mirror of
https://github.com/nillerusr/source-engine.git
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373 lines
9.3 KiB
C++
373 lines
9.3 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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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "quakedef.h"
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#include <stddef.h>
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#include "vengineserver_impl.h"
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#include "server.h"
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#include "pr_edict.h"
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#include "world.h"
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#include "ispatialpartition.h"
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#include "utllinkedlist.h"
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#include "framesnapshot.h"
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#include "sv_log.h"
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#include "tier1/utlmap.h"
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#include "tier1/utlvector.h"
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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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// Edicts won't get reallocated for this many seconds after being freed.
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#define EDICT_FREETIME 1.0
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#ifdef _DEBUG
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#ifdef OSX
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#include <malloc/malloc.h>
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#else
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#include <malloc.h>
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#endif
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#endif // _DEBUG
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static ConVar sv_useexplicitdelete( "sv_useexplicitdelete", "1", FCVAR_DEVELOPMENTONLY, "Explicitly delete dormant client entities caused by AllowImmediateReuse()." );
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static ConVar sv_lowedict_threshold( "sv_lowedict_threshold", "8", FCVAR_NONE, "When only this many edicts are free, take the action specified by sv_lowedict_action.", true, 0, true, MAX_EDICTS );
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static ConVar sv_lowedict_action( "sv_lowedict_action", "0", FCVAR_NONE, "0 - no action, 1 - warn to log file, 2 - attempt to restart the game, if applicable, 3 - restart the map, 4 - go to the next map in the map cycle, 5 - spew all edicts.", true, 0, true, 5 );
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// Bitmask of free edicts.
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static CBitVec< MAX_EDICTS > g_FreeEdicts;
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/*
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=================
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ED_ClearEdict
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Sets everything to NULL, done when new entity is allocated for game.dll
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=================
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*/
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static void ED_ClearEdict( edict_t *e )
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{
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e->ClearFree();
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e->ClearStateChanged();
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e->SetChangeInfoSerialNumber( 0 );
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serverGameEnts->FreeContainingEntity(e);
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InitializeEntityDLLFields(e);
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e->m_NetworkSerialNumber = -1; // must be filled by game.dll
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Assert( (int) e->m_EdictIndex == (e - sv.edicts) );
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}
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void ED_ClearFreeFlag( edict_t *e )
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{
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e->ClearFree();
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g_FreeEdicts.Clear( e->m_EdictIndex );
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}
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void ED_ClearFreeEdictList()
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{
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// Clear the free edicts bitfield.
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g_FreeEdicts.ClearAll();
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}
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static void SpewEdicts()
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{
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CUtlMap< const char*, int > mapEnts;
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mapEnts.SetLessFunc( StringLessThan );
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// Tally up each class
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int nEdictNum = 1;
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for( int i=0; i<sv.num_edicts; ++i )
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{
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edict_t *e = &sv.edicts[i];
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++nEdictNum;
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unsigned short nIndex = mapEnts.Find( e->GetClassName() );
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if ( nIndex == mapEnts.InvalidIndex() )
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{
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nIndex = mapEnts.Insert( e->GetClassName() );
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mapEnts[ nIndex ] = 0;
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}
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mapEnts[ nIndex ] = mapEnts[ nIndex ] + 1;
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}
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struct EdictCount_t
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{
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EdictCount_t( const char *pszClassName, int nCount )
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:
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m_pszClassName( pszClassName ),
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m_nCount( nCount )
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{}
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const char *m_pszClassName;
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int m_nCount;
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};
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CUtlVector<EdictCount_t*> vecEnts;
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FOR_EACH_MAP_FAST( mapEnts, i )
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{
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vecEnts.AddToTail( new EdictCount_t( mapEnts.Key( i ), mapEnts[ i ] ) );
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}
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struct EdictSorter_t
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{
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static int SortEdicts( EdictCount_t* const *p1, EdictCount_t* const *p2 )
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{
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return (*p1)->m_nCount - (*p2)->m_nCount;
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}
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};
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vecEnts.Sort( &EdictSorter_t::SortEdicts );
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g_Log.Printf( "Spewing edict counts:\n" );
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FOR_EACH_VEC( vecEnts, i )
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{
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g_Log.Printf( "(%3.2f%%) %d\t%s\n", vecEnts[i]->m_nCount/(float)nEdictNum * 100.f, vecEnts[i]->m_nCount, vecEnts[i]->m_pszClassName );
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}
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g_Log.Printf( "Total edicts: %d\n", nEdictNum );
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vecEnts.PurgeAndDeleteElements();
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}
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/*
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=================
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ED_Alloc
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Either finds a free edict, or allocates a new one.
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Try to avoid reusing an entity that was recently freed, because it
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can cause the client to think the entity morphed into something else
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instead of being removed and recreated, which can cause interpolated
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angles and bad trails.
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=================
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*/
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edict_t *ED_Alloc( int iForceEdictIndex )
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{
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if ( iForceEdictIndex >= 0 )
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{
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if ( iForceEdictIndex >= sv.num_edicts )
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{
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Warning( "ED_Alloc( %d ) - invalid edict index specified.", iForceEdictIndex );
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return NULL;
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}
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edict_t *e = &sv.edicts[ iForceEdictIndex ];
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if ( e->IsFree() )
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{
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Assert( iForceEdictIndex == e->m_EdictIndex );
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--sv.free_edicts;
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Assert( g_FreeEdicts.IsBitSet( iForceEdictIndex ) );
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g_FreeEdicts.Clear( iForceEdictIndex );
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ED_ClearEdict( e );
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return e;
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}
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else
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{
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return NULL;
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}
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}
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// Check the free list first.
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int iBit = -1;
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for ( ;; )
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{
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iBit = g_FreeEdicts.FindNextSetBit( iBit + 1 );
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if ( iBit < 0 )
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break;
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edict_t *pEdict = &sv.edicts[ iBit ];
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// If this assert goes off, someone most likely called pedict->ClearFree() and not ED_ClearFreeFlag()?
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Assert( pEdict->IsFree() );
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Assert( iBit == pEdict->m_EdictIndex );
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if ( ( pEdict->freetime < 2 ) || ( sv.GetTime() - pEdict->freetime >= EDICT_FREETIME ) )
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{
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// If we have no freetime, we've had AllowImmediateReuse() called. We need
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// to explicitly delete this old entity.
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if ( pEdict->freetime == 0 && sv_useexplicitdelete.GetBool() )
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{
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//Warning("ADDING SLOT to snapshot: %d\n", i );
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framesnapshotmanager->AddExplicitDelete( iBit );
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}
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--sv.free_edicts;
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g_FreeEdicts.Clear( pEdict->m_EdictIndex );
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ED_ClearEdict( pEdict );
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return pEdict;
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}
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}
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// Allocate a new edict.
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if ( sv.num_edicts >= sv.max_edicts )
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{
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AssertMsg( 0, "Can't allocate edict" );
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SpewEdicts(); // Log the entities we have before we die
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if ( sv.max_edicts == 0 )
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Sys_Error( "ED_Alloc: No edicts yet" );
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Sys_Error ("ED_Alloc: no free edicts");
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}
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// Do this before clearing since clear now needs to call back into the edict to deduce the index so can get the changeinfo data in the parallel structure
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edict_t *pEdict = sv.edicts + sv.num_edicts++;
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// We should not be in the free list...
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Assert( !g_FreeEdicts.IsBitSet( pEdict->m_EdictIndex ) );
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ED_ClearEdict( pEdict );
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if ( sv_lowedict_action.GetInt() > 0 && sv.num_edicts >= sv.max_edicts - sv_lowedict_threshold.GetInt() )
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{
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int nEdictsRemaining = sv.max_edicts - sv.num_edicts;
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g_Log.Printf( "Warning: free edicts below threshold. %i free edict%s remaining.\n", nEdictsRemaining, nEdictsRemaining == 1 ? "" : "s" );
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switch ( sv_lowedict_action.GetInt() )
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{
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case 2:
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// restart the game
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{
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ConVarRef mp_restartgame_immediate( "mp_restartgame_immediate" );
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if ( mp_restartgame_immediate.IsValid() )
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{
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mp_restartgame_immediate.SetValue( 1 );
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}
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else
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{
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ConVarRef mp_restartgame( "mp_restartgame" );
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if ( mp_restartgame.IsValid() )
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{
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mp_restartgame.SetValue( 1 );
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}
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}
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}
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break;
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case 3:
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// restart the map
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g_pVEngineServer->ChangeLevel( sv.GetMapName(), NULL );
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break;
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case 4:
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// go to the next map
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g_pVEngineServer->ServerCommand( "changelevel_next\n" );
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break;
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case 5:
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// spew all edicts
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SpewEdicts();
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break;
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}
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}
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return pEdict;
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}
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void ED_AllowImmediateReuse()
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{
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edict_t *pEdict = sv.edicts + sv.GetMaxClients() + 1;
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for ( int i=sv.GetMaxClients()+1; i < sv.num_edicts; i++ )
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{
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if ( pEdict->IsFree() )
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{
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pEdict->freetime = 0;
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}
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pEdict++;
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}
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}
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/*
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=================
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ED_Free
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Marks the edict as free
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FIXME: walk all entities and NULL out references to this entity
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=================
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*/
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void ED_Free (edict_t *ed)
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{
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if (ed->IsFree())
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{
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#ifdef _DEBUG
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// ConDMsg("duplicate free on '%s'\n", pr_strings + ed->classname );
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#endif
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return;
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}
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// don't free player edicts
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if ( (ed - sv.edicts) >= 1 && (ed - sv.edicts) <= sv.GetMaxClients() )
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return;
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// release the DLL entity that's attached to this edict, if any
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serverGameEnts->FreeContainingEntity( ed );
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ed->SetFree();
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ed->freetime = sv.GetTime();
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++sv.free_edicts;
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Assert( !g_FreeEdicts.IsBitSet( ed->m_EdictIndex ) );
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g_FreeEdicts.Set( ed->m_EdictIndex );
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// Increment the serial number so it knows to send explicit deletes the clients.
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ed->m_NetworkSerialNumber++;
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}
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//
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// serverGameEnts->FreeContainingEntity( pEdict ) frees up memory associated with a DLL entity.
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// InitializeEntityDLLFields clears out fields to NULL or UNKNOWN.
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// Release is for terminating a DLL entity. Initialize is for initializing one.
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//
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void InitializeEntityDLLFields( edict_t *pEdict )
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{
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// clear all the game variables
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size_t sz = offsetof( edict_t, m_pUnk ) + sizeof( void* );
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memset( ((byte*)pEdict) + sz, 0, sizeof(edict_t) - sz );
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}
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int NUM_FOR_EDICT(const edict_t *e)
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{
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if ( &sv.edicts[e->m_EdictIndex] == e ) // NOTE: old server.dll may stomp m_EdictIndex
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return e->m_EdictIndex;
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int index = e - sv.edicts;
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if ( (unsigned int) index >= (unsigned int) sv.num_edicts )
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Sys_Error ("NUM_FOR_EDICT: bad pointer");
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return index;
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}
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edict_t *EDICT_NUM(int n)
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{
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if ((unsigned int) n >= (unsigned int) sv.max_edicts)
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Sys_Error ("EDICT_NUM: bad number %i", n);
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return &sv.edicts[n];
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}
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static inline int NUM_FOR_EDICTINFO(const edict_t *e)
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{
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if ( &sv.edicts[e->m_EdictIndex] == e ) // NOTE: old server.dll may stomp m_EdictIndex
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return e->m_EdictIndex;
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int index = e - sv.edicts;
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if ( (unsigned int) index >= (unsigned int) sv.max_edicts )
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Sys_Error ("NUM_FOR_EDICTINFO: bad pointer");
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return index;
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}
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IChangeInfoAccessor *CBaseEdict::GetChangeAccessor()
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{
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return &sv.edictchangeinfo[ NUM_FOR_EDICTINFO( (const edict_t*)this ) ];
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}
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const IChangeInfoAccessor *CBaseEdict::GetChangeAccessor() const
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{
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return &sv.edictchangeinfo[ NUM_FOR_EDICTINFO( (const edict_t*)this ) ];
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}
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