reworked entity priority handling in DP6/7 protocols to better utilize limited bandwi...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 8 Feb 2007 15:56:10 +0000 (15:56 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 8 Feb 2007 15:56:10 +0000 (15:56 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6807 d7cf8633-e32d-0410-b094-e92efae38249

protocol.c

index 40f79fb..92f5d63 100644 (file)
@@ -1648,12 +1648,11 @@ int EntityState5_Priority(entityframe5_database_t *d, int stateindex)
        int lowprecision, limit, priority;
        double distance;
        int changedbits;
-       int age;
        entity_state_t *view, *s;
        changedbits = d->deltabits[stateindex];
-       if (!changedbits)
-               return 0;
-       if (!d->states[stateindex].active/* && changedbits & E5_FULLUPDATE*/)
+       priority = d->priorities[stateindex];
+       // remove dead entities very quickly because they are just 2 bytes
+       if (!d->states[stateindex].active)
                return E5_PROTOCOL_PRIORITYLEVELS - 1;
        // check whole attachment chain to judge relevance to player
        view = d->states + d->viewentnum;
@@ -1663,35 +1662,31 @@ int EntityState5_Priority(entityframe5_database_t *d, int stateindex)
                if (d->maxedicts < stateindex)
                        EntityFrame5_ExpandEdicts(d, (stateindex+256)&~255);
                s = d->states + stateindex;
+               // if it is the player, update urgently
                if (s == view)
                        return E5_PROTOCOL_PRIORITYLEVELS - 1;
+               // if it is one of the player's viewmodels, update urgently
                if (s->flags & RENDER_VIEWMODEL)
                        return E5_PROTOCOL_PRIORITYLEVELS - 1;
                if (s->flags & RENDER_LOWPRECISION)
                        lowprecision = true;
                if (!s->tagentity)
-               {
-                       if (VectorCompare(s->origin, view->origin))
-                               return E5_PROTOCOL_PRIORITYLEVELS - 1;
                        break;
-               }
                stateindex = s->tagentity;
        }
        if (limit >= 256)
-       {
-               Con_Printf("Protocol: Runaway loop recursing tagentity links on entity %i\n", stateindex);
-               return 0;
-       }
-       // it's not a viewmodel for this client
+               Con_DPrintf("Protocol: Runaway loop recursing tagentity links on entity %i\n", stateindex);
+       // now that we have the parent entity we can make some decisions based on
+       // distance and other factors
+       // TODO: add velocity check for things moving toward you (+1 priority)
        distance = VectorDistance(view->origin, s->origin);
-       age = d->latestframenum - d->updateframenum[stateindex];
-       priority = (E5_PROTOCOL_PRIORITYLEVELS / 2) + age - (int)(distance * (E5_PROTOCOL_PRIORITYLEVELS / 16384.0f));
-       if (lowprecision)
-               priority -= (E5_PROTOCOL_PRIORITYLEVELS / 4);
-       //if (changedbits & E5_FULLUPDATE)
-       //      priority += 4;
-       //if (changedbits & (E5_ATTACHMENT | E5_MODEL | E5_FLAGS | E5_COLORMAP))
-       //      priority += 4;
+       // if it is not far from the player, update more often
+       if (distance < 1024.0f && !lowprecision)
+               priority++;
+       if (changedbits & E5_FULLUPDATE)
+               priority++;
+       if (changedbits & (E5_ATTACHMENT | E5_MODEL | E5_FLAGS | E5_COLORMAP))
+               priority++;
        return (int) bound(1, priority, E5_PROTOCOL_PRIORITYLEVELS - 1);
 }
 
@@ -2136,7 +2131,7 @@ void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum)
                                if (bits)
                                {
                                        d->deltabits[s->number] |= bits;
-                                       d->priorities[s->number] = EntityState5_Priority(d, s->number);
+                                       d->priorities[s->number] = 1;
                                }
                        }
                        // mark lost stats
@@ -2219,7 +2214,7 @@ void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int num
                        {
                                CLEARPVSBIT(d->visiblebits, num);
                                d->deltabits[num] = E5_FULLUPDATE;
-                               d->priorities[num] = EntityState5_Priority(d, num);
+                               d->priorities[num] = E5_PROTOCOL_PRIORITYLEVELS - 1;
                                d->states[num] = defaultstate;
                                d->states[num].number = num;
                        }
@@ -2233,7 +2228,7 @@ void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int num
                }
                SETPVSBIT(d->visiblebits, num);
                d->deltabits[num] |= EntityState5_DeltaBits(d->states + num, n);
-               d->priorities[num] = EntityState5_Priority(d, num);
+               d->priorities[num] = 1;
                d->states[num] = *n;
                d->states[num].number = num;
                // advance to next entity so the next iteration doesn't immediately remove it
@@ -2246,7 +2241,7 @@ void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int num
                {
                        CLEARPVSBIT(d->visiblebits, num);
                        d->deltabits[num] = E5_FULLUPDATE;
-                       d->priorities[num] = EntityState5_Priority(d, num);
+                       d->priorities[num] = E5_PROTOCOL_PRIORITYLEVELS - 1;
                        d->states[num] = defaultstate;
                        d->states[num].number = num;
                }
@@ -2264,6 +2259,11 @@ void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int num
        {
                if (d->priorities[num])
                {
+                       if (d->priorities[num] < (E5_PROTOCOL_PRIORITYLEVELS - 1))
+                       {
+                               d->priorities[num]++;
+                               d->priorities[num] = EntityState5_Priority(d, num);
+                       }
                        l = num;
                        priority = d->priorities[num];
                        if (entityframe5_prioritychaincounts[priority] < ENTITYFRAME5_MAXSTATES)