#ifndef PROTOCOL_H
#define PROTOCOL_H
-#define PROTOCOL_VERSION 15
-#define DPPROTOCOL_VERSION1 96
-#define DPPROTOCOL_VERSION2 97
-// LordHavoc: I think the 96-99 range was going to run out too soon... so here I jump to 3500
-#define DPPROTOCOL_VERSION3 3500
+#define PROTOCOL_VERSION 15
+#define DPPROTOCOL_VERSION1 96
+#define DPPROTOCOL_VERSION2 97
+// LordHavoc: I think the 96-99 range was going to run out too soon...
+// so here I jump to 3500
+#define DPPROTOCOL_VERSION3 3500
+// partial entity updates, changed entity origin updates back to quake style
+// (RENDER_LOWPRECISION on by default, but the precision was changed from
+// integer to 1/8th unit like quake)
+#define DPPROTOCOL_VERSION4 3501
// model effects
#define EF_ROCKET 1 // leave a trail
// note: if numframes == 0, insert at start (0 in entitydata)
// the only reason this system is used is to avoid copying memory when frames are removed
int numframes;
- int ackframe; // server only: last acknowledged frame
+ // server only: last acknowledged frame
+ int ackframe;
+ // the current state in the database
vec3_t eye;
+ // table of entities in the entityhistorydata
entity_frameinfo_t frames[MAX_ENTITY_HISTORY];
+ // entities
entity_state_t entitydata[MAX_ENTITY_DATABASE];
}
entity_database_t;
}
entity_frame_t;
+
+// DPPROTOCOL_VERSION4
+#define MAX_ENTITIES_PER_FRAME 1024
+
+// DPPROTOCOL_VERSION4
+typedef struct
+{
+ double time;
+ int framenum;
+
+ // partial updates only update a certain range of entities in one update
+ // note that if end <= start the range wrapped (full update)
+ // note also that this means that the range can not be empty, if there is no update, don't write an update!
+ int range_start;
+ int range_end;
+
+ // entities
+ entity_state_t entity[MAX_ENTITIES_PER_FRAME];
+}
+entity_frame4_t;
+
+// DPPROTOCOL_VERSION4
+typedef struct
+{
+ // note: each frame contains a limited number of entities, so in
+ // situations with a high maximum data rate AND large number of entities,
+ // updates may be partial despite a high data rate.
+
+ // current frame number
+ int currentframe;
+ // number of frames waiting to be committed to database
+ int numframes;
+ // the current state in the database
+ vec3_t currenteye;
+ // current entity states
+ entity_state_t currententity[MAX_EDICTS];
+ // frame updates (each one limited in size) that have not yet been
+ // committed to currententitydata
+ entity_frame4_t frames[MAX_ENTITY_HISTORY];
+}
+entity_database4_t;
+
// LordHavoc: these are in approximately sorted order, according to cost and
// likelyhood of being used for numerous objects in a frame
#define E_EXTEND4 (1<<31)
void ClearStateToDefault(entity_state_t *s);
+
// (server) clears the database to contain no frames (thus delta compression
// compresses against nothing)
void EntityFrame_ClearDatabase(entity_database_t *d);
// (client) returns the frame number of the most recent frame recieved
int EntityFrame_MostRecentlyRecievedFrameNum(entity_database_t *d);
+// (server) clears the database to contain blank entities and no frames (thus
+// delta compression compresses against nothing)
+void EntityFrame4_ClearDatabase(entity_database4_t *d);
+// (server and client) updates database to requested frame by commiting
+// awaiting frames until the desired frame is reached
+void EntityFrame4_AckFrame(entity_database4_t *d, int frame);
+// (server) clears frame, to prepare for adding entities
+void EntityFrame4_Clear(entity_frame4_t *f, vec3_t eye);
+// (server) allocates an entity slot in frame, returns NULL if full
+entity_state_t *EntityFrame4_NewEntity(entity_frame4_t *f, int number);
+// (server and client) reads a frame from the database
+void EntityFrame4_FetchFrame(entity_database4_t *d, int framenum, entity_frame4_t *f);
+// (server and client) adds a entity_frame to the database, for future
+// reference
+void EntityFrame4_AddFrame(entity_database4_t *d, entity_frame4_t *f);
+// (server) writes a frame to network stream
+void EntityFrame4_Write(entity_database4_t *d, entity_frame4_t *f, sizebuf_t *msg);
+// (client) reads a frame from network stream
+void EntityFrame4_Read(entity_database4_t *d);
+// (client) returns the frame number of the most recent frame recieved
+int EntityFrame4_MostRecentlyRecievedFrameNum(entity_database4_t *d);
+
#endif