]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
fixed bug from lingering code that was resetting entity priority every frame
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 10 Feb 2007 20:31:19 +0000 (20:31 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 10 Feb 2007 20:31:19 +0000 (20:31 +0000)
more tweaks to entity priority code

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6817 d7cf8633-e32d-0410-b094-e92efae38249

protocol.c

index 561ca0e1bec5b7b11e81659e3a77cae0d622f6c7..f5d322c580d14e9a97b25c1e3dac7954f18c04b0 100644 (file)
@@ -1652,10 +1652,17 @@ int EntityState5_Priority(entityframe5_database_t *d, int stateindex)
        // if it is the player, update urgently
        if (stateindex == d->viewentnum)
                return E5_PROTOCOL_PRIORITYLEVELS - 1;
-       priority = d->priorities[stateindex];
+       // priority increases each frame no matter what happens
+       priority = d->priorities[stateindex] + 1;
+       // players get an extra priority boost
+       if (stateindex <= svs.maxclients)
+               priority++;
        // remove dead entities very quickly because they are just 2 bytes
        if (!d->states[stateindex].active)
-               return bound(1, priority + 1, E5_PROTOCOL_PRIORITYLEVELS - 1);
+       {
+               priority++;
+               return bound(1, priority, E5_PROTOCOL_PRIORITYLEVELS - 1);
+       }
        changedbits = d->deltabits[stateindex];
        // find the root entity this one is attached to, and judge relevance by it
        for (limit = 0;limit < 256;limit++)
@@ -1674,18 +1681,16 @@ int EntityState5_Priority(entityframe5_database_t *d, int stateindex)
                Con_DPrintf("Protocol: Runaway loop recursing tagentity links on entity %i\n", stateindex);
        // now that we have the parent entity we can make some decisions based on
        // distance and other factors
-       // TODO: add velocity check for things moving toward you (+1 priority)
+       // note: this origin check does not work properly on doors/lifts whose
+       // origin is normally far away
        distance = VectorDistance(d->states[d->viewentnum].origin, s->origin);
-       // if it is not far from the player, update more often
-       if (distance < 256.0f)
-               priority++;
        // if it is not very far from the player, update more often
        if (distance < 1024.0f)
                priority++;
        // certain changes are more noticable than others
        if (changedbits & E5_FULLUPDATE)
                priority++;
-       if (changedbits & (E5_ATTACHMENT | E5_MODEL | E5_FLAGS | E5_COLORMAP))
+       else if (changedbits & (E5_ATTACHMENT | E5_MODEL | E5_FLAGS | E5_COLORMAP))
                priority++;
        return (int) bound(1, priority, E5_PROTOCOL_PRIORITYLEVELS - 1);
 }
@@ -2131,7 +2136,11 @@ void EntityFrame5_LostFrame(entityframe5_database_t *d, int framenum)
                                if (bits)
                                {
                                        d->deltabits[s->number] |= bits;
-                                       d->priorities[s->number] = 1;
+                                       // if it was a very important update, set priority higher
+                                       if (bits & (E5_FULLUPDATE | E5_ATTACHMENT | E5_MODEL || E5_COLORMAP))
+                                               d->priorities[s->number] = max(d->priorities[s->number], 4);
+                                       else
+                                               d->priorities[s->number] = max(d->priorities[s->number], 1);
                                }
                        }
                        // mark lost stats
@@ -2214,7 +2223,7 @@ void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int num
                        {
                                CLEARPVSBIT(d->visiblebits, num);
                                d->deltabits[num] = E5_FULLUPDATE;
-                               d->priorities[num] = E5_PROTOCOL_PRIORITYLEVELS - 1;
+                               d->priorities[num] = max(d->priorities[num], 8); // removal is cheap
                                d->states[num] = defaultstate;
                                d->states[num].number = num;
                        }
@@ -2225,10 +2234,12 @@ void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int num
                        // entity just spawned in, don't let it completely hog priority
                        // because of being ancient on the first frame
                        d->updateframenum[num] = framenum;
+                       // initial priority is a bit high to make projectiles send on the
+                       // first frame, among other things
+                       d->priorities[num] = max(d->priorities[num], 4);
                }
                SETPVSBIT(d->visiblebits, num);
                d->deltabits[num] |= EntityState5_DeltaBits(d->states + num, n);
-               d->priorities[num] = 1;
                d->states[num] = *n;
                d->states[num].number = num;
                // advance to next entity so the next iteration doesn't immediately remove it
@@ -2241,7 +2252,7 @@ void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int num
                {
                        CLEARPVSBIT(d->visiblebits, num);
                        d->deltabits[num] = E5_FULLUPDATE;
-                       d->priorities[num] = E5_PROTOCOL_PRIORITYLEVELS - 1;
+                       d->priorities[num] = max(d->priorities[num], 8); // removal is cheap
                        d->states[num] = defaultstate;
                        d->states[num].number = num;
                }
@@ -2260,10 +2271,7 @@ void EntityFrame5_WriteFrame(sizebuf_t *msg, entityframe5_database_t *d, int num
                if (d->priorities[num])
                {
                        if (d->priorities[num] < (E5_PROTOCOL_PRIORITYLEVELS - 1))
-                       {
-                               d->priorities[num]++;
                                d->priorities[num] = EntityState5_Priority(d, num);
-                       }
                        l = num;
                        priority = d->priorities[num];
                        if (entityframe5_prioritychaincounts[priority] < ENTITYFRAME5_MAXSTATES)