a trail +#define MF_GIB 4 // leave a trail +#define MF_ROTATE 8 // rotate (bonus items) +#define MF_TRACER 16 // green split trail +#define MF_ZOMGIB 32 // small blood trail +#define MF_TRACER2 64 // orange split trail + rotate +#define MF_TRACER3 128 // purple trail + // entity effects #define EF_BRIGHTFIELD 1 #define EF_MUZZLEFLASH 2 @@ -51,16 +49,39 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define EF_ADDITIVE 32 #define EF_BLUE 64 #define EF_RED 128 -#define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used) -#define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth -// effects/model (can be used as model flags or entity effects) -#define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported) -#define EF_FULLBRIGHT 512 // LordHavoc: fullbright -#define EF_FLAME 1024 // LordHavoc: on fire -#define EF_STARDUST 2048 // LordHavoc: showering sparks -#define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow - -#define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits) +#define EF_UNUSED8 256 +#define EF_FULLBRIGHT 512 // LordHavoc: fullbright +#define EF_FLAME 1024 // LordHavoc: on fire +#define EF_STARDUST 2048 // LordHavoc: showering sparks +#define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow +#define EF_NODEPTHTEST 8192 // LordHavoc: shows through walls +#define EF_SELECTABLE 16384 // LordHavoc: highlights when PRYDON_CLIENTCURSOR mouse is over it +#define EF_DOUBLESIDED 32768 //[515]: disable cull face for this entity +#define EF_UNUSED16 65536 +#define EF_UNUSED17 131072 +#define EF_UNUSED18 262144 +#define EF_UNUSED19 524288 +#define EF_UNUSED20 1048576 +#define EF_UNUSED21 2197152 +#define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth (serverside only) +#define EF_UNUSED23 8388608 +#define EF_ROCKET 16777216 // leave a trail +#define EF_GRENADE 33554432 // leave a trail +#define EF_GIB 67108864 // leave a trail +#define EF_ROTATE 134217728 // rotate (bonus items) +#define EF_TRACER 268435456 // green split trail +#define EF_ZOMGIB 536870912 // small blood trail +#define EF_TRACER2 1073741824 // orange split trail + rotate +#define EF_TRACER3 0x80000000 // purple trail + +// internaleffects bits (no overlap with EF_ bits): +#define INTEF_FLAG1QW 1 +#define INTEF_FLAG2QW 2 + +// flags for the pflags field of entities +#define PFLAGS_NOSHADOW 1 +#define PFLAGS_CORONA 2 +#define PFLAGS_FULLDYNAMIC 128 // must be set or the light fields are ignored // if the high bit of the servercmd is set, the low bits are fast update flags: #define U_MOREBITS (1<<0) @@ -89,9 +110,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define U_ALPHA (1<<17) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 1, and the entity is not sent if <=0 unless it has effects (model effects are checked as well) #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte) -#define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/8.0, signed (negative is darklight), not sent if 0 +#define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0 #define U_GLOWCOLOR (1<<21) // 1 byte, palette index, default is 254 (white), this IS used for darklight (allowing colored darklight), however the particles from a darklight are always black, not sent if default value (even if glowsize or glowtrail is set) -// LordHavoc: colormod feature has been removed, because no one used it #define U_COLORMOD (1<<22) // 1 byte, 3 bit red, 3 bit green, 2 bit blue, this lets you tint an object artifically, so you could make a red rocket, or a blue fiend... #define U_EXTEND2 (1<<23) // another byte to follow // LordHavoc: second extend byte @@ -218,17 +238,20 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define svc_hidelmp 36 // [string] slotname #define svc_skybox 37 // [string] skyname -// LordHavoc: my svc_ range, 50-59 -#define svc_cgame 50 // [short] length [bytes] data -#define svc_unusedlh1 51 +// LordHavoc: my svc_ range, 50-69 +#define svc_downloaddata 50 // [int] start [short] size +#define svc_updatestatubyte 51 // [byte] stat [byte] value #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate -#define svc_sound2 54 // short soundindex instead of byte +#define svc_sound2 54 // (obsolete in DP6 and later) short soundindex instead of byte +#define svc_precache 54 // [short] precacheindex [string] filename, precacheindex is + 0 for modelindex and +32768 for soundindex #define svc_spawnbaseline2 55 // short modelindex instead of byte #define svc_spawnstatic2 56 // short modelindex instead of byte #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata -#define svc_unusedlh3 58 +#define svc_csqcentities 58 // [short] entnum [variable length] entitydata ... [short] 0x0000 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten +#define svc_trailparticles 60 // [short] entnum [short] effectnum [vector] start [vector] end +#define svc_pointparticles 61 // [short] effectnum [vector] start [vector] end [short] count // // client to server @@ -240,8 +263,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define clc_stringcmd 4 // [string] message // LordHavoc: my clc_ range, 50-59 -#define clc_ackentities 50 // [int] framenumber -#define clc_unusedlh1 51 +#define clc_ackframe 50 // [int] framenumber +#define clc_ackdownloaddata 51 // [int] start [short] size (note: exact echo of latest values received in svc_downloaddata, packet-loss handling is in the server) #define clc_unusedlh2 52 #define clc_unusedlh3 53 #define clc_unusedlh4 54 @@ -289,7 +312,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define TE_SUPERSPIKEQUAD 59 // [vector] origin // LordHavoc: block2 - 70-80 #define TE_EXPLOSIONQUAD 70 // [vector] origin -#define TE_BLOOD2 71 // [vector] origin +#define TE_UNUSED1 71 // unused #define TE_SMALLFLASH 72 // [vector] origin #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count @@ -308,29 +331,124 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #define RENDER_EXTERIORMODEL 8 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth #define RENDER_COLORMAPPED 32 -#define RENDER_SHADOW 64 // cast shadow +#define RENDER_SHADOW 65536 // cast shadow +#define RENDER_LIGHT 131072 // receive light +#define RENDER_NOSELFSHADOW 262144 // render lighting on this entity before its own shadow is added to the scene +// (note: all RENDER_NOSELFSHADOW entities are grouped together and rendered in a batch before their shadows are rendered, so they can not shadow eachother either) -typedef struct +// this is 96 bytes +typedef struct entity_state_s { - double time; // time this state was built - vec3_t origin; - vec3_t angles; + // ! means this is not sent to client + double time; // ! time this state was built (used on client for interpolation) + float netcenter[3]; // ! for network prioritization, this is the center of the bounding box (which may differ from the origin) + float origin[3]; + float angles[3]; int number; // entity number this state is for - unsigned short active; // true if a valid state + int effects; + unsigned int customizeentityforclient; // ! unsigned short modelindex; unsigned short frame; - unsigned short effects; - qbyte colormap; - qbyte skin; - qbyte alpha; - qbyte scale; - qbyte glowsize; - qbyte glowcolor; - qbyte flags; + unsigned short tagentity; + unsigned short specialvisibilityradius; // ! larger if it has effects/light + unsigned short viewmodelforclient; // ! + unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases + unsigned short nodrawtoclient; // ! + unsigned short drawonlytoclient; // ! + unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1 + unsigned char active; // true if a valid state + unsigned char lightstyle; + unsigned char lightpflags; + unsigned char colormap; + unsigned char skin; // also chooses cubemap for rtlights if lightpflags & LIGHTPFLAGS_FULLDYNAMIC + unsigned char alpha; + unsigned char scale; + unsigned char glowsize; + unsigned char glowcolor; + unsigned char flags; + unsigned char tagindex; + unsigned char colormod[3]; + unsigned char internaleffects; // INTEF_FLAG1QW and so on + // padding to a multiple of 8 bytes (to align the double time) + unsigned char unused; } entity_state_t; -typedef struct +// baseline state values +extern entity_state_t defaultstate; +// reads a quake entity from the network stream +void EntityFrameQuake_ReadEntity(int bits); +// checks for stats changes and sets corresponding host_client->statsdeltabits +// (also updates host_client->stats array) +void Protocol_UpdateClientStats(const int *stats); +// writes reliable messages updating stats (not used by DP6 and later +// protocols which send updates in their WriteFrame function using a different +// method of reliable messaging) +void Protocol_WriteStatsReliable(void); +// writes a list of quake entities to the network stream +// (or as many will fit) +void EntityFrameQuake_WriteFrame(sizebuf_t *msg, int numstates, const entity_state_t *states); +// cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities) +void EntityFrameQuake_ISeeDeadEntities(void); + +/* +PROTOCOL_DARKPLACES3 +server updates entities according to some (unmentioned) scheme. + +a frame consists of all visible entities, some of which are up to date, +often some are not up to date. + +these entities are stored in a range (firstentity/endentity) of structs in the +entitydata[] buffer. + +to make a commit the server performs these steps: +1. duplicate oldest frame in database (this is the baseline) as new frame, and + write frame numbers (oldest frame's number, new frame's number) and eye + location to network packet (eye location is obsolete and will be removed in + future revisions) +2. write an entity change to packet and modify new frame accordingly + (this repeats until packet is sufficiently full or new frame is complete) +3. write terminator (0xFFFF) to network packet + (FIXME: this terminator value conflicts with MAX_EDICTS 32768...) + +to read a commit the client performs these steps: +1. reads frame numbers from packet and duplicates baseline frame as new frame, + also reads eye location but does nothing with it (obsolete). +2. delete frames older than the baseline which was used +3. read entity changes from packet until terminator (0xFFFF) is encountered, + each change is applied to entity frame. +4. sends ack framenumber to server as part of input packet + +if server receives ack message in put packet it performs these steps: +1. remove all older frames from database. +*/ + +/* +PROTOCOL_DARKPLACES4 +a frame consists of some visible entities in a range (this is stored as start and end, note that end may be less than start if it wrapped). + +these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer. + +to make a commit the server performs these steps: +1. build an entity_frame_t using appropriate functions, containing (some of) the visible entities, this is passed to the Write function to send it. + +This documention is unfinished! +the Write function performs these steps: +1. check if entity frame is larger than MAX_ENTITYFRAME or is larger than available space in database, if so the baseline is defaults, otherwise it is the current baseline of the database. +2. write differences of an entity compared to selected baseline. +3. add entity to entity update in database. +4. if there are more entities to write and packet is not full, go back to step 2. +5. write terminator (0xFFFF) as entity number. +6. return. + + + + + +server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities), +*/ + +typedef struct entity_frameinfo_s { double time; int framenum; @@ -342,7 +460,7 @@ entity_frameinfo_t; #define MAX_ENTITY_HISTORY 64 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2) -typedef struct +typedef struct entityframe_database_s { // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap) // start and end of used area, when adding a new update to database, store at endpos, and increment endpos @@ -353,8 +471,10 @@ typedef struct // note: if numframes == 0, insert at start (0 in entitydata) // the only reason this system is used is to avoid copying memory when frames are removed int numframes; + // server only: last sent frame + int latestframenum; // server only: last acknowledged frame - int ackframe; + int ackframenum; // the current state in the database vec3_t eye; // table of entities in the entityhistorydata @@ -362,61 +482,21 @@ typedef struct // entities entity_state_t entitydata[MAX_ENTITY_DATABASE]; } -entity_database_t; +entityframe_database_t; // build entity data in this, to pass to entity read/write functions -typedef struct +typedef struct entity_frame_s { double time; int framenum; int numentities; + int firstentitynum; + int lastentitynum; vec3_t eye; entity_state_t entitydata[MAX_ENTITY_DATABASE]; } entity_frame_t; - -// DPPROTOCOL_VERSION4 -#define MAX_ENTITIES_PER_FRAME 1024 - -// DPPROTOCOL_VERSION4 -typedef struct -{ - double time; - int framenum; - - // partial updates only update a certain range of entities in one update - // note that if end <= start the range wrapped (full update) - // note also that this means that the range can not be empty, if there is no update, don't write an update! - int range_start; - int range_end; - - // entities - entity_state_t entity[MAX_ENTITIES_PER_FRAME]; -} -entity_frame4_t; - -// DPPROTOCOL_VERSION4 -typedef struct -{ - // note: each frame contains a limited number of entities, so in - // situations with a high maximum data rate AND large number of entities, - // updates may be partial despite a high data rate. - - // current frame number - int currentframe; - // number of frames waiting to be committed to database - int numframes; - // the current state in the database - vec3_t currenteye; - // current entity states - entity_state_t currententity[MAX_EDICTS]; - // frame updates (each one limited in size) that have not yet been - // committed to currententitydata - entity_frame4_t frames[MAX_ENTITY_HISTORY]; -} -entity_database4_t; - // LordHavoc: these are in approximately sorted order, according to cost and // likelyhood of being used for numerous objects in a frame @@ -449,63 +529,433 @@ entity_database4_t; #define E_EFFECTS2 (1<<18) #define E_GLOWSIZE (1<<19) #define E_GLOWCOLOR (1<<20) -#define E_UNUSED1 (1<<21) -#define E_UNUSED2 (1<<22) +#define E_LIGHT (1<<21) +#define E_LIGHTPFLAGS (1<<22) #define E_EXTEND3 (1<<23) #define E_SOUND1 (1<<24) #define E_SOUNDVOL (1<<25) #define E_SOUNDATTEN (1<<26) -#define E_UNUSED4 (1<<27) -#define E_UNUSED5 (1<<28) +#define E_TAGATTACHMENT (1<<27) +#define E_LIGHTSTYLE (1<<28) #define E_UNUSED6 (1<<29) #define E_UNUSED7 (1<<30) #define E_EXTEND4 (1<<31) -void ClearStateToDefault(entity_state_t *s); - +// returns difference between two states as E_ flags +int EntityState_DeltaBits(const entity_state_t *o, const entity_state_t *n); +// write E_ flags to a msg +void EntityState_WriteExtendBits(sizebuf_t *msg, unsigned int bits); +// write values for the E_ flagged fields to a msg +void EntityState_WriteFields(const entity_state_t *ent, sizebuf_t *msg, unsigned int bits); +// write entity number and E_ flags and their values, or a remove number, describing the change from delta to ent +void EntityState_WriteUpdate(const entity_state_t *ent, sizebuf_t *msg, const entity_state_t *delta); +// read E_ flags +int EntityState_ReadExtendBits(void); +// read values for E_ flagged fields and apply them to a state +void EntityState_ReadFields(entity_state_t *e, unsigned int bits); + +// (client and server) allocates a new empty database +entityframe_database_t *EntityFrame_AllocDatabase(mempool_t *mempool); +// (client and server) frees the database +void EntityFrame_FreeDatabase(entityframe_database_t *d); // (server) clears the database to contain no frames (thus delta compression // compresses against nothing) -void EntityFrame_ClearDatabase(entity_database_t *d); +void EntityFrame_ClearDatabase(entityframe_database_t *d); // (server and client) removes frames older than 'frame' from database -void EntityFrame_AckFrame(entity_database_t *d, int frame); +void EntityFrame_AckFrame(entityframe_database_t *d, int frame); // (server) clears frame, to prepare for adding entities -void EntityFrame_Clear(entity_frame_t *f, vec3_t eye); -// (server) allocates an entity slot in frame, returns NULL if full -entity_state_t *EntityFrame_NewEntity(entity_frame_t *f, int number); +void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum); // (server and client) reads a frame from the database -void EntityFrame_FetchFrame(entity_database_t *d, int framenum, entity_frame_t *f); +void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f); // (server and client) adds a entity_frame to the database, for future // reference -void EntityFrame_AddFrame(entity_database_t *d, entity_frame_t *f); +void EntityFrame_AddFrame(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata); // (server) writes a frame to network stream -void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, sizebuf_t *msg); +void EntityFrame_WriteFrame(sizebuf_t *msg, entityframe_database_t *d, int numstates, const entity_state_t *states, int viewentnum); // (client) reads a frame from network stream -void EntityFrame_Read(entity_database_t *d); +void EntityFrame_CL_ReadFrame(void); // (client) returns the frame number of the most recent frame recieved -int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d); - -// (server) clears the database to contain blank entities and no frames (thus -// delta compression compresses against nothing) -void EntityFrame4_ClearDatabase(entity_database4_t *d); -// (server and client) updates database to requested frame by commiting -// awaiting frames until the desired frame is reached -void EntityFrame4_AckFrame(entity_database4_t *d, int frame); -// (server) clears frame, to prepare for adding entities -void EntityFrame4_Clear(entity_frame4_t *f, vec3_t eye); -// (server) allocates an entity slot in frame, returns NULL if full -entity_state_t *EntityFrame4_NewEntity(entity_frame4_t *f, int number); -// (server and client) reads a frame from the database -void EntityFrame4_FetchFrame(entity_database4_t *d, int framenum, entity_frame4_t *f); -// (server and client) adds a entity_frame to the database, for future -// reference -void EntityFrame4_AddFrame(entity_database4_t *d, entity_frame4_t *f); -// (server) writes a frame to network stream -void EntityFrame4_Write(entity_database4_t *d, entity_frame4_t *f, sizebuf_t *msg); -// (client) reads a frame from network stream -void EntityFrame4_Read(entity_database4_t *d); -// (client) returns the frame number of the most recent frame recieved -int EntityFrame4_MostRecentlyRecievedFrameNum(entity_database4_t *d); +int EntityFrame_MostRecentlyRecievedFrameNum(entityframe_database_t *d); + +typedef struct entity_database4_commit_s +{ + // frame number this commit represents + int framenum; + // number of entities in entity[] array + int numentities; + // maximum number of entities in entity[] array (dynamic resizing) + int maxentities; + entity_state_t *entity; +} +entity_database4_commit_t; + +typedef struct entity_database4_s +{ + // what mempool to use for allocations + mempool_t *mempool; + // reference frame + int referenceframenum; + // reference entities array is resized according to demand + int maxreferenceentities; + // array of states for entities, these are indexable by their entity number (yes there are gaps) + entity_state_t *referenceentity; + // commits waiting to be applied to the reference database when confirmed + // (commit[i]->numentities == 0 means it is empty) + entity_database4_commit_t commit[MAX_ENTITY_HISTORY]; + // (server only) the current commit being worked on + entity_database4_commit_t *currentcommit; + // (server only) if a commit won't fit entirely, continue where it left + // off next frame + int currententitynumber; + // (server only) + int latestframenumber; +} +entityframe4_database_t; + +// should-be-private functions that aren't +entity_state_t *EntityFrame4_GetReferenceEntity(entityframe4_database_t *d, int number); +void EntityFrame4_AddCommitEntity(entityframe4_database_t *d, const entity_state_t *s); + +// allocate a database +entityframe4_database_t *EntityFrame4_AllocDatabase(mempool_t *pool); +// free a database +void EntityFrame4_FreeDatabase(entityframe4_database_t *d); +// reset a database (resets compression but does not reallocate anything) +void EntityFrame4_ResetDatabase(entityframe4_database_t *d); +// updates database to account for a frame-received acknowledgment +int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode); +// writes a frame to the network stream +void EntityFrame4_WriteFrame(sizebuf_t *msg, entityframe4_database_t *d, int numstates, const entity_state_t *states); +// reads a frame from the network stream +void EntityFrame4_CL_ReadFrame(void); + +// reset all entity fields (typically used if status changed) +#define E5_FULLUPDATE (1<<0) +// E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8 +// E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2] +#define E5_ORIGIN (1<<1) +// E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360 +// E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360 +#define E5_ANGLES (1<<2) +// E5_MODEL16=0: byte = s->modelindex +// E5_MODEL16=1: short = s->modelindex +#define E5_MODEL (1<<3) +// E5_FRAME16=0: byte = s->frame +// E5_FRAME16=1: short = s->frame +#define E5_FRAME (1<<4) +// byte = s->skin +#define E5_SKIN (1<<5) +// E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects +// E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects +// E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects +// E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects +#define E5_EFFECTS (1<<6) +// bits >= (1<<8) +#define E5_EXTEND1 (1<<7) + +// byte = s->renderflags +#define E5_FLAGS (1<<8) +// byte = bound(0, s->alpha * 255, 255) +#define E5_ALPHA (1<<9) +// byte = bound(0, s->scale * 16, 255) +#define E5_SCALE (1<<10) +// flag +#define E5_ORIGIN32 (1<<11) +// flag +#define E5_ANGLES16 (1<<12) +// flag +#define E5_MODEL16 (1<<13) +// byte = s->colormap +#define E5_COLORMAP (1<<14) +// bits >= (1<<16) +#define E5_EXTEND2 (1<<15) + +// short = s->tagentity +// byte = s->tagindex +#define E5_ATTACHMENT (1<<16) +// short[4] = s->light[0], s->light[1], s->light[2], s->light[3] +// byte = s->lightstyle +// byte = s->lightpflags +#define E5_LIGHT (1<<17) +// byte = s->glowsize +// byte = s->glowcolor +#define E5_GLOW (1<<18) +// short = s->effects +#define E5_EFFECTS16 (1<<19) +// int = s->effects +#define E5_EFFECTS32 (1<<20) +// flag +#define E5_FRAME16 (1<<21) +// byte[3] = s->colormod[0], s->colormod[1], s->colormod[2] +#define E5_COLORMOD (1<<22) +// bits >= (1<<24) +#define E5_EXTEND3 (1<<23) + +// unused +#define E5_UNUSED24 (1<<24) +// unused +#define E5_UNUSED25 (1<<25) +// unused +#define E5_UNUSED26 (1<<26) +// unused +#define E5_UNUSED27 (1<<27) +// unused +#define E5_UNUSED28 (1<<28) +// unused +#define E5_UNUSED29 (1<<29) +// unused +#define E5_UNUSED30 (1<<30) +// bits2 > 0 +#define E5_EXTEND4 (1<<31) + +#define ENTITYFRAME5_MAXPACKETLOGS 64 +#define ENTITYFRAME5_MAXSTATES 1024 + +typedef struct entityframe5_changestate_s +{ + unsigned int number; + unsigned int bits; +} +entityframe5_changestate_t; + +typedef struct entityframe5_packetlog_s +{ + int packetnumber; + int numstates; + entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES]; + unsigned char statsdeltabits[(MAX_CL_STATS+7)/8]; +} +entityframe5_packetlog_t; + +typedef struct entityframe5_database_s +{ + // number of the latest message sent to client + int latestframenum; + // updated by WriteFrame for internal use + int viewentnum; + + // logs of all recently sent messages (between acked and latest) + entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS]; + + // this goes up as needed and causes all the arrays to be reallocated + int maxedicts; + + // which properties of each entity have changed since last send + int *deltabits; // [maxedicts] + // priorities of entities (updated whenever deltabits change) + // (derived from deltabits) + unsigned char *priorities; // [maxedicts] + // last frame this entity was sent on, for prioritzation + int *updateframenum; // [maxedicts] + + // database of current status of all entities + entity_state_t *states; // [maxedicts] + // which entities are currently active + // (duplicate of the active bit of every state in states[]) + // (derived from states) + unsigned char *visiblebits; // [(maxedicts+7)/8] + + // old notes + + // this is used to decide which changestates to set each frame + //int numvisiblestates; + //entity_state_t visiblestates[MAX_EDICTS]; + + // sorted changing states that need to be sent to the client + // kept sorted in lowest to highest priority order, because this allows + // the numchangestates to simply be decremented whenever an state is sent, + // rather than a memmove to remove them from the start. + //int numchangestates; + //entityframe5_changestate_t changestates[MAX_EDICTS]; +} +entityframe5_database_t; + +entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool); +void EntityFrame5_FreeDatabase(entityframe5_database_t *d); +void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg); +int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n); +void EntityFrame5_CL_ReadFrame(void); +void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum); +void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum); +void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int numstates, const entity_state_t *states, int viewentnum, int movesequence); + +extern cvar_t developer_networkentities; + +// QUAKEWORLD +// server to client +#define qw_svc_bad 0 +#define qw_svc_nop 1 +#define qw_svc_disconnect 2 +#define qw_svc_updatestat 3 // [byte] [byte] +#define qw_svc_setview 5 // [short] entity number +#define qw_svc_sound 6 // +#define qw_svc_print 8 // [byte] id [string] null terminated string +#define qw_svc_stufftext 9 // [string] stuffed into client's console buffer +#define qw_svc_setangle 10 // [angle3] set the view angle to this absolute value +#define qw_svc_serverdata 11 // [long] protocol ... +#define qw_svc_lightstyle 12 // [byte] [string] +#define qw_svc_updatefrags 14 // [byte] [short] +#define qw_svc_stopsound 16 // +#define qw_svc_damage 19 +#define qw_svc_spawnstatic 20 +#define qw_svc_spawnbaseline 22 +#define qw_svc_temp_entity 23 // variable +#define qw_svc_setpause 24 // [byte] on / off +#define qw_svc_centerprint 26 // [string] to put in center of the screen +#define qw_svc_killedmonster 27 +#define qw_svc_foundsecret 28 +#define qw_svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten +#define qw_svc_intermission 30 // [vec3_t] origin [vec3_t] angle +#define qw_svc_finale 31 // [string] text +#define qw_svc_cdtrack 32 // [byte] track +#define qw_svc_sellscreen 33 +#define qw_svc_smallkick 34 // set client punchangle to 2 +#define qw_svc_bigkick 35 // set client punchangle to 4 +#define qw_svc_updateping 36 // [byte] [short] +#define qw_svc_updateentertime 37 // [byte] [float] +#define qw_svc_updatestatlong 38 // [byte] [long] +#define qw_svc_muzzleflash 39 // [short] entity +#define qw_svc_updateuserinfo 40 // [byte] slot [long] uid +#define qw_svc_download 41 // [short] size [size bytes] +#define qw_svc_playerinfo 42 // variable +#define qw_svc_nails 43 // [byte] num [48 bits] xyzpy 12 12 12 4 8 +#define qw_svc_chokecount 44 // [byte] packets choked +#define qw_svc_modellist 45 // [strings] +#define qw_svc_soundlist 46 // [strings] +#define qw_svc_packetentities 47 // [...] +#define qw_svc_deltapacketentities 48 // [...] +#define qw_svc_maxspeed 49 // maxspeed change, for prediction +#define qw_svc_entgravity 50 // gravity change, for prediction +#define qw_svc_setinfo 51 // setinfo on a client +#define qw_svc_serverinfo 52 // serverinfo +#define qw_svc_updatepl 53 // [byte] [byte] +// QUAKEWORLD +// client to server +#define qw_clc_bad 0 +#define qw_clc_nop 1 +#define qw_clc_move 3 // [[usercmd_t] +#define qw_clc_stringcmd 4 // [string] message +#define qw_clc_delta 5 // [byte] sequence number, requests delta compression of message +#define qw_clc_tmove 6 // teleport request, spectator only +#define qw_clc_upload 7 // teleport request, spectator only +// QUAKEWORLD +// playerinfo flags from server +// playerinfo always sends: playernum, flags, origin[] and framenumber +#define QW_PF_MSEC (1<<0) +#define QW_PF_COMMAND (1<<1) +#define QW_PF_VELOCITY1 (1<<2) +#define QW_PF_VELOCITY2 (1<<3) +#define QW_PF_VELOCITY3 (1<<4) +#define QW_PF_MODEL (1<<5) +#define QW_PF_SKINNUM (1<<6) +#define QW_PF_EFFECTS (1<<7) +#define QW_PF_WEAPONFRAME (1<<8) // only sent for view player +#define QW_PF_DEAD (1<<9) // don't block movement any more +#define QW_PF_GIB (1<<10) // offset the view height differently +#define QW_PF_NOGRAV (1<<11) // don't apply gravity for prediction +// QUAKEWORLD +// if the high bit of the client to server byte is set, the low bits are +// client move cmd bits +// ms and angle2 are allways sent, the others are optional +#define QW_CM_ANGLE1 (1<<0) +#define QW_CM_ANGLE3 (1<<1) +#define QW_CM_FORWARD (1<<2) +#define QW_CM_SIDE (1<<3) +#define QW_CM_UP (1<<4) +#define QW_CM_BUTTONS (1<<5) +#define QW_CM_IMPULSE (1<<6) +#define QW_CM_ANGLE2 (1<<7) +// QUAKEWORLD +// the first 16 bits of a packetentities update holds 9 bits +// of entity number and 7 bits of flags +#define QW_U_ORIGIN1 (1<<9) +#define QW_U_ORIGIN2 (1<<10) +#define QW_U_ORIGIN3 (1<<11) +#define QW_U_ANGLE2 (1<<12) +#define QW_U_FRAME (1<<13) +#define QW_U_REMOVE (1<<14) // REMOVE this entity, don't add it +#define QW_U_MOREBITS (1<<15) +// if MOREBITS is set, these additional flags are read in next +#define QW_U_ANGLE1 (1<<0) +#define QW_U_ANGLE3 (1<<1) +#define QW_U_MODEL (1<<2) +#define QW_U_COLORMAP (1<<3) +#define QW_U_SKIN (1<<4) +#define QW_U_EFFECTS (1<<5) +#define QW_U_SOLID (1<<6) // the entity should be solid for prediction +// QUAKEWORLD +// temp entity events +#define QW_TE_SPIKE 0 +#define QW_TE_SUPERSPIKE 1 +#define QW_TE_GUNSHOT 2 +#define QW_TE_EXPLOSION 3 +#define QW_TE_TAREXPLOSION 4 +#define QW_TE_LIGHTNING1 5 +#define QW_TE_LIGHTNING2 6 +#define QW_TE_WIZSPIKE 7 +#define QW_TE_KNIGHTSPIKE 8 +#define QW_TE_LIGHTNING3 9 +#define QW_TE_LAVASPLASH 10 +#define QW_TE_TELEPORT 11 +#define QW_TE_BLOOD 12 +#define QW_TE_LIGHTNINGBLOOD 13 +// QUAKEWORLD +// effect flags +#define QW_EF_BRIGHTFIELD 1 +#define QW_EF_MUZZLEFLASH 2 +#define QW_EF_BRIGHTLIGHT 4 +#define QW_EF_DIMLIGHT 8 +#define QW_EF_FLAG1 16 +#define QW_EF_FLAG2 32 +#define QW_EF_BLUE 64 +#define QW_EF_RED 128 + +#define QW_UPDATE_BACKUP 64 +#define QW_UPDATE_MASK (QW_UPDATE_BACKUP - 1) +#define QW_MAX_PACKET_ENTITIES 64 + +// note: QW stats are directly compatible with NQ +// (but FRAGS, WEAPONFRAME, and VIEWHEIGHT are unused) +// so these defines are not actually used by darkplaces, but kept for reference +#define QW_STAT_HEALTH 0 +//#define QW_STAT_FRAGS 1 +#define QW_STAT_WEAPON 2 +#define QW_STAT_AMMO 3 +#define QW_STAT_ARMOR 4 +//#define QW_STAT_WEAPONFRAME 5 +#define QW_STAT_SHELLS 6 +#define QW_STAT_NAILS 7 +#define QW_STAT_ROCKETS 8 +#define QW_STAT_CELLS 9 +#define QW_STAT_ACTIVEWEAPON 10 +#define QW_STAT_TOTALSECRETS 11 +#define QW_STAT_TOTALMONSTERS 12 +#define QW_STAT_SECRETS 13 // bumped on client side by svc_foundsecret +#define QW_STAT_MONSTERS 14 // bumped by svc_killedmonster +#define QW_STAT_ITEMS 15 +//#define QW_STAT_VIEWHEIGHT 16 + +// build entity data in this, to pass to entity read/write functions +typedef struct entityframeqw_snapshot_s +{ + double time; + qboolean invalid; + int num_entities; + entity_state_t entities[QW_MAX_PACKET_ENTITIES]; +} +entityframeqw_snapshot_t; + +typedef struct entityframeqw_database_s +{ + entityframeqw_snapshot_t snapshot[QW_UPDATE_BACKUP]; +} +entityframeqw_database_t; + +entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool); +void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d); +void EntityStateQW_ReadPlayerUpdate(void); +void EntityFrameQW_CL_ReadFrame(qboolean delta); #endif