mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-10 12:41:35 -10:00
2094 lines
63 KiB
C++
2094 lines
63 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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// #include "vd3drm.h"
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#include "freespace2/freespace.h"
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#include "io/timer.h"
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#include "globalincs/linklist.h"
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#include "weapon/weapon.h"
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#include "network/multimsgs.h"
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#include "network/multiutil.h"
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#include "network/multi_oo.h"
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#include "network/multi.h"
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#include "object/object.h"
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#include "io/key.h"
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#include "gamesnd/gamesnd.h"
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#ifndef OO_NEW
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// ---------------------------------------------------------------------------------------------------
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// OBJECT UPDATE DEFINES/VARS
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//
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// how much data we're willing to put into a given oo packet
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#define OO_MAX_SIZE 480
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// new improved - more compacted info type
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#define OO_POS_NEW (1<<0) //
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#define OO_ORIENT_NEW (1<<1) //
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#define OO_HULL_NEW (1<<2) //
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#define OO_SHIELD_NEW (1<<3) //
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#define OO_AI_MODE_NEW (1<<4) //
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#define OO_SUBSYSTEMS_NEW (1<<5) //
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#define OO_EXTRA_PHYSICS (1<<6) // means pos update will have desired velocity and orient update will have desired rotvel as well
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#define OO_VIEW_CONE_DOT (0.1f)
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#define OO_VIEW_DIFF_TOL (0.15f) // if the dotproducts differ this far between frames, he's coming into view
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// distance class
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#define OO_NEAR 0
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#define OO_NEAR_DIST (200.0f)
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#define OO_MIDRANGE 1
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#define OO_MIDRANGE_DIST (600.0f)
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#define OO_FAR 2
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#define OO_FAR_DIST (1200.0f)
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// how often we should send full hull/shield updates
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#define OO_HULL_SHIELD_TIME 600
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#define OO_SUBSYS_TIME 1000
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// timestamp values for object update times based on client's update level.
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int Multi_oo_target_update_times[MAX_OBJ_UPDATE_LEVELS] =
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{
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150, // low update -- do every 1 second
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125, // medium update -- do every 1/2 second
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100, // high update -- every frame
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30,
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};
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// for near ships
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int Multi_oo_front_near_update_times[MAX_OBJ_UPDATE_LEVELS] =
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{
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250, // low update
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150, // medium update
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100, // high update
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30,
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};
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// for medium ships
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int Multi_oo_front_medium_update_times[MAX_OBJ_UPDATE_LEVELS] =
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{
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400, // low update
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300, // medium update
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150, // high update
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30,
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};
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// for far ships
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int Multi_oo_front_far_update_times[MAX_OBJ_UPDATE_LEVELS] =
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{
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1100, // low update
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500, // medium update
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300, // high update
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30,
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};
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// for near ships
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int Multi_oo_rear_near_update_times[MAX_OBJ_UPDATE_LEVELS] =
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{
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1500, // low update
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1000, // medium update
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300, // high update
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30,
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};
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// for medium ships
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int Multi_oo_rear_medium_update_times[MAX_OBJ_UPDATE_LEVELS] =
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{
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1900, // low update
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1200, // medium update
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400, // high update
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30,
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};
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// for far ships
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int Multi_oo_rear_far_update_times[MAX_OBJ_UPDATE_LEVELS] =
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{
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3000, // low update
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1600, // medium update
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500, // high update
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30,
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};
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// let's keep track of the breakdown of individual object update elements
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int OO_pos_total = 0;
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int OO_vel_total = 0;
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int OO_desired_vel_total = 0;
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int OO_orient_total = 0;
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int OO_rotvel_total = 0;
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int OO_desired_rotvel_total = 0;
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int OO_hull_total = 0;
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int OO_shield_total = 0;
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int OO_single_subsys_total = 0;
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int OO_subsys_total = 0;
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int OO_forward_thrust_total = 0;
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// keys for selectively disabling interpolation - these keys can be used in combination with each other
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#define LAG_OFF_KEY KEY_7
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#define LEVEL_1_OFF_KEY KEY_8
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#define LEVEL_2_OFF_KEY KEY_9
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int OO_global_time;
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// ship index list for possibly sorting ships based upon distance, etc
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short OO_ship_index[MAX_SHIPS];
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int OO_debug_info = 0 ;
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DCF(ood, "switch on and off targeted object update info")
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{
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OO_debug_info = !OO_debug_info;
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}
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// object update stats storing stuff
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#define OO_POS_NEW (1<<0) //
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#define OO_ORIENT_NEW (1<<1) //
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#define OO_HULL_NEW (1<<2) //
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#define OO_SHIELD_NEW (1<<3) //
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#define OO_AI_MODE_NEW (1<<4) //
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#define OO_SUBSYSTEMS_NEW (1<<5) //
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#define OO_EXTRA_PHYSICS (1<<6) // means pos update will have desired velocity and orient update will have desired rotvel as well
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#define NUM_UPDATE_RECORDS 5 // last five second average
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typedef struct np_update_record {
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int pos_bytes; // how many pos bytes we've sent
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int orient_bytes; // how many orient bytes we've sent
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int hull_bytes; // how many hull bytes we've sent
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int shield_bytes; // how many shield bytes we've sent
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int ai_mode_bytes; // how many ai_mode bytes we've sent
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int extra_physics_bytes; // how many bytes of extra physics info we've sent
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int fthrust_bytes; // how many bytes of forward thrust we've sent
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int subsys_bytes; // how many bytes of subsys data we've sent
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int pos_stamp;
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int pos_bytes_frame; // how many bytes we've sent in the last second
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int pos_records[NUM_UPDATE_RECORDS]; // average of the last bunch of bytes we've sent
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int pos_record_count;
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float pos_avg;
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int orient_stamp;
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int orient_bytes_frame; // how many bytes we've sent in the last second
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int orient_records[NUM_UPDATE_RECORDS]; // average of the last bunch of bytes we've sent
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int orient_record_count;
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float orient_avg;
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int hull_stamp;
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int hull_bytes_frame; // how many bytes we've sent in the last second
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int hull_records[NUM_UPDATE_RECORDS]; // average of the last bunch of bytes we've sent
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int hull_record_count;
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float hull_avg;
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int shield_stamp;
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int shield_bytes_frame; // how many bytes we've sent in the last second
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int shield_records[NUM_UPDATE_RECORDS]; // average of the last bunch of bytes we've sent
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int shield_record_count;
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float shield_avg;
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int ai_mode_stamp;
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int ai_mode_bytes_frame; // how many bytes we've sent in the last second
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int ai_mode_records[NUM_UPDATE_RECORDS]; // average of the last bunch of bytes we've sent
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int ai_mode_record_count;
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float ai_mode_avg;
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int extra_physics_stamp;
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int extra_physics_bytes_frame; // how many bytes we've sent in the last second
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int extra_physics_records[NUM_UPDATE_RECORDS]; // average of the last bunch of bytes we've sent
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int extra_physics_record_count;
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float extra_physics_avg;
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int fthrust_stamp;
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int fthrust_bytes_frame; // how many bytes we've sent in the last second
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int fthrust_records[NUM_UPDATE_RECORDS]; // average of the last bunch of bytes we've sent
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int fthrust_record_count;
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float fthrust_avg;
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int subsys_stamp;
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int subsys_bytes_frame; // how many bytes we've sent in the last second
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int subsys_records[NUM_UPDATE_RECORDS]; // average of the last bunch of bytes we've sent
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int subsys_record_count;
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float subsys_avg;
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} np_update_record;
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#ifndef NDEBUG
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#define R_AVG(ct, ar, avg) do { int av_idx; float av_sum = 0.0f; if(ct == 0){avg = 0;} else { for(av_idx=0; av_idx<ct; av_idx++){ av_sum += (float)ar[av_idx]; } avg = av_sum / (float)ct;} } while(0);
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#define R_POS_ADD(net_plr, byte_count) do { if((net_plr == NULL) || (!MULTIPLAYER_MASTER)){break;} np_update_record *r = &OO_update_records[NET_PLAYER_INDEX(net_plr)]; r->pos_bytes += byte_count; r->pos_bytes_frame += byte_count; if(time(NULL) > r->pos_stamp){ if(r->pos_record_count >= NUM_UPDATE_RECORDS) { memmove(r->pos_records, r->pos_records+1, sizeof(int) * (NUM_UPDATE_RECORDS - 1)); r->pos_records[NUM_UPDATE_RECORDS-1] = r->pos_bytes_frame; } else {r->pos_records[r->pos_record_count++] = r->pos_bytes_frame; } r->pos_stamp = time(NULL); r->pos_bytes_frame = 0; R_AVG(r->pos_record_count, r->pos_records, r->pos_avg); } } while(0);
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#define R_ORIENT_ADD(net_plr, byte_count) do { if((net_plr == NULL) || (!MULTIPLAYER_MASTER)){break;} np_update_record *r = &OO_update_records[NET_PLAYER_INDEX(net_plr)]; r->orient_bytes += byte_count; r->orient_bytes_frame += byte_count; if(time(NULL) > r->orient_stamp){ if(r->orient_record_count >= NUM_UPDATE_RECORDS) { memmove(r->orient_records, r->orient_records+1, sizeof(int) * (NUM_UPDATE_RECORDS - 1)); r->orient_records[NUM_UPDATE_RECORDS-1] = r->orient_bytes_frame;} else { r->orient_records[r->orient_record_count++] = r->orient_bytes_frame; } r->orient_stamp = time(NULL); r->orient_bytes_frame = 0; R_AVG(r->orient_record_count, r->orient_records, r->orient_avg); } } while(0);
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#define R_HULL_ADD(net_plr, byte_count) do { if((net_plr == NULL) || (!MULTIPLAYER_MASTER)){break;} np_update_record *r = &OO_update_records[NET_PLAYER_INDEX(net_plr)]; r->hull_bytes += byte_count; r->hull_bytes_frame += byte_count; if(time(NULL) > r->hull_stamp){ if(r->hull_record_count >= NUM_UPDATE_RECORDS) { memmove(r->hull_records, r->hull_records+1, sizeof(int) * (NUM_UPDATE_RECORDS - 1)); r->hull_records[NUM_UPDATE_RECORDS-1] = r->hull_bytes_frame;} else { r->hull_records[r->hull_record_count++] = r->hull_bytes_frame; } r->hull_stamp = time(NULL); r->hull_bytes_frame = 0; R_AVG(r->hull_record_count, r->hull_records, r->hull_avg); } } while(0);
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#define R_SHIELD_ADD(net_plr, byte_count) do { if((net_plr == NULL) || (!MULTIPLAYER_MASTER)){break;} np_update_record *r = &OO_update_records[NET_PLAYER_INDEX(net_plr)]; r->shield_bytes += byte_count; r->shield_bytes_frame += byte_count; if(time(NULL) > r->shield_stamp){ if(r->shield_record_count >= NUM_UPDATE_RECORDS) { memmove(r->shield_records, r->shield_records+1, sizeof(int) * (NUM_UPDATE_RECORDS - 1)); r->shield_records[NUM_UPDATE_RECORDS-1] = r->shield_bytes_frame; } else { r->shield_records[r->shield_record_count++] = r->shield_bytes_frame; } r->shield_stamp = time(NULL); r->shield_bytes_frame = 0; R_AVG(r->shield_record_count, r->shield_records, r->shield_avg); } } while(0);
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#define R_AI_MODE_ADD(net_plr, byte_count) do { if((net_plr == NULL) || (!MULTIPLAYER_MASTER)){break;} np_update_record *r = &OO_update_records[NET_PLAYER_INDEX(net_plr)]; r->ai_mode_bytes += byte_count; r->ai_mode_bytes_frame += byte_count; if(time(NULL) > r->ai_mode_stamp){ if(r->ai_mode_record_count >= NUM_UPDATE_RECORDS) { memmove(r->ai_mode_records, r->ai_mode_records+1, sizeof(int) * (NUM_UPDATE_RECORDS - 1)); r->ai_mode_records[NUM_UPDATE_RECORDS-1] = r->ai_mode_bytes_frame;} else { r->ai_mode_records[r->ai_mode_record_count++] = r->ai_mode_bytes_frame; } r->ai_mode_stamp = time(NULL); r->ai_mode_bytes_frame = 0; R_AVG(r->ai_mode_record_count, r->ai_mode_records, r->ai_mode_avg); } } while(0);
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#define R_EXTRA_PHYSICS_ADD(net_plr, byte_count) do { if((net_plr == NULL) || (!MULTIPLAYER_MASTER)){break;} np_update_record *r = &OO_update_records[NET_PLAYER_INDEX(net_plr)]; r->extra_physics_bytes += byte_count; r->extra_physics_bytes_frame += byte_count; if(time(NULL) > r->extra_physics_stamp){ if(r->extra_physics_record_count >= NUM_UPDATE_RECORDS) { memmove(r->extra_physics_records, r->extra_physics_records+1, sizeof(int) * (NUM_UPDATE_RECORDS - 1)); r->extra_physics_records[NUM_UPDATE_RECORDS-1] = r->extra_physics_bytes_frame;} else { r->extra_physics_records[r->extra_physics_record_count++] = r->extra_physics_bytes_frame; } r->extra_physics_stamp = time(NULL); r->extra_physics_bytes_frame = 0; R_AVG(r->extra_physics_record_count, r->extra_physics_records, r->extra_physics_avg); } } while(0);
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#define R_FTHRUST_ADD(net_plr, byte_count) do { if((net_plr == NULL) || (!MULTIPLAYER_MASTER)){break;} np_update_record *r = &OO_update_records[NET_PLAYER_INDEX(net_plr)]; r->fthrust_bytes += byte_count; r->fthrust_bytes_frame += byte_count; if(time(NULL) > r->fthrust_stamp){ if(r->fthrust_record_count >= NUM_UPDATE_RECORDS) { memmove(r->fthrust_records, r->fthrust_records+1, sizeof(int) * (NUM_UPDATE_RECORDS - 1)); r->fthrust_records[NUM_UPDATE_RECORDS-1] = r->fthrust_bytes_frame; } else { r->fthrust_records[r->fthrust_record_count++] = r->fthrust_bytes_frame; } r->fthrust_stamp = time(NULL); r->fthrust_bytes_frame = 0; R_AVG(r->fthrust_record_count, r->fthrust_records, r->fthrust_avg); } } while(0);
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#define R_SUBSYS_ADD(net_plr, byte_count) do { if((net_plr == NULL) || (!MULTIPLAYER_MASTER)){break;} np_update_record *r = &OO_update_records[NET_PLAYER_INDEX(net_plr)]; r->subsys_bytes += byte_count; r->subsys_bytes_frame += byte_count; if(time(NULL) > r->subsys_stamp){ if(r->subsys_record_count >= NUM_UPDATE_RECORDS) { memmove(r->subsys_records, r->subsys_records+1, sizeof(int) * (NUM_UPDATE_RECORDS - 1)); r->subsys_records[NUM_UPDATE_RECORDS-1] = r->subsys_bytes_frame; } else { r->subsys_records[r->subsys_record_count++] = r->subsys_bytes_frame; } r->subsys_stamp = time(NULL); r->subsys_bytes_frame = 0; R_AVG(r->subsys_record_count, r->subsys_records, r->subsys_avg); } } while(0);
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np_update_record OO_update_records[MAX_PLAYERS];
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#else
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#define R_POS_ADD(net_plr, byte_count)
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#define R_ORIENT_ADD(net_plr, byte_count)
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#define R_HULL_ADD(net_plr, byte_count)
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#define R_SHIELD_ADD(net_plr, byte_count)
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#define R_AI_MODE_ADD(net_plr, byte_count)
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#define R_EXTRA_PHYSICS_ADD(net_plr, byte_count)
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#define R_FTHRUST_ADD(net_plr, byte_count)
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#define R_SUBSYS_ADD(net_plr, byte_count)
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#endif
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int OO_update_index = -1; // index into OO_update_records for displaying update record info
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// ---------------------------------------------------------------------------------------------------
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// OBJECT UPDATE FUNCTIONS
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//
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object *OO_player_obj;
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int OO_sort = 1;
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int multi_oo_sort_func(const void *ship1, const void *ship2)
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{
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object *obj1, *obj2;
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short index1, index2;
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float dist1, dist2;
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// get the 2 indices
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memcpy(&index1, ship1, sizeof(short));
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memcpy(&index2, ship2, sizeof(short));
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// if the indices are bogus, or the objnums are bogus, return ">"
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if((index1 < 0) || (index2 < 0) || (Ships[index1].objnum < 0) || (Ships[index2].objnum < 0)){
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return 1;
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}
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// get the 2 objects
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obj1 = &Objects[Ships[index1].objnum];
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obj2 = &Objects[Ships[index2].objnum];
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// get the distance to the player obj for both
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dist1 = vm_vec_dist_quick(&OO_player_obj->pos, &obj1->pos);
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dist2 = vm_vec_dist_quick(&OO_player_obj->pos, &obj2->pos);
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return (dist1 <= dist2) ? -1 : 1;
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}
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// build the list of ship indices to use when updating for this player
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void multi_oo_build_ship_list(net_player *pl)
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{
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int ship_index;
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int idx;
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ship_obj *moveup;
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object *player_obj;
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// set all indices to be -1
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for(idx = 0;idx<MAX_SHIPS; idx++){
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OO_ship_index[idx] = -1;
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}
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// get the player object
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if(pl->player->objnum < 0){
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return;
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}
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player_obj = &Objects[pl->player->objnum];
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// go through all other relevant objects
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ship_index = 0;
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for ( moveup = GET_FIRST(&Ship_obj_list); moveup != END_OF_LIST(&Ship_obj_list); moveup = GET_NEXT(moveup) ) {
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// if it is an invalid ship object, skip it
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if((moveup->objnum < 0) || (Objects[moveup->objnum].instance < 0) || (Objects[moveup->objnum].type != OBJ_SHIP)){
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continue;
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}
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// if we're a standalone server, don't send any data regarding its pseudo-ship
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if((Game_mode & GM_STANDALONE_SERVER) && ((&Objects[moveup->objnum] == Player_obj) || (Objects[moveup->objnum].net_signature == STANDALONE_SHIP_SIG)) ){
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continue;
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}
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// must be a ship, a weapon, and _not_ an observer
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if (Objects[moveup->objnum].flags & OF_SHOULD_BE_DEAD){
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continue;
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}
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// don't send info for dying ships
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if (Ships[Objects[moveup->objnum].instance].flags & SF_DYING){
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continue;
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}
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// don't send him info for himself
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if ( &Objects[moveup->objnum] == player_obj ){
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continue;
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}
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// don't send info for his targeted ship here, since its always done first
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if((pl->s_info.target_objnum != -1) && (moveup->objnum == pl->s_info.target_objnum)){
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continue;
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}
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// add the ship
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if(ship_index < MAX_SHIPS){
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OO_ship_index[ship_index++] = (short)Objects[moveup->objnum].instance;
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}
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}
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// maybe qsort the thing here
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OO_player_obj = player_obj;
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if(OO_sort){
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qsort(OO_ship_index, ship_index, sizeof(short), multi_oo_sort_func);
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}
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}
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// set global object update timestamp for this frame
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void multi_oo_set_global_timestamp()
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{
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OO_global_time = timer_get_milliseconds();
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}
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int Interpolated_orient_inited[MAX_SHIPS];
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float Interpolate_dot[MAX_SHIPS];
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matrix Interpolated_orient[MAX_SHIPS];
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void multi_oo_interpolate_init()
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{
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int i;
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|
|
for (i=0; i<MAX_SHIPS;i++ ) {
|
|
Interpolated_orient_inited[i] = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
void matrix_to_quaternion( D3DRMQUATERNION *quat, matrix *mat )
|
|
{
|
|
float theta;
|
|
vector rot_axis;
|
|
|
|
vm_matrix_to_rot_axis_and_angle(mat, &theta, &rot_axis);
|
|
|
|
quat->v.x = rot_axis.x;
|
|
quat->v.y = rot_axis.y;
|
|
quat->v.z = rot_axis.z;
|
|
quat->s = theta;
|
|
}
|
|
|
|
void quaternion_to_matrix( matrix *mat, D3DRMQUATERNION *quat )
|
|
{
|
|
float theta;
|
|
vector rot_axis;
|
|
|
|
rot_axis.x = quat->v.x;
|
|
rot_axis.y = quat->v.y;
|
|
rot_axis.z = quat->v.z;
|
|
theta = quat->s;
|
|
|
|
vm_quaternion_rotate(mat, theta, &rot_axis);
|
|
vm_orthogonalize_matrix(mat);
|
|
}
|
|
*/
|
|
|
|
// interpolate for this object
|
|
void multi_oo_interpolate(object *objp, interp_info *current, interp_info *last)
|
|
{
|
|
#ifdef OO_NEW
|
|
#else
|
|
player *pp;
|
|
int pnum;
|
|
|
|
// save position and orientation
|
|
objp->last_pos = objp->pos;
|
|
objp->last_orient = objp->orient;
|
|
|
|
// move all pre ?
|
|
obj_move_all_pre(objp, flFrametime);
|
|
|
|
// level 1 interpolation
|
|
// if the key disabling level 1 interpolation is pressed, skip
|
|
if(!keyd_pressed[LEVEL_1_OFF_KEY]){
|
|
float lag = fl2i(current->lowest_ping)/1000.0f;
|
|
|
|
lag /= 2.0f; // Our ping time is round trip, we only account for 1/2 the trip.
|
|
|
|
// Correct bogus lags
|
|
if ( lag > 0.5f ) {
|
|
lag = 0.5f;
|
|
}
|
|
|
|
// test - should behave like the old way of doing stuff
|
|
if (current->vel_time == OO_global_time){
|
|
objp->phys_info.vel = current->vel;
|
|
}
|
|
if (current->rotvel_time == OO_global_time){
|
|
objp->phys_info.rotvel = current->rotvel;
|
|
}
|
|
|
|
objp->phys_info.desired_vel = current->desired_vel;
|
|
objp->phys_info.desired_rotvel = current->desired_rotvel;
|
|
|
|
// if ( !stricmp( Ships[objp->instance].ship_name, "alpha 1")) {
|
|
// mprintf(( "Rotvel = %.3f, %.3f, %.3f\n", current->rotvel.x, current->rotvel.y, current->rotvel.z ));
|
|
// }
|
|
|
|
if ( !Interpolated_orient_inited[objp->instance] ) {
|
|
Interpolated_orient[objp->instance] = objp->orient;
|
|
Interpolated_orient_inited[objp->instance] = 1;
|
|
}
|
|
|
|
matrix *actual_orient = &Interpolated_orient[objp->instance];
|
|
|
|
// if this is from a network update
|
|
if(current->orient_time == OO_global_time){
|
|
*actual_orient = current->orient;
|
|
if ( lag > 0.0f ) {
|
|
//adjust for lag
|
|
physics_sim_rot(actual_orient, &objp->phys_info, lag );
|
|
} else {
|
|
physics_sim_rot(actual_orient, &objp->phys_info, flFrametime );
|
|
}
|
|
}
|
|
// otherwise, if between network updates
|
|
else {
|
|
physics_sim_rot(actual_orient, &objp->phys_info, flFrametime );
|
|
}
|
|
|
|
if(keyd_pressed[LAG_OFF_KEY]){
|
|
// Make orient go quickly to actual_orient
|
|
|
|
/*
|
|
matrix tmp;
|
|
vector w_out;
|
|
vector angular_accel;
|
|
|
|
angular_accel.x = 1000.0f;
|
|
angular_accel.y = 1000.0f;
|
|
angular_accel.z = 1000.0f;
|
|
vm_matrix_interpolate(actual_orient, &objp->orient, &objp->phys_info.rotvel, flFrametime, &tmp,
|
|
&w_out, &objp->phys_info.max_rotvel, &angular_accel, 1 );
|
|
|
|
objp->phys_info.rotvel = w_out;
|
|
objp->orient = tmp;
|
|
*/
|
|
|
|
//
|
|
/*
|
|
D3DRMQUATERNION in1, in2, out;
|
|
|
|
matrix_to_quaternion( &in1, &objp->orient );
|
|
matrix_to_quaternion( &in2, actual_orient );
|
|
|
|
D3DRMQuaternionSlerp( &out, &in1, &in2, 0.50f );
|
|
|
|
quaternion_to_matrix( &objp->orient, &out );
|
|
*/
|
|
objp->orient = *actual_orient;
|
|
} else {
|
|
objp->orient = *actual_orient;
|
|
}
|
|
|
|
if(current->pos_time == OO_global_time){
|
|
objp->pos = current->pos;
|
|
if ( lag > 0.0f ) {
|
|
//adjust for lag
|
|
physics_sim_vel(&objp->pos, &objp->phys_info, lag, &objp->orient );
|
|
} else {
|
|
physics_sim_vel(&objp->pos, &objp->phys_info, flFrametime, &objp->orient );
|
|
}
|
|
} else {
|
|
physics_sim_vel(&objp->pos, &objp->phys_info, flFrametime, &objp->orient );
|
|
}
|
|
|
|
|
|
objp->phys_info.speed = vm_vec_mag(&objp->phys_info.vel); // Note, cannot use quick version, causes cumulative error, increasing speed.
|
|
objp->phys_info.fspeed = vm_vec_dot(&objp->orient.fvec, &objp->phys_info.vel); // instead of vector magnitude -- use only forward vector since we are only interested in forward velocity
|
|
}
|
|
// no interpolation, so bash
|
|
else {
|
|
objp->orient = current->orient;
|
|
objp->pos = current->pos;
|
|
}
|
|
|
|
// copy the "current info" to the "last" info
|
|
memcpy(last, current, sizeof(interp_info));
|
|
|
|
// move all post ?
|
|
obj_move_all_post(objp, flFrametime);
|
|
|
|
// if I'm the server of the game, do firing stuff here
|
|
if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (objp->flags & OF_PLAYER_SHIP)){
|
|
pnum = multi_find_player_by_object( objp );
|
|
if ( pnum != -1 ) {
|
|
pp = Net_players[pnum].player;
|
|
obj_player_fire_stuff( objp, pp->ci );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// do all interpolation for this frame
|
|
void multi_oo_interpolate_all()
|
|
{
|
|
object *objp;
|
|
ship *shipp;
|
|
ship_obj *so;
|
|
|
|
// for the server, this means "interpolate all player ships"
|
|
// for the client, this means "interpolate all ships"
|
|
|
|
// iterate over all _ships_
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
// get the ships object
|
|
objp = &Objects[so->objnum];
|
|
shipp = &Ships[objp->instance];
|
|
|
|
// ignore dead or dying objects
|
|
if ( !(objp->flags&OF_SHOULD_BE_DEAD) ) {
|
|
// multiplayer servers should only do the interpolation for player ships
|
|
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
|
|
if((objp->type != OBJ_SHIP) || !(objp->flags & OF_PLAYER_SHIP) || (objp == Player_obj)){
|
|
continue;
|
|
}
|
|
} else {
|
|
if((objp->type != OBJ_SHIP) || (objp == Player_obj)){
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// INTERPOLATE HERE
|
|
multi_oo_interpolate(objp, &shipp->int_cur, &shipp->int_last);
|
|
}
|
|
}
|
|
}
|
|
|
|
// handle incoming new data for the given object
|
|
void multi_oo_handle_new_data(ship *shipp, object *obj_data, ubyte oo_flags, net_player *pl)
|
|
{
|
|
// fill in the int_current value for the passed ship
|
|
|
|
// position type update
|
|
if(oo_flags & OO_POS_NEW){
|
|
// copy in position for now
|
|
shipp->int_cur.pos = obj_data->pos;
|
|
shipp->int_cur.pos_time = OO_global_time;
|
|
|
|
// copy in velocity
|
|
shipp->int_cur.vel = obj_data->phys_info.vel;
|
|
shipp->int_cur.vel_time = OO_global_time;
|
|
|
|
/*
|
|
if(oo_flags & OO_EXTRA_PHYSICS){
|
|
// copy in desired velocity
|
|
shipp->int_cur.desired_vel = obj_data->phys_info.desired_vel;
|
|
shipp->int_cur.desired_vel_time = OO_global_time;
|
|
} else {
|
|
*/
|
|
shipp->int_cur.desired_vel = obj_data->phys_info.vel;
|
|
shipp->int_cur.desired_vel_time = OO_global_time;
|
|
// }
|
|
}
|
|
|
|
// orientation type update
|
|
if(oo_flags & OO_ORIENT_NEW){
|
|
// copy in orientation for now
|
|
shipp->int_cur.orient = obj_data->orient;
|
|
shipp->int_cur.orient_time = OO_global_time;
|
|
|
|
// copy in velocity
|
|
shipp->int_cur.rotvel = obj_data->phys_info.rotvel;
|
|
shipp->int_cur.rotvel_time = OO_global_time;
|
|
|
|
if(oo_flags & OO_EXTRA_PHYSICS){
|
|
// copy in desired velocity
|
|
shipp->int_cur.desired_rotvel = obj_data->phys_info.desired_rotvel;
|
|
shipp->int_cur.desired_rotvel_time = OO_global_time;
|
|
} else {
|
|
shipp->int_cur.desired_rotvel = obj_data->phys_info.rotvel;
|
|
shipp->int_cur.desired_rotvel_time = OO_global_time;
|
|
}
|
|
}
|
|
|
|
// set the ping values
|
|
shipp->int_cur.lowest_ping = multi_ping_get_lowest(&pl->s_info.ping);
|
|
shipp->int_cur.lowest_ping_avg = multi_ping_lowest_avg(&pl->s_info.ping);
|
|
}
|
|
|
|
// increment the packet sequence # (used for object updates from the server, as well as "control info"
|
|
// update from clients
|
|
void multi_oo_increment_seq()
|
|
{
|
|
// increment the sequencing reference count for this frame if necessary
|
|
if(Netgame.server_update_frame_ref != Framecount){
|
|
Netgame.server_update_frame_ref = Framecount;
|
|
|
|
if(Netgame.server_update_seq == 0xffff){
|
|
Netgame.server_update_seq = 0;
|
|
} else {
|
|
Netgame.server_update_seq++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// pack information for a client (myself), return bytes added
|
|
int multi_oo_pack_client_data(ubyte *data)
|
|
{
|
|
ubyte out_flags,ret;
|
|
ushort tnet_signature;
|
|
char t_subsys, l_subsys;
|
|
int packet_size = 0;
|
|
|
|
// get our firing stuff
|
|
out_flags = Net_player->s_info.accum_buttons;
|
|
|
|
// zero these values for now
|
|
Net_player->s_info.accum_buttons = 0;
|
|
|
|
// add any necessary targeting flags
|
|
if ( Player_ai->current_target_is_locked ){
|
|
out_flags |= OOC_TARGET_LOCKED;
|
|
}
|
|
if ( Player_ai->ai_flags & AIF_SEEK_LOCK ){
|
|
out_flags |= OOC_TARGET_SEEK_LOCK;
|
|
}
|
|
if ( Player->locking_on_center ){
|
|
out_flags |= OOC_LOCKING_ON_CENTER;
|
|
}
|
|
|
|
// copy the final flags in
|
|
memcpy(data, &out_flags, sizeof(ubyte));
|
|
packet_size++;
|
|
|
|
// client eye information
|
|
ret = (ubyte)multi_pack_unpack_position( 1, data + packet_size, &Net_player->s_info.eye_pos );
|
|
Assert(ret == OO_POS_RET_SIZE);
|
|
packet_size += ret;
|
|
|
|
ret = (ubyte)multi_pack_unpack_orient( 1, data + packet_size, &Net_player->s_info.eye_orient );
|
|
Assert(ret == OO_ORIENT_RET_SIZE);
|
|
packet_size += ret;
|
|
|
|
// client targeting information
|
|
t_subsys = -1;
|
|
l_subsys = -1;
|
|
|
|
// if nothing targeted
|
|
if(Player_ai->target_objnum == -1){
|
|
tnet_signature = 0;
|
|
}
|
|
// if something is targeted
|
|
else {
|
|
// target net signature
|
|
tnet_signature = Objects[Player_ai->target_objnum].net_signature;
|
|
|
|
// targeted subsys index
|
|
if(Player_ai->targeted_subsys != NULL){
|
|
t_subsys = (char)ship_get_index_from_subsys( Player_ai->targeted_subsys, Player_ai->target_objnum );
|
|
}
|
|
|
|
// locked targeted subsys index
|
|
if(Player->locking_subsys != NULL){
|
|
l_subsys = (char)ship_get_index_from_subsys( Player->locking_subsys, Player_ai->target_objnum, 1 );
|
|
}
|
|
}
|
|
|
|
// add them all
|
|
memcpy(data + packet_size, &tnet_signature, sizeof(ushort));
|
|
packet_size += sizeof(ushort);
|
|
memcpy(data + packet_size, &t_subsys, sizeof(char));
|
|
packet_size += sizeof(char);
|
|
memcpy(data + packet_size, &l_subsys, sizeof(char));
|
|
packet_size += sizeof(char);
|
|
|
|
return packet_size;
|
|
}
|
|
|
|
// pack the appropriate info into the data
|
|
#define PACK_PERCENT(v) {ubyte upercent; if(v < 0.0f){v = 0.0f;} upercent = (v * 255.0f) <= 255.0f ? (ubyte)(v * 255.0f) : (ubyte)255; memcpy(data + packet_size + header_bytes, &upercent, sizeof(ubyte)); packet_size++; }
|
|
int multi_oo_pack_data(net_player *pl, object *objp, ubyte oo_flags, ubyte *data_out)
|
|
{
|
|
ubyte data[255];
|
|
ubyte data_size;
|
|
char percent;
|
|
ship *shipp;
|
|
ubyte ret;
|
|
float temp;
|
|
int packet_size = 0;
|
|
|
|
int header_bytes;
|
|
|
|
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
|
|
header_bytes = 4;
|
|
} else {
|
|
header_bytes = 2;
|
|
}
|
|
|
|
Assert(objp->type == OBJ_SHIP);
|
|
if((objp->instance >= 0) && (Ships[objp->instance].ship_info_index >= 0)){
|
|
shipp = &Ships[objp->instance];
|
|
} else {
|
|
return 0;
|
|
}
|
|
|
|
// if we're a client (and therefore sending control info), send button info first
|
|
if((Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
|
|
packet_size += multi_oo_pack_client_data(data + packet_size + header_bytes);
|
|
}
|
|
|
|
// orientation
|
|
if(oo_flags & OO_ORIENT_NEW){
|
|
ret = (ubyte)multi_pack_unpack_orient( 1, data + packet_size + header_bytes, &objp->orient );
|
|
Assert(ret == OO_ORIENT_RET_SIZE);
|
|
packet_size += ret;
|
|
R_ORIENT_ADD(pl, ret);
|
|
|
|
// global records
|
|
OO_orient_total += ret;
|
|
|
|
ret = (ubyte)multi_pack_unpack_rotvel( 1, data + packet_size + header_bytes, &objp->orient, &objp->pos, &objp->phys_info );
|
|
packet_size += ret;
|
|
|
|
// global records
|
|
OO_rotvel_total += ret;
|
|
R_ORIENT_ADD(pl, ret);
|
|
|
|
if(oo_flags & OO_EXTRA_PHYSICS){
|
|
ret = (ubyte)multi_pack_unpack_desired_rotvel( 1, data + packet_size + header_bytes, &objp->orient, &objp->pos, &objp->phys_info, &Ship_info[shipp->ship_info_index]);
|
|
packet_size += ret;
|
|
|
|
// global records
|
|
OO_desired_rotvel_total += ret;
|
|
R_EXTRA_PHYSICS_ADD(pl, ret);
|
|
}
|
|
}
|
|
|
|
// position, velocity
|
|
if ( oo_flags & OO_POS_NEW ) {
|
|
ret = (ubyte)multi_pack_unpack_position( 1, data + packet_size + header_bytes, &objp->pos );
|
|
packet_size += ret;
|
|
|
|
// global records
|
|
OO_pos_total += ret;
|
|
R_POS_ADD(pl, ret);
|
|
|
|
ret = (ubyte)multi_pack_unpack_vel( 1, data + packet_size + header_bytes, &objp->orient, &objp->pos, &objp->phys_info );
|
|
packet_size += ret;
|
|
|
|
// global records
|
|
OO_vel_total += ret;
|
|
R_POS_ADD(pl, ret);
|
|
|
|
/*
|
|
if(oo_flags & OO_EXTRA_PHYSICS){
|
|
ret = (ubyte)multi_pack_unpack_desired_vel( 1, data + packet_size + header_bytes, &objp->orient, &objp->pos, &objp->phys_info, &Ship_info[shipp->ship_info_index]);
|
|
packet_size += ret;
|
|
|
|
// global records
|
|
OO_vel_total += ret;
|
|
}
|
|
*/
|
|
}
|
|
|
|
// forward thrust
|
|
percent = (char)(objp->phys_info.forward_thrust * 100.0f);
|
|
Assert( percent <= 100 );
|
|
|
|
memcpy(data + packet_size + header_bytes, &percent, sizeof(char));
|
|
packet_size += 1;
|
|
|
|
// global records
|
|
OO_forward_thrust_total++;
|
|
R_FTHRUST_ADD(pl, 1);
|
|
|
|
// hull info
|
|
if ( oo_flags & OO_HULL_NEW ){
|
|
// add the hull value for this guy
|
|
temp = (objp->hull_strength / Ship_info[shipp->ship_info_index].initial_hull_strength);
|
|
PACK_PERCENT(temp);
|
|
R_HULL_ADD(pl, 1);
|
|
|
|
// global records
|
|
OO_hull_total++;
|
|
}
|
|
|
|
// shield info
|
|
if( oo_flags & OO_SHIELD_NEW ){
|
|
// pack 2 shield values into each byte
|
|
|
|
// pack quadrant 1
|
|
temp = (objp->shields[0] / (Ship_info[shipp->ship_info_index].shields / MAX_SHIELD_SECTIONS));
|
|
PACK_PERCENT(temp);
|
|
|
|
// pack quadrant 2
|
|
temp = (objp->shields[1] / (Ship_info[shipp->ship_info_index].shields / MAX_SHIELD_SECTIONS));
|
|
PACK_PERCENT(temp);
|
|
|
|
// pack quadrant 3
|
|
temp = (objp->shields[2] / (Ship_info[shipp->ship_info_index].shields / MAX_SHIELD_SECTIONS));
|
|
PACK_PERCENT(temp);
|
|
|
|
// pack quadrant 2
|
|
temp = (objp->shields[3] / (Ship_info[shipp->ship_info_index].shields / MAX_SHIELD_SECTIONS));
|
|
PACK_PERCENT(temp);
|
|
|
|
OO_shield_total += 4;
|
|
R_SHIELD_ADD(pl, 4);
|
|
}
|
|
|
|
// subsystem info
|
|
if( oo_flags & OO_SUBSYSTEMS_NEW ){
|
|
ubyte ns;
|
|
ship_subsys *subsysp;
|
|
|
|
// just in case we have some kind of invalid data (should've been taken care of earlier in this function)
|
|
if(shipp->ship_info_index < 0){
|
|
ns = 0;
|
|
memcpy(data + packet_size + header_bytes, &ns, sizeof(ubyte));
|
|
packet_size++;
|
|
R_SUBSYS_ADD(pl, 1);
|
|
}
|
|
// add the # of subsystems, and their data
|
|
else {
|
|
ns = (ubyte)Ship_info[shipp->ship_info_index].n_subsystems;
|
|
memcpy(data + packet_size + header_bytes, &ns, sizeof(ubyte));
|
|
packet_size++;
|
|
R_SUBSYS_ADD(pl, 1);
|
|
|
|
// now the subsystems.
|
|
for ( subsysp = GET_FIRST(&shipp->subsys_list); subsysp != END_OF_LIST(&shipp->subsys_list); subsysp = GET_NEXT(subsysp) ) {
|
|
temp = (float)subsysp->current_hits / (float)subsysp->system_info->max_hits;
|
|
PACK_PERCENT(temp);
|
|
R_SUBSYS_ADD(pl, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ai mode info
|
|
if( oo_flags & OO_AI_MODE_NEW){
|
|
ubyte umode = (ubyte)(Ai_info[shipp->ai_index].mode);
|
|
short submode = (short)(Ai_info[shipp->ai_index].submode);
|
|
ushort target_signature;
|
|
|
|
target_signature = 0;
|
|
if ( Ai_info[shipp->ai_index].target_objnum != -1 ){
|
|
target_signature = Objects[Ai_info[shipp->ai_index].target_objnum].net_signature;
|
|
}
|
|
|
|
memcpy(data + packet_size + header_bytes, &umode, sizeof(ubyte));
|
|
packet_size++;
|
|
memcpy(data + packet_size + header_bytes, &submode, sizeof(short));
|
|
packet_size += 2;
|
|
memcpy(data + packet_size + header_bytes, &target_signature, sizeof(ushort));
|
|
packet_size += 2;
|
|
|
|
R_AI_MODE_ADD(pl, 5);
|
|
}
|
|
|
|
Assert(packet_size < 255);
|
|
data_size = (ubyte)packet_size;
|
|
|
|
// add the object's net signature, type and oo_flags
|
|
packet_size = 0;
|
|
// don't add for clients
|
|
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
|
|
ADD_DATA( objp->net_signature );
|
|
}
|
|
ADD_DATA( oo_flags );
|
|
ADD_DATA( data_size );
|
|
packet_size += data_size;
|
|
|
|
memcpy(data_out,data,packet_size);
|
|
|
|
return packet_size;
|
|
}
|
|
|
|
// unpack information for a client , return bytes processed
|
|
int multi_oo_unpack_client_data(net_player *pl, ubyte *data)
|
|
{
|
|
ubyte in_flags;
|
|
ship *shipp;
|
|
int ret;
|
|
int offset = 0;
|
|
|
|
memcpy(&in_flags, data, sizeof(ubyte));
|
|
offset++;
|
|
|
|
// if we have a valid netplayer pointer
|
|
if(pl != NULL){
|
|
// primary fired
|
|
pl->player->ci.fire_primary_count = 0;
|
|
// if ( in_flags & OOC_FIRE_PRIMARY && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
|
|
if ( in_flags & OOC_FIRE_PRIMARY){
|
|
pl->player->ci.fire_primary_count = 1;
|
|
}
|
|
|
|
// secondary fired
|
|
pl->player->ci.fire_secondary_count = 0;
|
|
if ( in_flags & OOC_FIRE_SECONDARY ){
|
|
pl->player->ci.fire_secondary_count = 1;
|
|
}
|
|
|
|
// countermeasure fired
|
|
pl->player->ci.fire_countermeasure_count = 0;
|
|
// if ( in_flags & OOC_FIRE_COUNTERMEASURE && !(Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING)){
|
|
if ( in_flags & OOC_FIRE_COUNTERMEASURE ){
|
|
pl->player->ci.fire_countermeasure_count = 1;
|
|
}
|
|
|
|
// set up aspect locking information
|
|
pl->player->locking_on_center = 0;
|
|
if ( in_flags & OOC_LOCKING_ON_CENTER ){
|
|
pl->player->locking_on_center = 1;
|
|
}
|
|
|
|
// other locking information
|
|
if((pl->player->objnum != -1) && (Objects[pl->player->objnum].type == OBJ_SHIP) && (Ships[Objects[pl->player->objnum].instance].ai_index != -1)){
|
|
shipp = &Ships[Objects[pl->player->objnum].instance];
|
|
|
|
Ai_info[shipp->ai_index].current_target_is_locked = ( in_flags & OOC_TARGET_LOCKED) ? 1 : 0;
|
|
if ( in_flags & OOC_TARGET_SEEK_LOCK ) {
|
|
Ai_info[shipp->ai_index].ai_flags |= AIF_SEEK_LOCK;
|
|
} else {
|
|
Ai_info[shipp->ai_index].ai_flags &= ~AIF_SEEK_LOCK;
|
|
}
|
|
}
|
|
}
|
|
|
|
// client eye information
|
|
vector eye_pos;
|
|
matrix eye_orient;
|
|
physics_info pi;
|
|
|
|
// unpack the stuff
|
|
memset(&pi,0,sizeof(physics_info));
|
|
|
|
ret = multi_pack_unpack_position( 0, data + offset, &eye_pos );
|
|
Assert(ret == OO_POS_RET_SIZE);
|
|
offset += ret;
|
|
|
|
ret = multi_pack_unpack_orient( 0, data + offset, &eye_orient );
|
|
Assert(ret == OO_ORIENT_RET_SIZE);
|
|
offset += ret;
|
|
|
|
// if we have a valid player, copy the info in
|
|
if(pl != NULL){
|
|
pl->s_info.eye_pos = eye_pos;
|
|
pl->s_info.eye_orient = eye_orient;
|
|
}
|
|
|
|
// client targeting information
|
|
ushort tnet_sig;
|
|
char t_subsys,l_subsys;
|
|
object *tobj;
|
|
|
|
// get the data
|
|
GET_DATA(tnet_sig);
|
|
GET_DATA(t_subsys);
|
|
GET_DATA(l_subsys);
|
|
|
|
// try and find the targeted object
|
|
tobj = NULL;
|
|
if(tnet_sig != 0){
|
|
tobj = multi_get_network_object( tnet_sig );
|
|
}
|
|
// maybe fill in targeted object values
|
|
if((tobj != NULL) && (pl != NULL) && (pl->player->objnum != -1)){
|
|
// assign the target object
|
|
if(Objects[pl->player->objnum].type == OBJ_SHIP){
|
|
Ai_info[Ships[Objects[pl->player->objnum].instance].ai_index].target_objnum = OBJ_INDEX(tobj);
|
|
}
|
|
pl->s_info.target_objnum = OBJ_INDEX(tobj);
|
|
|
|
// assign subsystems if possible
|
|
if(Objects[pl->player->objnum].type == OBJ_SHIP){
|
|
Ai_info[Ships[Objects[pl->player->objnum].instance].ai_index].targeted_subsys = NULL;
|
|
if((t_subsys != -1) && (tobj->type == OBJ_SHIP)){
|
|
Ai_info[Ships[Objects[pl->player->objnum].instance].ai_index].targeted_subsys = ship_get_indexed_subsys( &Ships[tobj->instance], t_subsys);
|
|
}
|
|
}
|
|
|
|
pl->player->locking_subsys = NULL;
|
|
if(Objects[pl->player->objnum].type == OBJ_SHIP){
|
|
if((l_subsys != -1) && (tobj->type == OBJ_SHIP)){
|
|
pl->player->locking_subsys = ship_get_indexed_subsys( &Ships[tobj->instance], l_subsys);
|
|
}
|
|
}
|
|
}
|
|
|
|
return offset;
|
|
}
|
|
|
|
// unpack the object data, return bytes processed
|
|
#define UNPACK_PERCENT(v) { ubyte temp_byte; memcpy(&temp_byte, data + offset, sizeof(ubyte)); v = (float)temp_byte / 255.0f; offset++;}
|
|
int multi_oo_unpack_data(net_player *pl, ubyte *data, ushort packet_sequence_num, ushort packet_sequence_ref, int time_born)
|
|
{
|
|
int offset = 0;
|
|
object *objp,obj_fill,*pobjp;
|
|
ushort net_sig = 0;
|
|
ubyte data_size, oo_flags;
|
|
char percent;
|
|
float fpct;
|
|
ship *shipp;
|
|
|
|
// add the object's net signature, type and oo_flags
|
|
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
|
|
GET_DATA( net_sig );
|
|
}
|
|
GET_DATA( oo_flags );
|
|
GET_DATA( data_size );
|
|
|
|
// try and find the object
|
|
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
|
|
pobjp = multi_get_network_object(net_sig);
|
|
} else {
|
|
if((pl != NULL) && (pl->player->objnum != -1)){
|
|
pobjp = &Objects[pl->player->objnum];
|
|
} else {
|
|
pobjp = NULL;
|
|
}
|
|
}
|
|
|
|
// if we can't find the object, set pointer to bogus object to continue reading the data
|
|
// ignore out of sequence packets here as well
|
|
if ( (pobjp == NULL) || (pobjp->type != OBJ_SHIP) || (pobjp->instance < 0) || (Ships[pobjp->instance].ship_info_index < 0) || (packet_sequence_num < packet_sequence_ref)){
|
|
if(packet_sequence_num < packet_sequence_ref){
|
|
nprintf(("Network","Tossing out of order packet!!\n"));
|
|
}
|
|
|
|
offset += data_size;
|
|
|
|
return offset;
|
|
}
|
|
|
|
// ship pointer
|
|
shipp = &Ships[pobjp->instance];
|
|
|
|
// use the "fill" object
|
|
objp = &obj_fill;
|
|
memset(objp,0,sizeof(object));
|
|
objp->type = OBJ_SHIP;
|
|
objp->phys_info.max_vel = pobjp->phys_info.max_vel;
|
|
objp->phys_info.max_rotvel = pobjp->phys_info.max_rotvel;
|
|
objp->phys_info.afterburner_max_vel = pobjp->phys_info.afterburner_max_vel;
|
|
objp->orient = pobjp->orient;
|
|
objp->instance = pobjp->instance;
|
|
|
|
// if this is from a player, read his button info
|
|
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
|
|
offset += multi_oo_unpack_client_data(pl, data + offset);
|
|
}
|
|
|
|
// read in the data
|
|
|
|
// orientation
|
|
if ( oo_flags & OO_ORIENT_NEW ) {
|
|
int r2 = multi_pack_unpack_orient( 0, data + offset, &objp->orient );
|
|
Assert(fl_abs(objp->orient.fvec.x) < 10000.0f);
|
|
Assert(fl_abs(objp->orient.fvec.y) < 10000.0f);
|
|
Assert(fl_abs(objp->orient.fvec.z) < 10000.0f);
|
|
Assert(fl_abs(objp->orient.uvec.x) < 10000.0f);
|
|
Assert(fl_abs(objp->orient.uvec.y) < 10000.0f);
|
|
Assert(fl_abs(objp->orient.uvec.z) < 10000.0f);
|
|
Assert(fl_abs(objp->orient.rvec.x) < 10000.0f);
|
|
Assert(fl_abs(objp->orient.rvec.y) < 10000.0f);
|
|
Assert(fl_abs(objp->orient.rvec.z) < 10000.0f);
|
|
offset += r2;
|
|
|
|
int r5 = multi_pack_unpack_rotvel( 0, data + offset, &objp->orient, &objp->pos, &objp->phys_info );
|
|
offset += r5;
|
|
|
|
if(oo_flags & OO_EXTRA_PHYSICS){
|
|
int r6 = multi_pack_unpack_desired_rotvel( 0, data + offset, &objp->orient, &objp->pos, &objp->phys_info, &Ship_info[Ships[pobjp->instance].ship_info_index] );
|
|
offset += r6;
|
|
}
|
|
}
|
|
|
|
// position
|
|
if ( oo_flags & OO_POS_NEW ) {
|
|
int r1 = multi_pack_unpack_position( 0, data + offset, &objp->pos );
|
|
offset += r1;
|
|
|
|
int r3 = multi_pack_unpack_vel( 0, data + offset, &objp->orient, &objp->pos, &objp->phys_info );
|
|
offset += r3;
|
|
|
|
/*
|
|
if(oo_flags & OO_EXTRA_PHYSICS){
|
|
int r4 = multi_pack_unpack_desired_vel( 0, data + offset, &objp->orient, &objp->pos, &objp->phys_info, &Ship_info[Ships[objp->instance].ship_info_index] );
|
|
offset += r4;
|
|
}
|
|
*/
|
|
}
|
|
|
|
// forward thrust
|
|
percent = (char)(objp->phys_info.forward_thrust * 100.0f);
|
|
Assert( percent <= 100 );
|
|
GET_DATA(percent);
|
|
|
|
// hull info
|
|
if ( oo_flags & OO_HULL_NEW ){
|
|
UNPACK_PERCENT(fpct);
|
|
pobjp->hull_strength = fpct * Ship_info[Ships[pobjp->instance].ship_info_index].initial_hull_strength;
|
|
|
|
// TEST code
|
|
#ifndef NDEBUG
|
|
if(OO_debug_info && (Player_ai != NULL) && (pobjp != NULL) && (pobjp->instance >= 0) && (Player_ai->target_objnum == OBJ_INDEX(pobjp))){
|
|
nprintf(("Network", "HULL UPDATE : %d, %s\n", pobjp->hull_strength, Ships[pobjp->instance].ship_name));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// shield info
|
|
if ( oo_flags & OO_SHIELD_NEW ){
|
|
float shield_0, shield_1, shield_2, shield_3;
|
|
|
|
// unpack the 4 quadrants
|
|
UNPACK_PERCENT(shield_0);
|
|
UNPACK_PERCENT(shield_1);
|
|
UNPACK_PERCENT(shield_2);
|
|
UNPACK_PERCENT(shield_3);
|
|
|
|
pobjp->shields[0] = (shield_0 * Ship_info[Ships[pobjp->instance].ship_info_index].shields) / MAX_SHIELD_SECTIONS;
|
|
pobjp->shields[1] = (shield_1 * Ship_info[Ships[pobjp->instance].ship_info_index].shields) / MAX_SHIELD_SECTIONS;
|
|
pobjp->shields[2] = (shield_2 * Ship_info[Ships[pobjp->instance].ship_info_index].shields) / MAX_SHIELD_SECTIONS;
|
|
pobjp->shields[3] = (shield_3 * Ship_info[Ships[pobjp->instance].ship_info_index].shields) / MAX_SHIELD_SECTIONS;
|
|
|
|
// TEST code
|
|
#ifndef NDEBUG
|
|
if(OO_debug_info && (Player_ai != NULL) && (pobjp != NULL) && (pobjp->instance >= 0) && (Player_ai->target_objnum == OBJ_INDEX(pobjp))){
|
|
nprintf(("Network", "SHIELD UPDATE %f %f %f %f: %s\n", pobjp->shields[0], pobjp->shields[1], pobjp->shields[2], pobjp->shields[3], Ships[pobjp->instance].ship_name));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if ( oo_flags & OO_SUBSYSTEMS_NEW ) {
|
|
ubyte n_subsystems, subsys_count;
|
|
float subsystem_percent[MAX_MODEL_SUBSYSTEMS];
|
|
ship_subsys *subsysp;
|
|
float val;
|
|
int i;
|
|
|
|
// get the data for the subsystems
|
|
GET_DATA( n_subsystems );
|
|
for ( i = 0; i < n_subsystems; i++ ){
|
|
UNPACK_PERCENT( subsystem_percent[i] );
|
|
}
|
|
|
|
// fill in the subsystem data
|
|
subsys_count = 0;
|
|
for ( subsysp = GET_FIRST(&shipp->subsys_list); subsysp != END_OF_LIST(&shipp->subsys_list); subsysp = GET_NEXT(subsysp) ) {
|
|
int subsys_type;
|
|
|
|
val = subsystem_percent[subsys_count] * subsysp->system_info->max_hits;
|
|
subsysp->current_hits = val;
|
|
|
|
// add the value just generated (it was zero'ed above) into the array of generic system types
|
|
subsys_type = subsysp->system_info->type; // this is the generic type of subsystem
|
|
Assert ( subsys_type < SUBSYSTEM_MAX );
|
|
shipp->subsys_info[subsys_type].current_hits += val;
|
|
subsys_count++;
|
|
|
|
// if we've reached max subsystems for some reason, bail out
|
|
if(subsys_count >= n_subsystems){
|
|
break;
|
|
}
|
|
}
|
|
|
|
// recalculate all ship subsystems
|
|
ship_recalc_subsys_strength( shipp );
|
|
|
|
// TEST code
|
|
#ifndef NDEBUG
|
|
if(OO_debug_info && (Player_ai != NULL) && (pobjp != NULL) && (pobjp->instance >= 0) && (Player_ai->target_objnum == OBJ_INDEX(pobjp))){
|
|
nprintf(("Network", "SUBSYS UPDATE : %s\n", Ships[pobjp->instance].ship_name));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if ( oo_flags & OO_AI_MODE_NEW ) {
|
|
ubyte umode;
|
|
short submode;
|
|
ushort target_signature;
|
|
object *target_objp;
|
|
|
|
GET_DATA(umode);
|
|
GET_DATA(submode);
|
|
GET_DATA( target_signature );
|
|
|
|
if(shipp->ai_index > 0){
|
|
Ai_info[shipp->ai_index].mode = umode;
|
|
Ai_info[shipp->ai_index].submode = submode;
|
|
|
|
// set this guys target objnum
|
|
target_objp = multi_get_network_object( target_signature );
|
|
if ( target_objp == NULL ){
|
|
Ai_info[shipp->ai_index].target_objnum = -1;
|
|
} else {
|
|
Ai_info[shipp->ai_index].target_objnum = OBJ_INDEX(target_objp);
|
|
}
|
|
}
|
|
}
|
|
|
|
// handle this new data
|
|
if(pl != NULL){
|
|
multi_oo_handle_new_data(&Ships[pobjp->instance], objp, oo_flags, pl);
|
|
}
|
|
|
|
return offset;
|
|
}
|
|
|
|
// reset the timestamp appropriately for the passed in object
|
|
void multi_oo_reset_timestamp(net_player *pl, object *objp, int range, int in_cone)
|
|
{
|
|
int stamp = 0;
|
|
int player_index = NET_PLAYER_INDEX(pl);
|
|
|
|
// if this is the guy's target,
|
|
if((pl->s_info.target_objnum != -1) && (pl->s_info.target_objnum == OBJ_INDEX(objp))){
|
|
stamp = Multi_oo_target_update_times[pl->p_info.options.obj_update_level];
|
|
} else {
|
|
// reset the timestamp appropriately
|
|
if(in_cone){
|
|
// base it upon range
|
|
switch(range){
|
|
case OO_NEAR:
|
|
stamp = Multi_oo_front_near_update_times[pl->p_info.options.obj_update_level];
|
|
break;
|
|
|
|
case OO_MIDRANGE:
|
|
stamp = Multi_oo_front_medium_update_times[pl->p_info.options.obj_update_level];
|
|
break;
|
|
|
|
case OO_FAR:
|
|
stamp = Multi_oo_front_far_update_times[pl->p_info.options.obj_update_level];
|
|
break;
|
|
}
|
|
} else {
|
|
// base it upon range
|
|
switch(range){
|
|
case OO_NEAR:
|
|
stamp = Multi_oo_rear_near_update_times[pl->p_info.options.obj_update_level];
|
|
break;
|
|
|
|
case OO_MIDRANGE:
|
|
stamp = Multi_oo_rear_medium_update_times[pl->p_info.options.obj_update_level];
|
|
break;
|
|
|
|
case OO_FAR:
|
|
stamp = Multi_oo_rear_far_update_times[pl->p_info.options.obj_update_level];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// reset the timestamp for this object
|
|
if(objp->type == OBJ_SHIP){
|
|
Ships[objp->instance].pos_update_stamp[player_index] = timestamp(stamp);
|
|
}
|
|
}
|
|
|
|
// reset the timestamp appropriately for the passed in object
|
|
void multi_oo_reset_status_timestamp(object *objp, int player_index)
|
|
{
|
|
Ships[objp->instance].status_update_stamp[player_index] = timestamp(OO_HULL_SHIELD_TIME);
|
|
}
|
|
|
|
// reset the timestamp appropriately for the passed in object
|
|
void multi_oo_reset_subsys_timestamp(object *objp, int player_index)
|
|
{
|
|
Ships[objp->instance].subsys_update_stamp[player_index] = timestamp(OO_SUBSYS_TIME);
|
|
}
|
|
|
|
// determine what needs to get sent for this player regarding the passed object, and when
|
|
int multi_oo_maybe_update(net_player *pl,object *pobj,object *obj,ubyte *data)
|
|
{
|
|
ubyte oo_flags;
|
|
int stamp;
|
|
int player_index;
|
|
vector player_eye;
|
|
vector obj_dot;
|
|
float eye_dot, dist;
|
|
int in_cone;
|
|
int range;
|
|
int ship_index;
|
|
|
|
// if the timestamp has elapsed for this guy, send stuff
|
|
player_index = NET_PLAYER_INDEX(pl);
|
|
if(!(player_index >= 0) || !(player_index < MAX_PLAYERS)){
|
|
return 0;
|
|
}
|
|
|
|
// determine what the timestamp is for this object
|
|
if(obj->type == OBJ_SHIP){
|
|
stamp = Ships[obj->instance].pos_update_stamp[player_index];
|
|
ship_index = &Ships[obj->instance] - Ships;
|
|
} else {
|
|
return 0;
|
|
}
|
|
|
|
// if we're supposed to update this guy
|
|
if((stamp == -1) || timestamp_elapsed(stamp)){
|
|
// check dot products
|
|
player_eye = pl->s_info.eye_orient.fvec;
|
|
vm_vec_sub(&obj_dot,&obj->pos,&pobj->pos);
|
|
vm_vec_normalize(&obj_dot);
|
|
eye_dot = vm_vec_dot(&obj_dot,&player_eye);
|
|
in_cone = (eye_dot >= OO_VIEW_CONE_DOT) ? 1 : 0;
|
|
|
|
// if he's in view or is "swinging into view", send info for him
|
|
if(Interpolate_dot[ship_index] >= -1.0f){
|
|
if((eye_dot - Interpolate_dot[ship_index]) >= OO_VIEW_DIFF_TOL){
|
|
in_cone = 1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
if(!stricmp(Ships[obj->instance].ship_name, "alpha 1")){
|
|
if(in_cone){
|
|
nprintf(("Network","In cone\n"));
|
|
} else {
|
|
nprintf(("Network","Not in cone\n"));
|
|
}
|
|
}
|
|
*/
|
|
|
|
// store the dot product for this frame
|
|
Interpolate_dot[ship_index] = eye_dot;
|
|
|
|
// determine distance (near, medium, far)
|
|
vm_vec_sub(&obj_dot,&obj->pos,&pobj->pos);
|
|
dist = vm_vec_mag(&obj_dot);
|
|
if(dist < OO_NEAR_DIST){
|
|
range = OO_NEAR;
|
|
} else if(dist < OO_MIDRANGE_DIST){
|
|
range = OO_MIDRANGE;
|
|
} else {
|
|
range = OO_FAR;
|
|
}
|
|
|
|
// reset the timestamp for the next update for this guy
|
|
multi_oo_reset_timestamp(pl, obj, range, in_cone);
|
|
|
|
// zero oo_flags
|
|
oo_flags = 0;
|
|
|
|
// if the player is on "high" updates, add in extra physics info
|
|
if((pl->p_info.options.obj_update_level == OBJ_UPDATE_HIGH) || (pl->p_info.options.obj_update_level == OBJ_UPDATE_LAN)){
|
|
oo_flags |= OO_EXTRA_PHYSICS;
|
|
}
|
|
|
|
// if the object's hull/shield timestamp has expired
|
|
if((Ships[obj->instance].status_update_stamp[player_index] == -1) || timestamp_elapsed(Ships[obj->instance].status_update_stamp[player_index])){
|
|
oo_flags |= (OO_HULL_NEW | OO_SHIELD_NEW);
|
|
|
|
// reset the timestamp
|
|
multi_oo_reset_status_timestamp(obj, player_index);
|
|
}
|
|
|
|
// if the object's hull/shield timestamp has expired
|
|
if((Ships[obj->instance].subsys_update_stamp[player_index] == -1) || timestamp_elapsed(Ships[obj->instance].subsys_update_stamp[player_index])){
|
|
oo_flags |= OO_SUBSYSTEMS_NEW | OO_AI_MODE_NEW;
|
|
|
|
// reset the timestamp
|
|
multi_oo_reset_subsys_timestamp(obj, player_index);
|
|
}
|
|
|
|
// add info for a targeted object)
|
|
if((pl->s_info.target_objnum != -1) && (OBJ_INDEX(obj) == pl->s_info.target_objnum)){
|
|
oo_flags |= (OO_POS_NEW | OO_ORIENT_NEW | OO_HULL_NEW | OO_SHIELD_NEW);
|
|
}
|
|
// all other cases
|
|
else {
|
|
// if the position didn't change, don't send anything
|
|
oo_flags |= OO_POS_NEW;
|
|
|
|
// add info which is contingent upon being "in front"
|
|
if(in_cone){
|
|
oo_flags |= OO_ORIENT_NEW;
|
|
}
|
|
}
|
|
|
|
// if the ship is a cruiser or capital ship, always send extra physics
|
|
if(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_CRUISER | SIF_CAPITAL)){
|
|
oo_flags |= OO_EXTRA_PHYSICS;
|
|
}
|
|
|
|
// pack stuff only if we have to
|
|
if(oo_flags){
|
|
return multi_oo_pack_data(pl,obj,oo_flags,data);
|
|
}
|
|
|
|
// don't do anything
|
|
return 0;
|
|
}
|
|
|
|
// didn't do anything
|
|
return 0;
|
|
}
|
|
|
|
// process all other objects for this player
|
|
void multi_oo_process_all(net_player *pl)
|
|
{
|
|
ubyte data[MAX_PACKET_SIZE];
|
|
ubyte data_add[MAX_PACKET_SIZE];
|
|
ubyte stop;
|
|
int add_size;
|
|
int packet_size = 0;
|
|
int idx;
|
|
|
|
object *moveup;
|
|
object *pobj;
|
|
|
|
// if the player has an invalid objnum..
|
|
if(pl->player->objnum < 0){
|
|
return;
|
|
}
|
|
|
|
// get the player's object
|
|
pobj = &Objects[pl->player->objnum];
|
|
|
|
object *targ_obj;
|
|
|
|
// build the list of ships to check against
|
|
multi_oo_build_ship_list(pl);
|
|
|
|
// do nothing if he has no object targeted, or if he has a weapon targeted
|
|
if((pl->s_info.target_objnum != -1) && (Objects[pl->s_info.target_objnum].type == OBJ_SHIP)){
|
|
// build the header
|
|
BUILD_HEADER(OBJECT_UPDATE);
|
|
|
|
// add the sequencing #
|
|
ADD_DATA(Netgame.server_update_seq);
|
|
ADD_DATA(OO_global_time);
|
|
|
|
// get a pointer to the object
|
|
targ_obj = &Objects[pl->s_info.target_objnum];
|
|
|
|
// run through the maybe_update function
|
|
add_size = multi_oo_maybe_update(pl,pobj,targ_obj,data_add);
|
|
|
|
// copy in any relevant data
|
|
if(add_size){
|
|
stop = 0xff;
|
|
ADD_DATA(stop);
|
|
|
|
memcpy(data + packet_size, data_add, add_size);
|
|
packet_size += add_size;
|
|
}
|
|
} else {
|
|
// just build the header for the rest of the function
|
|
BUILD_HEADER(OBJECT_UPDATE);
|
|
|
|
// add the sequencing #
|
|
ADD_DATA(Netgame.server_update_seq);
|
|
ADD_DATA(OO_global_time);
|
|
}
|
|
|
|
idx = 0;
|
|
while((OO_ship_index[idx] >= 0) && (idx < MAX_SHIPS)){
|
|
// if this guy is over his datarate limit, do nothing
|
|
if(multi_oo_rate_exceeded(pl)){
|
|
nprintf(("Network","Capping client\n"));
|
|
idx++;
|
|
|
|
continue;
|
|
}
|
|
|
|
// get the object
|
|
moveup = &Objects[Ships[OO_ship_index[idx]].objnum];
|
|
|
|
// maybe send some info
|
|
add_size = multi_oo_maybe_update(pl,pobj,moveup,data_add);
|
|
|
|
// if this data is too much for the packet, send off what we currently have and start over
|
|
if(packet_size + add_size > OO_MAX_SIZE){
|
|
stop = 0x00;
|
|
ADD_DATA(stop);
|
|
|
|
multi_io_send(pl data, packet_size);
|
|
pl->s_info.rate_bytes += packet_size;
|
|
|
|
packet_size = 0;
|
|
BUILD_HEADER(OBJECT_UPDATE);
|
|
|
|
// add the sequencing #
|
|
ADD_DATA(Netgame.server_update_seq);
|
|
ADD_DATA(OO_global_time);
|
|
}
|
|
|
|
if(add_size){
|
|
stop = 0xff;
|
|
ADD_DATA(stop);
|
|
|
|
// copy in the data
|
|
memcpy(data + packet_size,data_add,add_size);
|
|
packet_size += add_size;
|
|
}
|
|
|
|
// next ship
|
|
idx++;
|
|
}
|
|
|
|
// if we have anything more than 3 byte in the packet, send the last one off
|
|
if(packet_size > 3){
|
|
stop = 0x00;
|
|
ADD_DATA(stop);
|
|
|
|
multi_io_send(pl, data, packet_size);
|
|
pl->s_info.rate_bytes += packet_size;
|
|
}
|
|
}
|
|
|
|
// process all object update details for this frame
|
|
void multi_oo_process()
|
|
{
|
|
int idx;
|
|
|
|
// increment sequencing #
|
|
multi_oo_increment_seq();
|
|
|
|
// process each player
|
|
for(idx=0; idx<MAX_PLAYERS; idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && (Net_player != &Net_players[idx])){
|
|
// now process the rest of the objects
|
|
multi_oo_process_all(&Net_players[idx]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// process incoming object update data
|
|
void multi_oo_process_update(ubyte *data, header *hinfo)
|
|
{
|
|
ushort packet_seq, sequence_ref;
|
|
ubyte stop;
|
|
int player_index;
|
|
int server_stamp,time_born = 0;
|
|
int offset = HEADER_LENGTH;
|
|
net_player *pl = NULL;
|
|
|
|
// process sequencing info here
|
|
GET_DATA(packet_seq);
|
|
GET_DATA(server_stamp);
|
|
|
|
// if this is processed on the server, its a client object update packet
|
|
player_index = -1;
|
|
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
|
|
// determine what player this came from and determine sequencing
|
|
player_index = find_player_id(hinfo->id);
|
|
if(player_index != -1){
|
|
// wrap around
|
|
if(((packet_seq - Net_players[player_index].client_cinfo_seq) < 0) && ((Net_players[player_index].client_cinfo_seq - packet_seq) > 2000)){
|
|
Net_players[player_index].client_cinfo_seq = packet_seq;
|
|
} else if(packet_seq > Net_players[player_index].client_cinfo_seq){
|
|
Net_players[player_index].client_cinfo_seq = packet_seq;
|
|
}
|
|
|
|
// set the sequence reference
|
|
sequence_ref = Net_players[player_index].client_cinfo_seq;
|
|
|
|
pl = &Net_players[player_index];
|
|
} else {
|
|
sequence_ref = packet_seq;
|
|
pl = NULL;
|
|
}
|
|
}
|
|
// otherwise its a "regular" object update packet
|
|
else {
|
|
// do time latency stuff
|
|
//multi_tbuf_add_time(&OO_diff,server_stamp,timer_get_milliseconds());
|
|
|
|
// wrap around
|
|
if(((packet_seq - Net_player->client_server_seq) < 0) && ((Net_player->client_server_seq - packet_seq) > 2000)){
|
|
Net_player->client_server_seq = packet_seq;
|
|
} else if(packet_seq > Net_player->client_server_seq){
|
|
Net_player->client_server_seq = packet_seq;
|
|
}
|
|
|
|
// set the sequence reference
|
|
sequence_ref = Net_player->client_server_seq;
|
|
|
|
pl = Netgame.server;
|
|
}
|
|
|
|
GET_DATA(stop);
|
|
|
|
while(stop == 0xff){
|
|
// process the data
|
|
offset += multi_oo_unpack_data(pl, data + offset, packet_seq, sequence_ref, time_born);
|
|
|
|
GET_DATA(stop);
|
|
}
|
|
PACKET_SET_SIZE();
|
|
}
|
|
|
|
// initialize all object update timestamps (call whenever entering gameplay state)
|
|
void multi_oo_gameplay_init()
|
|
{
|
|
int split,cur,idx;
|
|
ship_obj *so;
|
|
object *objp;
|
|
ship *shipp;
|
|
split = 3000 / ship_get_num_ships();
|
|
|
|
#ifdef OO_NEW
|
|
extern multi_oo_new_gameplay_init();
|
|
multi_oo_new_gameplay_init();
|
|
#else
|
|
|
|
// server should setup initial update timestamps
|
|
// stagger initial updates over 3 seconds or so
|
|
cur = 0;
|
|
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
|
|
if(Objects[so->objnum].type == OBJ_SHIP){
|
|
shipp = &Ships[Objects[so->objnum].instance];
|
|
|
|
// update the timestamps
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
shipp->pos_update_stamp[idx] = timestamp(cur);
|
|
shipp->status_update_stamp[idx] = timestamp(cur + split);
|
|
shipp->subsys_update_stamp[idx] = timestamp(cur + (split * 2));
|
|
}
|
|
|
|
// increment the time
|
|
cur += split;
|
|
|
|
objp = &Objects[so->objnum];
|
|
shipp->int_cur.pos = objp->pos;
|
|
shipp->int_cur.orient = objp->orient;
|
|
shipp->int_cur.vel = objp->phys_info.vel;
|
|
shipp->int_cur.desired_vel = objp->phys_info.desired_vel;
|
|
shipp->int_cur.rotvel = objp->phys_info.rotvel;
|
|
shipp->int_cur.desired_rotvel = objp->phys_info.desired_rotvel;
|
|
memcpy(&shipp->int_last, &shipp->int_cur, sizeof(interp_info));
|
|
|
|
// uninitialized
|
|
Interpolate_dot[MAX_SHIPS] = -2.0f;
|
|
}
|
|
}
|
|
|
|
// reset our data #'s
|
|
OO_pos_total = 0;
|
|
OO_vel_total = 0;
|
|
OO_desired_vel_total = 0;
|
|
OO_orient_total = 0;
|
|
OO_rotvel_total = 0;
|
|
OO_desired_rotvel_total = 0;
|
|
OO_hull_total = 0;
|
|
OO_shield_total = 0;
|
|
OO_single_subsys_total = 0;
|
|
OO_subsys_total = 0;
|
|
OO_forward_thrust_total = 0;
|
|
#endif
|
|
}
|
|
|
|
// process an object update sync packet
|
|
void multi_oo_process_update_sync(ubyte *data, header *hinfo)
|
|
{
|
|
int offset = HEADER_LENGTH;
|
|
|
|
// we're ignoring this value for now
|
|
PACKET_SET_SIZE();
|
|
|
|
// initialize the time buffer
|
|
//multi_tbuf_init(&OO_diff);
|
|
}
|
|
|
|
// send an update sync packet
|
|
void multi_oo_send_update_sync(net_player *pl)
|
|
{
|
|
ubyte data[20];
|
|
int packet_size = 0;
|
|
|
|
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
|
|
|
|
// build the header and add the data
|
|
BUILD_HEADER(OBJ_UPDATE_SYNC);
|
|
|
|
// send to everyone
|
|
if(pl == NULL){
|
|
multi_io_send_to_all_reliable(data, packet_size);
|
|
} else {
|
|
multi_io_send_reliable(pl, data, packet_size);
|
|
}
|
|
}
|
|
|
|
// initialize the server's time sync stuff
|
|
void multi_oo_sync_init()
|
|
{
|
|
// OO_sync_stamp = timestamp(OO_SYNC_TIME);
|
|
}
|
|
|
|
// send control info for a client (which is basically a "reverse" object update)
|
|
void multi_oo_send_control_info()
|
|
{
|
|
ubyte data[MAX_PACKET_SIZE], stop;
|
|
ubyte data_add[MAX_PACKET_SIZE];
|
|
ubyte oo_flags;
|
|
int add_size;
|
|
int packet_size = 0;
|
|
|
|
// if I'm dying or my object type is not a ship, bail here
|
|
if((Player_obj != NULL) && (Player_ship->flags & SF_DYING)){
|
|
return;
|
|
}
|
|
|
|
// increment sequencing
|
|
multi_oo_increment_seq();
|
|
|
|
// build the header
|
|
BUILD_HEADER(OBJECT_UPDATE);
|
|
|
|
// add the sequencing #
|
|
ADD_DATA(Netgame.server_update_seq);
|
|
ADD_DATA(OO_global_time);
|
|
|
|
oo_flags = (OO_POS_NEW | OO_ORIENT_NEW | OO_EXTRA_PHYSICS);
|
|
|
|
// pack the appropriate info into the data
|
|
add_size = multi_oo_pack_data(Net_player, Player_obj, oo_flags, data_add);
|
|
|
|
// copy in any relevant data
|
|
if(add_size){
|
|
stop = 0xff;
|
|
ADD_DATA(stop);
|
|
|
|
memcpy(data + packet_size, data_add, add_size);
|
|
packet_size += add_size;
|
|
}
|
|
|
|
// add the final stop byte
|
|
stop = 0x0;
|
|
ADD_DATA(stop);
|
|
|
|
// send to the server
|
|
if(Netgame.server != NULL){
|
|
multi_io_send(Net_player, data, packet_size);
|
|
}
|
|
}
|
|
|
|
// reset all sequencing info
|
|
void multi_oo_reset_sequencing()
|
|
{
|
|
int idx;
|
|
|
|
// reset outgoing sequence #'s
|
|
Netgame.server_update_frame_ref = 0;
|
|
Netgame.server_update_seq = 0;
|
|
|
|
// reset all incoming seqeunce #'s
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
Net_players[idx].client_cinfo_seq = 0;
|
|
Net_players[idx].client_server_seq = 0;
|
|
}
|
|
}
|
|
|
|
// display any oo info on the hud
|
|
void multi_oo_display()
|
|
{
|
|
#ifndef NDEBUG
|
|
np_update_record *r;
|
|
int sy = 0;
|
|
|
|
if(!MULTIPLAYER_MASTER || MULTIPLAYER_STANDALONE){
|
|
return;
|
|
}
|
|
if(OO_update_index < 0){
|
|
return;
|
|
}
|
|
if(Net_players[OO_update_index].player == NULL){
|
|
return;
|
|
}
|
|
r = &OO_update_records[OO_update_index];
|
|
|
|
// display info
|
|
gr_string(gr_screen.max_w - 150, sy, Net_players[OO_update_index].player->callsign);
|
|
sy += 10;
|
|
gr_printf(gr_screen.max_w - 150, sy, "pos : %d (%d/s)", r->pos_bytes, (int)r->pos_avg);
|
|
sy += 10;
|
|
gr_printf(gr_screen.max_w - 150, sy, "ori : %d (%d/s)", r->orient_bytes, (int)r->orient_avg);
|
|
sy += 10;
|
|
gr_printf(gr_screen.max_w - 150, sy, "hul : %d (%d/s)", r->hull_bytes, (int)r->hull_avg);
|
|
sy += 10;
|
|
gr_printf(gr_screen.max_w - 150, sy, "shi : %d (%d/s)", r->shield_bytes, (int)r->shield_avg);
|
|
sy += 10;
|
|
gr_printf(gr_screen.max_w - 150, sy, "aim : %d (%d/s)", r->ai_mode_bytes, (int)r->ai_mode_avg);
|
|
sy += 10;
|
|
gr_printf(gr_screen.max_w - 150, sy, "ext : %d (%d/s)", r->extra_physics_bytes, (int)r->extra_physics_avg);
|
|
sy += 10;
|
|
gr_printf(gr_screen.max_w - 150, sy, "fth : %d (%d/s)", r->fthrust_bytes, (int)r->fthrust_avg);
|
|
sy += 10;
|
|
gr_printf(gr_screen.max_w - 150, sy, "sub : %d (%d/s)", r->subsys_bytes, (int)r->subsys_avg);
|
|
#endif
|
|
}
|
|
|
|
|
|
// ---------------------------------------------------------------------------------------------------
|
|
// DATARATE DEFINES/VARS
|
|
//
|
|
|
|
// low object update datarate limit
|
|
#define OO_LIMIT_LOW 2000
|
|
#define OO_LIMIT_MED 4000
|
|
|
|
// timestamp for sending control info (movement only - we'll send button info all the time)
|
|
#define OO_CIRATE 67 // 15x a second
|
|
int Multi_cirate_stamp = -1; // timestamp for waiting on control info time
|
|
int Multi_cirate_can_send = 1; // if we can send control info this frame
|
|
|
|
// global max rates
|
|
int OO_server_rate = -1; // max _total_ bandwidth to send to all clients
|
|
int OO_client_rate = -1; // max bandwidth to go to an individual client
|
|
|
|
// update timestamp for server datarate checking
|
|
#define RATE_UPDATE_TIME 1250 // in ms
|
|
int OO_server_rate_stamp = -1;
|
|
|
|
// process datarate limiting stuff for the server
|
|
void multi_oo_server_process();
|
|
|
|
// process datarate limiting stuff for the client
|
|
void multi_oo_client_process();
|
|
|
|
// update the server datarate
|
|
void multi_oo_update_server_rate();
|
|
|
|
|
|
// ---------------------------------------------------------------------------------------------------
|
|
// DATARATE FUNCTIONS
|
|
//
|
|
|
|
// process all object update datarate details
|
|
void multi_oo_rate_process()
|
|
{
|
|
// if I have no valid player, drop out here
|
|
if(Net_player == NULL){
|
|
return;
|
|
}
|
|
|
|
// if we're not in mission, don't do anything
|
|
if(!(Game_mode & GM_IN_MISSION)){
|
|
return;
|
|
}
|
|
|
|
// if I'm the server of a game, process server stuff
|
|
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
|
|
multi_oo_server_process();
|
|
}
|
|
// otherwise process client-side stuff
|
|
else {
|
|
multi_oo_client_process();
|
|
}
|
|
}
|
|
|
|
// process datarate limiting stuff for the server
|
|
void multi_oo_server_process()
|
|
{
|
|
int idx;
|
|
|
|
// go through all players
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_SERVER(Net_players[idx])){
|
|
// if his timestamp is -1 or has expired, reset it and zero his rate byte count
|
|
if((Net_players[idx].s_info.rate_stamp == -1) || timestamp_elapsed(Net_players[idx].s_info.rate_stamp)){
|
|
Net_players[idx].s_info.rate_stamp = timestamp(1000);
|
|
Net_players[idx].s_info.rate_bytes = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// determine if we should be updating the server datarate
|
|
if((OO_server_rate_stamp == -1) || timestamp_elapsed(OO_server_rate_stamp)){
|
|
// reset the timestamp
|
|
OO_server_rate_stamp = timestamp(RATE_UPDATE_TIME);
|
|
|
|
// update the server datarate
|
|
multi_oo_update_server_rate();
|
|
|
|
// nprintf(("Network","UPDATING SERVER DATARATE\n"));
|
|
}
|
|
|
|
// see if we should be updating sync times
|
|
/*
|
|
if((OO_sync_stamp != -1) && timestamp_elapsed(OO_sync_stamp)){
|
|
// send an update sync packet
|
|
multi_oo_send_update_sync();
|
|
|
|
// initialize the server's time sync stuff
|
|
multi_oo_sync_init();
|
|
}
|
|
*/
|
|
}
|
|
|
|
// process datarate limiting stuff for the client
|
|
void multi_oo_client_process()
|
|
{
|
|
// if the timestamp is -1 or has elapsed, reset it
|
|
if((Multi_cirate_stamp == -1) || timestamp_elapsed(Multi_cirate_stamp)){
|
|
Multi_cirate_can_send = 1;
|
|
Multi_cirate_stamp = timestamp(OO_CIRATE);
|
|
}
|
|
|
|
// calculate what time difference should be added to all prediction calculations
|
|
/*
|
|
OO_time_diff =
|
|
// server time plus current ping relative to "original" time
|
|
abs( (OO_server_time + OO_my_orig_ping + (Netgame.server->s_info.ping.ping_avg - OO_my_orig_ping)) -
|
|
|
|
// whatever my original time was at the "original" time
|
|
OO_my_time
|
|
);
|
|
*/
|
|
}
|
|
|
|
|
|
// datarate limiting system for server -------------------------------------
|
|
|
|
// initialize the rate limiting system for all players
|
|
void multi_oo_rate_init_all()
|
|
{
|
|
int idx;
|
|
|
|
// if I don't have a net_player, bail here
|
|
if(Net_player == NULL){
|
|
return;
|
|
}
|
|
|
|
// if I'm the server of the game
|
|
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
|
|
// go through all players
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx])){
|
|
multi_oo_rate_init(&Net_players[idx]);
|
|
}
|
|
}
|
|
|
|
OO_server_rate_stamp = -1;
|
|
}
|
|
// if i'm the client, initialize my control info datarate stuff
|
|
else {
|
|
Multi_cirate_stamp = -1;
|
|
Multi_cirate_can_send = 1;
|
|
}
|
|
}
|
|
|
|
// initialize the rate limiting for the passed in player
|
|
void multi_oo_rate_init(net_player *pl)
|
|
{
|
|
// reinitialize his datarate timestamp
|
|
pl->s_info.rate_stamp = -1;
|
|
pl->s_info.rate_bytes = 0;
|
|
}
|
|
|
|
// if the given net-player has exceeded his datarate limit
|
|
int multi_oo_rate_exceeded(net_player *pl)
|
|
{
|
|
int rate_compare;
|
|
|
|
// check against the guy's object update level
|
|
switch(pl->p_info.options.obj_update_level){
|
|
// low update level
|
|
case OBJ_UPDATE_LOW:
|
|
// the low object update limit
|
|
rate_compare = OO_LIMIT_LOW;
|
|
break;
|
|
|
|
// medium update level
|
|
case OBJ_UPDATE_MEDIUM:
|
|
// the low object update limit
|
|
rate_compare = OO_LIMIT_MED;
|
|
break;
|
|
|
|
// high update level - super high datarate
|
|
case OBJ_UPDATE_HIGH:
|
|
rate_compare = 100000000;
|
|
break;
|
|
|
|
// LAN - no rate max
|
|
case OBJ_UPDATE_LAN:
|
|
return 0;
|
|
|
|
// default level
|
|
default:
|
|
Int3();
|
|
rate_compare = OO_LIMIT_LOW;
|
|
break;
|
|
}
|
|
|
|
// if the server global rate is actually lower
|
|
if(OO_client_rate < rate_compare){
|
|
rate_compare = OO_client_rate;
|
|
}
|
|
|
|
// compare his bytes sent against the allowable amount
|
|
if(pl->s_info.rate_bytes >= rate_compare){
|
|
return 1;
|
|
}
|
|
|
|
// we're allowed to send
|
|
return 0;
|
|
}
|
|
|
|
// if it is ok for me to send a control info (will be ~N times a second)
|
|
int multi_oo_cirate_can_send()
|
|
{
|
|
// if we're allowed to send
|
|
if(Multi_cirate_can_send){
|
|
Multi_cirate_can_send = 0;
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// dynamically update the server capped bandwidth rate
|
|
void multi_oo_update_server_rate()
|
|
{
|
|
int num_connections;
|
|
|
|
// bail conditions
|
|
if((Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
|
|
return;
|
|
}
|
|
|
|
// get the # of connections
|
|
num_connections = multi_num_connections();
|
|
if(!(Game_mode & GM_STANDALONE_SERVER)){
|
|
num_connections--;
|
|
}
|
|
// make sure we always pretend there's at least one guy available
|
|
if(num_connections <= 0){
|
|
num_connections = 1;
|
|
}
|
|
|
|
// set the data rate
|
|
switch(Net_player->p_info.options.obj_update_level){
|
|
// LAN update level
|
|
case OBJ_UPDATE_LAN:
|
|
// set to 0 so we don't limit anything
|
|
OO_server_rate = Multi_options_g.datarate_cap;
|
|
break;
|
|
|
|
// high update level
|
|
case OBJ_UPDATE_HIGH:
|
|
// set to 0 so we don't limit anything
|
|
OO_server_rate = Multi_options_g.datarate_cap;
|
|
break;
|
|
|
|
// medium update level
|
|
case OBJ_UPDATE_MEDIUM:
|
|
// set the rate to be "medium" update level
|
|
OO_server_rate = OO_LIMIT_MED;
|
|
break;
|
|
|
|
// low update level
|
|
case OBJ_UPDATE_LOW:
|
|
// set the rate to be the "low" update level
|
|
OO_server_rate = OO_LIMIT_LOW;
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
// set the individual client level
|
|
OO_client_rate = OO_server_rate / num_connections;
|
|
// nprintf(("Network","Setting client rate to %d\n",OO_client_rate));
|
|
}
|
|
|
|
|
|
#endif // #ifndef OO_NEW
|