X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=protocol.h;h=b57e4e6e25191677740bf7abc1c17e29b71514e5;hb=bd1677ddc836e5377e59c26d406570aa765a9693;hp=e42227de8d5a194f6540b81b65cbca5152ab2b0f;hpb=b29b9e54dee7965354aede860e187c6f6276a758;p=xonotic%2Fdarkplaces.git diff --git a/protocol.h b/protocol.h index e42227de..b57e4e6e 100644 --- a/protocol.h +++ b/protocol.h @@ -22,11 +22,14 @@ 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 +#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 // model effects #define EF_ROCKET 1 // leave a trail @@ -84,7 +87,7 @@ 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... @@ -284,7 +287,7 @@ 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 @@ -315,16 +318,85 @@ typedef struct unsigned short modelindex; unsigned short frame; unsigned short effects; + 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; + 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; @@ -348,9 +420,13 @@ 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; - int ackframe; // server only: last acknowledged frame + // 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; @@ -361,6 +437,8 @@ typedef struct double time; int framenum; int numentities; + int firstentitynum; + int lastentitynum; vec3_t eye; entity_state_t entitydata[MAX_ENTITY_DATABASE]; } @@ -398,29 +476,33 @@ entity_frame_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) +// 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); -// (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 @@ -433,5 +515,63 @@ 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