示例#1
0
/*
============
CG_ProcessSnapshots

We are trying to set up a renderable view, so determine
what the simulated time is, and try to get snapshots
both before and after that time if available.

If we don't have a valid cg.snap after exiting this function,
then a 3D game view cannot be rendered.  This should only happen
right after the initial connection.  After cg.snap has been valid
once, it will never turn invalid.

Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot
hasn't arrived yet (it becomes an extrapolating situation instead
of an interpolating one)

============
*/
void CG_ProcessSnapshots( void ) {
	snapshot_t		*snap;
	int				n;

	// see what the latest snapshot the client system has is
	trap_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime );
	if ( n != cg.latestSnapshotNum ) {
		if ( n < cg.latestSnapshotNum ) {
			// this should never happen
			CG_Error( "CG_ProcessSnapshots: n < cg.latestSnapshotNum" );
		}
		cg.latestSnapshotNum = n;
	}

	// If we have yet to receive a snapshot, check for it.
	// Once we have gotten the first snapshot, cg.snap will
	// always have valid data for the rest of the game
	while ( !cg.snap ) {
		snap = CG_ReadNextSnapshot();
		if ( !snap ) {
			// we can't continue until we get a snapshot
			return;
		}

		// set our weapon selection to what
		// the playerstate is currently using
		if ( !( snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
			CG_SetInitialSnapshot( snap );
		}
	}

	// loop until we either have a valid nextSnap with a serverTime
	// greater than cg.time to interpolate towards, or we run
	// out of available snapshots
	do {
		// if we don't have a nextframe, try and read a new one in
		if ( !cg.nextSnap ) {
			snap = CG_ReadNextSnapshot();

			// if we still don't have a nextframe, we will just have to
			// extrapolate
			if ( !snap ) {
				break;
			}

			CG_SetNextSnap( snap );


			// if time went backwards, we have a level restart
			if ( cg.nextSnap->serverTime < cg.snap->serverTime ) {
				CG_Error( "CG_ProcessSnapshots: Server time went backwards" );
			}
		}

		// if our time is < nextFrame's, we have a nice interpolating state
		if ( cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime ) {
			break;
		}

		// we have passed the transition from nextFrame to frame
		CG_TransitionSnapshot();
	} while ( 1 );

	// JUHOX: stop-movers-mechanism for lens flare editor
#if MAPLENSFLARES
	if (cgs.editMode == EM_mlf) {
		if (cg.lfEditor.moversStopped) {
			int num;

			for (num = MAX_CLIENTS; num < ENTITYNUM_MAX_NORMAL; num++) {
				centity_t* cent;

				cent = &cg_entities[num];
				if (cent->currentState.eType != ET_MOVER) continue;

				CG_StopMover(cent);
			}
		}
		else if (
			cg.lfEditor.selectedLFEnt &&
			cg.lfEditor.selectedLFEnt->lock
		) {
			CG_StopMover(cg.lfEditor.selectedLFEnt->lock);
		}
	}
#endif

	// assert our valid conditions upon exiting
	if ( cg.snap == NULL ) {
		CG_Error( "CG_ProcessSnapshots: cg.snap == NULL" );
	}
	if ( cg.time < cg.snap->serverTime ) {
		// this can happen right after a vid_restart
		cg.time = cg.snap->serverTime;
	}
	if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) {
		CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" );
	}

}
示例#2
0
/*
============
CG_ProcessSnapshots

We are trying to set up a renderable view, so determine
what the simulated time is, and try to get snapshots
both before and after that time if available.

If we don't have a valid cg.snap after exiting this function,
then a 3D game view cannot be rendered.  This should only happen
right after the initial connection.  After cg.snap has been valid
once, it will never turn invalid.

Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot
hasn't arrived yet (it becomes an extrapolating situation instead
of an interpolating one)

============
*/
void CG_ProcessSnapshots( void )
{
	snapshot_t *snap;
	int        n;

	// see what the latest snapshot the client system has is
	trap_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime );

	if ( n != cg.latestSnapshotNum )
	{
		if ( n < cg.latestSnapshotNum )
		{
			// this should never happen
			CG_Error( "CG_ProcessSnapshots: n < cg.latestSnapshotNum" );
		}

		cg.latestSnapshotNum = n;
	}

	// If we have yet to receive a snapshot, check for it.
	// Once we have gotten the first snapshot, cg.snap will
	// always have valid data for the rest of the game
	while ( !cg.snap )
	{
		snap = CG_ReadNextSnapshot();

		if ( !snap )
		{
			// we can't continue until we get a snapshot
			return;
		}

		// set our weapon selection to what
		// the playerstate is currently using
		if ( !( snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) )
		{
			CG_SetInitialSnapshot( snap );
		}
	}

	// loop until we either have a valid nextSnap with a serverTime
	// greater than cg.time to interpolate towards, or we run
	// out of available snapshots
	do
	{
		// if we don't have a nextframe, try and read a new one in
		if ( !cg.nextSnap )
		{
			snap = CG_ReadNextSnapshot();

			// if we still don't have a nextframe, we will just have to
			// extrapolate
			if ( !snap )
			{
				break;
			}

			CG_SetNextSnap( snap );

			// if time went backwards, we have a level restart
			if ( cg.nextSnap->serverTime < cg.snap->serverTime )
			{
				CG_Error( "CG_ProcessSnapshots: Server time went backwards" );
			}
		}

		// if our time is < nextFrame's, we have a nice interpolating state
		if ( cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime )
		{
			break;
		}

		// we have passed the transition from nextFrame to frame
		CG_TransitionSnapshot();
	}
	while ( 1 );

	// assert our valid conditions upon exiting
	if ( cg.snap == NULL )
	{
		CG_Error( "CG_ProcessSnapshots: cg.snap == NULL" );
	}

	if ( cg.time < cg.snap->serverTime )
	{
		// this can happen right after a vid_restart
		cg.time = cg.snap->serverTime;
	}

	if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time )
	{
		CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" );
	}
}
示例#3
0
文件: cg_demos.c 项目: entdark/q3mme
void demoProcessSnapShots( qboolean hadSkip ) {
	int i;
	snapshot_t		*snap;

	// see what the latest snapshot the client system has is
	trap_GetCurrentSnapshotNumber( &cg.latestSnapshotNum, &cg.latestSnapshotTime );
	if (hadSkip || !cg.snap) {
		cgs.processedSnapshotNum = max(cg.latestSnapshotNum - 3, -1);
		if (cg.nextSnap)
			cgs.serverCommandSequence = cg.nextSnap->serverCommandSequence;
		else if (cg.snap)
			cgs.serverCommandSequence = cg.snap->serverCommandSequence;
		cg.snap = 0;
		cg.nextSnap = 0;
		cg.nextNextSnap = 0;

		for (i=-1;i<MAX_GENTITIES;i++) {
			centity_t *cent = i < 0 ? &cg.predictedPlayerEntity : &cg_entities[i];
			cent->trailTime = cg.time;
			cent->snapShotTime = cg.time;
			cent->currentValid = qfalse;
			cent->interpolate = qfalse;
			cent->muzzleFlashTime = cg.time - MUZZLE_FLASH_TIME - 1;
			cent->previousEvent = 0;
			if (cent->currentState.eType == ET_PLAYER) {
				memset( &cent->pe, 0, sizeof( cent->pe ) );
				cent->pe.legs.yawAngle = cent->lerpAngles[YAW];
				cent->pe.torso.yawAngle = cent->lerpAngles[YAW];
				cent->pe.torso.pitchAngle = cent->lerpAngles[PITCH];
			}
		}
	}

	/* Check if we have some transition between snapsnots */
	if (!cg.snap) {
		entityState_t pes;
		snap = CG_ReadNextSnapshot();
		if (!snap)
			return;
		cg.snap = snap;
		BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse );
		CG_BuildSolidList();
		CG_ExecuteNewServerCommands( snap->serverCommandSequence );
		CG_UpdateTps( snap, qtrue );
		BG_PlayerStateToEntityStateExtraPolate( &snap->ps, &pes, snap->ps.commandTime, qfalse );
		CG_AddToHistory( snap->serverTime, &pes, &cg_entities[snap->ps.clientNum] );
		for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
			entityState_t *state = &cg.snap->entities[ i ];
			centity_t *cent = &cg_entities[ state->number ];
			memcpy(&cent->currentState, state, sizeof(entityState_t));
			cent->interpolate = qfalse;
			cent->currentValid = qtrue;
			CG_AddToHistory( snap->serverTime, state, cent );
			if (cent->currentState.eType > ET_EVENTS)
				cent->previousEvent = 1;
			else 
				cent->previousEvent = cent->currentState.event;
		}
	}
	do {
		if (!cg.nextSnap) {
			snap = CG_ReadNextSnapshot();
			if (!snap)
				break;
			CG_SetNextSnap( snap );
		}
		if ( !cg.nextNextSnap ) {
			snap = CG_ReadNextSnapshot();
			if ( !snap )
				break;
			CG_SetNextNextSnap( snap );
		}
		if ( cg.timeFraction >= cg.snap->serverTime - cg.time && cg.timeFraction < cg.nextSnap->serverTime - cg.time )
			break;
		//Todo our own transition checking if we wanna hear certain sounds
		CG_TransitionSnapshot();
	} while (1);
}