source-engine/game/server/recipientfilter.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "recipientfilter.h"
#include "team.h"
#include "ipredictionsystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static IPredictionSystem g_RecipientFilterPredictionSystem;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CRecipientFilter::CRecipientFilter()
{
Reset();
}
CRecipientFilter::~CRecipientFilter()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : src -
//-----------------------------------------------------------------------------
void CRecipientFilter::CopyFrom( const CRecipientFilter& src )
{
m_bReliable = src.IsReliable();
m_bInitMessage = src.IsInitMessage();
m_bUsingPredictionRules = src.IsUsingPredictionRules();
m_bIgnorePredictionCull = src.IgnorePredictionCull();
int c = src.GetRecipientCount();
for ( int i = 0; i < c; ++i )
{
m_Recipients.AddToTail( src.GetRecipientIndex( i ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CRecipientFilter::Reset( void )
{
m_bReliable = false;
m_bInitMessage = false;
m_Recipients.RemoveAll();
m_bUsingPredictionRules = false;
m_bIgnorePredictionCull = false;
}
void CRecipientFilter::MakeReliable( void )
{
m_bReliable = true;
}
bool CRecipientFilter::IsReliable( void ) const
{
return m_bReliable;
}
int CRecipientFilter::GetRecipientCount( void ) const
{
return m_Recipients.Size();
}
int CRecipientFilter::GetRecipientIndex( int slot ) const
{
if ( slot < 0 || slot >= GetRecipientCount() )
return -1;
return m_Recipients[ slot ];
}
void CRecipientFilter::AddAllPlayers( void )
{
m_Recipients.RemoveAll();
int i;
for ( i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
{
continue;
}
AddRecipient( pPlayer );
}
}
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void CRecipientFilter::AddRecipient( CBasePlayer *player )
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{
Assert( player );
if ( !player )
return;
int index = player->entindex();
// If we're predicting and this is not the first time we've predicted this sound
// then don't send it to the local player again.
if ( m_bUsingPredictionRules )
{
// Only add local player if this is the first time doing prediction
if ( g_RecipientFilterPredictionSystem.GetSuppressHost() == player )
{
return;
}
}
// Already in list
if ( m_Recipients.Find( index ) != m_Recipients.InvalidIndex() )
return;
m_Recipients.AddToTail( index );
}
void CRecipientFilter::RemoveAllRecipients( void )
{
m_Recipients.RemoveAll();
}
void CRecipientFilter::RemoveRecipient( CBasePlayer *player )
{
Assert( player );
if ( player )
{
int index = player->entindex();
// Remove it if it's in the list
m_Recipients.FindAndRemove( index );
}
}
void CRecipientFilter::RemoveRecipientByPlayerIndex( int playerindex )
{
Assert( playerindex >= 1 && playerindex <= ABSOLUTE_PLAYER_LIMIT );
m_Recipients.FindAndRemove( playerindex );
}
void CRecipientFilter::AddRecipientsByTeam( CTeam *team )
{
Assert( team );
int i;
int c = team->GetNumPlayers();
for ( i = 0 ; i < c ; i++ )
{
CBasePlayer *player = team->GetPlayer( i );
if ( !player )
continue;
AddRecipient( player );
}
}
void CRecipientFilter::RemoveRecipientsByTeam( CTeam *team )
{
Assert( team );
int i;
int c = team->GetNumPlayers();
for ( i = 0 ; i < c ; i++ )
{
CBasePlayer *player = team->GetPlayer( i );
if ( !player )
continue;
RemoveRecipient( player );
}
}
void CRecipientFilter::RemoveRecipientsNotOnTeam( CTeam *team )
{
Assert( team );
int i;
for ( i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *player = UTIL_PlayerByIndex( i );
if ( !player )
continue;
if ( player->GetTeam() != team )
{
RemoveRecipient( player );
}
}
}
void CRecipientFilter::AddPlayersFromBitMask( CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits )
{
int index = playerbits.FindNextSetBit( 0 );
while ( index > -1 )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( index + 1 );
if ( pPlayer )
{
AddRecipient( pPlayer );
}
index = playerbits.FindNextSetBit( index + 1 );
}
}
void CRecipientFilter::RemovePlayersFromBitMask( CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits )
{
int index = playerbits.FindNextSetBit( 0 );
while ( index > -1 )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( index + 1 );
if ( pPlayer )
{
RemoveRecipient( pPlayer );
}
index = playerbits.FindNextSetBit( index + 1 );
}
}
void CRecipientFilter::AddRecipientsByPVS( const Vector& origin )
{
if ( gpGlobals->maxClients == 1 )
{
AddAllPlayers();
}
else
{
CBitVec< ABSOLUTE_PLAYER_LIMIT > playerbits;
engine->Message_DetermineMulticastRecipients( false, origin, playerbits );
AddPlayersFromBitMask( playerbits );
}
}
void CRecipientFilter::RemoveRecipientsByPVS( const Vector& origin )
{
if ( gpGlobals->maxClients == 1 )
{
m_Recipients.RemoveAll();
}
else
{
CBitVec< ABSOLUTE_PLAYER_LIMIT > playerbits;
engine->Message_DetermineMulticastRecipients( false, origin, playerbits );
RemovePlayersFromBitMask( playerbits );
}
}
void CRecipientFilter::AddRecipientsByPAS( const Vector& origin )
{
if ( gpGlobals->maxClients == 1 )
{
AddAllPlayers();
}
else
{
CBitVec< ABSOLUTE_PLAYER_LIMIT > playerbits;
engine->Message_DetermineMulticastRecipients( true, origin, playerbits );
AddPlayersFromBitMask( playerbits );
}
}
bool CRecipientFilter::IsInitMessage( void ) const
{
return m_bInitMessage;
}
void CRecipientFilter::MakeInitMessage( void )
{
m_bInitMessage = true;
}
void CRecipientFilter::UsePredictionRules( void )
{
if ( m_bUsingPredictionRules )
return;
m_bUsingPredictionRules = true;
// Cull list now, if needed
if ( GetRecipientCount() == 0 )
return;
CBasePlayer *pPlayer = ToBasePlayer( (CBaseEntity*)g_RecipientFilterPredictionSystem.GetSuppressHost() );
if ( pPlayer)
{
RemoveRecipient( pPlayer );
}
}
bool CRecipientFilter::IsUsingPredictionRules( void ) const
{
return m_bUsingPredictionRules;
}
bool CRecipientFilter:: IgnorePredictionCull( void ) const
{
return m_bIgnorePredictionCull;
}
void CRecipientFilter::SetIgnorePredictionCull( bool ignore )
{
m_bIgnorePredictionCull = ignore;
}
//-----------------------------------------------------------------------------
// Purpose: Simple class to create a filter for all players on a given team
//-----------------------------------------------------------------------------
CTeamRecipientFilter::CTeamRecipientFilter( int team, bool isReliable )
{
if (isReliable)
MakeReliable();
RemoveAllRecipients();
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
{
continue;
}
if ( pPlayer->GetTeamNumber() != team )
{
//If we're in the spectator team then we should be getting whatever messages the person I'm spectating gets.
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if ( pPlayer->GetTeamNumber() == TEAM_SPECTATOR && (pPlayer->GetObserverMode() == OBS_MODE_IN_EYE || pPlayer->GetObserverMode() == OBS_MODE_CHASE) )
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{
if ( pPlayer->GetObserverTarget() )
{
if ( pPlayer->GetObserverTarget()->GetTeamNumber() != team )
continue;
}
}
else
{
continue;
}
}
AddRecipient( pPlayer );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : origin -
// ATTN_NORM -
//-----------------------------------------------------------------------------
void CPASAttenuationFilter::Filter( const Vector& origin, float attenuation /*= ATTN_NORM*/ )
{
// Don't crop for attenuation in single player
if ( gpGlobals->maxClients == 1 )
return;
// CPASFilter adds them by pure PVS in constructor
if ( attenuation <= 0 )
return;
// Now remove recipients that are outside sound radius
float distance, maxAudible;
Vector vecRelative;
int c = GetRecipientCount();
for ( int i = c - 1; i >= 0; i-- )
{
int index = GetRecipientIndex( i );
CBaseEntity *ent = CBaseEntity::Instance( index );
if ( !ent || !ent->IsPlayer() )
{
Assert( 0 );
continue;
}
CBasePlayer *player = ToBasePlayer( ent );
if ( !player )
{
Assert( 0 );
continue;
}
#ifndef _XBOX
// never remove the HLTV or Replay bot
if ( player->IsHLTV() || player->IsReplay() )
continue;
#endif
VectorSubtract( player->EarPosition(), origin, vecRelative );
distance = VectorLength( vecRelative );
maxAudible = ( 2 * SOUND_NORMAL_CLIP_DIST ) / attenuation;
if ( distance <= maxAudible )
continue;
RemoveRecipient( player );
}
}