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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/cgame/cg_snapshot.c
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/cgame/cg_snapshot.c')
-rwxr-xr-xcode/cgame/cg_snapshot.c806
1 files changed, 403 insertions, 403 deletions
diff --git a/code/cgame/cg_snapshot.c b/code/cgame/cg_snapshot.c
index add49f0..f337e08 100755
--- a/code/cgame/cg_snapshot.c
+++ b/code/cgame/cg_snapshot.c
@@ -1,403 +1,403 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code is distributed in the hope that it will be
-useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-//
-// cg_snapshot.c -- things that happen on snapshot transition,
-// not necessarily every single rendered frame
-
-#include "cg_local.h"
-
-
-
-/*
-==================
-CG_ResetEntity
-==================
-*/
-static void CG_ResetEntity( centity_t *cent ) {
- // if the previous snapshot this entity was updated in is at least
- // an event window back in time then we can reset the previous event
- if ( cent->snapShotTime < cg.time - EVENT_VALID_MSEC ) {
- cent->previousEvent = 0;
- }
-
- cent->trailTime = cg.snap->serverTime;
-
- VectorCopy (cent->currentState.origin, cent->lerpOrigin);
- VectorCopy (cent->currentState.angles, cent->lerpAngles);
- if ( cent->currentState.eType == ET_PLAYER ) {
- CG_ResetPlayerEntity( cent );
- }
-}
-
-/*
-===============
-CG_TransitionEntity
-
-cent->nextState is moved to cent->currentState and events are fired
-===============
-*/
-static void CG_TransitionEntity( centity_t *cent ) {
- cent->currentState = cent->nextState;
- cent->currentValid = qtrue;
-
- // reset if the entity wasn't in the last frame or was teleported
- if ( !cent->interpolate ) {
- CG_ResetEntity( cent );
- }
-
- // clear the next state. if will be set by the next CG_SetNextSnap
- cent->interpolate = qfalse;
-
- // check for events
- CG_CheckEvents( cent );
-}
-
-
-/*
-==================
-CG_SetInitialSnapshot
-
-This will only happen on the very first snapshot, or
-on tourney restarts. All other times will use
-CG_TransitionSnapshot instead.
-
-FIXME: Also called by map_restart?
-==================
-*/
-void CG_SetInitialSnapshot( snapshot_t *snap ) {
- int i;
- centity_t *cent;
- entityState_t *state;
-
- cg.snap = snap;
-
- BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse );
-
- // sort out solid entities
- CG_BuildSolidList();
-
- CG_ExecuteNewServerCommands( snap->serverCommandSequence );
-
- // set our local weapon selection pointer to
- // what the server has indicated the current weapon is
- CG_Respawn();
-
- for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
- state = &cg.snap->entities[ i ];
- cent = &cg_entities[ state->number ];
-
- memcpy(&cent->currentState, state, sizeof(entityState_t));
- //cent->currentState = *state;
- cent->interpolate = qfalse;
- cent->currentValid = qtrue;
-
- CG_ResetEntity( cent );
-
- // check for events
- CG_CheckEvents( cent );
- }
-}
-
-
-/*
-===================
-CG_TransitionSnapshot
-
-The transition point from snap to nextSnap has passed
-===================
-*/
-static void CG_TransitionSnapshot( void ) {
- centity_t *cent;
- snapshot_t *oldFrame;
- int i;
-
- if ( !cg.snap ) {
- CG_Error( "CG_TransitionSnapshot: NULL cg.snap" );
- }
- if ( !cg.nextSnap ) {
- CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" );
- }
-
- // execute any server string commands before transitioning entities
- CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );
-
- // if we had a map_restart, set everthing with initial
- if ( !cg.snap ) {
- }
-
- // clear the currentValid flag for all entities in the existing snapshot
- for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
- cent = &cg_entities[ cg.snap->entities[ i ].number ];
- cent->currentValid = qfalse;
- }
-
- // move nextSnap to snap and do the transitions
- oldFrame = cg.snap;
- cg.snap = cg.nextSnap;
-
- BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[ cg.snap->ps.clientNum ].currentState, qfalse );
- cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse;
-
- for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
- cent = &cg_entities[ cg.snap->entities[ i ].number ];
- CG_TransitionEntity( cent );
-
- // remember time of snapshot this entity was last updated in
- cent->snapShotTime = cg.snap->serverTime;
- }
-
- cg.nextSnap = NULL;
-
- // check for playerstate transition events
- if ( oldFrame ) {
- playerState_t *ops, *ps;
-
- ops = &oldFrame->ps;
- ps = &cg.snap->ps;
- // teleporting checks are irrespective of prediction
- if ( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) {
- cg.thisFrameTeleport = qtrue; // will be cleared by prediction code
- }
-
- // if we are not doing client side movement prediction for any
- // reason, then the client events and view changes will be issued now
- if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW)
- || cg_nopredict.integer || cg_synchronousClients.integer ) {
- CG_TransitionPlayerState( ps, ops );
- }
- }
-
-}
-
-
-/*
-===================
-CG_SetNextSnap
-
-A new snapshot has just been read in from the client system.
-===================
-*/
-static void CG_SetNextSnap( snapshot_t *snap ) {
- int num;
- entityState_t *es;
- centity_t *cent;
-
- cg.nextSnap = snap;
-
- BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].nextState, qfalse );
- cg_entities[ cg.snap->ps.clientNum ].interpolate = qtrue;
-
- // check for extrapolation errors
- for ( num = 0 ; num < snap->numEntities ; num++ ) {
- es = &snap->entities[num];
- cent = &cg_entities[ es->number ];
-
- memcpy(&cent->nextState, es, sizeof(entityState_t));
- //cent->nextState = *es;
-
- // if this frame is a teleport, or the entity wasn't in the
- // previous frame, don't interpolate
- if ( !cent->currentValid || ( ( cent->currentState.eFlags ^ es->eFlags ) & EF_TELEPORT_BIT ) ) {
- cent->interpolate = qfalse;
- } else {
- cent->interpolate = qtrue;
- }
- }
-
- // if the next frame is a teleport for the playerstate, we
- // can't interpolate during demos
- if ( cg.snap && ( ( snap->ps.eFlags ^ cg.snap->ps.eFlags ) & EF_TELEPORT_BIT ) ) {
- cg.nextFrameTeleport = qtrue;
- } else {
- cg.nextFrameTeleport = qfalse;
- }
-
- // if changing follow mode, don't interpolate
- if ( cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum ) {
- cg.nextFrameTeleport = qtrue;
- }
-
- // if changing server restarts, don't interpolate
- if ( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) {
- cg.nextFrameTeleport = qtrue;
- }
-
- // sort out solid entities
- CG_BuildSolidList();
-}
-
-
-/*
-========================
-CG_ReadNextSnapshot
-
-This is the only place new snapshots are requested
-This may increment cgs.processedSnapshotNum multiple
-times if the client system fails to return a
-valid snapshot.
-========================
-*/
-static snapshot_t *CG_ReadNextSnapshot( void ) {
- qboolean r;
- snapshot_t *dest;
-
- if ( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 ) {
- CG_Printf( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i",
- cg.latestSnapshotNum, cgs.processedSnapshotNum );
- }
-
- while ( cgs.processedSnapshotNum < cg.latestSnapshotNum ) {
- // decide which of the two slots to load it into
- if ( cg.snap == &cg.activeSnapshots[0] ) {
- dest = &cg.activeSnapshots[1];
- } else {
- dest = &cg.activeSnapshots[0];
- }
-
- // try to read the snapshot from the client system
- cgs.processedSnapshotNum++;
- r = trap_GetSnapshot( cgs.processedSnapshotNum, dest );
-
- // FIXME: why would trap_GetSnapshot return a snapshot with the same server time
- if ( cg.snap && r && dest->serverTime == cg.snap->serverTime ) {
- //continue;
- }
-
- // if it succeeded, return
- if ( r ) {
- CG_AddLagometerSnapshotInfo( dest );
- return dest;
- }
-
- // a GetSnapshot will return failure if the snapshot
- // never arrived, or is so old that its entities
- // have been shoved off the end of the circular
- // buffer in the client system.
-
- // record as a dropped packet
- CG_AddLagometerSnapshotInfo( NULL );
-
- // If there are additional snapshots, continue trying to
- // read them.
- }
-
- // nothing left to read
- return NULL;
-}
-
-
-/*
-============
-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" );
- }
-
-}
-
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+// cg_snapshot.c -- things that happen on snapshot transition,
+// not necessarily every single rendered frame
+
+#include "cg_local.h"
+
+
+
+/*
+==================
+CG_ResetEntity
+==================
+*/
+static void CG_ResetEntity( centity_t *cent ) {
+ // if the previous snapshot this entity was updated in is at least
+ // an event window back in time then we can reset the previous event
+ if ( cent->snapShotTime < cg.time - EVENT_VALID_MSEC ) {
+ cent->previousEvent = 0;
+ }
+
+ cent->trailTime = cg.snap->serverTime;
+
+ VectorCopy (cent->currentState.origin, cent->lerpOrigin);
+ VectorCopy (cent->currentState.angles, cent->lerpAngles);
+ if ( cent->currentState.eType == ET_PLAYER ) {
+ CG_ResetPlayerEntity( cent );
+ }
+}
+
+/*
+===============
+CG_TransitionEntity
+
+cent->nextState is moved to cent->currentState and events are fired
+===============
+*/
+static void CG_TransitionEntity( centity_t *cent ) {
+ cent->currentState = cent->nextState;
+ cent->currentValid = qtrue;
+
+ // reset if the entity wasn't in the last frame or was teleported
+ if ( !cent->interpolate ) {
+ CG_ResetEntity( cent );
+ }
+
+ // clear the next state. if will be set by the next CG_SetNextSnap
+ cent->interpolate = qfalse;
+
+ // check for events
+ CG_CheckEvents( cent );
+}
+
+
+/*
+==================
+CG_SetInitialSnapshot
+
+This will only happen on the very first snapshot, or
+on tourney restarts. All other times will use
+CG_TransitionSnapshot instead.
+
+FIXME: Also called by map_restart?
+==================
+*/
+void CG_SetInitialSnapshot( snapshot_t *snap ) {
+ int i;
+ centity_t *cent;
+ entityState_t *state;
+
+ cg.snap = snap;
+
+ BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse );
+
+ // sort out solid entities
+ CG_BuildSolidList();
+
+ CG_ExecuteNewServerCommands( snap->serverCommandSequence );
+
+ // set our local weapon selection pointer to
+ // what the server has indicated the current weapon is
+ CG_Respawn();
+
+ for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
+ state = &cg.snap->entities[ i ];
+ cent = &cg_entities[ state->number ];
+
+ memcpy(&cent->currentState, state, sizeof(entityState_t));
+ //cent->currentState = *state;
+ cent->interpolate = qfalse;
+ cent->currentValid = qtrue;
+
+ CG_ResetEntity( cent );
+
+ // check for events
+ CG_CheckEvents( cent );
+ }
+}
+
+
+/*
+===================
+CG_TransitionSnapshot
+
+The transition point from snap to nextSnap has passed
+===================
+*/
+static void CG_TransitionSnapshot( void ) {
+ centity_t *cent;
+ snapshot_t *oldFrame;
+ int i;
+
+ if ( !cg.snap ) {
+ CG_Error( "CG_TransitionSnapshot: NULL cg.snap" );
+ }
+ if ( !cg.nextSnap ) {
+ CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" );
+ }
+
+ // execute any server string commands before transitioning entities
+ CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );
+
+ // if we had a map_restart, set everthing with initial
+ if ( !cg.snap ) {
+ }
+
+ // clear the currentValid flag for all entities in the existing snapshot
+ for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
+ cent = &cg_entities[ cg.snap->entities[ i ].number ];
+ cent->currentValid = qfalse;
+ }
+
+ // move nextSnap to snap and do the transitions
+ oldFrame = cg.snap;
+ cg.snap = cg.nextSnap;
+
+ BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[ cg.snap->ps.clientNum ].currentState, qfalse );
+ cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse;
+
+ for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
+ cent = &cg_entities[ cg.snap->entities[ i ].number ];
+ CG_TransitionEntity( cent );
+
+ // remember time of snapshot this entity was last updated in
+ cent->snapShotTime = cg.snap->serverTime;
+ }
+
+ cg.nextSnap = NULL;
+
+ // check for playerstate transition events
+ if ( oldFrame ) {
+ playerState_t *ops, *ps;
+
+ ops = &oldFrame->ps;
+ ps = &cg.snap->ps;
+ // teleporting checks are irrespective of prediction
+ if ( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) {
+ cg.thisFrameTeleport = qtrue; // will be cleared by prediction code
+ }
+
+ // if we are not doing client side movement prediction for any
+ // reason, then the client events and view changes will be issued now
+ if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW)
+ || cg_nopredict.integer || cg_synchronousClients.integer ) {
+ CG_TransitionPlayerState( ps, ops );
+ }
+ }
+
+}
+
+
+/*
+===================
+CG_SetNextSnap
+
+A new snapshot has just been read in from the client system.
+===================
+*/
+static void CG_SetNextSnap( snapshot_t *snap ) {
+ int num;
+ entityState_t *es;
+ centity_t *cent;
+
+ cg.nextSnap = snap;
+
+ BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].nextState, qfalse );
+ cg_entities[ cg.snap->ps.clientNum ].interpolate = qtrue;
+
+ // check for extrapolation errors
+ for ( num = 0 ; num < snap->numEntities ; num++ ) {
+ es = &snap->entities[num];
+ cent = &cg_entities[ es->number ];
+
+ memcpy(&cent->nextState, es, sizeof(entityState_t));
+ //cent->nextState = *es;
+
+ // if this frame is a teleport, or the entity wasn't in the
+ // previous frame, don't interpolate
+ if ( !cent->currentValid || ( ( cent->currentState.eFlags ^ es->eFlags ) & EF_TELEPORT_BIT ) ) {
+ cent->interpolate = qfalse;
+ } else {
+ cent->interpolate = qtrue;
+ }
+ }
+
+ // if the next frame is a teleport for the playerstate, we
+ // can't interpolate during demos
+ if ( cg.snap && ( ( snap->ps.eFlags ^ cg.snap->ps.eFlags ) & EF_TELEPORT_BIT ) ) {
+ cg.nextFrameTeleport = qtrue;
+ } else {
+ cg.nextFrameTeleport = qfalse;
+ }
+
+ // if changing follow mode, don't interpolate
+ if ( cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum ) {
+ cg.nextFrameTeleport = qtrue;
+ }
+
+ // if changing server restarts, don't interpolate
+ if ( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) {
+ cg.nextFrameTeleport = qtrue;
+ }
+
+ // sort out solid entities
+ CG_BuildSolidList();
+}
+
+
+/*
+========================
+CG_ReadNextSnapshot
+
+This is the only place new snapshots are requested
+This may increment cgs.processedSnapshotNum multiple
+times if the client system fails to return a
+valid snapshot.
+========================
+*/
+static snapshot_t *CG_ReadNextSnapshot( void ) {
+ qboolean r;
+ snapshot_t *dest;
+
+ if ( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 ) {
+ CG_Printf( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i",
+ cg.latestSnapshotNum, cgs.processedSnapshotNum );
+ }
+
+ while ( cgs.processedSnapshotNum < cg.latestSnapshotNum ) {
+ // decide which of the two slots to load it into
+ if ( cg.snap == &cg.activeSnapshots[0] ) {
+ dest = &cg.activeSnapshots[1];
+ } else {
+ dest = &cg.activeSnapshots[0];
+ }
+
+ // try to read the snapshot from the client system
+ cgs.processedSnapshotNum++;
+ r = trap_GetSnapshot( cgs.processedSnapshotNum, dest );
+
+ // FIXME: why would trap_GetSnapshot return a snapshot with the same server time
+ if ( cg.snap && r && dest->serverTime == cg.snap->serverTime ) {
+ //continue;
+ }
+
+ // if it succeeded, return
+ if ( r ) {
+ CG_AddLagometerSnapshotInfo( dest );
+ return dest;
+ }
+
+ // a GetSnapshot will return failure if the snapshot
+ // never arrived, or is so old that its entities
+ // have been shoved off the end of the circular
+ // buffer in the client system.
+
+ // record as a dropped packet
+ CG_AddLagometerSnapshotInfo( NULL );
+
+ // If there are additional snapshots, continue trying to
+ // read them.
+ }
+
+ // nothing left to read
+ return NULL;
+}
+
+
+/*
+============
+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" );
+ }
+
+}
+