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84 lines
2.5 KiB
C++
84 lines
2.5 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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//=============================================================================//
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#ifndef CLIENTFRAME_H
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#define CLIENTFRAME_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <bitvec.h>
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#include <const.h>
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#include <tier1/mempool.h>
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class CFrameSnapshot;
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#define MAX_CLIENT_FRAMES 128
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class CClientFrame
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{
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public:
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CClientFrame( void );
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CClientFrame( int tickcount );
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CClientFrame( CFrameSnapshot *pSnapshot );
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virtual ~CClientFrame();
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void Init( CFrameSnapshot *pSnapshot );
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void Init( int tickcount );
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// Accessors to snapshots. The data is protected because the snapshots are reference-counted.
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inline CFrameSnapshot* GetSnapshot() const { return m_pSnapshot; };
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void SetSnapshot( CFrameSnapshot *pSnapshot );
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void CopyFrame( CClientFrame &frame );
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virtual bool IsMemPoolAllocated() { return true; }
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public:
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// State of entities this frame from the POV of the client.
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int last_entity; // highest entity index
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int tick_count; // server tick of this snapshot
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// Used by server to indicate if the entity was in the player's pvs
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CBitVec<MAX_EDICTS> transmit_entity; // if bit n is set, entity n will be send to client
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CBitVec<MAX_EDICTS> *from_baseline; // if bit n is set, this entity was send as update from baseline
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CBitVec<MAX_EDICTS> *transmit_always; // if bit is set, don't do PVS checks before sending (HLTV only)
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CClientFrame* m_pNext;
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private:
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// Index of snapshot entry that stores the entities that were active and the serial numbers
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// for the frame number this packed entity corresponds to
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// m_pSnapshot MUST be private to force using SetSnapshot(), see reference counters
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CFrameSnapshot *m_pSnapshot;
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};
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// TODO substitute CClientFrameManager with an intelligent structure (Tree, hash, cache, etc)
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class CClientFrameManager
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{
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public:
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CClientFrameManager(void);
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virtual ~CClientFrameManager(void);
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int AddClientFrame( CClientFrame *pFrame ); // returns current count
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CClientFrame *GetClientFrame( int nTick, bool bExact = true );
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void DeleteClientFrames( int nTick ); // -1 for all
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int CountClientFrames( void ); // returns number of frames in list
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void RemoveOldestFrame( void ); // removes the oldest frame in list
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CClientFrame* AllocateFrame();
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private:
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void FreeFrame( CClientFrame* pFrame );
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CClientFrame *m_Frames; // updates can be delta'ed from here
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CClientFrame *m_LastFrame;
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int m_nFrames;
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CClassMemoryPool< CClientFrame > m_ClientFramePool;
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};
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#endif // CLIENTFRAME_H
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