#ifndef PROTOCOL_H
#define PROTOCOL_H
-#define PROTOCOL_VERSION 15
-#define DPPROTOCOL_VERSION1 96
-#define DPPROTOCOL_VERSION2 97
-// LordHavoc: I think the 96-99 range was going to run out too soon... so here I jump to 3500
-#define DPPROTOCOL_VERSION3 3500
+#define PROTOCOL_VERSION 15
+#define DPPROTOCOL_VERSION1 96
+#define DPPROTOCOL_VERSION2 97
+// LordHavoc: I think the 96-99 range was going to run out too soon...
+// so here I jump to 3500
+#define DPPROTOCOL_VERSION3 3500
+#define DPPROTOCOL_VERSION4 3501
// model effects
#define EF_ROCKET 1 // leave a trail
#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+ location to network packet (eye location is obsolete and will be removed in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;
// note: if numframes == 0, insert at start (0 in entitydata)
// the only reason this system is used is to avoid copying memory when frames are removed
int numframes;
- int ackframe; // server only: last acknowledged frame
+ // server only: last acknowledged frame
+ int ackframe;
+ // the current state in the database
vec3_t eye;
+ // table of entities in the entityhistorydata
entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
+ // entities
entity_state_t entitydata[MAX_ENTITY_DATABASE];
}
entity_database_t;
double time;
int framenum;
int numentities;
+ int firstentitynum;
+ int lastentitynum;
vec3_t eye;
entity_state_t entitydata[MAX_ENTITY_DATABASE];
}
#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)
#define E_EXTEND4 (1<<31)
void ClearStateToDefault(entity_state_t *s);
+
// (server) clears the database to contain no frames (thus delta compression
// compresses against nothing)
void EntityFrame_ClearDatabase(entity_database_t *d);
// (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