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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
// protocol.h -- communications protocols
-#define PROTOCOL_VERSION 15
-#define DPPROTOCOL_VERSION 96
+#ifndef PROTOCOL_H
+#define PROTOCOL_H
+
+#define PROTOCOL_QUAKE 15
+#define PROTOCOL_NEHAHRAMOVIE 250
+#define PROTOCOL_DARKPLACES1 96
+#define PROTOCOL_DARKPLACES2 97
+// LordHavoc: I think the 96-99 range was going to run out too soon...
+// so here I jump to 3500
+#define PROTOCOL_DARKPLACES3 3500
+#define PROTOCOL_DARKPLACES4 3501
+#define PROTOCOL_DARKPLACES5 3502
// model effects
#define EF_ROCKET 1 // leave a trail
#define EF_ADDITIVE 32
#define EF_BLUE 64
#define EF_RED 128
-#define EF_DELTA 8388608 // LordHavoc: entity is delta compressed to save network bandwidth
+#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 :)
+#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)
+// 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)
#define U_ORIGIN1 (1<<1)
#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 SU_PUNCHVEC1 (1<<16)
#define SU_PUNCHVEC2 (1<<17)
#define SU_PUNCHVEC3 (1<<18)
-#define SU_UNUSED19 (1<<19)
+#define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
#define SU_UNUSED20 (1<<20)
#define SU_UNUSED21 (1<<21)
#define SU_UNUSED22 (1<<22)
#define SND_VOLUME (1<<0) // a byte
#define SND_ATTENUATION (1<<1) // a byte
#define SND_LOOPING (1<<2) // a long
+#define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
+#define SND_LARGESOUND (1<<4) // a short (instead of a byte)
// defaults for clientinfo messages
#define svc_stufftext 9 // [string] stuffed into client's console buffer
// the string should be \n terminated
#define svc_setangle 10 // [angle3] set the view angle to this absolute value
-
+
#define svc_serverinfo 11 // [long] version
// [string] signon string
// [string]..[0]model cache
#define svc_updatecolors 17 // [byte] [byte]
#define svc_particle 18 // [vec3] <variable>
#define svc_damage 19
-
+
#define svc_spawnstatic 20
// svc_spawnbinary 21
#define svc_spawnbaseline 22
-
+
#define svc_temp_entity 23
#define svc_setpause 24 // [byte] on / off
#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_fog 51 // unfinished and obsolete
+#define svc_unusedlh1 51
#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_spawnbaseline2 55 // short modelindex instead of byte
#define svc_spawnstatic2 56 // short modelindex instead of byte
-#define svc_unusedlh2 57
+#define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
#define svc_unusedlh3 58
#define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
#define clc_move 3 // [usercmd_t]
#define clc_stringcmd 4 // [string] message
+// LordHavoc: my clc_ range, 50-59
+#define clc_ackentities 50 // [int] framenumber
+#define clc_unusedlh1 51
+#define clc_unusedlh2 52
+#define clc_unusedlh3 53
+#define clc_unusedlh4 54
+#define clc_unusedlh5 55
+#define clc_unusedlh6 56
+#define clc_unusedlh7 57
+#define clc_unusedlh8 58
+#define clc_unusedlh9 59
//
// temp entity events
#define TE_TELEPORT 11 // [vector] origin
#define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
-// PGM 01/21/97
+// PGM 01/21/97
#define TE_BEAM 13 // [entity] entity [vector] start [vector] end
-// PGM 01/21/97
+// PGM 01/21/97
// Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
#define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
#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
#define TE_PLASMABURN 75 // [vector] origin
+// LordHavoc: Tei grabbed these codes
+#define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
+#define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
+#define TE_TEI_BIGEXPLOSION 78 // [vector] origin
+#define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
+
+// these are bits for the 'flags' field of the entity_state_t
#define RENDER_STEP 1
#define RENDER_GLOWTRAIL 2
#define RENDER_VIEWMODEL 4
#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_LIGHT 128 // receive light
typedef struct
{
- double time; // time this state was built
+ double time; // time this state was built
+ vec3_t origin;
+ vec3_t angles;
+ int number; // entity number this state is for
unsigned short active; // true if a valid state
unsigned short modelindex;
unsigned short frame;
unsigned short effects;
- vec3_t origin;
- vec3_t angles;
- byte colormap;
- byte skin;
- byte alpha;
- byte scale;
- byte glowsize;
- byte glowcolor;
- byte flags;
+ unsigned short tagentity;
+ unsigned short specialvisibilityradius; // larger if it has effects/light
+ unsigned short viewmodelforclient;
+ unsigned short exteriormodelforclient;
+ unsigned short nodrawtoclient;
+ unsigned short drawonlytoclient;
+ unsigned short light[4]; // color*256 (0.00 to almost 64.00), and radius*1
+ qbyte lightstyle;
+ qbyte lightpflags;
+ qbyte colormap;
+ qbyte skin; // also chooses cubemap for rtlights if there is no model
+ qbyte alpha;
+ qbyte scale;
+ qbyte glowsize;
+ qbyte glowcolor;
+ qbyte flags;
+ qbyte tagindex;
+ // padding to a multiple of 8 bytes (to align the double time)
+ qbyte unused[6];
}
entity_state_t;
+/*
+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
+{
+ double time;
+ int framenum;
+ int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
+ int endentity; // index into entitydata, firstentity + numentities
+}
+entity_frameinfo_t;
+
+#define MAX_ENTITY_HISTORY 64
+#define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
+
+typedef struct
+{
+ // 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
+ // when removing updates from database, nudge down frames array to only contain useful frames
+ // this logic should explain better:
+ // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
+ // flushdatabase();
+ // 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 acknowledged frame
+ int ackframe;
+ // the current state in the database
+ vec3_t eye;
+ // table of entities in the entityhistorydata
+ entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
+ // entities
+ entity_state_t entitydata[MAX_ENTITY_DATABASE];
+}
+entity_database_t;
+
+// build entity data in this, to pass to entity read/write functions
+typedef struct
+{
+ double time;
+ int framenum;
+ int numentities;
+ int firstentitynum;
+ int lastentitynum;
+ vec3_t eye;
+ entity_state_t entitydata[MAX_ENTITY_DATABASE];
+}
+entity_frame_t;
+
+// LordHavoc: these are in approximately sorted order, according to cost and
+// likelyhood of being used for numerous objects in a frame
+
+// note that the bytes are not written/read in this order, this is only the
+// order of the bits to minimize overhead from extend bytes
+
+// enough to describe a nail, gib, shell casing, bullet hole, or rocket
+#define E_ORIGIN1 (1<<0)
+#define E_ORIGIN2 (1<<1)
+#define E_ORIGIN3 (1<<2)
+#define E_ANGLE1 (1<<3)
+#define E_ANGLE2 (1<<4)
+#define E_ANGLE3 (1<<5)
+#define E_MODEL1 (1<<6)
+#define E_EXTEND1 (1<<7)
+
+// enough to describe almost anything
+#define E_FRAME1 (1<<8)
+#define E_EFFECTS1 (1<<9)
+#define E_ALPHA (1<<10)
+#define E_SCALE (1<<11)
+#define E_COLORMAP (1<<12)
+#define E_SKIN (1<<13)
+#define E_FLAGS (1<<14)
+#define E_EXTEND2 (1<<15)
+
+// players, custom color glows, high model numbers
+#define E_FRAME2 (1<<16)
+#define E_MODEL2 (1<<17)
+#define E_EFFECTS2 (1<<18)
+#define E_GLOWSIZE (1<<19)
+#define E_GLOWCOLOR (1<<20)
+#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_TAGATTACHMENT (1<<27)
+#define E_LIGHTSTYLE (1<<28)
+#define E_UNUSED6 (1<<29)
+#define E_UNUSED7 (1<<30)
+#define E_EXTEND4 (1<<31)
+
+// clears a state to baseline values
void ClearStateToDefault(entity_state_t *s);
+// used by some of the DP protocols
+void EntityState_Write(entity_state_t *ent, sizebuf_t *msg, entity_state_t *delta);
+
+// (server) clears the database to contain no frames (thus delta compression
+// compresses against nothing)
+void EntityFrame_ClearDatabase(entity_database_t *d);
+// (server and client) removes frames older than 'frame' from database
+void EntityFrame_AckFrame(entity_database_t *d, int frame);
+// (server) clears frame, to prepare for adding entities
+void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
+// (server) adds an entity to frame
+void EntityFrame_AddEntity(entity_frame_t *f, entity_state_t *s);
+// (server and client) reads a frame from the database
+void EntityFrame_FetchFrame(entity_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);
+// (server) writes a frame to network stream
+void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, sizebuf_t *msg);
+// (client) reads a frame from network stream
+void EntityFrame_Read(entity_database_t *d);
+// (client) returns the frame number of the most recent frame recieved
+int EntityFrame_MostRecentlyRecievedFrameNum(entity_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;
+ // (client only) most recently received frame number to be sent in next
+ // input update
+ int ackframenum;
+}
+entity_database4_t;
+
+// should-be-private functions that aren't
+entity_state_t *EntityFrame4_GetReferenceEntity(entity_database4_t *d, int number);
+void EntityFrame4_AddCommitEntity(entity_database4_t *d, entity_state_t *s);
+
+// allocate a database
+entity_database4_t *EntityFrame4_AllocDatabase(mempool_t *pool);
+// free a database
+void EntityFrame4_FreeDatabase(entity_database4_t *d);
+// reset a database (resets compression but does not reallocate anything)
+void EntityFrame4_ResetDatabase(entity_database4_t *d);
+// updates database to account for a frame-received acknowledgment
+int EntityFrame4_AckFrame(entity_database4_t *d, int framenum);
+
+// write an entity in the frame
+// returns false if full
+int EntityFrame4_SV_WriteFrame_Entity(entity_database4_t *d, sizebuf_t *msg, int maxbytes, entity_state_t *s);
+
+// reads a frame from the network stream
+void EntityFrame4_CL_ReadFrame(entity_database4_t *d);
+
+extern cvar_t developer_networkentities;
+
+#endif
+