Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#if !defined( FRAMESNAPSHOT_H )
#define FRAMESNAPSHOT_H
#ifdef _WIN32
#pragma once
#endif
#include <mempool.h>
#include <utllinkedlist.h>
class PackedEntity;
class HLTVEntityData;
class ReplayEntityData;
class ServerClass;
class CEventInfo;
#define INVALID_PACKED_ENTITY_HANDLE (0)
typedef intptr_t PackedEntityHandle_t;
//-----------------------------------------------------------------------------
// Purpose: Individual entity data, did the entity exist and what was it's serial number
//-----------------------------------------------------------------------------
class CFrameSnapshotEntry
{
public:
ServerClass* m_pClass;
int m_nSerialNumber;
// Keeps track of the fullpack info for this frame for all entities in any pvs:
PackedEntityHandle_t m_pPackedData;
};
// HLTV needs some more data per entity
class CHLTVEntityData
{
public:
vec_t origin[3]; // entity position
unsigned int m_nNodeCluster; // if (1<<31) is set it's a node, otherwise a cluster
};
// Replay needs some more data per entity
class CReplayEntityData
{
public:
vec_t origin[3]; // entity position
unsigned int m_nNodeCluster; // if (1<<31) is set it's a node, otherwise a cluster
};
typedef struct
{
PackedEntity *pEntity; // original packed entity
int counter; // increaseing counter to find LRU entries
int bits; // uncompressed data length in bits
char data[MAX_PACKEDENTITY_DATA]; // uncompressed data cache
} UnpackedDataCache_t;
//-----------------------------------------------------------------------------
// Purpose: For all entities, stores whether the entity existed and what frame the
// snapshot is for. Also tracks whether the snapshot is still referenced. When no
// longer referenced, it's freed
//-----------------------------------------------------------------------------
class CFrameSnapshot
{
DECLARE_FIXEDSIZE_ALLOCATOR( CFrameSnapshot );
public:
CFrameSnapshot();
~CFrameSnapshot();
// Reference-counting.
void AddReference();
void ReleaseReference();
CFrameSnapshot* NextSnapshot() const;
public:
CInterlockedInt m_ListIndex; // Index info CFrameSnapshotManager::m_FrameSnapshots.
// Associated frame.
int m_nTickCount; // = sv.tickcount
// State information
CFrameSnapshotEntry *m_pEntities;
int m_nNumEntities; // = sv.num_edicts
// This list holds the entities that are in use and that also aren't entities for inactive clients.
unsigned short *m_pValidEntities;
int m_nValidEntities;
// Additional HLTV info
CHLTVEntityData *m_pHLTVEntityData; // is NULL if not in HLTV mode or array of m_pValidEntities entries
CReplayEntityData *m_pReplayEntityData; // is NULL if not in replay mode or array of m_pValidEntities entries
CEventInfo **m_pTempEntities; // temp entities
int m_nTempEntities;
CUtlVector<int> m_iExplicitDeleteSlots;
private:
// Snapshots auto-delete themselves when their refcount goes to zero.
CInterlockedInt m_nReferences;
};
//-----------------------------------------------------------------------------
// Purpose: snapshot manager class
//-----------------------------------------------------------------------------
class CFrameSnapshotManager
{
friend class CFrameSnapshot;
public:
CFrameSnapshotManager( void );
virtual ~CFrameSnapshotManager( void );
// IFrameSnapshot implementation.
public:
// Called when a level change happens
virtual void LevelChanged();
// Called once per frame after simulation to store off all entities.
// Note: the returned snapshot has a recount of 1 so you MUST call ReleaseReference on it.
CFrameSnapshot* CreateEmptySnapshot( int ticknumber, int maxEntities );
CFrameSnapshot* TakeTickSnapshot( int ticknumber );
CFrameSnapshot* NextSnapshot( const CFrameSnapshot *pSnapshot );
// Creates pack data for a particular entity for a particular snapshot
PackedEntity* CreatePackedEntity( CFrameSnapshot* pSnapshot, int entity );
// Returns the pack data for a particular entity for a particular snapshot
PackedEntity* GetPackedEntity( CFrameSnapshot* pSnapshot, int entity );
// if we are copying a Packed Entity, we have to increase the reference counter
void AddEntityReference( PackedEntityHandle_t handle );
// if we are removeing a Packed Entity, we have to decrease the reference counter
void RemoveEntityReference( PackedEntityHandle_t handle );
// Uses a previously sent packet
bool UsePreviouslySentPacket( CFrameSnapshot* pSnapshot, int entity, int entSerialNumber );
bool ShouldForceRepack( CFrameSnapshot* pSnapshot, int entity, PackedEntityHandle_t handle );
PackedEntity* GetPreviouslySentPacket( int iEntity, int iSerialNumber );
// Return the entity sitting in iEntity's slot if iSerialNumber matches its number.
UnpackedDataCache_t *GetCachedUncompressedEntity( PackedEntity *pPackedEntity );
CThreadFastMutex &GetMutex();
// List of entities to explicitly delete
void AddExplicitDelete( int iSlot );
private:
void DeleteFrameSnapshot( CFrameSnapshot* pSnapshot );
CUtlLinkedList<CFrameSnapshot*, unsigned short> m_FrameSnapshots;
CClassMemoryPool< PackedEntity > m_PackedEntitiesPool;
int m_nPackedEntityCacheCounter; // increase with every cache access
CUtlVector<UnpackedDataCache_t> m_PackedEntityCache; // cache for uncompressed packed entities
// The most recently sent packets for each entity
PackedEntityHandle_t m_pPackedData[ MAX_EDICTS ];
int m_pSerialNumber[ MAX_EDICTS ];
CThreadFastMutex m_WriteMutex;
CUtlVector<int> m_iExplicitDeleteSlots;
};
extern CFrameSnapshotManager *framesnapshotmanager;
#endif // FRAMESNAPSHOT_H