#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
+// 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 EF_ROCKET 1 // leave a trail
#define EF_FULLBRIGHT 512 // LordHavoc: fullbright
#define EF_FLAME 1024 // LordHavoc: on fire
#define EF_STARDUST 2048 // LordHavoc: showering sparks
+#define EF_NOSHADOW 4096 // LordHavoc: does not cast a shadow
#define EF_STEP 0x80000000 // internal client use only - present on MOVETYPE_STEP entities, not QC accessible (too many bits)
#define SND_VOLUME (1<<0) // a byte
#define SND_ATTENUATION (1<<1) // a byte
#define SND_LOOPING (1<<2) // a long
+#define SND_LARGEENTITY (1<<3) // a short and a byte (instead of a short)
+#define SND_LARGESOUND (1<<4) // a short (instead of a byte)
// defaults for clientinfo messages
#define RENDER_EXTERIORMODEL 8
#define RENDER_LOWPRECISION 16 // send as low precision coordinates to save bandwidth
#define RENDER_COLORMAPPED 32
+#define RENDER_SHADOW 64 // cast shadow
typedef struct
{
entity_frameinfo_t;
#define MAX_ENTITY_HISTORY 64
-#define MAX_ENTITY_DATABASE 4096
+#define MAX_ENTITY_DATABASE (MAX_EDICTS * 2)
typedef struct
{
// 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;
}
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_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);
// (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 and client) applies commit to database and removes it (and older)
+void EntityFrame4_Commit_Ack(entity_database4_t *d, int frame);
+// (server) prepares for sending entities
+void EntityFrame4_Commit_Write_Begin(entity_database4_t *d, int frame, sizebuf_t *msg);
+// (server) sends an entity and adds to current commit (may delete old
+// commits to make room), returns success if there is room left in the packet
+// (according to maxbytes), otherwise false (end commit)
+int EntityFrame4_Commit_Write_Entity(entity_database4_t *d, entity_state_t *s, sizebuf_t *msg, int maxbytes);
+// (server) ends commit
+void EntityFrame4_Commit_Write_End(entity_database4_t *d, sizebuf_t *msg);
+// (client) begins parsing of a commit from the network stream
+void EntityFrame4_Commit_Read_Begin(entity_database4_t *d);
+// (client) parses a commit entity from the network stream (NULL == end)
+entity_state_t *EntityFrame4_Commit_Read_Entity(entity_database4_t *d);
+
#endif