// LordHavoc: I think the 96-99 range was going to run out too soon...
// so here I jump to 3500
#define DPPROTOCOL_VERSION3 3500
-// partial entity updates, changed entity origin updates back to quake style
-// (RENDER_LOWPRECISION on by default, but the precision was changed from
-// integer to 1/8th unit like quake)
#define DPPROTOCOL_VERSION4 3501
// model effects
#define TE_SUPERSPIKEQUAD 59 // [vector] origin
// LordHavoc: block2 - 70-80
#define TE_EXPLOSIONQUAD 70 // [vector] origin
-#define TE_BLOOD2 71 // [vector] origin
+#define TE_UNUSED1 71 // unused
#define TE_SMALLFLASH 72 // [vector] origin
#define TE_CUSTOMFLASH 73 // [vector] origin [byte] radius / 8 - 1 [byte] lifetime / 256 - 1 [byte] red [byte] green [byte] blue
#define TE_FLAMEJET 74 // [vector] origin [vector] velocity [byte] count
unsigned short modelindex;
unsigned short frame;
unsigned short effects;
+ unsigned short tagentity;
+ unsigned short specialvisibilityradius;
+ unsigned short viewmodelforclient;
+ unsigned short exteriormodelforclient;
+ unsigned short nodrawtoclient;
+ unsigned short drawonlytoclient;
qbyte colormap;
qbyte skin;
qbyte alpha;
qbyte glowsize;
qbyte glowcolor;
qbyte flags;
+ qbyte tagindex;
}
entity_state_t;
+/*
+DPPROTOCOL_VERSION3
+server updates entities according to some (unmentioned) scheme.
+
+a frame consists of all visible entities, some of which are up to date,
+often some are not up to date.
+
+these entities are stored in a range (firstentity/endentity) of structs in the
+entitydata[] buffer.
+
+to make a commit the server performs these steps:
+1. duplicate oldest frame in database (this is the baseline) as new frame, and
+ write frame numbers (oldest frame's number, new frame's number) and eye
+ location to network packet (eye location is obsolete and will be removed in
+ future revisions)
+2. write an entity change to packet and modify new frame accordingly
+ (this repeats until packet is sufficiently full or new frame is complete)
+3. write terminator (0xFFFF) to network packet
+ (FIXME: this terminator value conflicts with MAX_EDICTS 32768...)
+
+to read a commit the client performs these steps:
+1. reads frame numbers from packet and duplicates baseline frame as new frame,
+ also reads eye location but does nothing with it (obsolete).
+2. delete frames older than the baseline which was used
+3. read entity changes from packet until terminator (0xFFFF) is encountered,
+ each change is applied to entity frame.
+4. sends ack framenumber to server as part of input packet
+
+if server receives ack message in put packet it performs these steps:
+1. remove all older frames from database.
+*/
+
+/*
+DPPROTOCOL_VERSION4
+a frame consists of some visible entities in a range (this is stored as start and end, note that end may be less than start if it wrapped).
+
+these entities are stored in a range (firstentity/endentity) of structs in the entitydata[] buffer.
+
+to make a commit the server performs these steps:
+1. build an entity_frame_t using appropriate functions, containing (some of) the visible entities, this is passed to the Write function to send it.
+
+This documention is unfinished!
+the Write function performs these steps:
+1. check if entity frame is larger than MAX_ENTITYFRAME or is larger than available space in database, if so the baseline is defaults, otherwise it is the current baseline of the database.
+2. write differences of an entity compared to selected baseline.
+3. add entity to entity update in database.
+4. if there are more entities to write and packet is not full, go back to step 2.
+5. write terminator (0xFFFF) as entity number.
+6. return.
+
+
+
+
+
+server updates entities in looping ranges, a frame consists of a range of visible entities (not always all visible entities),
+*/
+
typedef struct
{
double time;
double time;
int framenum;
int numentities;
+ int firstentitynum;
+ int lastentitynum;
vec3_t eye;
entity_state_t entitydata[MAX_ENTITY_DATABASE];
}
entity_frame_t;
-/*
-DPPROTOCOL_VERSION4
-server only updates entities according to some (unmentioned) scheme.
-
-a commit consists of all entities changed at server's discretion,
-these entities are stored in a range (start/count) of structs in the
-commitentity[] buffer.
-
-when a commit is confirmed, range_count entity states beginning at
-commitentity[range_start] (this may wrap!) are read and copied into
-currententity according to their .number field, and the commit (and
-any older commits) are deleted.
-*/
-
-// DPPROTOCOL_VERSION4
-#define MAX_ENTITIES_PER_FRAME 1024
-
-// DPPROTOCOL_VERSION4
-typedef struct
-{
- // time of frame
- double time;
- // number of frame
- int framenum;
-
- // range of commmitentity[] items owned by this frame (this may wrap!)
- int range_start;
- int range_count;
-}
-entity_commitframe4_t;
-
-// DPPROTOCOL_VERSION4
-typedef struct
-{
- // note: each frame contains a limited number of entities, so in
- // situations with a high maximum data rate AND large number of entities,
- // updates may be partial despite a high data rate.
-
- // time of current frame
- double time;
- // number of current frame
- int framenum;
-
- // number of frames waiting to be committed to database
- int numframes;
-
- // current entity states
- entity_state_t entity[MAX_EDICTS];
-
- // unconfirmed entity states
- entity_state_t commitentity[MAX_EDICTS];
-
- // frame updates that have not yet been committed to entity
- entity_commitframe4_t commitframes[MAX_ENTITY_HISTORY];
-}
-entity_database4_t;
-
// LordHavoc: these are in approximately sorted order, according to cost and
// likelyhood of being used for numerous objects in a frame
#define E_SOUND1 (1<<24)
#define E_SOUNDVOL (1<<25)
#define E_SOUNDATTEN (1<<26)
-#define E_UNUSED4 (1<<27)
+#define E_TAGATTACHMENT (1<<27)
#define E_UNUSED5 (1<<28)
#define E_UNUSED6 (1<<29)
#define E_UNUSED7 (1<<30)
// (server and client) removes frames older than 'frame' from database
void EntityFrame_AckFrame(entity_database_t *d, int frame);
// (server) clears frame, to prepare for adding entities
-void EntityFrame_Clear(entity_frame_t *f, vec3_t eye);
-// (server) allocates an entity slot in frame, returns NULL if full
-entity_state_t *EntityFrame_NewEntity(entity_frame_t *f, int number);
+void EntityFrame_Clear(entity_frame_t *f, vec3_t eye, int framenum);
+// (server) adds an entity to frame
+void EntityFrame_AddEntity(entity_frame_t *f, entity_state_t *s);
// (server and client) reads a frame from the database
void EntityFrame_FetchFrame(entity_database_t *d, int framenum, entity_frame_t *f);
// (server and client) adds a entity_frame to the database, for future
// (client) returns the frame number of the most recent frame recieved
int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);
-
-
-// (server and client) clears the database to contain blank entities and no
-// commits (thus delta compression compresses against nothing)
-void EntityFrame4_ClearDatabase(entity_database4_t *d);
-// (server) applies commit to database and removes it (and older)
-void EntityFrame4_AckFrame(entity_database4_t *d, int frame);
-// (server) prepares for sending entities (maxbytes = bandwidth limit)
-void EntityFrame4_Commit_Begin(entity_database4_t *d, int frame, sizebuf_t *msg, int maxbytes);
-// (server) sends an entity and adds to current commit (may delete old
-// commits to make room), returns success (if false stop sending)
-int EntityFrame4_Commit_Entity(entity_database4_t *d, entity_state_t *s, sizebuf_t *msg);
-// (server) ends commit
-void EntityFrame4_Commit_End(entity_database4_t *d, sizebuf_t *msg);
-// (client) parses a commit from the network stream
-void EntityFrame4_ParseCommit(entity_database4_t *d);
-
#endif