//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef CLIENTFRAME_H #define CLIENTFRAME_H #ifdef _WIN32 #pragma once #endif #include #include #include class CFrameSnapshot; #define MAX_CLIENT_FRAMES 128 class CClientFrame { public: CClientFrame( void ); CClientFrame( int tickcount ); CClientFrame( CFrameSnapshot *pSnapshot ); virtual ~CClientFrame(); void Init( CFrameSnapshot *pSnapshot ); void Init( int tickcount ); // Accessors to snapshots. The data is protected because the snapshots are reference-counted. inline CFrameSnapshot* GetSnapshot() const { return m_pSnapshot; }; void SetSnapshot( CFrameSnapshot *pSnapshot ); void CopyFrame( CClientFrame &frame ); virtual bool IsMemPoolAllocated() { return true; } public: // State of entities this frame from the POV of the client. int last_entity; // highest entity index int tick_count; // server tick of this snapshot // Used by server to indicate if the entity was in the player's pvs CBitVec transmit_entity; // if bit n is set, entity n will be send to client CBitVec *from_baseline; // if bit n is set, this entity was send as update from baseline CBitVec *transmit_always; // if bit is set, don't do PVS checks before sending (HLTV only) CClientFrame* m_pNext; private: // Index of snapshot entry that stores the entities that were active and the serial numbers // for the frame number this packed entity corresponds to // m_pSnapshot MUST be private to force using SetSnapshot(), see reference counters CFrameSnapshot *m_pSnapshot; }; // TODO substitute CClientFrameManager with an intelligent structure (Tree, hash, cache, etc) class CClientFrameManager { public: CClientFrameManager(void); virtual ~CClientFrameManager(void); int AddClientFrame( CClientFrame *pFrame ); // returns current count CClientFrame *GetClientFrame( int nTick, bool bExact = true ); void DeleteClientFrames( int nTick ); // -1 for all int CountClientFrames( void ); // returns number of frames in list void RemoveOldestFrame( void ); // removes the oldest frame in list CClientFrame* AllocateFrame(); private: void FreeFrame( CClientFrame* pFrame ); CClientFrame *m_Frames; // updates can be delta'ed from here CClientFrame *m_LastFrame; int m_nFrames; CClassMemoryPool< CClientFrame > m_ClientFramePool; }; #endif // CLIENTFRAME_H