//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef FUNC_AREAPORTALBASE_H #define FUNC_AREAPORTALBASE_H #ifdef _WIN32 #pragma once #endif #include "baseentity.h" #include "utllinkedlist.h" // Shared stuff between door portals and window portals. class CFuncAreaPortalBase : public CBaseEntity { DECLARE_CLASS( CFuncAreaPortalBase, CBaseEntity ); public: DECLARE_DATADESC(); CFuncAreaPortalBase(); virtual ~CFuncAreaPortalBase(); // Areaportals must be placed in each map for preprocess, they can't use transitions virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } // This is called each frame for each client to all portals to close // when the viewer is far enough away, or on the backside. // // The default implementation closes the portal if the viewer (plus some padding) // is on the backside of the portal. Return false if you close the portal. // // Returns whether or not the (server part of) the engine was told to shut the // portal off for purposes of flowing through portals to determine which areas to // send to the client. // // // bIsOpenOnClient is usually the same as the return value but NOT always. Here's why (explained // here in depth because this case was discovered in a lengthy debugging session): // // - Each CFuncAreaPortalBase represents two dareaportal_t's (matched by CFuncAreaPortalBase::m_portalNumber // and dareaportal_t::m_PortalKey). Each dareaportal_t leads into one of the connected areas // and the dareaportal_t's have opposite-facing planes. // // - The engine's SetAreaPortalState function takes a portal key and closes BOTH dareaportal_t's associated with it. // // - UpdateVisibility may decide a portal leading out of the _area you're sitting in_ can be closed // for purposes of flowing through areas because you're on the backside of the dareaportal_t that // you would flow out of. // // - At the same time, you might be able to look through the other dareaportal_t attached to // that portal key (right back into the area you're standing in). // // - An illustration: // // -------------------- // | | // | |--------|aaaaaa| // | | |bbbbbb| <---- aaaa and bbbb area both for PortalKey1 // |**| | | // | | | area | // |**| | 2 | // | | |------| // | | | | // | ---------- area | // | 1 | // |------------------| // // "aaaa" and "bbbb" each represent a different dareaportal_t, (aaa leads into area 2 and // bbb leads into area 1). They both represent the same portal key though (call it PortalKey1). // // When standing in area 1 (where the "area 1" text is), the engine will check aaaa and it'll notice // that you're on the wrong side of aaaa to be looking through it, so it'll say that PortalKey1 is closed // for purposes of flowing through areas on the server (it turns out you can get to area 2 through // the portal right above the "area 1" text). // // If you told the client that PortalKey1 was closed, then you'd get a pop when moving from area 1 // to area 2 because the client would think you couldn't see through PortalKey1 into area 1 UNTIL // the server transmitted the new updated PortalKey bits, which can be lagged. // // That's why we have bIsOpenOnClient which doesn't include this backfacing test. // // .. and they all lived happily ever after. // The End // // // // Note: when you're standing in the space between the **'s, then the server would stop transmitting // the contents of area 2 because there would be no portal you were on the correct side of to // see into area 2. virtual bool UpdateVisibility( const Vector &vOrigin, float fovDistanceAdjustFactor, bool &bIsOpenOnClient ); public: // This matches two dareaportal_t::m_PortalKeys. int m_portalNumber; int m_iPortalVersion; private: unsigned short m_AreaPortalsElement; // link into g_AreaPortals. }; extern CUtlLinkedList g_AreaPortals; #endif // FUNC_AREAPORTALBASE_H