source-engine/engine/clientframe.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef CLIENTFRAME_H
#define CLIENTFRAME_H
#ifdef _WIN32
#pragma once
#endif
#include <bitvec.h>
#include <const.h>
#include <tier1/mempool.h>
class CFrameSnapshot;
#define MAX_CLIENT_FRAMES 128
class CClientFrame
{
public:
CClientFrame( void );
CClientFrame( int tickcount );
CClientFrame( CFrameSnapshot *pSnapshot );
virtual ~CClientFrame();
void Init( CFrameSnapshot *pSnapshot );
void Init( int tickcount );
// Accessors to snapshots. The data is protected because the snapshots are reference-counted.
inline CFrameSnapshot* GetSnapshot() const { return m_pSnapshot; };
void SetSnapshot( CFrameSnapshot *pSnapshot );
void CopyFrame( CClientFrame &frame );
virtual bool IsMemPoolAllocated() { return true; }
public:
// State of entities this frame from the POV of the client.
int last_entity; // highest entity index
int tick_count; // server tick of this snapshot
// Used by server to indicate if the entity was in the player's pvs
CBitVec<MAX_EDICTS> transmit_entity; // if bit n is set, entity n will be send to client
CBitVec<MAX_EDICTS> *from_baseline; // if bit n is set, this entity was send as update from baseline
CBitVec<MAX_EDICTS> *transmit_always; // if bit is set, don't do PVS checks before sending (HLTV only)
CClientFrame* m_pNext;
private:
// Index of snapshot entry that stores the entities that were active and the serial numbers
// for the frame number this packed entity corresponds to
// m_pSnapshot MUST be private to force using SetSnapshot(), see reference counters
CFrameSnapshot *m_pSnapshot;
};
// TODO substitute CClientFrameManager with an intelligent structure (Tree, hash, cache, etc)
class CClientFrameManager
{
public:
CClientFrameManager(void);
virtual ~CClientFrameManager(void);
int AddClientFrame( CClientFrame *pFrame ); // returns current count
CClientFrame *GetClientFrame( int nTick, bool bExact = true );
void DeleteClientFrames( int nTick ); // -1 for all
int CountClientFrames( void ); // returns number of frames in list
void RemoveOldestFrame( void ); // removes the oldest frame in list
CClientFrame* AllocateFrame();
private:
void FreeFrame( CClientFrame* pFrame );
CClientFrame *m_Frames; // updates can be delta'ed from here
CClientFrame *m_LastFrame;
int m_nFrames;
CClassMemoryPool< CClientFrame > m_ClientFramePool;
};
#endif // CLIENTFRAME_H