298 lines
7.3 KiB
C++
298 lines
7.3 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "quakedef.h"
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#include <stddef.h>
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#include "vengineserver_impl.h"
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#include "server.h"
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#include "pr_edict.h"
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#include "world.h"
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#include "ispatialpartition.h"
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#include "utllinkedlist.h"
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#include "framesnapshot.h"
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#include "tier0/cache_hints.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Edicts won't get reallocated for this many seconds after being freed.
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#define EDICT_FREETIME 1.0
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static ConVar sv_useexplicitdelete( "sv_useexplicitdelete", "1", FCVAR_DEVELOPMENTONLY, "Explicitly delete dormant client entities caused by AllowImmediateReuse()." );
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static float g_EdictFreeTime[MAX_EDICTS];
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static int g_nLowestFreeEdict = 0;
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void ED_ClearTimes()
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{
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V_memset( g_EdictFreeTime, 0, sizeof(g_EdictFreeTime) );
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g_nLowestFreeEdict = 0;
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}
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/*
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=================
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ED_ClearEdict
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Sets everything to NULL, done when new entity is allocated for game.dll
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=================
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*/
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void ED_ClearEdict (edict_t *e)
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{
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e->ClearFree();
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e->ClearStateChanged();
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serverGameEnts->FreeContainingEntity(e);
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InitializeEntityDLLFields(e);
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e->m_NetworkSerialNumber = -1; // must be filled by game.dll
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}
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/*
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=================
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ED_Alloc
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Either finds a free edict, or allocates a new one.
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Try to avoid reusing an entity that was recently freed, because it
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can cause the client to think the entity morphed into something else
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instead of being removed and recreated, which can cause interpolated
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angles and bad trails.
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=================
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*/
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edict_t *ED_Alloc( int iForceEdictIndex )
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{
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if ( iForceEdictIndex >= 0 )
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{
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if ( iForceEdictIndex >= sv.num_edicts )
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{
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Warning( "ED_Alloc( %d ) - invalid edict index specified.", iForceEdictIndex );
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return NULL;
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}
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edict_t *e = &sv.edicts[iForceEdictIndex];
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if ( e->IsFree() )
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{
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ED_ClearEdict( e );
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return e;
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}
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else
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{
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return NULL;
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}
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}
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// Check the free list first.
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int nFirstIndex = sv.GetMaxClients() + 1;
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#if _DEBUG
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for ( int i = nFirstIndex; i < g_nLowestFreeEdict; i++ )
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{
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if ( sv.edicts[i].IsFree() )
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{
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Assert(0);
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DebuggerBreakIfDebugging();
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}
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}
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#endif
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nFirstIndex = imax( nFirstIndex, g_nLowestFreeEdict );
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edict_t *pEdict = sv.edicts + nFirstIndex;
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// This misses cache a lot because it has to touch the entire table (32KB in the worst case)
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// We could use a free list here!!! For now, try to prefetch it and keep an "lowest free" index to help
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#if defined(_GAMECONSOLE)
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int nPrefetchCount = sv.num_edicts - nFirstIndex;
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nPrefetchCount = imin( nPrefetchCount, 8 );
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int nLastPrefetch = sv.num_edicts - 8;
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for ( int i = 0; i < nPrefetchCount; i++ )
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{
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PREFETCH_128( ( (byte *)pEdict ) + i * 128, 0 );
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}
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#endif
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g_nLowestFreeEdict = sv.num_edicts;
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for ( int i = nFirstIndex; i < sv.num_edicts; i++ )
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{
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#if defined(_GAMECONSOLE)
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if ( !(i & 7) && i < nLastPrefetch )
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{
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PREFETCH_128( ( (byte *)pEdict ) + 128, 0 );
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}
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#endif
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if ( pEdict->IsFree() )
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{
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g_nLowestFreeEdict = imin( i, g_nLowestFreeEdict );
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if ( (g_EdictFreeTime[i] < 2 || sv.GetTime() - g_EdictFreeTime[i] >= EDICT_FREETIME) )
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{
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// If we have no freetime, we've had AllowImmediateReuse() called. We need
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// to explicitly delete this old entity.
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if ( g_EdictFreeTime[i] == 0 && sv_useexplicitdelete.GetBool() )
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{
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//Warning("ADDING SLOT to snapshot: %d\n", i );
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framesnapshotmanager->AddExplicitDelete( i );
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}
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ED_ClearEdict( pEdict );
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return pEdict;
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}
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}
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pEdict++;
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}
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// Allocate a new edict.
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if ( sv.num_edicts >= sv.max_edicts )
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{
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if ( sv.max_edicts != 0 )
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{
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// We don't have any available edicts that are newer than
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// EDICT_FREETIME. Rather than crash try to find an edict that
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// was deleted less than EDICT_FREETIME ago. This will protect us
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// against potential server hacks like those used to crash
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// dota2 servers.
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pEdict = sv.edicts + nFirstIndex;
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for ( int i = nFirstIndex; i < sv.num_edicts; i++ )
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{
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if ( pEdict->IsFree() )
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{
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ED_ClearEdict( pEdict );
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return pEdict;
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}
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pEdict++;
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}
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}
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AssertMsg( 0, "Can't allocate edict" );
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if ( sv.max_edicts == 0 )
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Sys_Error( "ED_Alloc: No edicts yet" );
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Sys_Error ("ED_Alloc: no free edicts");
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}
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// Do this before clearing since clear now needs to call back into the edict to deduce the index so can get the changeinfo data in the parallel structure
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sv.num_edicts++;
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ED_ClearEdict( pEdict );
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return pEdict;
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}
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void ED_AllowImmediateReuse()
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{
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edict_t *pEdict = sv.edicts + sv.GetMaxClients() + 1;
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for ( int i=sv.GetMaxClients()+1; i < sv.num_edicts; i++ )
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{
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if ( pEdict->IsFree() )
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{
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g_EdictFreeTime[i] = 0;
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}
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pEdict++;
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}
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}
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/*
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=================
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ED_Free
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Marks the edict as free
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FIXME: walk all entities and NULL out references to this entity
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=================
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*/
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void ED_Free (edict_t *ed)
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{
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if ( !sv.edicts )
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{
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// During l4d2 ship cycle we crashed in this code, being called from CleanupDeleteList on the server for a single entity
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// We don't know what was causing the entity to persist after sv.edicts was shut down, so hopefully this guard will let
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// us catch it in the debugger if we ever see it again.
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Warning( "ED_Free(0x%p) called after sv.edicts == NULL\n", ed );
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if ( !IsX360() )
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{
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DebuggerBreak();
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}
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return;
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}
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if (ed->IsFree())
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{
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#ifdef _DEBUG
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// ConDMsg("duplicate free on '%s'\n", pr_strings + ed->classname );
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#endif
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return;
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}
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// don't free player edicts
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int edictIndex = ed - sv.edicts;
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if ( edictIndex >= 1 && edictIndex <= sv.GetMaxClients() )
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return;
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g_nLowestFreeEdict = imin( g_nLowestFreeEdict, edictIndex );
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// release the DLL entity that's attached to this edict, if any
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serverGameEnts->FreeContainingEntity( ed );
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ed->SetFree();
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g_EdictFreeTime[edictIndex] = sv.GetTime();
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// Increment the serial number so it knows to send explicit deletes the clients.
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ed->m_NetworkSerialNumber++;
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}
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//
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// serverGameEnts->FreeContainingEntity( pEdict ) frees up memory associated with a DLL entity.
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// InitializeEntityDLLFields clears out fields to NULL or UNKNOWN.
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// Release is for terminating a DLL entity. Initialize is for initializing one.
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//
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void InitializeEntityDLLFields( edict_t *pEdict )
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{
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// clear all the game variables
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size_t sz = offsetof( edict_t, m_pUnk ) + sizeof( void* );
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memset( ((byte*)pEdict) + sz, 0, sizeof(edict_t) - sz );
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int edictIndex = pEdict - sv.edicts;
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g_EdictFreeTime[edictIndex] = 0;
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}
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edict_t *EDICT_NUM(int n)
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{
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Assert( n >= 0 && n < sv.max_edicts );
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return &sv.edicts[n];
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}
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int NUM_FOR_EDICT(const edict_t *e)
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{
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int b = e - sv.edicts;
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Assert( b >= 0 && b < sv.num_edicts );
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return b;
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}
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// Special version which allows accessing unused sv.edictchangeinfo slots
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int NUM_FOR_EDICTINFO( const edict_t * e )
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{
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int b = e - sv.edicts;
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Assert( b >= 0 && b < sv.max_edicts );
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return b;
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}
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IChangeInfoAccessor *CBaseEdict::GetChangeAccessor()
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{
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int idx = NUM_FOR_EDICTINFO( (const edict_t * )this );
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return &sv.edictchangeinfo[ idx ];
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}
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const IChangeInfoAccessor *CBaseEdict::GetChangeAccessor() const
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{
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int idx = NUM_FOR_EDICTINFO( (const edict_t * )this );
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return &sv.edictchangeinfo[ idx ];
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}
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