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694 lines
21 KiB
C++
694 lines
21 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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#include "server_pch.h"
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#include "client.h"
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#include "sv_packedentities.h"
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#include "bspfile.h"
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#include "eiface.h"
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#include "dt_send_eng.h"
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#include "dt_common_eng.h"
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#include "changeframelist.h"
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#include "sv_main.h"
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#include "hltvserver.h"
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#if defined( REPLAY_ENABLED )
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#include "replayserver.h"
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#endif
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#include "dt_instrumentation_server.h"
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#include "LocalNetworkBackdoor.h"
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#include "tier0/vprof.h"
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#include "host.h"
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#include "networkstringtableserver.h"
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#include "networkstringtable.h"
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#include "utlbuffer.h"
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#include "dt.h"
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#include "con_nprint.h"
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#include "smooth_average.h"
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#include "vengineserver_impl.h"
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#include "tier0/vcrmode.h"
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#include "vstdlib/jobthread.h"
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#include "enginethreads.h"
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#ifdef SWDS
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IClientEntityList *entitylist = NULL;
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar sv_debugmanualmode( "sv_debugmanualmode", "0", 0, "Make sure entities correctly report whether or not their network data has changed." );
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// Returns false and calls Host_Error if the edict's pvPrivateData is NULL.
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static inline bool SV_EnsurePrivateData(edict_t *pEdict)
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{
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if(pEdict->GetUnknown())
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{
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return true;
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}
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else
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{
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Host_Error("SV_EnsurePrivateData: pEdict->pvPrivateData==NULL (ent %d).\n", pEdict - sv.edicts);
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return false;
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}
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}
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// This function makes sure that this entity class has an instance baseline.
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// If it doesn't have one yet, it makes a new one.
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void SV_EnsureInstanceBaseline( ServerClass *pServerClass, int iEdict, const void *pData, int nBytes )
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{
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edict_t *pEnt = &sv.edicts[iEdict];
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ErrorIfNot( pEnt->GetNetworkable(),
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("SV_EnsureInstanceBaseline: edict %d missing ent", iEdict)
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);
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ServerClass *pClass = pEnt->GetNetworkable()->GetServerClass();
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// See if we already have a baseline for this class.
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if ( pClass->m_InstanceBaselineIndex == INVALID_STRING_INDEX )
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{
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AUTO_LOCK( g_svInstanceBaselineMutex );
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// We need this second check in case multiple instances of the same class have grabbed the lock.
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if ( pClass->m_InstanceBaselineIndex == INVALID_STRING_INDEX )
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{
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char idString[32];
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Q_snprintf( idString, sizeof( idString ), "%d", pClass->m_ClassID );
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// Ok, make a new instance baseline so they can reference it.
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int temp = sv.GetInstanceBaselineTable()->AddString(
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true,
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idString, // Note we're sending a string with the ID number, not the class name.
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nBytes,
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pData );
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// Insert a compiler and/or CPU memory barrier to ensure that all side-effects have
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// been published before the index is published. Otherwise the string index may
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// be visible before its initialization has finished. This potential problem is caused
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// by the use of double-checked locking -- the problem is that the code outside of the
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// lock is looking at the variable that is protected by the lock. See this article for details:
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// http://en.wikipedia.org/wiki/Double-checked_locking
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// Write-release barrier
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ThreadMemoryBarrier();
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pClass->m_InstanceBaselineIndex = temp;
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Assert( pClass->m_InstanceBaselineIndex != INVALID_STRING_INDEX );
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}
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}
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// Read-acquire barrier
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ThreadMemoryBarrier();
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}
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//-----------------------------------------------------------------------------
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// Pack the entity....
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//-----------------------------------------------------------------------------
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static inline void SV_PackEntity(
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int edictIdx,
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edict_t* edict,
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ServerClass* pServerClass,
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CFrameSnapshot *pSnapshot )
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{
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Assert( edictIdx < pSnapshot->m_nNumEntities );
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tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "PackEntities_Normal%s", __FUNCTION__ );
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int iSerialNum = pSnapshot->m_pEntities[ edictIdx ].m_nSerialNumber;
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// Check to see if this entity specifies its changes.
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// If so, then try to early out making the fullpack
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bool bUsedPrev = false;
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if ( !edict->HasStateChanged() )
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{
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// Now this may not work if we didn't previously send a packet;
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// if not, then we gotta compute it
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bUsedPrev = framesnapshotmanager->UsePreviouslySentPacket( pSnapshot, edictIdx, iSerialNum );
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}
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if ( bUsedPrev && !sv_debugmanualmode.GetInt() )
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{
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edict->ClearStateChanged();
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return;
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}
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// First encode the entity's data.
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ALIGN4 char packedData[MAX_PACKEDENTITY_DATA] ALIGN4_POST;
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bf_write writeBuf( "SV_PackEntity->writeBuf", packedData, sizeof( packedData ) );
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SendTable *pSendTable = pServerClass->m_pTable;
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// (avoid constructor overhead).
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unsigned char tempData[ sizeof( CSendProxyRecipients ) * MAX_DATATABLE_PROXIES ];
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CUtlMemory< CSendProxyRecipients > recip( (CSendProxyRecipients*)tempData, pSendTable->m_pPrecalc->GetNumDataTableProxies() );
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if( !SendTable_Encode( pSendTable, edict->GetUnknown(), &writeBuf, edictIdx, &recip, false ) )
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{
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Host_Error( "SV_PackEntity: SendTable_Encode returned false (ent %d).\n", edictIdx );
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}
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#ifndef NO_VCR
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// VCR mode stuff..
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if ( vcr_verbose.GetInt() && writeBuf.GetNumBytesWritten() > 0 )
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VCRGenericValueVerify( "writebuf", writeBuf.GetBasePointer(), writeBuf.GetNumBytesWritten()-1 );
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#endif
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SV_EnsureInstanceBaseline( pServerClass, edictIdx, packedData, writeBuf.GetNumBytesWritten() );
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int nFlatProps = SendTable_GetNumFlatProps( pSendTable );
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IChangeFrameList *pChangeFrame = NULL;
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// If this entity was previously in there, then it should have a valid IChangeFrameList
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// which we can delta against to figure out which properties have changed.
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//
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// If not, then we want to setup a new IChangeFrameList.
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PackedEntity *pPrevFrame = framesnapshotmanager->GetPreviouslySentPacket( edictIdx, pSnapshot->m_pEntities[ edictIdx ].m_nSerialNumber );
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if ( pPrevFrame )
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{
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// Calculate a delta.
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Assert( !pPrevFrame->IsCompressed() );
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int deltaProps[MAX_DATATABLE_PROPS];
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int nChanges = SendTable_CalcDelta(
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pSendTable,
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pPrevFrame->GetData(), pPrevFrame->GetNumBits(),
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packedData, writeBuf.GetNumBitsWritten(),
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deltaProps,
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ARRAYSIZE( deltaProps ),
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edictIdx
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);
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#ifndef NO_VCR
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if ( vcr_verbose.GetInt() )
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VCRGenericValueVerify( "nChanges", &nChanges, sizeof( nChanges ) );
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#endif
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// If it's non-manual-mode, but we detect that there are no changes here, then just
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// use the previous pSnapshot if it's available (as though the entity were manual mode).
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// It would be interesting to hook here and see how many non-manual-mode entities
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// are winding up with no changes.
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if ( nChanges == 0 )
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{
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if ( pPrevFrame->CompareRecipients( recip ) )
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{
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if ( framesnapshotmanager->UsePreviouslySentPacket( pSnapshot, edictIdx, iSerialNum ) )
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{
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edict->ClearStateChanged();
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return;
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}
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}
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}
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else
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{
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if ( !edict->HasStateChanged() )
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{
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for ( int iDeltaProp=0; iDeltaProp < nChanges; iDeltaProp++ )
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{
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Assert( pSendTable->m_pPrecalc );
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Assert( deltaProps[iDeltaProp] < pSendTable->m_pPrecalc->GetNumProps() );
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const SendProp *pProp = pSendTable->m_pPrecalc->GetProp( deltaProps[iDeltaProp] );
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// If a field changed, but it changed because it encoded against tickcount,
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// then it's just like the entity changed the underlying field, not an error, that is.
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if ( pProp->GetFlags() & SPROP_ENCODED_AGAINST_TICKCOUNT )
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continue;
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Msg( "Entity %d (class '%s') reported ENTITY_CHANGE_NONE but '%s' changed.\n",
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edictIdx,
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edict->GetClassName(),
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pProp->GetName() );
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}
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}
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}
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#ifndef _XBOX
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#if defined( REPLAY_ENABLED )
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if ( (hltv && hltv->IsActive()) || (replay && replay->IsActive()) )
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#else
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if ( hltv && hltv->IsActive() )
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#endif
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{
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// in HLTV or Replay mode every PackedEntity keeps it's own ChangeFrameList
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// we just copy the ChangeFrameList from prev frame and update it
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pChangeFrame = pPrevFrame->GetChangeFrameList();
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pChangeFrame = pChangeFrame->Copy(); // allocs and copies ChangeFrameList
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}
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else
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#endif
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{
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// Ok, now snag the changeframe from the previous frame and update the 'last frame changed'
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// for the properties in the delta.
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pChangeFrame = pPrevFrame->SnagChangeFrameList();
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}
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ErrorIfNot( pChangeFrame,
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("SV_PackEntity: SnagChangeFrameList returned null") );
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ErrorIfNot( pChangeFrame->GetNumProps() == nFlatProps,
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("SV_PackEntity: SnagChangeFrameList mismatched number of props[%d vs %d]", nFlatProps, pChangeFrame->GetNumProps() ) );
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pChangeFrame->SetChangeTick( deltaProps, nChanges, pSnapshot->m_nTickCount );
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}
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else
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{
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// Ok, init the change frames for the first time.
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pChangeFrame = AllocChangeFrameList( nFlatProps, pSnapshot->m_nTickCount );
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}
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// Now make a PackedEntity and store the new packed data in there.
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{
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PackedEntity *pPackedEntity = framesnapshotmanager->CreatePackedEntity( pSnapshot, edictIdx );
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pPackedEntity->SetChangeFrameList( pChangeFrame );
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pPackedEntity->SetServerAndClientClass( pServerClass, NULL );
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pPackedEntity->AllocAndCopyPadded( packedData, writeBuf.GetNumBytesWritten() );
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pPackedEntity->SetRecipients( recip );
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}
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edict->ClearStateChanged();
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}
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// in HLTV mode we ALWAYS have to store position and PVS info, even if entity didnt change
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void SV_FillHLTVData( CFrameSnapshot *pSnapshot, edict_t *edict, int iValidEdict )
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{
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#if !defined( _XBOX )
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if ( pSnapshot->m_pHLTVEntityData && edict )
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{
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CHLTVEntityData *pHLTVData = &pSnapshot->m_pHLTVEntityData[iValidEdict];
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PVSInfo_t *pvsInfo = edict->GetNetworkable()->GetPVSInfo();
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if ( pvsInfo->m_nClusterCount == 1 )
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{
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// store cluster, if entity spawns only over one cluster
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pHLTVData->m_nNodeCluster = pvsInfo->m_pClusters[0];
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}
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else
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{
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// otherwise save PVS head node for larger entities
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pHLTVData->m_nNodeCluster = pvsInfo->m_nHeadNode | (1<<31);
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}
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// remember origin
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pHLTVData->origin[0] = pvsInfo->m_vCenter[0];
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pHLTVData->origin[1] = pvsInfo->m_vCenter[1];
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pHLTVData->origin[2] = pvsInfo->m_vCenter[2];
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}
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#endif
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}
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// in Replay mode we ALWAYS have to store position and PVS info, even if entity didnt change
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void SV_FillReplayData( CFrameSnapshot *pSnapshot, edict_t *edict, int iValidEdict )
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{
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#if !defined( _XBOX )
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if ( pSnapshot->m_pReplayEntityData && edict )
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{
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CReplayEntityData *pReplayData = &pSnapshot->m_pReplayEntityData[iValidEdict];
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PVSInfo_t *pvsInfo = edict->GetNetworkable()->GetPVSInfo();
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if ( pvsInfo->m_nClusterCount == 1 )
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{
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// store cluster, if entity spawns only over one cluster
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pReplayData->m_nNodeCluster = pvsInfo->m_pClusters[0];
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}
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else
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{
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// otherwise save PVS head node for larger entities
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pReplayData->m_nNodeCluster = pvsInfo->m_nHeadNode | (1<<31);
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}
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// remember origin
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pReplayData->origin[0] = pvsInfo->m_vCenter[0];
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pReplayData->origin[1] = pvsInfo->m_vCenter[1];
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pReplayData->origin[2] = pvsInfo->m_vCenter[2];
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}
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#endif
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}
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// Returns the SendTable that should be used with the specified edict.
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SendTable* GetEntSendTable(edict_t *pEdict)
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{
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if ( pEdict->GetNetworkable() )
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{
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ServerClass *pClass = pEdict->GetNetworkable()->GetServerClass();
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if ( pClass )
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{
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return pClass->m_pTable;
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}
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}
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return NULL;
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}
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void PackEntities_NetworkBackDoor(
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int clientCount,
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CGameClient **clients,
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CFrameSnapshot *snapshot )
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{
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Assert( clientCount == 1 );
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VPROF_BUDGET( "PackEntities_NetworkBackDoor", VPROF_BUDGETGROUP_OTHER_NETWORKING );
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CGameClient *client = clients[0]; // update variables cl, pInfo, frame for current client
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CCheckTransmitInfo *pInfo = &client->m_PackInfo;
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for ( int iValidEdict=0; iValidEdict < snapshot->m_nValidEntities; iValidEdict++ )
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{
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int index = snapshot->m_pValidEntities[iValidEdict];
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edict_t* edict = &sv.edicts[ index ];
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// this is a bit of a hack to ensure that we get a "preview" of the
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// packet timstamp that the server will send so that things that
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// are encoded relative to packet time will be correct
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Assert( edict->m_NetworkSerialNumber != -1 );
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bool bShouldTransmit = pInfo->m_pTransmitEdict->Get( index ) ? true : false;
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//CServerDTITimer timer( pSendTable, SERVERDTI_ENCODE );
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// If we're using the fast path for a single-player game, just pass the entity
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// directly over to the client.
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Assert( index < snapshot->m_nNumEntities );
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ServerClass *pSVClass = snapshot->m_pEntities[ index ].m_pClass;
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g_pLocalNetworkBackdoor->EntState( index, edict->m_NetworkSerialNumber,
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pSVClass->m_ClassID, pSVClass->m_pTable, edict->GetUnknown(), edict->HasStateChanged(), bShouldTransmit );
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edict->ClearStateChanged();
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}
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// Tell the client about any entities that are now dormant.
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g_pLocalNetworkBackdoor->ProcessDormantEntities();
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InvalidateSharedEdictChangeInfos();
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}
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static ConVar sv_parallel_packentities( "sv_parallel_packentities", "1" );
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struct PackWork_t
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{
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int nIdx;
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edict_t *pEdict;
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CFrameSnapshot *pSnapshot;
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static void Process( PackWork_t &item )
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{
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SV_PackEntity( item.nIdx, item.pEdict, item.pSnapshot->m_pEntities[ item.nIdx ].m_pClass, item.pSnapshot );
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}
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};
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void PackEntities_Normal(
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int clientCount,
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CGameClient **clients,
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CFrameSnapshot *snapshot )
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{
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Assert( snapshot->m_nValidEntities >= 0 && snapshot->m_nValidEntities <= MAX_EDICTS );
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tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "%s %d", __FUNCTION__, snapshot->m_nValidEntities );
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CUtlVectorFixed< PackWork_t, MAX_EDICTS > workItems;
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// check for all active entities, if they are seen by at least on client, if
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// so, bit pack them
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for ( int iValidEdict=0; iValidEdict < snapshot->m_nValidEntities; ++iValidEdict )
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{
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int index = snapshot->m_pValidEntities[ iValidEdict ];
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Assert( index < snapshot->m_nNumEntities );
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edict_t* edict = &sv.edicts[ index ];
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// if HLTV is running save PVS info for each entity
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SV_FillHLTVData( snapshot, edict, iValidEdict );
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// if Replay is running save PVS info for each entity
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SV_FillReplayData( snapshot, edict, iValidEdict );
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// Check to see if the entity changed this frame...
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//ServerDTI_RegisterNetworkStateChange( pSendTable, ent->m_bStateChanged );
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for ( int iClient = 0; iClient < clientCount; ++iClient )
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{
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// entities is seen by at least this client, pack it and exit loop
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CGameClient *client = clients[iClient]; // update variables cl, pInfo, frame for current client
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CClientFrame *frame = client->m_pCurrentFrame;
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if( frame->transmit_entity.Get( index ) )
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{
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PackWork_t w;
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w.nIdx = index;
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w.pEdict = edict;
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w.pSnapshot = snapshot;
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workItems.AddToTail( w );
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break;
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}
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}
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}
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// Process work
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if ( sv_parallel_packentities.GetBool() )
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{
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ParallelProcess( "PackWork_t::Process", workItems.Base(), workItems.Count(), &PackWork_t::Process );
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}
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else
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{
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int c = workItems.Count();
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for ( int i = 0; i < c; ++i )
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{
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PackWork_t &w = workItems[ i ];
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SV_PackEntity( w.nIdx, w.pEdict, w.pSnapshot->m_pEntities[ w.nIdx ].m_pClass, w.pSnapshot );
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}
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}
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InvalidateSharedEdictChangeInfos();
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}
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//-----------------------------------------------------------------------------
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// Writes the compressed packet of entities to all clients
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//-----------------------------------------------------------------------------
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void SV_ComputeClientPacks(
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int clientCount,
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CGameClient **clients,
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CFrameSnapshot *snapshot )
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{
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tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
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MDLCACHE_CRITICAL_SECTION_(g_pMDLCache);
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// Do some setup for each client
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{
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VPROF_BUDGET_FLAGS( "SV_ComputeClientPacks", "CheckTransmit", BUDGETFLAG_SERVER );
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for (int iClient = 0; iClient < clientCount; ++iClient)
|
|
{
|
|
CCheckTransmitInfo *pInfo = &clients[iClient]->m_PackInfo;
|
|
clients[iClient]->SetupPackInfo( snapshot );
|
|
serverGameEnts->CheckTransmit( pInfo, snapshot->m_pValidEntities, snapshot->m_nValidEntities );
|
|
clients[iClient]->SetupPrevPackInfo();
|
|
}
|
|
}
|
|
|
|
VPROF_BUDGET_FLAGS( "SV_ComputeClientPacks", "ComputeClientPacks", BUDGETFLAG_SERVER );
|
|
|
|
if ( g_pLocalNetworkBackdoor )
|
|
{
|
|
// This will force network string table updates for local client to go through the backdoor if it's active
|
|
#ifdef SHARED_NET_STRING_TABLES
|
|
sv.m_StringTables->TriggerCallbacks( clients[0]->m_nDeltaTick );
|
|
#else
|
|
sv.m_StringTables->DirectUpdate( clients[0]->GetMaxAckTickCount() );
|
|
#endif
|
|
|
|
g_pLocalNetworkBackdoor->StartEntityStateUpdate();
|
|
|
|
#ifndef SWDS
|
|
int saveClientTicks = cl.GetClientTickCount();
|
|
int saveServerTicks = cl.GetServerTickCount();
|
|
bool bSaveSimulation = cl.insimulation;
|
|
float flSaveLastServerTickTime = cl.m_flLastServerTickTime;
|
|
|
|
cl.insimulation = true;
|
|
cl.SetClientTickCount( sv.m_nTickCount );
|
|
cl.SetServerTickCount( sv.m_nTickCount );
|
|
|
|
cl.m_flLastServerTickTime = sv.m_nTickCount * host_state.interval_per_tick;
|
|
g_ClientGlobalVariables.tickcount = cl.GetClientTickCount();
|
|
g_ClientGlobalVariables.curtime = cl.GetTime();
|
|
#endif
|
|
|
|
PackEntities_NetworkBackDoor( clientCount, clients, snapshot );
|
|
|
|
g_pLocalNetworkBackdoor->EndEntityStateUpdate();
|
|
|
|
#ifndef SWDS
|
|
cl.SetClientTickCount( saveClientTicks );
|
|
cl.SetServerTickCount( saveServerTicks );
|
|
cl.insimulation = bSaveSimulation;
|
|
cl.m_flLastServerTickTime = flSaveLastServerTickTime;
|
|
|
|
g_ClientGlobalVariables.tickcount = cl.GetClientTickCount();
|
|
g_ClientGlobalVariables.curtime = cl.GetTime();
|
|
#endif
|
|
|
|
PrintPartialChangeEntsList();
|
|
}
|
|
else
|
|
{
|
|
PackEntities_Normal( clientCount, clients, snapshot );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// If the table's ID is -1, writes its info into the buffer and increments curID.
|
|
void SV_MaybeWriteSendTable( SendTable *pTable, bf_write &pBuf, bool bNeedDecoder )
|
|
{
|
|
// Already sent?
|
|
if ( pTable->GetWriteFlag() )
|
|
return;
|
|
|
|
pTable->SetWriteFlag( true );
|
|
|
|
SVC_SendTable sndTbl;
|
|
|
|
byte tmpbuf[4096];
|
|
sndTbl.m_DataOut.StartWriting( tmpbuf, sizeof(tmpbuf) );
|
|
|
|
// write send table properties into message buffer
|
|
SendTable_WriteInfos(pTable, &sndTbl.m_DataOut );
|
|
|
|
sndTbl.m_bNeedsDecoder = bNeedDecoder;
|
|
|
|
// write message to stream
|
|
sndTbl.WriteToBuffer( pBuf );
|
|
}
|
|
|
|
// Calls SV_MaybeWriteSendTable recursively.
|
|
void SV_MaybeWriteSendTable_R( SendTable *pTable, bf_write &pBuf )
|
|
{
|
|
SV_MaybeWriteSendTable( pTable, pBuf, false );
|
|
|
|
// Make sure we send child send tables..
|
|
for(int i=0; i < pTable->m_nProps; i++)
|
|
{
|
|
SendProp *pProp = &pTable->m_pProps[i];
|
|
|
|
if( pProp->m_Type == DPT_DataTable )
|
|
SV_MaybeWriteSendTable_R( pProp->GetDataTable(), pBuf );
|
|
}
|
|
}
|
|
|
|
|
|
// Sets up SendTable IDs and sends an svc_sendtable for each table.
|
|
void SV_WriteSendTables( ServerClass *pClasses, bf_write &pBuf )
|
|
{
|
|
ServerClass *pCur;
|
|
|
|
DataTable_ClearWriteFlags( pClasses );
|
|
|
|
// First, we send all the leaf classes. These are the ones that will need decoders
|
|
// on the client.
|
|
for ( pCur=pClasses; pCur; pCur=pCur->m_pNext )
|
|
{
|
|
SV_MaybeWriteSendTable( pCur->m_pTable, pBuf, true );
|
|
}
|
|
|
|
// Now, we send their base classes. These don't need decoders on the client
|
|
// because we will never send these SendTables by themselves.
|
|
for ( pCur=pClasses; pCur; pCur=pCur->m_pNext )
|
|
{
|
|
SV_MaybeWriteSendTable_R( pCur->m_pTable, pBuf );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : crc -
|
|
//-----------------------------------------------------------------------------
|
|
void SV_ComputeClassInfosCRC( CRC32_t* crc )
|
|
{
|
|
ServerClass *pClasses = serverGameDLL->GetAllServerClasses();
|
|
|
|
for ( ServerClass *pClass=pClasses; pClass; pClass=pClass->m_pNext )
|
|
{
|
|
CRC32_ProcessBuffer( crc, (void *)pClass->m_pNetworkName, Q_strlen( pClass->m_pNetworkName ) );
|
|
CRC32_ProcessBuffer( crc, (void *)pClass->m_pTable->GetName(), Q_strlen(pClass->m_pTable->GetName() ) );
|
|
}
|
|
}
|
|
|
|
void CGameServer::AssignClassIds()
|
|
{
|
|
ServerClass *pClasses = serverGameDLL->GetAllServerClasses();
|
|
|
|
// Count the number of classes.
|
|
int nClasses = 0;
|
|
for ( ServerClass *pCount=pClasses; pCount; pCount=pCount->m_pNext )
|
|
{
|
|
++nClasses;
|
|
}
|
|
|
|
// These should be the same! If they're not, then it should detect an explicit create message.
|
|
ErrorIfNot( nClasses <= MAX_SERVER_CLASSES,
|
|
("CGameServer::AssignClassIds: too many server classes (%i, MAX = %i).\n", nClasses, MAX_SERVER_CLASSES );
|
|
);
|
|
|
|
serverclasses = nClasses;
|
|
serverclassbits = Q_log2( serverclasses ) + 1;
|
|
|
|
bool bSpew = CommandLine()->FindParm( "-netspike" ) != 0;
|
|
|
|
int curID = 0;
|
|
for ( ServerClass *pClass=pClasses; pClass; pClass=pClass->m_pNext )
|
|
{
|
|
pClass->m_ClassID = curID++;
|
|
|
|
if ( bSpew )
|
|
{
|
|
Msg( "%d == '%s'\n", pClass->m_ClassID, pClass->GetName() );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Assign each class and ID and write an svc_classinfo for each one.
|
|
void SV_WriteClassInfos(ServerClass *pClasses, bf_write &pBuf)
|
|
{
|
|
// Assert( sv.serverclasses < MAX_SERVER_CLASSES );
|
|
|
|
SVC_ClassInfo classinfomsg;
|
|
|
|
classinfomsg.m_bCreateOnClient = false;
|
|
|
|
for ( ServerClass *pClass=pClasses; pClass; pClass=pClass->m_pNext )
|
|
{
|
|
SVC_ClassInfo::class_t svclass;
|
|
|
|
svclass.classID = pClass->m_ClassID;
|
|
Q_strncpy( svclass.datatablename, pClass->m_pTable->GetName(), sizeof(svclass.datatablename) );
|
|
Q_strncpy( svclass.classname, pClass->m_pNetworkName, sizeof(svclass.classname) );
|
|
|
|
classinfomsg.m_Classes.AddToTail( svclass ); // add all known classes to message
|
|
}
|
|
|
|
classinfomsg.WriteToBuffer( pBuf );
|
|
}
|
|
|
|
// This is implemented for the datatable code so its warnings can include an object's classname.
|
|
const char* GetObjectClassName( int objectID )
|
|
{
|
|
if ( objectID >= 0 && objectID < sv.num_edicts )
|
|
{
|
|
return sv.edicts[objectID].GetClassName();
|
|
}
|
|
else
|
|
{
|
|
return "[unknown]";
|
|
}
|
|
}
|
|
|
|
|
|
|