#ifndef PROTOCOL_H
#define PROTOCOL_H
-#define PROTOCOL_VERSION 15
-#define DPPROTOCOL_VERSION1 96
-#define DPPROTOCOL_VERSION2 97
+#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 DPPROTOCOL_VERSION3 3500
-#define DPPROTOCOL_VERSION4 3501
+#define PROTOCOL_DARKPLACES3 3500
+#define PROTOCOL_DARKPLACES4 3501
// model effects
#define EF_ROCKET 1 // leave a trail
unsigned short modelindex;
unsigned short frame;
unsigned short effects;
+ unsigned short tagentity;
+ unsigned short specialvisibilityradius;
+ unsigned short viewmodelforclient;
+ unsigned short exteriormodelforclient;
+ unsigned short nodrawtoclient;
+ unsigned short drawonlytoclient;
qbyte colormap;
qbyte skin;
qbyte alpha;
qbyte glowsize;
qbyte glowcolor;
qbyte flags;
+ qbyte tagindex;
}
entity_state_t;
/*
-DPPROTOCOL_VERSION3
+PROTOCOL_DARKPLACES3
server updates entities according to some (unmentioned) scheme.
a frame consists of all visible entities, some of which are up to date,
*/
/*
-DPPROTOCOL_VERSION4
+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.
#define E_SOUND1 (1<<24)
#define E_SOUNDVOL (1<<25)
#define E_SOUNDATTEN (1<<26)
-#define E_UNUSED4 (1<<27)
+#define E_TAGATTACHMENT (1<<27)
#define E_UNUSED5 (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)
// (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);
-// (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) 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
// (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