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neo/sys/SnapshotProcessor.h
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neo/sys/SnapshotProcessor.h
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __SNAP_PROCESSOR_H__
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#define __SNAP_PROCESSOR_H__
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/*
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================================================
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idSnapshotProcessor
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================================================
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*/
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class idSnapshotProcessor {
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public:
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static const int INITIAL_SNAP_SEQUENCE = 42;
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idSnapshotProcessor();
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~idSnapshotProcessor();
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void Reset( bool cstor = false );
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// TrySetPendingSnapshot Sets the currently pending snap.
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// No new snaps will be sent until this snap has been fully sent.
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// Returns true of the newly supplied snapshot was accepted (there were no pending snaps)
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bool TrySetPendingSnapshot( idSnapShot & ss );
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// Peek into delta to get deltaSequence, and deltaBaseSequence
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void PeekDeltaSequence( const char * deltaMem, int deltaSize, int & deltaSequence, int & deltaBaseSequence );
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// Apply a delta to the supplied snapshot
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bool ApplyDeltaToSnapshot( idSnapShot & snap, const char * deltaMem, int deltaSize, int visIndex );
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// Attempts to write the currently pending snap to the supplied buffer, which can then be sent as an unreliable msg.
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// SubmitPendingSnap will submit the pending snap to a job, so that it can be retrieved later for sending.
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void SubmitPendingSnap( int visIndex, uint8 * objMemory, int objMemorySize, lzwCompressionData_t * lzwData );
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// GetPendingSnapDelta
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int GetPendingSnapDelta( byte * outBuffer, int maxLength );
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// If PendingSnapReadyToSend is true, then GetPendingSnapDelta will return something to send
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bool PendingSnapReadyToSend() const { return jobMemory->lzwInOutData.numlzwDeltas > 0; }
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// When you call WritePendingSnapshot, and then send the resulting buffer as a unreliable msg, you will eventually
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// receive this on the client. Call this function to receive and apply it to the base state, and possibly return a fully received snap
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// to then apply to the client game state
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bool ReceiveSnapshotDelta( const byte * deltaData, int deltaLength, int visIndex, int & outSeq, int & outBaseSeq, idSnapShot & outSnap, bool & fullSnap );
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// Function to apply a received (or ack'd) delta to the base state
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bool ApplySnapshotDelta( int visIndex, int snapshotNumber );
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// Remove deltas for basestate we no longer have.
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// We know we can remove them, because we will never be able to apply them, since
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// the basestate needed to generate a full snap from these deltas is gone.
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void RemoveDeltasForOldBaseSequence();
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// Make sure delta sequence and basesequence values are valid, and in order, etc
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void SanityCheckDeltas();
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// HasPendingSnap will return true if there is more of the last TrySetPendingSnapshot to be sent
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bool HasPendingSnap() const { return hasPendingSnap; }
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idSnapShot * GetBaseState() { return &baseState; }
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idSnapShot * GetPendingSnap(){ return &pendingSnap; }
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int GetSnapSequence() { return snapSequence; }
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int GetBaseSequence() { return baseSequence; }
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int GetFullSnapBaseSequence() { return lastFullSnapBaseSequence; }
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// This is used to ack the latest delta we have. If we have no deltas, we sent -1 to make sure
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// Server knows we don't want to ack, since we are as up to date as we can be
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int GetLastAppendedSequence() { return deltas.Num() == 0 ? -1 : deltas.ItemSequence( deltas.Num() - 1 ); }
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int GetSnapQueueSize() { return deltas.Num(); }
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bool IsBusyConfirmingPartialSnap();
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void AddSnapObjTemplate( int objID, idBitMsg & msg );
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static const int MAX_SNAPSHOT_QUEUE = 64;
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private:
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// Internal commands to set up, and flush the compressors
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static const int MAX_SNAP_SIZE = idPacketProcessor::MAX_MSG_SIZE;
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static const int MAX_SNAPSHOT_QUEUE_MEM = 64 * 1024; // 64k
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// sequence number of the last snapshot we sent/received
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// on the server, the sequencing is different for each network peer (net_verboseSnapshot 1)
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// on the jobbed snapshot compression path, the sequence is incremented in NewLZWStream and pulled into this in idSnapshotProcessor::GetPendingSnapDelta
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int snapSequence;
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int baseSequence;
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int lastFullSnapBaseSequence; // Latest base sequence number that is a full snap
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idSnapShot baseState; // known snapshot base on the client
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idDataQueue< MAX_SNAPSHOT_QUEUE, MAX_SNAPSHOT_QUEUE_MEM > deltas; // list of unacknowledged snapshot deltas
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idSnapShot pendingSnap; // Current snap waiting to be fully sent
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bool hasPendingSnap; // true if pendingSnap is still waiting to be sent
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struct jobMemory_t {
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static const int MAX_LZW_DELTAS = 1; // FIXME: cleanup the old multiple delta support completely
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// @TODO this is a hack fix to allow online to load into coop (where there are lots of entities).
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// The real solution should be coming soon.
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// Doom MP: we encountered the same problem, going from 1024 to 4096 as well until a better solution is in place
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// (initial, useless, exchange of func_statics is killing us)
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static const int MAX_OBJ_PARMS = 4096;
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static const int MAX_LZW_PARMS = 32;
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static const int MAX_OBJ_HEADERS = 256;
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static const int MAX_LZW_MEM = 1024 * 8; // 8k in the byte * lzwMem buffers, must be <= PS3_DMA_MAX
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// Parm memory to jobs
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idArray<objParms_t, MAX_OBJ_PARMS> objParms;
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idArray<objHeader_t, MAX_OBJ_HEADERS> headers;
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idArray<lzwParm_t, MAX_LZW_PARMS> lzwParms;
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// Output memory from jobs
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idArray<lzwDelta_t, MAX_LZW_DELTAS> lzwDeltas; // Info about each pending delta output from jobs
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idArray<byte, MAX_LZW_MEM> lzwMem; // Memory for output from lzw jobs
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lzwInOutData_t lzwInOutData; // In/Out data used so lzw data can persist across lzw jobs
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};
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jobMemory_t * jobMemory;
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idSnapShot submittedState;
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idSnapShot templateStates; // holds default snapshot states for some newly spawned object
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idSnapShot submittedTemplateStates;
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int partialBaseSequence;
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};
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#endif /* !__SNAP_PROCESSOR_H__ */
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