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https://github.com/nillerusr/source-engine.git
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188 lines
5.7 KiB
C++
188 lines
5.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( FRAMESNAPSHOT_H )
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#define FRAMESNAPSHOT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <mempool.h>
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#include <utllinkedlist.h>
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class PackedEntity;
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class HLTVEntityData;
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class ReplayEntityData;
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class ServerClass;
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class CEventInfo;
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#define INVALID_PACKED_ENTITY_HANDLE (0)
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typedef intptr_t PackedEntityHandle_t;
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//-----------------------------------------------------------------------------
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// Purpose: Individual entity data, did the entity exist and what was it's serial number
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//-----------------------------------------------------------------------------
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class CFrameSnapshotEntry
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{
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public:
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ServerClass* m_pClass;
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int m_nSerialNumber;
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// Keeps track of the fullpack info for this frame for all entities in any pvs:
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PackedEntityHandle_t m_pPackedData;
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};
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// HLTV needs some more data per entity
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class CHLTVEntityData
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{
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public:
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vec_t origin[3]; // entity position
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unsigned int m_nNodeCluster; // if (1<<31) is set it's a node, otherwise a cluster
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};
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// Replay needs some more data per entity
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class CReplayEntityData
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{
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public:
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vec_t origin[3]; // entity position
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unsigned int m_nNodeCluster; // if (1<<31) is set it's a node, otherwise a cluster
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};
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typedef struct
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{
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PackedEntity *pEntity; // original packed entity
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int counter; // increaseing counter to find LRU entries
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int bits; // uncompressed data length in bits
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char data[MAX_PACKEDENTITY_DATA]; // uncompressed data cache
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} UnpackedDataCache_t;
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//-----------------------------------------------------------------------------
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// Purpose: For all entities, stores whether the entity existed and what frame the
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// snapshot is for. Also tracks whether the snapshot is still referenced. When no
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// longer referenced, it's freed
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//-----------------------------------------------------------------------------
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class CFrameSnapshot
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{
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DECLARE_FIXEDSIZE_ALLOCATOR( CFrameSnapshot );
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public:
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CFrameSnapshot();
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~CFrameSnapshot();
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// Reference-counting.
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void AddReference();
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void ReleaseReference();
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CFrameSnapshot* NextSnapshot() const;
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public:
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CInterlockedInt m_ListIndex; // Index info CFrameSnapshotManager::m_FrameSnapshots.
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// Associated frame.
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int m_nTickCount; // = sv.tickcount
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// State information
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CFrameSnapshotEntry *m_pEntities;
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int m_nNumEntities; // = sv.num_edicts
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// This list holds the entities that are in use and that also aren't entities for inactive clients.
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unsigned short *m_pValidEntities;
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int m_nValidEntities;
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// Additional HLTV info
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CHLTVEntityData *m_pHLTVEntityData; // is NULL if not in HLTV mode or array of m_pValidEntities entries
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CReplayEntityData *m_pReplayEntityData; // is NULL if not in replay mode or array of m_pValidEntities entries
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CEventInfo **m_pTempEntities; // temp entities
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int m_nTempEntities;
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CUtlVector<int> m_iExplicitDeleteSlots;
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private:
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// Snapshots auto-delete themselves when their refcount goes to zero.
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CInterlockedInt m_nReferences;
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};
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//-----------------------------------------------------------------------------
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// Purpose: snapshot manager class
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//-----------------------------------------------------------------------------
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class CFrameSnapshotManager
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{
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friend class CFrameSnapshot;
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public:
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CFrameSnapshotManager( void );
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virtual ~CFrameSnapshotManager( void );
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// IFrameSnapshot implementation.
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public:
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// Called when a level change happens
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virtual void LevelChanged();
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// Called once per frame after simulation to store off all entities.
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// Note: the returned snapshot has a recount of 1 so you MUST call ReleaseReference on it.
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CFrameSnapshot* CreateEmptySnapshot( int ticknumber, int maxEntities );
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CFrameSnapshot* TakeTickSnapshot( int ticknumber );
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CFrameSnapshot* NextSnapshot( const CFrameSnapshot *pSnapshot );
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// Creates pack data for a particular entity for a particular snapshot
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PackedEntity* CreatePackedEntity( CFrameSnapshot* pSnapshot, int entity );
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// Returns the pack data for a particular entity for a particular snapshot
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PackedEntity* GetPackedEntity( CFrameSnapshot* pSnapshot, int entity );
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// if we are copying a Packed Entity, we have to increase the reference counter
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void AddEntityReference( PackedEntityHandle_t handle );
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// if we are removeing a Packed Entity, we have to decrease the reference counter
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void RemoveEntityReference( PackedEntityHandle_t handle );
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// Uses a previously sent packet
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bool UsePreviouslySentPacket( CFrameSnapshot* pSnapshot, int entity, int entSerialNumber );
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bool ShouldForceRepack( CFrameSnapshot* pSnapshot, int entity, PackedEntityHandle_t handle );
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PackedEntity* GetPreviouslySentPacket( int iEntity, int iSerialNumber );
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// Return the entity sitting in iEntity's slot if iSerialNumber matches its number.
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UnpackedDataCache_t *GetCachedUncompressedEntity( PackedEntity *pPackedEntity );
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CThreadFastMutex &GetMutex();
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// List of entities to explicitly delete
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void AddExplicitDelete( int iSlot );
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private:
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void DeleteFrameSnapshot( CFrameSnapshot* pSnapshot );
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CUtlLinkedList<CFrameSnapshot*, unsigned short> m_FrameSnapshots;
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CClassMemoryPool< PackedEntity > m_PackedEntitiesPool;
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int m_nPackedEntityCacheCounter; // increase with every cache access
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CUtlVector<UnpackedDataCache_t> m_PackedEntityCache; // cache for uncompressed packed entities
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// The most recently sent packets for each entity
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PackedEntityHandle_t m_pPackedData[ MAX_EDICTS ];
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int m_pSerialNumber[ MAX_EDICTS ];
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CThreadFastMutex m_WriteMutex;
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CUtlVector<int> m_iExplicitDeleteSlots;
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};
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extern CFrameSnapshotManager *framesnapshotmanager;
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#endif // FRAMESNAPSHOT_H
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