2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // protocol.h -- communications protocols
25 // LordHavoc: I own protocol ranges 96, 97, 3500-3599
27 // quake or darkplaces extended quake entity protocol
28 // (still used by TomazQuake and others)
29 #define PROTOCOL_QUAKE 15
31 // neh_gl entity protocol
32 // (failed QSG protocol, used only by nehahra movie)
33 #define PROTOCOL_NEHAHRAMOVIE 250
35 // entityframe protocol
36 #define PROTOCOL_DARKPLACES1 96
37 #define PROTOCOL_DARKPLACES2 97
39 // entityframe4 protocol
40 #define PROTOCOL_DARKPLACES3 3500
41 #define PROTOCOL_DARKPLACES4 3501
43 // entityframe5 protocol
44 #define PROTOCOL_DARKPLACES5 3502
47 #define EF_ROCKET 1 // leave a trail
48 #define EF_GRENADE 2 // leave a trail
49 #define EF_GIB 4 // leave a trail
50 #define EF_ROTATE 8 // rotate (bonus items)
51 #define EF_TRACER 16 // green split trail
52 #define EF_ZOMGIB 32 // small blood trail
53 #define EF_TRACER2 64 // orange split trail + rotate
54 #define EF_TRACER3 128 // purple trail
56 #define EF_BRIGHTFIELD 1
57 #define EF_MUZZLEFLASH 2
58 #define EF_BRIGHTLIGHT 4
61 #define EF_ADDITIVE 32
64 #define EF_DELTA 8388608 // LordHavoc: (obsolete) entity is delta compressed to save network bandwidth (no longer used)
65 #define EF_LOWPRECISION 4194304 // LordHavoc: entity is low precision (integer coordinates) to save network bandwidth
66 // effects/model (can be used as model flags or entity effects)
67 #define EF_REFLECTIVE 256 // LordHavoc: shiny metal objects :) (not currently supported)
68 #define EF_FULLBRIGHT 512 // LordHavoc: fullbright
69 #define EF_FLAME 1024 // LordHavoc: on fire
70 #define EF_STARDUST 2048 // LordHavoc: showering sparks
71 #define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
72 #define EF_NODEPTHTEST 8192 // LordHavoc: shows through walls
74 #define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
76 // flags for the pflags field of entities
77 #define PFLAGS_NOSHADOW 1
78 #define PFLAGS_CORONA 2
79 #define PFLAGS_FULLDYNAMIC 128 // must be set or the light fields are ignored
81 // if the high bit of the servercmd is set, the low bits are fast update flags:
82 #define U_MOREBITS (1<<0)
83 #define U_ORIGIN1 (1<<1)
84 #define U_ORIGIN2 (1<<2)
85 #define U_ORIGIN3 (1<<3)
86 #define U_ANGLE2 (1<<4)
87 // LordHavoc: U_NOLERP was only ever used for monsters, so I renamed it U_STEP
89 #define U_FRAME (1<<6)
90 // just differentiates from other updates
91 #define U_SIGNAL (1<<7)
93 #define U_ANGLE1 (1<<8)
94 #define U_ANGLE3 (1<<9)
95 #define U_MODEL (1<<10)
96 #define U_COLORMAP (1<<11)
97 #define U_SKIN (1<<12)
98 #define U_EFFECTS (1<<13)
99 #define U_LONGENTITY (1<<14)
101 // LordHavoc: protocol extension
102 #define U_EXTEND1 (1<<15)
103 // LordHavoc: first extend byte
104 #define U_DELTA (1<<16) // no data, while this is set the entity is delta compressed (uses previous frame as a baseline, meaning only things that have changed from the previous frame are sent, except for the forced full update every half second)
105 #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)
106 #define U_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
107 #define U_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
108 #define U_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
109 #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)
110 // LordHavoc: colormod feature has been removed, because no one used it
111 #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...
112 #define U_EXTEND2 (1<<23) // another byte to follow
113 // LordHavoc: second extend byte
114 #define U_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
115 #define U_VIEWMODEL (1<<25) // attachs the model to the view (origin and angles become relative to it), only shown to owner, a more powerful alternative to .weaponmodel and such
116 #define U_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
117 #define U_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
118 #define U_EXTERIORMODEL (1<<28) // causes this model to not be drawn when using a first person view (third person will draw it, first person will not)
119 #define U_UNUSED29 (1<<29) // future expansion
120 #define U_UNUSED30 (1<<30) // future expansion
121 #define U_EXTEND3 (1<<31) // another byte to follow, future expansion
123 #define SU_VIEWHEIGHT (1<<0)
124 #define SU_IDEALPITCH (1<<1)
125 #define SU_PUNCH1 (1<<2)
126 #define SU_PUNCH2 (1<<3)
127 #define SU_PUNCH3 (1<<4)
128 #define SU_VELOCITY1 (1<<5)
129 #define SU_VELOCITY2 (1<<6)
130 #define SU_VELOCITY3 (1<<7)
131 //define SU_AIMENT (1<<8) AVAILABLE BIT
132 #define SU_ITEMS (1<<9)
133 #define SU_ONGROUND (1<<10) // no data follows, the bit is it
134 #define SU_INWATER (1<<11) // no data follows, the bit is it
135 #define SU_WEAPONFRAME (1<<12)
136 #define SU_ARMOR (1<<13)
137 #define SU_WEAPON (1<<14)
138 #define SU_EXTEND1 (1<<15)
140 #define SU_PUNCHVEC1 (1<<16)
141 #define SU_PUNCHVEC2 (1<<17)
142 #define SU_PUNCHVEC3 (1<<18)
143 #define SU_VIEWZOOM (1<<19) // byte factor (0 = 0.0 (not valid), 255 = 1.0)
144 #define SU_UNUSED20 (1<<20)
145 #define SU_UNUSED21 (1<<21)
146 #define SU_UNUSED22 (1<<22)
147 #define SU_EXTEND2 (1<<23) // another byte to follow, future expansion
148 // second extend byte
149 #define SU_UNUSED24 (1<<24)
150 #define SU_UNUSED25 (1<<25)
151 #define SU_UNUSED26 (1<<26)
152 #define SU_UNUSED27 (1<<27)
153 #define SU_UNUSED28 (1<<28)
154 #define SU_UNUSED29 (1<<29)
155 #define SU_UNUSED30 (1<<30)
156 #define SU_EXTEND3 (1<<31) // another byte to follow, future expansion
158 // a sound with no channel is a local only sound
159 #define SND_VOLUME (1<<0) // a byte
160 #define SND_ATTENUATION (1<<1) // a byte
161 #define SND_LOOPING (1<<2) // a long
162 #define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
163 #define SND_LARGESOUND (1<<4) // a short (instead of a byte)
166 // defaults for clientinfo messages
167 #define DEFAULT_VIEWHEIGHT 22
170 // game types sent by serverinfo
171 // these determine which intermission screen plays
173 #define GAME_DEATHMATCH 1
176 // note that there are some defs.qc that mirror to these numbers
177 // also related to svc_strings[] in cl_parse
185 #define svc_disconnect 2
186 #define svc_updatestat 3 // [byte] [long]
187 #define svc_version 4 // [long] server version
188 #define svc_setview 5 // [short] entity number
189 #define svc_sound 6 // <see code>
190 #define svc_time 7 // [float] server time
191 #define svc_print 8 // [string] null terminated string
192 #define svc_stufftext 9 // [string] stuffed into client's console buffer
193 // the string should be \n terminated
194 #define svc_setangle 10 // [angle3] set the view angle to this absolute value
196 #define svc_serverinfo 11 // [long] version
197 // [string] signon string
198 // [string]..[0]model cache
199 // [string]...[0]sounds cache
200 #define svc_lightstyle 12 // [byte] [string]
201 #define svc_updatename 13 // [byte] [string]
202 #define svc_updatefrags 14 // [byte] [short]
203 #define svc_clientdata 15 // <shortbits + data>
204 #define svc_stopsound 16 // <see code>
205 #define svc_updatecolors 17 // [byte] [byte]
206 #define svc_particle 18 // [vec3] <variable>
207 #define svc_damage 19
209 #define svc_spawnstatic 20
210 // svc_spawnbinary 21
211 #define svc_spawnbaseline 22
213 #define svc_temp_entity 23
215 #define svc_setpause 24 // [byte] on / off
216 #define svc_signonnum 25 // [byte] used for the signon sequence
218 #define svc_centerprint 26 // [string] to put in center of the screen
220 #define svc_killedmonster 27
221 #define svc_foundsecret 28
223 #define svc_spawnstaticsound 29 // [coord3] [byte] samp [byte] vol [byte] aten
225 #define svc_intermission 30 // [string] music
226 #define svc_finale 31 // [string] music [string] text
228 #define svc_cdtrack 32 // [byte] track [byte] looptrack
229 #define svc_sellscreen 33
231 #define svc_cutscene 34
233 #define svc_showlmp 35 // [string] slotname [string] lmpfilename [short] x [short] y
234 #define svc_hidelmp 36 // [string] slotname
235 #define svc_skybox 37 // [string] skyname
237 // LordHavoc: my svc_ range, 50-59
238 #define svc_cgame 50 // [short] length [bytes] data
239 #define svc_unusedlh1 51
240 #define svc_effect 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
241 #define svc_effect2 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
242 #define svc_sound2 54 // short soundindex instead of byte
243 #define svc_spawnbaseline2 55 // short modelindex instead of byte
244 #define svc_spawnstatic2 56 // short modelindex instead of byte
245 #define svc_entities 57 // [int] deltaframe [int] thisframe [float vector] eye [variable length] entitydata
246 #define svc_unusedlh3 58
247 #define svc_spawnstaticsound2 59 // [coord3] [short] samp [byte] vol [byte] aten
254 #define clc_disconnect 2
255 #define clc_move 3 // [usercmd_t]
256 #define clc_stringcmd 4 // [string] message
258 // LordHavoc: my clc_ range, 50-59
259 #define clc_ackentities 50 // [int] framenumber
260 #define clc_unusedlh1 51
261 #define clc_unusedlh2 52
262 #define clc_unusedlh3 53
263 #define clc_unusedlh4 54
264 #define clc_unusedlh5 55
265 #define clc_unusedlh6 56
266 #define clc_unusedlh7 57
267 #define clc_unusedlh8 58
268 #define clc_unusedlh9 59
271 // temp entity events
273 #define TE_SPIKE 0 // [vector] origin
274 #define TE_SUPERSPIKE 1 // [vector] origin
275 #define TE_GUNSHOT 2 // [vector] origin
276 #define TE_EXPLOSION 3 // [vector] origin
277 #define TE_TAREXPLOSION 4 // [vector] origin
278 #define TE_LIGHTNING1 5 // [entity] entity [vector] start [vector] end
279 #define TE_LIGHTNING2 6 // [entity] entity [vector] start [vector] end
280 #define TE_WIZSPIKE 7 // [vector] origin
281 #define TE_KNIGHTSPIKE 8 // [vector] origin
282 #define TE_LIGHTNING3 9 // [entity] entity [vector] start [vector] end
283 #define TE_LAVASPLASH 10 // [vector] origin
284 #define TE_TELEPORT 11 // [vector] origin
285 #define TE_EXPLOSION2 12 // [vector] origin [byte] startcolor [byte] colorcount
288 #define TE_BEAM 13 // [entity] entity [vector] start [vector] end
291 // Nehahra effects used in the movie (TE_EXPLOSION3 also got written up in a QSG tutorial, hence it's not marked NEH)
292 #define TE_EXPLOSION3 16 // [vector] origin [coord] red [coord] green [coord] blue
293 #define TE_LIGHTNING4NEH 17 // [string] model [entity] entity [vector] start [vector] end
295 // LordHavoc: added some TE_ codes (block1 - 50-60)
296 #define TE_BLOOD 50 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
297 #define TE_SPARK 51 // [vector] origin [byte] xvel [byte] yvel [byte] zvel [byte] count
298 #define TE_BLOODSHOWER 52 // [vector] min [vector] max [coord] explosionspeed [short] count
299 #define TE_EXPLOSIONRGB 53 // [vector] origin [byte] red [byte] green [byte] blue
300 #define TE_PARTICLECUBE 54 // [vector] min [vector] max [vector] dir [short] count [byte] color [byte] gravity [coord] randomvel
301 #define TE_PARTICLERAIN 55 // [vector] min [vector] max [vector] dir [short] count [byte] color
302 #define TE_PARTICLESNOW 56 // [vector] min [vector] max [vector] dir [short] count [byte] color
303 #define TE_GUNSHOTQUAD 57 // [vector] origin
304 #define TE_SPIKEQUAD 58 // [vector] origin
305 #define TE_SUPERSPIKEQUAD 59 // [vector] origin
306 // LordHavoc: block2 - 70-80
307 #define TE_EXPLOSIONQUAD 70 // [vector] origin
308 #define TE_UNUSED1 71 // unused
309 #define TE_SMALLFLASH 72 // [vector] origin
310 #define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
311 #define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
312 #define TE_PLASMABURN 75 // [vector] origin
313 // LordHavoc: Tei grabbed these codes
314 #define TE_TEI_G3 76 // [vector] start [vector] end [vector] angles
315 #define TE_TEI_SMOKE 77 // [vector] origin [vector] dir [byte] count
316 #define TE_TEI_BIGEXPLOSION 78 // [vector] origin
317 #define TE_TEI_PLASMAHIT 79 // [vector} origin [vector] dir [byte] count
320 // these are bits for the 'flags' field of the entity_state_t
321 #define RENDER_STEP 1
322 #define RENDER_GLOWTRAIL 2
323 #define RENDER_VIEWMODEL 4
324 #define RENDER_EXTERIORMODEL 8
325 #define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
326 #define RENDER_COLORMAPPED 32
327 #define RENDER_SHADOW 65536 // cast shadow
328 #define RENDER_LIGHT 131072 // receive light
329 #define RENDER_TRANSPARENT 262144 // can't light during opaque stage
334 // ! means this is not sent to client
335 double time; // ! time this state was built (used on client for interpolation)
338 int number; // entity number this state is for
340 unsigned short modelindex;
341 unsigned short frame;
342 unsigned short tagentity;
343 unsigned short specialvisibilityradius; // ! larger if it has effects/light
344 unsigned short viewmodelforclient; // !
345 unsigned short exteriormodelforclient; // ! not shown if first person viewing from this entity, shown in all other cases
346 unsigned short nodrawtoclient; // !
347 unsigned short drawonlytoclient; // !
348 unsigned short light[4]; // color*256 (0.00 to 255.996), and radius*1
349 unsigned char active; // true if a valid state
350 unsigned char lightstyle;
351 unsigned char lightpflags;
352 unsigned char colormap;
353 unsigned char skin; // also chooses cubemap for rtlights if lightpflags & LIGHTPFLAGS_FULLDYNAMIC
356 unsigned char glowsize;
357 unsigned char glowcolor;
359 unsigned char tagindex;
360 unsigned char colormod;
361 // padding to a multiple of 8 bytes (to align the double time)
362 unsigned char unused[4];
366 // baseline state values
367 entity_state_t defaultstate;
368 // reads a quake entity from the network stream
369 void EntityFrameQuake_ReadEntity(int bits);
370 // writes a list of quake entities to the network stream
371 // (or as many will fit)
372 void EntityFrameQuake_WriteFrame(sizebuf_t *msg, int numstates, const entity_state_t *states);
373 // cleans up dead entities each frame after ReadEntity (which doesn't clear unused entities)
374 void EntityFrameQuake_ISeeDeadEntities(void);
378 server updates entities according to some (unmentioned) scheme.
380 a frame consists of all visible entities, some of which are up to date,
381 often some are not up to date.
383 these entities are stored in a range (firstentity/endentity) of structs in the
386 to make a commit the server performs these steps:
387 1. duplicate oldest frame in database (this is the baseline) as new frame, and
388 write frame numbers (oldest frame's number, new frame's number) and eye
389 location to network packet (eye location is obsolete and will be removed in
391 2. write an entity change to packet and modify new frame accordingly
392 (this repeats until packet is sufficiently full or new frame is complete)
393 3. write terminator (0xFFFF) to network packet
394 (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
396 to read a commit the client performs these steps:
397 1. reads frame numbers from packet and duplicates baseline frame as new frame,
398 also reads eye location but does nothing with it (obsolete).
399 2. delete frames older than the baseline which was used
400 3. read entity changes from packet until terminator (0xFFFF) is encountered,
401 each change is applied to entity frame.
402 4. sends ack framenumber to server as part of input packet
404 if server receives ack message in put packet it performs these steps:
405 1. remove all older frames from database.
410 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).
412 these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
414 to make a commit the server performs these steps:
415 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.
417 This documention is unfinished!
418 the Write function performs these steps:
419 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.
420 2. write differences of an entity compared to selected baseline.
421 3. add entity to entity update in database.
422 4. if there are more entities to write and packet is not full, go back to step 2.
423 5. write terminator (0xFFFF) as entity number.
430 server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
437 int firstentity; // index into entitydata, modulo MAX_ENTITY_DATABASE
438 int endentity; // index into entitydata, firstentity + numentities
442 #define MAX_ENTITY_HISTORY 64
443 #define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
447 // note: these can be far out of range, modulo with MAX_ENTITY_DATABASE to get a valid range (which may wrap)
448 // start and end of used area, when adding a new update to database, store at endpos, and increment endpos
449 // when removing updates from database, nudge down frames array to only contain useful frames
450 // this logic should explain better:
451 // if (numframes >= MAX_ENTITY_HISTORY || (frames[numframes - 1].endentity - frames[0].firstentity) + entitiestoadd > MAX_ENTITY_DATABASE)
453 // note: if numframes == 0, insert at start (0 in entitydata)
454 // the only reason this system is used is to avoid copying memory when frames are removed
456 // server only: last sent frame
458 // server only: last acknowledged frame
460 // the current state in the database
462 // table of entities in the entityhistorydata
463 entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
465 entity_state_t entitydata[MAX_ENTITY_DATABASE];
467 entityframe_database_t;
469 // build entity data in this, to pass to entity read/write functions
478 entity_state_t entitydata[MAX_ENTITY_DATABASE];
482 // LordHavoc: these are in approximately sorted order, according to cost and
483 // likelyhood of being used for numerous objects in a frame
485 // note that the bytes are not written/read in this order, this is only the
486 // order of the bits to minimize overhead from extend bytes
488 // enough to describe a nail, gib, shell casing, bullet hole, or rocket
489 #define E_ORIGIN1 (1<<0)
490 #define E_ORIGIN2 (1<<1)
491 #define E_ORIGIN3 (1<<2)
492 #define E_ANGLE1 (1<<3)
493 #define E_ANGLE2 (1<<4)
494 #define E_ANGLE3 (1<<5)
495 #define E_MODEL1 (1<<6)
496 #define E_EXTEND1 (1<<7)
498 // enough to describe almost anything
499 #define E_FRAME1 (1<<8)
500 #define E_EFFECTS1 (1<<9)
501 #define E_ALPHA (1<<10)
502 #define E_SCALE (1<<11)
503 #define E_COLORMAP (1<<12)
504 #define E_SKIN (1<<13)
505 #define E_FLAGS (1<<14)
506 #define E_EXTEND2 (1<<15)
508 // players, custom color glows, high model numbers
509 #define E_FRAME2 (1<<16)
510 #define E_MODEL2 (1<<17)
511 #define E_EFFECTS2 (1<<18)
512 #define E_GLOWSIZE (1<<19)
513 #define E_GLOWCOLOR (1<<20)
514 #define E_LIGHT (1<<21)
515 #define E_LIGHTPFLAGS (1<<22)
516 #define E_EXTEND3 (1<<23)
518 #define E_SOUND1 (1<<24)
519 #define E_SOUNDVOL (1<<25)
520 #define E_SOUNDATTEN (1<<26)
521 #define E_TAGATTACHMENT (1<<27)
522 #define E_LIGHTSTYLE (1<<28)
523 #define E_UNUSED6 (1<<29)
524 #define E_UNUSED7 (1<<30)
525 #define E_EXTEND4 (1<<31)
527 // returns difference between two states as E_ flags
528 int EntityState_DeltaBits(const entity_state_t *o, const entity_state_t *n);
529 // write E_ flags to a msg
530 void EntityState_WriteExtendBits(sizebuf_t *msg, unsigned int bits);
531 // write values for the E_ flagged fields to a msg
532 void EntityState_WriteFields(const entity_state_t *ent, sizebuf_t *msg, unsigned int bits);
533 // write entity number and E_ flags and their values, or a remove number, describing the change from delta to ent
534 void EntityState_WriteUpdate(const entity_state_t *ent, sizebuf_t *msg, const entity_state_t *delta);
536 int EntityState_ReadExtendBits(void);
537 // read values for E_ flagged fields and apply them to a state
538 void EntityState_ReadFields(entity_state_t *e, unsigned int bits);
540 // (client and server) allocates a new empty database
541 entityframe_database_t *EntityFrame_AllocDatabase(mempool_t *mempool);
542 // (client and server) frees the database
543 void EntityFrame_FreeDatabase(entityframe_database_t *d);
544 // (server) clears the database to contain no frames (thus delta compression
545 // compresses against nothing)
546 void EntityFrame_ClearDatabase(entityframe_database_t *d);
547 // (server and client) removes frames older than 'frame' from database
548 void EntityFrame_AckFrame(entityframe_database_t *d, int frame);
549 // (server) clears frame, to prepare for adding entities
550 void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
551 // (server and client) reads a frame from the database
552 void EntityFrame_FetchFrame(entityframe_database_t *d, int framenum, entity_frame_t *f);
553 // (server and client) adds a entity_frame to the database, for future
555 void EntityFrame_AddFrame(entityframe_database_t *d, vec3_t eye, int framenum, int numentities, const entity_state_t *entitydata);
556 // (server) writes a frame to network stream
557 void EntityFrame_WriteFrame(sizebuf_t *msg, entityframe_database_t *d, int numstates, const entity_state_t *states, int viewentnum);
558 // (client) reads a frame from network stream
559 void EntityFrame_CL_ReadFrame(void);
560 // (client) returns the frame number of the most recent frame recieved
561 int EntityFrame_MostRecentlyRecievedFrameNum(entityframe_database_t *d);
563 typedef struct entity_database4_commit_s
565 // frame number this commit represents
567 // number of entities in entity[] array
569 // maximum number of entities in entity[] array (dynamic resizing)
571 entity_state_t *entity;
573 entity_database4_commit_t;
575 typedef struct entity_database4_s
577 // what mempool to use for allocations
580 int referenceframenum;
581 // reference entities array is resized according to demand
582 int maxreferenceentities;
583 // array of states for entities, these are indexable by their entity number (yes there are gaps)
584 entity_state_t *referenceentity;
585 // commits waiting to be applied to the reference database when confirmed
586 // (commit[i]->numentities == 0 means it is empty)
587 entity_database4_commit_t commit[MAX_ENTITY_HISTORY];
588 // (server only) the current commit being worked on
589 entity_database4_commit_t *currentcommit;
590 // (server only) if a commit won't fit entirely, continue where it left
592 int currententitynumber;
594 int latestframenumber;
596 entityframe4_database_t;
598 // should-be-private functions that aren't
599 entity_state_t *EntityFrame4_GetReferenceEntity(entityframe4_database_t *d, int number);
600 void EntityFrame4_AddCommitEntity(entityframe4_database_t *d, const entity_state_t *s);
602 // allocate a database
603 entityframe4_database_t *EntityFrame4_AllocDatabase(mempool_t *pool);
605 void EntityFrame4_FreeDatabase(entityframe4_database_t *d);
606 // reset a database (resets compression but does not reallocate anything)
607 void EntityFrame4_ResetDatabase(entityframe4_database_t *d);
608 // updates database to account for a frame-received acknowledgment
609 int EntityFrame4_AckFrame(entityframe4_database_t *d, int framenum, int servermode);
610 // writes a frame to the network stream
611 void EntityFrame4_WriteFrame(sizebuf_t *msg, entityframe4_database_t *d, int numstates, const entity_state_t *states);
612 // reads a frame from the network stream
613 void EntityFrame4_CL_ReadFrame(void);
615 // reset all entity fields (typically used if status changed)
616 #define E5_FULLUPDATE (1<<0)
617 // E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
618 // E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
619 #define E5_ORIGIN (1<<1)
620 // E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
621 // E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
622 #define E5_ANGLES (1<<2)
623 // E5_MODEL16=0: byte = s->modelindex
624 // E5_MODEL16=1: short = s->modelindex
625 #define E5_MODEL (1<<3)
626 // E5_FRAME16=0: byte = s->frame
627 // E5_FRAME16=1: short = s->frame
628 #define E5_FRAME (1<<4)
630 #define E5_SKIN (1<<5)
631 // E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
632 // E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
633 // E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
634 // E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
635 #define E5_EFFECTS (1<<6)
637 #define E5_EXTEND1 (1<<7)
639 // byte = s->renderflags
640 #define E5_FLAGS (1<<8)
641 // byte = bound(0, s->alpha * 255, 255)
642 #define E5_ALPHA (1<<9)
643 // byte = bound(0, s->scale * 16, 255)
644 #define E5_SCALE (1<<10)
646 #define E5_ORIGIN32 (1<<11)
648 #define E5_ANGLES16 (1<<12)
650 #define E5_MODEL16 (1<<13)
651 // byte = s->colormap
652 #define E5_COLORMAP (1<<14)
654 #define E5_EXTEND2 (1<<15)
656 // short = s->tagentity
657 // byte = s->tagindex
658 #define E5_ATTACHMENT (1<<16)
659 // short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
660 // byte = s->lightstyle
661 // byte = s->lightpflags
662 #define E5_LIGHT (1<<17)
663 // byte = s->glowsize
664 // byte = s->glowcolor
665 #define E5_GLOW (1<<18)
666 // short = s->effects
667 #define E5_EFFECTS16 (1<<19)
669 #define E5_EFFECTS32 (1<<20)
671 #define E5_FRAME16 (1<<21)
673 #define E5_UNUSED22 (1<<22)
675 #define E5_EXTEND3 (1<<23)
678 #define E5_UNUSED24 (1<<24)
680 #define E5_UNUSED25 (1<<25)
682 #define E5_UNUSED26 (1<<26)
684 #define E5_UNUSED27 (1<<27)
686 #define E5_UNUSED28 (1<<28)
688 #define E5_UNUSED29 (1<<29)
690 #define E5_UNUSED30 (1<<30)
692 #define E5_EXTEND4 (1<<31)
694 #define ENTITYFRAME5_MAXPACKETLOGS 64
695 #define ENTITYFRAME5_MAXSTATES 1024
697 typedef struct entityframe5_changestate_s
702 entityframe5_changestate_t;
704 typedef struct entityframe5_packetlog_s
708 entityframe5_changestate_t states[ENTITYFRAME5_MAXSTATES];
710 entityframe5_packetlog_t;
712 typedef struct entityframe5_database_s
714 // number of the latest message sent to client
717 // logs of all recently sent messages (between acked and latest)
718 entityframe5_packetlog_t packetlog[ENTITYFRAME5_MAXPACKETLOGS];
720 // which properties of each entity have changed since last send
721 int deltabits[MAX_EDICTS];
722 // priorities of entities (updated whenever deltabits change)
723 // (derived from deltabits)
724 qbyte priorities[MAX_EDICTS];
725 // last frame this entity was sent on, for prioritzation
726 int updateframenum[MAX_EDICTS];
728 // database of current status of all entities
729 // (FIXME: this is 2.5mb per client even if most is unused!)
730 entity_state_t states[MAX_EDICTS];
731 // which entities are currently active
732 // (duplicate of the active bit of every state in states[])
733 // (derived from states)
734 qbyte visiblebits[(MAX_EDICTS+7)/8];
738 // this is used to decide which changestates to set each frame
739 //int numvisiblestates;
740 //entity_state_t visiblestates[MAX_EDICTS];
742 // sorted changing states that need to be sent to the client
743 // kept sorted in lowest to highest priority order, because this allows
744 // the numchangestates to simply be decremented whenever an state is sent,
745 // rather than a memmove to remove them from the start.
746 //int numchangestates;
747 //entityframe5_changestate_t changestates[MAX_EDICTS];
749 entityframe5_database_t;
751 entityframe5_database_t *EntityFrame5_AllocDatabase(mempool_t *pool);
752 void EntityFrame5_FreeDatabase(entityframe5_database_t *d);
753 void EntityFrame5_ResetDatabase(entityframe5_database_t *d);
754 int EntityState5_Priority(entityframe5_database_t *d, entity_state_t *view, entity_state_t *s, int changedbits, int age);
755 void EntityState5_WriteUpdate(int number, const entity_state_t *s, int changedbits, sizebuf_t *msg);
756 int EntityState5_DeltaBitsForState(entity_state_t *o, entity_state_t *n);
757 void EntityFrame5_CL_ReadFrame(void);
758 void EntityFrame5_AckFrame(entityframe5_database_t *d, int framenum, int viewentnum);
759 void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int numstates, const entity_state_t *states, int viewentnum);
761 extern cvar_t developer_networkentities;