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Author SHA1 Message Date
c351be0c22 Replace non-ASCII characters in comments with ASCII equivalents
Em dashes replaced with --, arrows replaced with ->.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-25 01:01:10 +08:00
6e00a47416 Update svdemo manual: pause, seek, keyframes, playback controls
Complete rewrite covering all current features: pause/resume,
fast seek, precise seekexact, keyframe settings, pause-empty,
follow mode controls, chat recording, file size estimates.
Removed obsolete LZ4 compression docs.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 20:38:06 +08:00
0ebcc76135 Seeking works from paused state
Read keyframe directly in SVD_Seek_f instead of deferring to
SVD_PlaybackFrame (which is blocked when paused). Both svdemo_seek
and svdemo_seekexact now work regardless of pause state.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 20:35:14 +08:00
d0a4310bad Add svdemo_seekexact for precise seeking with read-forward
svdemo_seek snaps to the nearest keyframe (fast, ±interval accuracy).
svdemo_seekexact reads forward from the keyframe to the exact target
time, giving frame-accurate positioning at the cost of a brief
processing delay.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 19:38:22 +08:00
a8bfa738b0 Fix seeking: snapshot timing, backwards time, entity cleanup
Server:
- Reset nextSnapshotTime for active clients after seek so
  SV_SendClientMessages doesn't skip sending (was comparing
  future nextSnapshotTime against past svs.time)
- First frame always a keyframe (beginning seekable)
- Keyframes during normal playback only reset delta state,
  no SNAPFLAG_RESET_ENTITIES (no visual glitch every 5 sec)

Engine client:
- Reset cl.oldFrameServerTime on SERVERCOUNT toggle to prevent
  "time went backwards" error in CL_SetCGameTime

cgame:
- Handle backwards time in CG_ProcessSnapshots for demo seek:
  accept the time jump, reset cg.time, clear all entity state
  (currentValid, interpolate, time-dependent fields), clear
  local entities (particles, gibs, smoke), wait for next snapshot
- Prevents CG_InterpolateEntityPosition NULL nextSnap error

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 19:31:47 +08:00
628007ec57 Keyframe recording and seeking
Recording:
- svdemo_keyframeInterval cvar (default 5 seconds, 0 = disabled)
- Periodic delta state reset produces full-state frames
- Frame flag bit 1 marks keyframes for reader to reset delta state
- Keyframe index (time + file offset) written at end of file
  with numKf_copy trailer for efficient playback loading
- Dynamic allocation for unlimited keyframe count

Playback:
- Keyframe index loaded from file footer on playback start
- svdemo_seek <seconds>: relative seek from current time
  Finds nearest keyframe at or before target, seeks file position,
  resets delta state + svs.time, sets SNAPFLAG_RESET_ENTITIES
  via demo.seeked flag (one-shot on next frame read)
- Normal keyframe frames only reset delta state (no visual glitch)
- Map restart frames also set SNAPFLAG_RESET_ENTITIES

Demo format: keyframe flag (bit 1) added to frame flags byte.
Backward compatible — old demos have no keyframes (numKf=0).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 18:55:44 +08:00
cbd2d1f6ef Remove SNAPFLAG_RESET_ENTITIES from unpause (cleared before reaching client)
The flag was cleared at the start of SVD_PlaybackFrame before the
snapshot was built — it never reached the client. Only SERVERCOUNT
toggle is needed for the time delta reset.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 17:51:59 +08:00
3dadde6fd1 Fix explosions: link entities in SVD_ReadFrame with trBase origin
Entities must be linked immediately when injected, not deferred to
G_RunFrame. When multiple server frames execute per SV_Frame cycle,
the clearing loop in the next iteration unlinks entities before the
snapshot is built — one-frame entities (explosions, temp effects)
are lost. G_RunFrame still runs BG_EvaluateTrajectory + trap_LinkEntity
to refine origins for moving entities (rockets with TR_LINEAR).

Also restore SNAPFLAG_RESET_ENTITIES on unpause so fast-moving
entities snap instead of interpolating through the pause gap.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 17:43:10 +08:00
3d8291658f Remove redundant forward declaration and server-side CS_SVDEMO set
Forward declaration of SVD_CleanupPlayback no longer needed (non-static,
declared in server.h). Server-side SV_SetConfigstring(CS_SVDEMO) is
redundant — G_InitGame sets it from the cvar which is now reliably
set before devmap.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 06:35:28 +08:00
72d5df4ec9 Remove redundant pm_type/speed set in ClientBegin for demo mode
Server doesn't run PmoveSingle for demo spectator. cgame uses its
own local camera with PM_SPECTATOR. Game module checks
sess.sessionTeam, not pm_type. The set was dead code.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 06:33:30 +08:00
f871cc004f Fix svdemo_play from in-game and devmap from demo playback
Multiple issues fixed for seamless transitions:

Server lifecycle:
- SV_Shutdown before devmap in SVD_Play_f: drops old clients so
  spectator doesn't land in slot 0 (recorded player collision)
- SVD_IsStarting flag prevents cleanup hooks from destroying demo
  state during our own SV_Shutdown/SV_SpawnServer calls
- SV_SpawnServer stops demo playback on non-demo map changes
  via SVD_CleanupPlayback (no disconnect, just state cleanup)
- SVD_CleanupPlayback made non-static for use from sv_init.c

Cvar handling:
- Use Cvar_Set2 with force=qtrue for CVAR_ROM sv_demoplaying
- Set cvar AFTER SV_Shutdown (old game module gone) but BEFORE
  devmap (so new G_InitGame reads correct value)
- Set CS_SVDEMO configstring after devmap as backup for cgame

Game module:
- ClientBegin: set pm_type=PM_SPECTATOR after ClientSpawn (which
  memsets ps). ClientThink_real normally sets this but is disabled
  in demo mode.
- G_WriteSessionData: skip during demo playback so forced
  TEAM_SPECTATOR doesn't persist to next normal game
- ClientThink: return early in demo mode (no server-side movement)

Removed debug prints and unused SVD_GetPlayMaxClients.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 06:32:08 +08:00
74e2fc39c8 Remove LZ4 compression — negligible benefit on delta data
Delta-compressed entity/playerState bitstreams have minimal
redundancy for LZ4 to exploit. The per-block 8-byte header
overhead was comparable to the compression savings.

Removed: lz4.h include, SVD_WriteBlock/ReadBlock functions,
SVDEMO_FLAG_COMPRESSED, demo.compressed field, svdemo_compress
cvar, lz4.c from build. Direct size+data writes replace block I/O.

Demo format v3 (flags field reserved, always 0).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 05:18:48 +08:00
fe628a2cc4 Remove PVS data from demo format, derive during playback
Stop recording currentOrigin, absmin, absmax, linked per entity
(44 bytes per moving entity per frame). During playback, G_RunFrame
computes currentOrigin via BG_EvaluateTrajectory and calls
trap_LinkEntity to register in BSP for PVS.

svFlags still recorded (1-bit change flag + 4 bytes when changed).
Entity linking moved from SVD_ReadFrame (server, no trajectory eval)
to G_RunFrame demo mode (game module, has BG_EvaluateTrajectory).

Scan all MAX_GENTITIES during playback since recorded entities may
have indices above level.num_entities (game-module-spawned count).

Demo format bumped to v3. Significant file size reduction.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 05:00:21 +08:00
5a98ef02cf Use cached g_svDemoPlaying.integer instead of trap_Cvar syscalls
sv_demoplaying is set before devmap, synced during G_RegisterCvars,
and updated every frame by G_UpdateCvars. No need for defensive
trap_Cvar_VariableIntegerValue calls which add unnecessary syscall
overhead on every invocation.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 04:32:57 +08:00
2ce4aa88f2 Fix follow mode switching and PVS during pause
Three issues fixed:

1. ClientThink called ClientThink_real during demo playback, which
   ran server-side PmoveSingle and overwrote the client-owned
   ps.origin. Now ClientThink returns early in demo mode after
   updating pers.cmd (for button access).

2. Buttons never reached the server while paused: SV_UserMove
   discards usercmds with duplicate serverTime (line 1421). During
   pause, all usercmds have frozen serverTime. Fix: always process
   the last usercmd in the packet during demo playback.

3. Spectator button handling in G_RunFrame demo mode processes
   MOUSE1 (attack) to cycle follow targets via Cmd_FollowCycle_f.
   Removed debug print.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 04:31:39 +08:00
c4dca5f950 Remove unnecessary SNAPFLAG_RESET_ENTITIES on unpause
Entity positions change by one server frame (50ms) on unpause —
normal interpolation handles this fine. Only SNAPFLAG_SERVERCOUNT
is needed to hard-reset the client's time delta.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 04:10:50 +08:00
41f0ca2e50 Show "Playback Paused" instead of "Connection Interrupted"
Suppress CG_DrawDisconnect during server demo playback — connection
can't be interrupted on a local demo. Detect pause from snapshot
serverTime (frozen time = paused) rather than configstrings, since
configstrings are OOB and may not be in sync with snapshots.
Show "Playback Paused" centered on screen when detected.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 04:09:47 +08:00
490fcd9bde Smooth unpause: reset client time delta and entity interpolation
On unpause, toggle SNAPFLAG_SERVERCOUNT and set SNAPFLAG_RESET_ENTITIES.
In CL_ParseSnapshot, detect SERVERCOUNT toggle and hard-reset
cl.serverTimeDelta instead of letting CL_AdjustTimeDelta slowly drift.
During pause, the delta drifted because snapshots had frozen serverTime
while cls.realtime advanced. Without the hard reset, it took 1-2 seconds
of choppy interpolation to re-sync.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 03:59:44 +08:00
6e13c747ba Client-owned camera for demo spectator
cgame runs its own PmoveSingle for the free camera using real time,
independent of server time. Solves pause freezing — camera moves
smoothly while svs.time is frozen.

Changes:
- usercmd_t: add optional origin[3] with 1-bit flag (zero cost for
  normal gameplay, 13 bytes during demo viewing)
- msg.c: serialize optional origin in usercmd delta encoding
- CG_SETCLIENTORIGIN trap: cgame sends camera origin to engine
- cl_input.c: CL_FinishMove writes cgame origin into usercmd
- cg_predict.c: CG_PredictPlayerState runs local PmoveSingle for
  free camera in svDemo mode, sends origin via trap for PVS
- cg_snapshot.c: detect follow→free camera transition, init camera
  from last known position
- cg_main.c: detect svDemo mode from CS_SVDEMO configstring,
  lazy-init camera from first snapshot's spectator spawn
- g_main.c: G_InitGame sets CS_SVDEMO configstring, G_RunFrame
  copies cmd.origin to ps.origin for PVS instead of ClientThink_real
- bg_public.h: CS_SVDEMO configstring index (26)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 03:51:51 +08:00
7141d941a3 Demo pause: freeze svs.time, hold demo data consumption
svdemo_pause toggles playback pause. When paused:
- svs.time frozen so entity trajectories freeze correctly
- No demo frames consumed (SVD_PlaybackFrame returns early)
- Game frame still runs at frozen time for spectator movement
- No time jump on unpause — svs.time resumes from where it was

Spectator movement degrades during pause (200ms PmoveSingle cap)
— will be resolved by client-owned camera in a future change.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 03:28:32 +08:00
9799952b34 Add LZ4 compression library (r131)
Used by sv_netdemo.c for optional demo frame compression.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 02:42:47 +08:00
40d077fe17 Allow 'team spectator' during demo playback to exit follow mode
Previously all team changes were blocked during demo playback.
Now 'team spectator' (or 'team s') is allowed — it calls
StopFollowing to return to free camera. All other team changes
remain blocked.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 02:42:23 +08:00
8388292198 Remove stale comment and unused nextFrameTime field
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 00:21:37 +08:00
c6af63ae42 SNAPFLAG_RESET_ENTITIES: no-interpolation reset without gamestate resend
Replace the gamestate resend approach for map_restart with a custom
snapshot flag (SNAPFLAG_RESET_ENTITIES, bit 4 in snapFlags byte).

Server side (sv_netdemo.c):
- On restart frame, OR the flag into svs.snapFlagServerBit (one-shot)
- Cleared at the start of the next playback frame

Client side (cg_snapshot.c):
- CG_SetNextSnap: clear currentValid for all entities when flag is set,
  making them all "new" — existing interpolation check at line 228
  sets interpolate=qfalse, CG_TransitionEntity calls CG_ResetEntity
- Also set cg.nextFrameTeleport=qtrue to prevent playerstate
  interpolation during follow mode

No loading screen, no lost frames, no gamestate resend. Entities and
playerstate both snap to correct positions on map_restart.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 00:19:36 +08:00
0b4eb7b69f Start demo playback only when spectator enters game
Move pause check from SV_Frame (which blocked connection handshake)
into SVD_PlaybackFrame. The server runs frames normally so clients
can connect and load, but demo data isn't consumed until a client
reaches CS_ACTIVE. The spectator sees the demo from the very first
frame without missing any gameplay.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 23:46:46 +08:00
fcd5fc6ce8 Fix spectator display and recorded spectator handling
- Set sv_demoplaying before devmap so game module knows during
  ClientConnect/ClientBegin
- Call ClientUserinfoChanged after forcing spectator team so
  CS_PLAYERS configstring has correct team value for cgame
- Record sanitized playerState for spectators (pm_type=PM_SPECTATOR,
  PERS_TEAM=TEAM_SPECTATOR) so they show correctly on scoreboard
  instead of appearing as regular players from follow-mode corruption

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 23:44:22 +08:00
d78f5c7aaf Fix pause deadlock: check CS_CONNECTED not CS_ACTIVE
CS_ACTIVE requires a fully connected client, but clients go through
CS_CONNECTED → CS_PRIMED → CS_ACTIVE. If the server is paused
waiting for CS_ACTIVE, the connection handshake never completes.
Check >= CS_CONNECTED to allow connecting clients to unpause.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 06:28:17 +08:00
76538c3216 Block team changes during demo playback
Prevent spectators from joining a playing team during demo
playback, which would disrupt the playback state. Prints a
message to the client instead.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 06:26:28 +08:00
300e7c431a Pause demo playback when no spectators are watching
svdemo_pauseEmpty (default: 1) pauses frame processing when no
client is CS_ACTIVE during demo playback. Prevents the demo from
advancing with nobody watching. Time residual is cleared so the
demo resumes from where it paused when a spectator connects.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 06:25:16 +08:00
b79eb77bb3 Remove spectatorClientNum hack
spectatorClientNum was hardcoded to MAX_CLIENTS-1 but the spectator
actually connected at a different slot. All skip checks using it
were no-ops protecting the wrong slot. Removed entirely:

- Zombie slots handle player slot reservation
- G_RunFrame recreates the spectator entity via ClientThink_real
- PlayerState injection writes all slots (spectator's ps gets
  overwritten by ClientThink_real anyway)
- SVD_SpectatorClientNum accessor removed

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 06:20:52 +08:00
4d89d35a6d Send gamestate resend on map_restart (matches real server behavior)
A real map_restart sends SV_SendClientGameState to all clients,
which triggers CL_ParseGamestate → CL_ClearState on the client,
wiping all snapshot and entity history. Previously we only forced
non-delta snapshots which doesn't clear cgame's entity state.

Now we call SV_SendClientGameState for all active clients on the
restart frame, exactly matching real server behavior.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 06:15:31 +08:00
595cf9864b Reset playback delta state on map_restart marker
The recording resets its delta state on map_restart (writes from
zero baseline). The playback must do the same, otherwise the
delta decoder uses stale pre-restart state as baseline, producing
corrupt entity data and preventing EF_TELEPORT_BIT from being
decoded correctly.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 06:11:08 +08:00
5a18130ba0 Force non-delta snapshot on map_restart during playback
snapFlagServerBit toggle alone doesn't clear client entity
interpolation state. Also reset deltaMessage=-1 for all active
clients, forcing the next snapshot to be full (non-delta). The
client receives deltaNum<=0, clears old entity state, and
renders all entities at their new positions without interpolation.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 06:08:34 +08:00
479443513a Toggle snapFlagServerBit on map_restart during demo playback
Record a per-frame restart flag (1 byte) set by SVD_ResetDeltaState
when map_restart occurs. During playback, toggle svs.snapFlagServerBit
so the client treats the next snapshot as a fresh baseline — no
interpolation of entities from pre-restart positions.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 06:03:45 +08:00
cc081ddee4 Fix chat capture: capture any target, deduplicate in buffer
Per-client chat is sent to every connected client in a loop.
Capture chat/tchat commands regardless of target clientNum, and
deduplicate by checking if the exact string is already buffered
for the current frame.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:55:19 +08:00
90b26dc2a1 Capture per-client chat commands for demo recording
Chat messages use per-client trap_SendServerCommand (not broadcast),
so they weren't captured. Move capture hook to SV_GameSendServerCommand
which is the game module boundary. Capture broadcasts (clientNum=-1)
and chat/tchat commands sent to client 0 (first in the per-client
loop, deduplicated by only capturing once).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:53:53 +08:00
8b7ec11034 Fix server command replay: broadcast instead of targeting slot 63
spectatorClientNum was hardcoded to MAX_CLIENTS-1 (63) but the
spectator actually connects at the first free slot after zombie
reservations. Broadcasting with SV_SendServerCommand(NULL, ...)
reaches the spectator regardless of their actual slot number.
Zombie clients (< CS_PRIMED) are skipped by the broadcast loop.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:50:15 +08:00
0d1f1d515e Restore svs.time sync for trajectory interpolation
Reverting the svs.time change from the bugfix commit — entity
trajectories (rockets, grenades, bobbing items) need svs.time to
match recorded time for client-side interpolation. The zombie
timeout issue is already handled by skipping SV_CheckTimeouts.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:47:51 +08:00
4f0d46024b Record and replay broadcast server commands (chat, prints)
Capture broadcast server commands (chat, print, cp, etc.) from
SV_SendServerCommand when cl==NULL. Buffer up to 64 commands per
frame. Written after configstrings in the demo file, replayed to
the spectator client during playback.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:41:18 +08:00
60b50ce224 Update svdemo manual: add LZ4 compression docs
Document svdemo_compress cvar and two-level compression scheme
(delta encoding + optional LZ4).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:25:43 +08:00
330cc30ae7 Optional LZ4 compression for demo files
Per-frame entity and playerState blocks are compressed with LZ4
when svdemo_compress is set (default: 1). The block format writes
[original_size][compressed_size][data] — compressed_size=0 means
uncompressed. Playback auto-detects based on header flags.

Demo format bumped to version 2 with SVDEMO_FLAG_COMPRESSED flag.
Version 1 (uncompressed) demos are no longer compatible.

Uses the lz4.c/lz4.h library already in the server code directory.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:22:41 +08:00
d2b82580ef Add svdemo user manual in Russian
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:14:54 +08:00
e58414f564 Auto-record demos with svdemo_autorecord cvar
Set svdemo_autorecord 1 to automatically record a demo on every
map load. Demo files are named <mapname>_YYYYMMDD_HHMMSS.svdm
in the svdemos/ directory.

Refactored SVD_Record_f to use SVD_StartRecording helper so both
manual and auto recording share the same code path. Also fixed
prevPlayers delta state not being cleared on recording start.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:11:27 +08:00
6fc96e7070 Auto-stop demo recording on map change
SV_SpawnServer reinitializes the game module, invalidating all
entity and configstring state. Recording across a map boundary
would produce corrupt deltas. Stop recording automatically at
the start of SV_SpawnServer (before game shutdown).

map_restart is unaffected — it has its own path (SV_MapRestart_f)
which doesn't call SV_SpawnServer.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:08:38 +08:00
5987109014 Filter CS_SERVERINFO/SYSTEMINFO in per-frame configstring changes
The per-frame configstring path in SVD_ReadFrame was not filtering
dangerous configstrings like SVD_ApplyConfigstrings does. When a
recorded map_restart changed CS_SERVERINFO (containing maxclients),
applying it overwrote maxclients=64 with the recorded value,
triggering a latched restart loop.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:06:27 +08:00
a1167ff398 Fix 8 netdemo bugs found in code review
1. File handle leak: SVD_Play_f opened file twice, first handle leaked.
   Fix: memset demo state before opening.

2. svdemo_stop now handles both recording and playback via SVD_Stop_f.
   Playback stop disconnects client to return to menu.

3. Zombie client timeout: skip SV_CheckTimeouts during playback so
   reserved player slots aren't freed.

4. Buffer overflow: increase entity buffer to MAX_GENTITIES*300 and
   playerState buffer to MAX_CLIENTS*600 for worst-case first frame.
   Made static to avoid stack overflow.

5. svs.time jump: don't overwrite svs.time with recorded time.
   Server time advances normally, avoiding timeout/heartbeat issues.

6. map_restart: SVD_ResetDeltaState clears entity/player delta state
   so next frame writes full states, preventing corrupt deltas.

7. Demo end and manual stop both disconnect the client.

8. SV_Shutdown cleans up active recording/playback.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 05:03:33 +08:00
b48a0575f1 Proper demo playback cleanup and state reset
- Extract SVD_CleanupPlayback for shared cleanup logic
- Called on demo end (SVD_PlaybackFrame) and manual stop
- Frees zombie client slots, saved configstrings, file handle
- Clears sv_demoplaying cvar so game module exits demo mode
- Hook into SV_Shutdown to clean up on server shutdown/map change
- Allows playing another demo after one finishes

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 04:55:12 +08:00
0bd116982a Add player follow mode during demo playback
Call CalculateRanks and ClientEndFrame for the spectator in demo
mode G_RunFrame. SpectatorClientEndFrame copies the followed
player's recorded playerState into the spectator's ps, giving
first-person view with full HUD (health, armor, ammo, weapon).

Standard spectator controls work: mouse1 to cycle, mouse2 to
enter follow from free camera.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 04:52:58 +08:00
1a186eeb81 Fix player disconnect handling during demo playback
Clear the game module's playerState when a recorded player
disconnects, so G_RunFrame sees commandTime=0 and marks them
as CON_DISCONNECTED. Without this, disconnected players stayed
visible on the scoreboard indefinitely.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 04:48:35 +08:00
1f8c8aea1c Record playerStates for scoreboard and future follow mode
Record delta-compressed playerState_t for each active player per
frame using MSG_WriteDeltaPlayerstate. During playback, inject
into game module via SV_GameClientNum and mark players as
CON_CONNECTED with correct team. CalculateRanks and the
scoreboard now show recorded players with scores.

This also lays the groundwork for player-follow spectating.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 04:46:40 +08:00
de9863da57 Delta-compress netdemo entity states
Use MSG_WriteDeltaEntity/MSG_ReadDeltaEntity for entity state
serialization. Only changed fields are written per frame. PVS
fields (svFlags, linked, origin, absmin, absmax) also use a
1-bit change flag to skip when unchanged.

Reduces a 10-second demo from ~1400KB to ~52KB (27x smaller).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 04:36:02 +08:00
a8044aad8b Server-side demo recording and playback (netdemo)
Records full entity state array each server frame, enabling
free-camera demo playback from any viewpoint.

Recording:
- svdemo_record <name> / svdemo_stop
- Captures entityState_t + PVS fields (svFlags, linked,
  currentOrigin, absmin, absmax) for all active entities
- Records configstring changes per frame
- File format: svdemos/<name>.svdm

Playback:
- svdemo_play <name>
- Loads map with maxclients=64, reserves recorded player slots
  (CS_ZOMBIE with safe rate/timing) so spectator gets a high slot
- Injects recorded entities into sv.gentities each frame with
  SV_LinkEntity for PVS visibility
- Re-applies demo configstrings (CS_PLAYERS etc.) after map load,
  skipping CS_SERVERINFO/CS_SYSTEMINFO to avoid latch restarts
- Game module runs in demo mode (sv_demoplaying cvar): G_RunFrame
  only processes spectator movement, skips all entity logic
- Spectator forced to TEAM_SPECTATOR on connect (ClientBegin)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 04:28:55 +08:00
ba1c1b5a60 QL step jump with master gate and projected validation
Add full QL-style PM_StepSlideMove with:
- Master gate: trace from start to final position filters micro-bumps
- Projected position validation: trace down at where player would be
  without collision, rejects walls (startsolid) and confirms stairs
- Air-step friction: 3% horizontal penalty on airborne step-ups
- PM_Jump() call when all gates pass on valid stair geometry

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 20:58:11 +08:00
9b0bd3c03f Input sticky buttons fixed 2026-03-21 20:51:28 +08:00
043e3a2def QL stair traversal: conditional velocity clip + air steps
Two changes to PM_StepSlideMove that transform stair traversal:

1. Remove Q3 velocity[2]>0 gate (QL pm_airSteps): allow step-ups
   while airborne, enabling bunny-hop stair traversal.

2. Conditional velocity clip: only clip velocity to step-down surface
   when moving INTO it (dot product < 0). Skip clip when velocity is
   moving away (dot >= 0), preserving upward momentum through steps.
   This is THE key mechanic for smooth QL-style stair hopping.

Also adds 100ms jump cooldown (lastJumpTime) to prevent same-frame
double-fires during rapid step-ups.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 15:08:16 +08:00
3327e9680c QL movement foundation: auto-hop, PM_Jump/PM_CanJump extraction, lastJumpTime
- Extract PM_Jump from PM_CheckJump for reuse by future step jump code
- Add PM_CanJump gate function (checks respawned, pm_type, upmove)
- Remove PMF_JUMP_HELD gate for QL-style auto-hop (hold jump to bunny hop)
- Add lastJumpTime to playerState_t (networked via msg.c) for jump cooldown
- bg_slidemove.c unchanged (no step jump yet -- needs proper QL analysis)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 05:45:18 +08:00
009dc313d4 Implement QL-style auto-hop (always enabled)
Remove the PMF_JUMP_HELD gate from PM_CheckJump so players can
hold jump to bunny hop continuously without releasing between
hops. The existing Pmove() outer loop already forces upmove=20
when PMF_JUMP_HELD is set, making this the only change needed.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 04:33:41 +08:00
0602b6ad4b Extract PM_Jump from PM_CheckJump (QL-style refactor)
Separate the jump execution (velocity, event, animation) from the
gate logic (respawn check, upmove threshold, jump-held check).
This prepares the code for QL features that need to trigger jumps
from contexts other than the normal ground jump path (step jump,
double jump, etc). No behavior change.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 04:31:49 +08:00
35 changed files with 5744 additions and 108 deletions

View file

@ -1650,6 +1650,16 @@ static void CG_DrawDisconnect( void ) {
const char *s;
int w; // bk010215 - FIXME char message[1024];
// server demo playback: detect pause from frozen snapshot time
if ( cg.svDemoPlayback ) {
if ( cg.nextSnap && cg.nextSnap->serverTime == cg.snap->serverTime ) {
s = "Playback Paused";
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString( 320 - w/2, 100, s, 1.0F );
}
return;
}
// draw the phone jack if we are completely past our buffers
cmdNum = trap_GetCurrentCmdNumber() - CMD_BACKUP + 1;
trap_GetUserCmd( cmdNum, &cmd );

View file

@ -457,6 +457,10 @@ typedef struct {
int clientNum;
qboolean demoPlayback;
qboolean svDemoPlayback; // server-side demo playback mode
qboolean svDemoFreeCamera; // free camera (client-owned movement)
playerState_t svDemoCameraPs; // local playerState for free camera
int svDemoCameraTime; // real time of last camera update
qboolean levelShot; // taking a level menu screenshot
int deferredPlayerLoading;
qboolean loading; // don't defer players at initial startup
@ -1618,6 +1622,7 @@ qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
// used for the weapon select and zoom
void trap_SetUserCmdValue( int stateValue, float sensitivityScale );
void trap_SetClientOrigin( qboolean hasOrigin, float x, float y, float z );
// aids for VM testing
void testPrintInt( char *string, int i );

View file

@ -1896,6 +1896,13 @@ void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
// get the gamestate from the client system
trap_GetGameState( &cgs.gameState );
// detect server-side demo playback from configstring
cg.svDemoPlayback = ( atoi( CG_ConfigString( CS_SVDEMO ) ) != 0 );
if ( cg.svDemoPlayback ) {
cg.svDemoFreeCamera = qtrue;
// camera ps will be initialized from first snapshot in CG_PredictPlayerState
}
// check version
s = CG_ConfigString( CS_GAME_VERSION );
if ( strcmp( s, GAME_VERSION ) ) {

View file

@ -432,6 +432,59 @@ void CG_PredictPlayerState( void ) {
// demo playback just copies the moves
if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
CG_InterpolatePlayerState( qfalse );
// send followed player's origin for PVS during server demo follow mode
if ( cg.svDemoPlayback && (cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
trap_SetClientOrigin( qtrue,
cg.snap->ps.origin[0],
cg.snap->ps.origin[1],
cg.snap->ps.origin[2] );
cg.svDemoFreeCamera = qfalse;
}
return;
}
// server-side demo free camera: run local PmoveSingle
if ( cg.svDemoPlayback && cg.svDemoFreeCamera ) {
int realTime = trap_Milliseconds();
int dt = realTime - cg.svDemoCameraTime;
pmove_t pm;
// lazy init: place camera at spectator spawn from first snapshot
if ( cg.svDemoCameraPs.speed == 0 ) {
cg.svDemoCameraPs = cg.snap->ps;
cg.svDemoCameraPs.pm_type = PM_SPECTATOR;
cg.svDemoCameraPs.speed = 480;
cg.svDemoCameraTime = realTime;
dt = 1;
}
if ( dt < 1 ) dt = 1;
if ( dt > 200 ) dt = 200;
cg.svDemoCameraTime = realTime;
// get latest usercmd for input
current = trap_GetCurrentCmdNumber();
trap_GetUserCmd( current, &latestCmd );
// set up pmove
memset( &pm, 0, sizeof(pm) );
pm.ps = &cg.svDemoCameraPs;
pm.cmd = latestCmd;
pm.cmd.serverTime = cg.svDemoCameraPs.commandTime + dt;
pm.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
pm.trace = CG_Trace;
pm.pointcontents = CG_PointContents;
Pmove( &pm );
// use as the predicted state for rendering
cg.predictedPlayerState = cg.svDemoCameraPs;
// send origin for PVS
trap_SetClientOrigin( qtrue,
cg.svDemoCameraPs.origin[0],
cg.svDemoCameraPs.origin[1],
cg.svDemoCameraPs.origin[2] );
return;
}

View file

@ -164,6 +164,7 @@ typedef enum {
CG_R_INPVS,
// 1.32
CG_FS_SEEK,
CG_SETCLIENTORIGIN, // set client-owned origin for demo spectator PVS
/*
CG_LOADCAMERA,

View file

@ -184,6 +184,22 @@ static void CG_TransitionSnapshot( void ) {
|| cg_nopredict.integer || cg_synchronousClients.integer ) {
CG_TransitionPlayerState( ps, ops );
}
// server demo: detect follow->free camera transition
if ( cg.svDemoPlayback ) {
qboolean wasFollowing = ( ops->pm_flags & PMF_FOLLOW ) != 0;
qboolean isFollowing = ( ps->pm_flags & PMF_FOLLOW ) != 0;
if ( wasFollowing && !isFollowing ) {
// exiting follow mode -- init camera from last known position
cg.svDemoFreeCamera = qtrue;
cg.svDemoCameraTime = trap_Milliseconds();
VectorCopy( ops->origin, cg.svDemoCameraPs.origin );
VectorCopy( ops->viewangles, cg.svDemoCameraPs.viewangles );
cg.svDemoCameraPs.pm_type = PM_SPECTATOR;
cg.svDemoCameraPs.speed = 480;
cg.svDemoCameraPs.clientNum = cg.clientNum;
}
}
}
}
@ -203,6 +219,15 @@ static void CG_SetNextSnap( snapshot_t *snap ) {
cg.nextSnap = snap;
// SNAPFLAG_RESET_ENTITIES: invalidate all entities so they are
// treated as new (no interpolation from old positions).
// Must happen before the entity loop below.
if ( snap->snapFlags & SNAPFLAG_RESET_ENTITIES ) {
for ( num = 0 ; num < MAX_GENTITIES ; num++ ) {
cg_entities[ num ].currentValid = qfalse;
}
}
BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].nextState, qfalse );
cg_entities[ cg.snap->ps.clientNum ].interpolate = qtrue;
@ -241,6 +266,11 @@ static void CG_SetNextSnap( snapshot_t *snap ) {
cg.nextFrameTeleport = qtrue;
}
// entity reset also prevents playerstate interpolation
if ( cg.nextSnap->snapFlags & SNAPFLAG_RESET_ENTITIES ) {
cg.nextFrameTeleport = qtrue;
}
// sort out solid entities
CG_BuildSolidList();
}
@ -372,8 +402,34 @@ void CG_ProcessSnapshots( void ) {
CG_SetNextSnap( snap );
// if time went backwards, we have a level restart
// if time went backwards, we have a level restart or demo seek
if ( cg.nextSnap->serverTime < cg.snap->serverTime ) {
if ( cg.svDemoPlayback ) {
// demo seek -- discard old snap, use nextSnap as current,
// and wait for another snapshot before rendering
cg.snap = cg.nextSnap;
cg.nextSnap = NULL;
cg.time = cg.snap->serverTime;
// reset all entity state and time-dependent fields
{
int e;
for ( e = 0; e < MAX_GENTITIES; e++ ) {
cg_entities[e].currentValid = qfalse;
cg_entities[e].interpolate = qfalse;
cg_entities[e].muzzleFlashTime = 0;
cg_entities[e].trailTime = 0;
cg_entities[e].dustTrailTime = 0;
cg_entities[e].miscTime = 0;
cg_entities[e].snapShotTime = 0;
cg_entities[e].previousEvent = 0;
cg_entities[e].teleportFlag = 0;
}
}
// clear local entities (particles, gibs, etc.)
// they reference old times and would render incorrectly
CG_InitLocalEntities();
break; // exit loop, wait for next snapshot
}
CG_Error( "CG_ProcessSnapshots: Server time went backwards" );
}
}

View file

@ -333,6 +333,10 @@ void trap_SetUserCmdValue( int stateValue, float sensitivityScale ) {
syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale) );
}
void trap_SetClientOrigin( qboolean hasOrigin, float x, float y, float z ) {
syscall( CG_SETCLIENTORIGIN, hasOrigin, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(z) );
}
void testPrintInt( char *string, int i ) {
syscall( CG_TESTPRINTINT, string, i );
}

View file

@ -457,6 +457,14 @@ int CL_CgameSystemCalls( int *args ) {
return 0;
case CG_FS_SEEK:
return FS_Seek( args[1], args[2], args[3] );
case CG_SETCLIENTORIGIN:
cl.cgameHasOrigin = args[1];
if ( args[1] ) {
cl.cgameOrigin[0] = VMF(2);
cl.cgameOrigin[1] = VMF(3);
cl.cgameOrigin[2] = VMF(4);
}
return 0;
case CG_SENDCONSOLECOMMAND:
Cbuf_AddText( VMA(1) );
return 0;

View file

@ -516,6 +516,12 @@ void CL_FinishMove( usercmd_t *cmd ) {
for (i=0 ; i<3 ; i++) {
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
}
// client-owned origin for demo spectator PVS
cmd->hasOrigin = cl.cgameHasOrigin;
if ( cl.cgameHasOrigin ) {
VectorCopy( cl.cgameOrigin, cmd->origin );
}
}

View file

@ -288,17 +288,30 @@ void CL_ParseSnapshot( msg_t *msg ) {
cl.snapshots[oldMessageNum & PACKET_MASK].valid = qfalse;
}
// copy to the current good spot
cl.snap = newSnap;
cl.snap.ping = 999;
// calculate ping time
for ( i = 0 ; i < PACKET_BACKUP ; i++ ) {
packetNum = ( clc.netchan.outgoingSequence - 1 - i ) & PACKET_MASK;
if ( cl.snap.ps.commandTime >= cl.outPackets[ packetNum ].p_serverTime ) {
cl.snap.ping = cls.realtime - cl.outPackets[ packetNum ].p_realtime;
break;
{
int oldSnapFlags = cl.snap.snapFlags;
// copy to the current good spot
cl.snap = newSnap;
cl.snap.ping = 999;
// calculate ping time
for ( i = 0 ; i < PACKET_BACKUP ; i++ ) {
packetNum = ( clc.netchan.outgoingSequence - 1 - i ) & PACKET_MASK;
if ( cl.snap.ps.commandTime >= cl.outPackets[ packetNum ].p_serverTime ) {
cl.snap.ping = cls.realtime - cl.outPackets[ packetNum ].p_realtime;
break;
}
}
// if server count changed (map_restart or demo unpause), force-reset
// the time delta so the client doesn't slowly drift back to sync
if ( ( oldSnapFlags ^ newSnap.snapFlags ) & SNAPFLAG_SERVERCOUNT ) {
cl.serverTimeDelta = cl.snap.serverTime - cls.realtime;
cl.oldServerTime = cl.snap.serverTime;
cl.serverTime = cl.snap.serverTime;
cl.oldFrameServerTime = cl.snap.serverTime; // prevent backwards time error on seek
}
}
// save the frame off in the backup array for later delta comparisons
cl.snapshots[cl.snap.messageNum & PACKET_MASK] = cl.snap;

View file

@ -106,6 +106,8 @@ typedef struct {
// cgame communicates a few values to the client system
int cgameUserCmdValue; // current weapon to add to usercmd_t
float cgameSensitivity;
qboolean cgameHasOrigin; // client-owned origin for demo spectator PVS
vec3_t cgameOrigin; // the origin to send
// cmds[cmdNumber] is the predicted command, [cmdNumber-1] is the last
// properly generated command

View file

@ -26,7 +26,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define STEPSIZE 18
#define JUMP_VELOCITY 270
#define JUMP_VELOCITY 275
#define TIMER_LAND 130
#define TIMER_GESTURE (34*66+50)
@ -77,6 +77,8 @@ void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
void PM_AddTouchEnt( int entityNum );
void PM_AddEvent( int newEvent );
qboolean PM_CanJump( void );
void PM_Jump( void );
qboolean PM_SlideMove( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );

View file

@ -353,32 +353,55 @@ static void PM_SetMovementDir( void ) {
/*
=============
PM_CheckJump
PM_Jump
Applies jump velocity, event, and animation.
Extracted from PM_CheckJump so it can be called
from other contexts (step jump, double jump, etc).
=============
*/
static qboolean PM_CheckJump( void ) {
/*
=============
PM_CanJump
Returns qtrue if a jump would succeed right now.
Checks both player state AND input (upmove >= 10).
Used by PM_StepSlideMove to decide whether stepping
up stairs should trigger a jump.
=============
*/
qboolean PM_CanJump( void ) {
if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
return qfalse; // don't allow jump until all buttons are up
return qfalse;
}
if ( pm->ps->pm_type != PM_NORMAL ) {
return qfalse;
}
if ( pm->cmd.upmove < 10 ) {
// not holding jump
return qfalse;
}
// must wait for jump to be released
if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
// clear upmove so cmdscale doesn't lower running speed
pm->cmd.upmove = 0;
// QL: 100ms minimum delay between jumps.
// Prevents same-frame double-fires. Step jumps launch the player
// high enough (~400ms airtime) that the next stair collision
// naturally exceeds this threshold.
if ( pm->cmd.serverTime - pm->ps->lastJumpTime < 100 ) {
return qfalse;
}
return qtrue;
}
void PM_Jump( void ) {
pml.groundPlane = qfalse; // jumping away
pml.walking = qfalse;
pm->ps->pm_flags |= PMF_JUMP_HELD;
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pm->ps->velocity[2] = JUMP_VELOCITY;
pm->ps->lastJumpTime = pm->cmd.serverTime;
PM_AddEvent( EV_JUMP );
if ( pm->cmd.forwardmove >= 0 ) {
@ -388,6 +411,23 @@ static qboolean PM_CheckJump( void ) {
PM_ForceLegsAnim( LEGS_JUMPB );
pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
}
}
/*
=============
PM_CheckJump
=============
*/
static qboolean PM_CheckJump( void ) {
if ( !PM_CanJump() ) {
return qfalse;
}
// QL autohop: no PMF_JUMP_HELD gate here.
// The Pmove() outer loop forces upmove=20 when
// PMF_JUMP_HELD is set, allowing continuous bunny hopping.
PM_Jump();
return qtrue;
}

View file

@ -79,6 +79,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define CS_FLAGSTATUS 23 // string indicating flag status in CTF
#define CS_SHADERSTATE 24
#define CS_BOTINFO 25
#define CS_SVDEMO 26 // "1" during server-side demo playback
#define CS_ITEMS 27 // string of 0's and 1's that tell which items are present

View file

@ -234,27 +234,23 @@ void PM_StepSlideMove( qboolean gravity ) {
vec3_t start_o, start_v;
vec3_t down_o, down_v;
trace_t trace;
// float down_dist, up_dist;
// vec3_t delta, delta2;
vec3_t up, down;
vec3_t projected;
float stepSize;
VectorCopy (pm->ps->origin, start_o);
VectorCopy (pm->ps->velocity, start_v);
if ( PM_SlideMove( gravity ) == 0 ) {
return; // we got exactly where we wanted to go first try
return; // we got exactly where we wanted to go first try
}
VectorCopy(start_o, down);
down[2] -= STEPSIZE;
pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
VectorSet(up, 0, 0, 1);
// never step up when you still have up velocity
if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
DotProduct(trace.plane.normal, up) < 0.7)) {
return;
}
// QL: compute projected position (where player would be without collision)
VectorMA( start_o, pml.frametime, start_v, projected );
// QL pm_airSteps: allow step-ups with upward velocity.
// Q3 blocked step-ups during jumps unless ground was directly below.
// This prevented smooth stair traversal while bunny-hopping.
VectorCopy (pm->ps->origin, down_o);
VectorCopy (pm->ps->velocity, down_v);
@ -285,27 +281,29 @@ void PM_StepSlideMove( qboolean gravity ) {
if ( !trace.allsolid ) {
VectorCopy (trace.endpos, pm->ps->origin);
}
// QL: only clip velocity to step surface when moving INTO it.
// Skip clip when velocity is already moving away (preserves
// upward momentum through stair steps during bunny-hopping).
if ( trace.fraction < 1.0 ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
float vdotn = DotProduct( pm->ps->velocity, trace.plane.normal );
if ( vdotn < 0 || fabs( vdotn ) < 0.001f ) {
PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
}
}
#if 0
// if the down trace can trace back to the original position directly, don't step
pm->trace( &trace, pm->ps->origin, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
if ( trace.fraction == 1.0 ) {
// use the original move
VectorCopy (down_o, pm->ps->origin);
VectorCopy (down_v, pm->ps->velocity);
if ( pm->debugLevel ) {
Com_Printf("%i:bend\n", c_pmove);
}
} else
#endif
{
// use the step move
// QL master gate: trace from original position to final position.
// If the trace hits geometry (fraction < 1.0), a real step was crossed.
// On flat ground with micro-bumps, the trace is clear and this entire
// block is skipped — filtering out false positives.
pm->trace( &trace, start_o, pm->mins, pm->maxs, pm->ps->origin,
pm->ps->clientNum, pm->tracemask );
if ( trace.fraction < 1.0 ) {
float delta;
delta = pm->ps->origin[2] - start_o[2];
// step sound events
if ( delta > 2 ) {
if ( delta < 7 ) {
PM_AddEvent( EV_STEP_4 );
@ -317,6 +315,35 @@ void PM_StepSlideMove( qboolean gravity ) {
PM_AddEvent( EV_STEP_16 );
}
}
// QL air-step friction: 3% horizontal speed penalty per airborne step-up
if ( !pml.groundPlane && delta > 0 && start_v[2] > 0 ) {
pm->ps->velocity[0] *= 0.97f;
pm->ps->velocity[1] *= 0.97f;
}
// QL step jump gate: validate stair geometry at projected position.
// Traces DOWN at where the player would be without collision.
// Walls fail (startsolid), flat ground fails (delta<=0), stairs pass.
if ( delta > 0 && pm->ps->pm_type == PM_NORMAL
&& pm->waterlevel < 2 && PM_CanJump() ) {
vec3_t stepStart, stepEnd;
trace_t stepTrace;
VectorCopy( projected, stepStart );
VectorCopy( projected, stepEnd );
stepStart[2] += STEPSIZE;
stepEnd[2] -= STEPSIZE;
pm->trace( &stepTrace, stepStart, pm->mins, pm->maxs,
stepEnd, pm->ps->clientNum, pm->tracemask );
if ( !stepTrace.startsolid && !stepTrace.allsolid
&& stepTrace.plane.normal[2] >= MIN_WALK_NORMAL ) {
PM_Jump();
}
}
if ( pm->debugLevel ) {
Com_Printf("%i:stepped\n", c_pmove);
}

View file

@ -1034,6 +1034,12 @@ void ClientThink( int clientNum ) {
// phone jack if they don't get any for a while
ent->client->lastCmdTime = level.time;
// demo playback: don't run ClientThink_real -- cgame owns
// the camera movement, G_RunFrame handles buttons and PVS origin
if ( g_svDemoPlaying.integer ) {
return;
}
if ( !(ent->r.svFlags & SVF_BOT) && !g_synchronousClients.integer ) {
ClientThink_real( ent );
}

View file

@ -1012,6 +1012,12 @@ void ClientBegin( int clientNum ) {
client->pers.enterTime = level.time;
client->pers.teamState.state = TEAM_BEGIN;
// demo playback: force all clients to spectator
if ( g_svDemoPlaying.integer ) {
client->sess.sessionTeam = TEAM_SPECTATOR;
ClientUserinfoChanged( ent->client - level.clients );
}
// save eflags around this, because changing teams will
// cause this to happen with a valid entity, and we
// want to make sure the teleport bit is set right

View file

@ -661,6 +661,20 @@ void Cmd_Team_f( gentity_t *ent ) {
int oldTeam;
char s[MAX_TOKEN_CHARS];
// demo playback: only allow "team spectator" (to exit follow mode)
if ( g_svDemoPlaying.integer ) {
char s2[MAX_TOKEN_CHARS];
if ( trap_Argc() == 2 ) {
trap_Argv( 1, s2, sizeof(s2) );
if ( !Q_stricmp( s2, "spectator" ) || !Q_stricmp( s2, "s" ) ) {
StopFollowing( ent );
return;
}
}
trap_SendServerCommand( ent-g_entities, "print \"Only spectating allowed during demo playback.\n\"" );
return;
}
if ( trap_Argc() != 2 ) {
oldTeam = ent->client->sess.sessionTeam;
switch ( oldTeam ) {

View file

@ -641,6 +641,7 @@ void ClientCommand( int clientNum );
// g_active.c
//
void ClientThink( int clientNum );
void ClientThink_real( gentity_t *ent );
void ClientEndFrame( gentity_t *ent );
void G_RunClient( gentity_t *ent );
@ -715,6 +716,7 @@ extern gentity_t g_entities[MAX_GENTITIES];
#define FOFS(x) ((int)&(((gentity_t *)0)->x))
extern vmCvar_t g_gametype;
extern vmCvar_t g_svDemoPlaying;
extern vmCvar_t g_dedicated;
extern vmCvar_t g_cheats;
extern vmCvar_t g_maxclients; // allow this many total, including spectators

View file

@ -39,6 +39,7 @@ gentity_t g_entities[MAX_GENTITIES];
gclient_t g_clients[MAX_CLIENTS];
vmCvar_t g_gametype;
vmCvar_t g_svDemoPlaying;
vmCvar_t g_dmflags;
vmCvar_t g_fraglimit;
vmCvar_t g_timelimit;
@ -108,6 +109,7 @@ static cvarTable_t gameCvarTable[] = {
// latched vars
{ &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH, 0, qfalse },
{ &g_svDemoPlaying, "sv_demoplaying", "0", CVAR_ROM, 0, qfalse },
{ &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
{ &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse },
@ -416,6 +418,11 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) {
G_RegisterCvars();
// signal server-side demo mode to cgame via configstring
if ( g_svDemoPlaying.integer ) {
trap_SetConfigstring( CS_SVDEMO, "1" );
}
G_ProcessIPBans();
G_InitMemory();
@ -764,6 +771,10 @@ void CalculateRanks( void ) {
int rank;
int score;
int newScore;
// (demo playback note: this runs normally so the spectator
// appears in sortedClients. Recorded players won't show here
// since they're not connected in the game module.)
gclient_t *cl;
level.follow1 = -1;
@ -1729,6 +1740,89 @@ int start, end;
// get any cvar changes
G_UpdateCvars();
// demo playback: sync recorded player states and process spectator
if ( g_svDemoPlaying.integer ) {
gentity_t *specEnt = NULL;
// mark recorded players as connected based on their playerState.
// the server injected playerStates via SV_GameClientNum before
// calling G_RunFrame, so g_clients[i].ps is already populated.
for ( i = 0; i < level.maxclients; i++ ) {
gclient_t *cl = &level.clients[i];
gentity_t *e = &g_entities[i];
// find the spectator -- use client-owned origin for PVS
if ( e->client && cl->pers.connected == CON_CONNECTED
&& cl->sess.sessionTeam == TEAM_SPECTATOR ) {
// copy client-owned origin from usercmd for PVS culling.
// cgame runs its own PmoveSingle for camera movement.
if ( cl->pers.cmd.hasOrigin ) {
VectorCopy( cl->pers.cmd.origin, cl->ps.origin );
VectorCopy( cl->pers.cmd.origin, e->s.pos.trBase );
VectorCopy( cl->pers.cmd.origin, e->r.currentOrigin );
}
// process spectator buttons for follow mode switching
// (pers.cmd is updated by ClientThink which still runs)
{
int oldButtons = cl->buttons;
cl->oldbuttons = cl->buttons;
cl->buttons = cl->pers.cmd.buttons;
// attack cycles follow targets
if ( ( cl->buttons & BUTTON_ATTACK ) && !( oldButtons & BUTTON_ATTACK ) ) {
Cmd_FollowCycle_f( e, 1 );
}
}
specEnt = e;
continue;
}
// check if server injected a valid playerState for this slot
if ( cl->ps.commandTime > 0 ) {
cl->pers.connected = CON_CONNECTED;
cl->sess.sessionTeam = cl->ps.persistant[PERS_TEAM];
e->inuse = qtrue;
e->client = cl;
e->s.clientNum = i;
e->s.number = i;
} else if ( cl->pers.connected == CON_CONNECTED
&& cl->sess.sessionTeam != TEAM_SPECTATOR ) {
// player left -- mark disconnected
cl->pers.connected = CON_DISCONNECTED;
e->inuse = qfalse;
}
}
// evaluate trajectories and link all recorded entities for PVS.
// SVD_ReadFrame injected entityState_t but didn't link because
// the server doesn't have BG_EvaluateTrajectory.
// scan up to MAX_GENTITIES because recorded entities may exceed
// level.num_entities (which only counts game-module-spawned entities).
for ( i = 0; i < MAX_GENTITIES; i++ ) {
ent = &g_entities[i];
if ( ent->s.eType == 0 && !ent->inuse ) {
continue;
}
// skip spectator slot
if ( ent->client && ent->client->pers.connected == CON_CONNECTED
&& ent->client->sess.sessionTeam == TEAM_SPECTATOR ) {
continue;
}
// compute currentOrigin from trajectory
BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin );
ent->r.linked = qtrue;
trap_LinkEntity( ent );
}
// update rankings so follow mode can cycle through players
CalculateRanks();
// run end-of-frame for spectator (handles follow mode PS copy)
if ( specEnt ) {
ClientEndFrame( specEnt );
}
return;
}
//
// go through all allocated objects
//

View file

@ -183,6 +183,12 @@ G_WriteSessionData
void G_WriteSessionData( void ) {
int i;
// don't persist demo spectator sessions -- the forced TEAM_SPECTATOR
// would carry over to the next normal game
if ( g_svDemoPlaying.integer ) {
return;
}
trap_Cvar_Set( "session", va("%i", g_gametype.integer) );
for ( i = 0 ; i < level.maxclients ; i++ ) {

View file

@ -1085,6 +1085,7 @@ typedef enum {
#define SNAPFLAG_RATE_DELAYED 1
#define SNAPFLAG_NOT_ACTIVE 2 // snapshot used during connection and for zombies
#define SNAPFLAG_SERVERCOUNT 4 // toggled every map_restart so transitions can be detected
#define SNAPFLAG_RESET_ENTITIES 16 // snap all entities to current position, no interpolation
//
// per-level limits
@ -1212,6 +1213,9 @@ typedef struct playerState_s {
int pmove_framecount; // FIXME: don't transmit over the network
int jumppad_frame;
int entityEventSequence;
// QL additions
int lastJumpTime; // serverTime of last jump, for 100ms cooldown
} playerState_t;
@ -1249,8 +1253,11 @@ typedef struct usercmd_s {
int serverTime;
int angles[3];
int buttons;
byte weapon; // weapon
byte weapon; // weapon
signed char forwardmove, rightmove, upmove;
// client-owned origin for demo spectator PVS (optional)
qboolean hasOrigin;
float origin[3];
} usercmd_t;
//===================================================================

View file

@ -702,18 +702,27 @@ void MSG_WriteDeltaUsercmdKey( msg_t *msg, int key, usercmd_t *from, usercmd_t *
from->weapon == to->weapon) {
MSG_WriteBits( msg, 0, 1 ); // no change
oldsize += 7;
return;
} else {
key ^= to->serverTime;
MSG_WriteBits( msg, 1, 1 );
MSG_WriteDeltaKey( msg, key, from->angles[0], to->angles[0], 16 );
MSG_WriteDeltaKey( msg, key, from->angles[1], to->angles[1], 16 );
MSG_WriteDeltaKey( msg, key, from->angles[2], to->angles[2], 16 );
MSG_WriteDeltaKey( msg, key, from->forwardmove, to->forwardmove, 8 );
MSG_WriteDeltaKey( msg, key, from->rightmove, to->rightmove, 8 );
MSG_WriteDeltaKey( msg, key, from->upmove, to->upmove, 8 );
MSG_WriteDeltaKey( msg, key, from->buttons, to->buttons, 16 );
MSG_WriteDeltaKey( msg, key, from->weapon, to->weapon, 8 );
}
// optional client-owned origin (always written, independent of field changes)
if ( to->hasOrigin ) {
MSG_WriteBits( msg, 1, 1 );
MSG_WriteFloat( msg, to->origin[0] );
MSG_WriteFloat( msg, to->origin[1] );
MSG_WriteFloat( msg, to->origin[2] );
} else {
MSG_WriteBits( msg, 0, 1 );
}
key ^= to->serverTime;
MSG_WriteBits( msg, 1, 1 );
MSG_WriteDeltaKey( msg, key, from->angles[0], to->angles[0], 16 );
MSG_WriteDeltaKey( msg, key, from->angles[1], to->angles[1], 16 );
MSG_WriteDeltaKey( msg, key, from->angles[2], to->angles[2], 16 );
MSG_WriteDeltaKey( msg, key, from->forwardmove, to->forwardmove, 8 );
MSG_WriteDeltaKey( msg, key, from->rightmove, to->rightmove, 8 );
MSG_WriteDeltaKey( msg, key, from->upmove, to->upmove, 8 );
MSG_WriteDeltaKey( msg, key, from->buttons, to->buttons, 16 );
MSG_WriteDeltaKey( msg, key, from->weapon, to->weapon, 8 );
}
@ -748,6 +757,15 @@ void MSG_ReadDeltaUsercmdKey( msg_t *msg, int key, usercmd_t *from, usercmd_t *t
to->buttons = from->buttons;
to->weapon = from->weapon;
}
// optional client-owned origin
if ( MSG_ReadBits( msg, 1 ) ) {
to->hasOrigin = qtrue;
to->origin[0] = MSG_ReadFloat( msg );
to->origin[1] = MSG_ReadFloat( msg );
to->origin[2] = MSG_ReadFloat( msg );
} else {
to->hasOrigin = qfalse;
}
}
/*
@ -1147,7 +1165,8 @@ netField_t playerStateFields[] =
{ PSF(grapplePoint[1]), 0 },
{ PSF(grapplePoint[2]), 0 },
{ PSF(jumppad_ent), 10 },
{ PSF(loopSound), 16 }
{ PSF(loopSound), 16 },
{ PSF(lastJumpTime), 32 }
};
/*

View file

@ -995,6 +995,8 @@
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
<Optimization Condition="'$(Configuration)|$(Platform)'=='vector|Win32'">MaxSpeed</Optimization>
</ClCompile>
<ClCompile Include="server\sv_netdemo.c">
</ClCompile>
<ClCompile Include="server\sv_world.c">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug TA DEMO|Win32'">Disabled</Optimization>
<BrowseInformation Condition="'$(Configuration)|$(Platform)'=='Debug TA DEMO|Win32'">true</BrowseInformation>

2825
code/server/lz4.c Normal file

File diff suppressed because it is too large Load diff

886
code/server/lz4.h Normal file
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@ -0,0 +1,886 @@
/*
* LZ4 - Fast LZ compression algorithm
* Header File
* Copyright (c) Yann Collet. All rights reserved.
BSD 2-Clause License (http://www.opensource.org/licenses/bsd-license.php)
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following disclaimer
in the documentation and/or other materials provided with the
distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
You can contact the author at :
- LZ4 homepage : http://www.lz4.org
- LZ4 source repository : https://github.com/lz4/lz4
*/
#if defined (__cplusplus)
extern "C" {
#endif
#ifndef LZ4_H_2983827168210
#define LZ4_H_2983827168210
/* --- Dependency --- */
#include <stddef.h> /* size_t */
/**
Introduction
LZ4 is lossless compression algorithm, providing compression speed >500 MB/s per core,
scalable with multi-cores CPU. It features an extremely fast decoder, with speed in
multiple GB/s per core, typically reaching RAM speed limits on multi-core systems.
The LZ4 compression library provides in-memory compression and decompression functions.
It gives full buffer control to user.
Compression can be done in:
- a single step (described as Simple Functions)
- a single step, reusing a context (described in Advanced Functions)
- unbounded multiple steps (described as Streaming compression)
lz4.h generates and decodes LZ4-compressed blocks (doc/lz4_Block_format.md).
Decompressing such a compressed block requires additional metadata.
Exact metadata depends on exact decompression function.
For the typical case of LZ4_decompress_safe(),
metadata includes block's compressed size, and maximum bound of decompressed size.
Each application is free to encode and pass such metadata in whichever way it wants.
lz4.h only handle blocks, it can not generate Frames.
Blocks are different from Frames (doc/lz4_Frame_format.md).
Frames bundle both blocks and metadata in a specified manner.
Embedding metadata is required for compressed data to be self-contained and portable.
Frame format is delivered through a companion API, declared in lz4frame.h.
The `lz4` CLI can only manage frames.
*/
/*^***************************************************************
* Export parameters
*****************************************************************/
/*
* LZ4_DLL_EXPORT :
* Enable exporting of functions when building a Windows DLL
* LZ4LIB_VISIBILITY :
* Control library symbols visibility.
*/
#ifndef LZ4LIB_VISIBILITY
# if defined(__GNUC__) && (__GNUC__ >= 4)
# define LZ4LIB_VISIBILITY __attribute__ ((visibility ("default")))
# else
# define LZ4LIB_VISIBILITY
# endif
#endif
#if defined(LZ4_DLL_EXPORT) && (LZ4_DLL_EXPORT==1)
# define LZ4LIB_API __declspec(dllexport) LZ4LIB_VISIBILITY
#elif defined(LZ4_DLL_IMPORT) && (LZ4_DLL_IMPORT==1)
# define LZ4LIB_API __declspec(dllimport) LZ4LIB_VISIBILITY /* It isn't required but allows to generate better code, saving a function pointer load from the IAT and an indirect jump.*/
#else
# define LZ4LIB_API LZ4LIB_VISIBILITY
#endif
/*! LZ4_FREESTANDING :
* When this macro is set to 1, it enables "freestanding mode" that is
* suitable for typical freestanding environment which doesn't support
* standard C library.
*
* - LZ4_FREESTANDING is a compile-time switch.
* - It requires the following macros to be defined:
* LZ4_memcpy, LZ4_memmove, LZ4_memset.
* - It only enables LZ4/HC functions which don't use heap.
* All LZ4F_* functions are not supported.
* - See tests/freestanding.c to check its basic setup.
*/
#if defined(LZ4_FREESTANDING) && (LZ4_FREESTANDING == 1)
# define LZ4_HEAPMODE 0
# define LZ4HC_HEAPMODE 0
# define LZ4_STATIC_LINKING_ONLY_DISABLE_MEMORY_ALLOCATION 1
# if !defined(LZ4_memcpy)
# error "LZ4_FREESTANDING requires macro 'LZ4_memcpy'."
# endif
# if !defined(LZ4_memset)
# error "LZ4_FREESTANDING requires macro 'LZ4_memset'."
# endif
# if !defined(LZ4_memmove)
# error "LZ4_FREESTANDING requires macro 'LZ4_memmove'."
# endif
#elif ! defined(LZ4_FREESTANDING)
# define LZ4_FREESTANDING 0
#endif
/*------ Version ------*/
#define LZ4_VERSION_MAJOR 1 /* for breaking interface changes */
#define LZ4_VERSION_MINOR 10 /* for new (non-breaking) interface capabilities */
#define LZ4_VERSION_RELEASE 0 /* for tweaks, bug-fixes, or development */
#define LZ4_VERSION_NUMBER (LZ4_VERSION_MAJOR *100*100 + LZ4_VERSION_MINOR *100 + LZ4_VERSION_RELEASE)
#define LZ4_LIB_VERSION LZ4_VERSION_MAJOR.LZ4_VERSION_MINOR.LZ4_VERSION_RELEASE
#define LZ4_QUOTE(str) #str
#define LZ4_EXPAND_AND_QUOTE(str) LZ4_QUOTE(str)
#define LZ4_VERSION_STRING LZ4_EXPAND_AND_QUOTE(LZ4_LIB_VERSION) /* requires v1.7.3+ */
LZ4LIB_API int LZ4_versionNumber (void); /**< library version number; useful to check dll version; requires v1.3.0+ */
LZ4LIB_API const char* LZ4_versionString (void); /**< library version string; useful to check dll version; requires v1.7.5+ */
/*-************************************
* Tuning memory usage
**************************************/
/*!
* LZ4_MEMORY_USAGE :
* Can be selected at compile time, by setting LZ4_MEMORY_USAGE.
* Memory usage formula : N->2^N Bytes (examples : 10 -> 1KB; 12 -> 4KB ; 16 -> 64KB; 20 -> 1MB)
* Increasing memory usage improves compression ratio, generally at the cost of speed.
* Reduced memory usage may improve speed at the cost of ratio, thanks to better cache locality.
* Default value is 14, for 16KB, which nicely fits into most L1 caches.
*/
#ifndef LZ4_MEMORY_USAGE
# define LZ4_MEMORY_USAGE LZ4_MEMORY_USAGE_DEFAULT
#endif
/* These are absolute limits, they should not be changed by users */
#define LZ4_MEMORY_USAGE_MIN 10
#define LZ4_MEMORY_USAGE_DEFAULT 14
#define LZ4_MEMORY_USAGE_MAX 20
#if (LZ4_MEMORY_USAGE < LZ4_MEMORY_USAGE_MIN)
# error "LZ4_MEMORY_USAGE is too small !"
#endif
#if (LZ4_MEMORY_USAGE > LZ4_MEMORY_USAGE_MAX)
# error "LZ4_MEMORY_USAGE is too large !"
#endif
/*-************************************
* Simple Functions
**************************************/
/*! LZ4_compress_default() :
* Compresses 'srcSize' bytes from buffer 'src'
* into already allocated 'dst' buffer of size 'dstCapacity'.
* Compression is guaranteed to succeed if 'dstCapacity' >= LZ4_compressBound(srcSize).
* It also runs faster, so it's a recommended setting.
* If the function cannot compress 'src' into a more limited 'dst' budget,
* compression stops *immediately*, and the function result is zero.
* In which case, 'dst' content is undefined (invalid).
* srcSize : max supported value is LZ4_MAX_INPUT_SIZE.
* dstCapacity : size of buffer 'dst' (which must be already allocated)
* @return : the number of bytes written into buffer 'dst' (necessarily <= dstCapacity)
* or 0 if compression fails
* Note : This function is protected against buffer overflow scenarios (never writes outside 'dst' buffer, nor read outside 'source' buffer).
*/
LZ4LIB_API int LZ4_compress_default(const char* src, char* dst, int srcSize, int dstCapacity);
/*! LZ4_decompress_safe() :
* @compressedSize : is the exact complete size of the compressed block.
* @dstCapacity : is the size of destination buffer (which must be already allocated),
* presumed an upper bound of decompressed size.
* @return : the number of bytes decompressed into destination buffer (necessarily <= dstCapacity)
* If destination buffer is not large enough, decoding will stop and output an error code (negative value).
* If the source stream is detected malformed, the function will stop decoding and return a negative result.
* Note 1 : This function is protected against malicious data packets :
* it will never writes outside 'dst' buffer, nor read outside 'source' buffer,
* even if the compressed block is maliciously modified to order the decoder to do these actions.
* In such case, the decoder stops immediately, and considers the compressed block malformed.
* Note 2 : compressedSize and dstCapacity must be provided to the function, the compressed block does not contain them.
* The implementation is free to send / store / derive this information in whichever way is most beneficial.
* If there is a need for a different format which bundles together both compressed data and its metadata, consider looking at lz4frame.h instead.
*/
LZ4LIB_API int LZ4_decompress_safe (const char* src, char* dst, int compressedSize, int dstCapacity);
/*-************************************
* Advanced Functions
**************************************/
#define LZ4_MAX_INPUT_SIZE 0x7E000000 /* 2 113 929 216 bytes */
#define LZ4_COMPRESSBOUND(isize) ((unsigned)(isize) > (unsigned)LZ4_MAX_INPUT_SIZE ? 0 : (isize) + ((isize)/255) + 16)
/*! LZ4_compressBound() :
Provides the maximum size that LZ4 compression may output in a "worst case" scenario (input data not compressible)
This function is primarily useful for memory allocation purposes (destination buffer size).
Macro LZ4_COMPRESSBOUND() is also provided for compilation-time evaluation (stack memory allocation for example).
Note that LZ4_compress_default() compresses faster when dstCapacity is >= LZ4_compressBound(srcSize)
inputSize : max supported value is LZ4_MAX_INPUT_SIZE
return : maximum output size in a "worst case" scenario
or 0, if input size is incorrect (too large or negative)
*/
LZ4LIB_API int LZ4_compressBound(int inputSize);
/*! LZ4_compress_fast() :
Same as LZ4_compress_default(), but allows selection of "acceleration" factor.
The larger the acceleration value, the faster the algorithm, but also the lesser the compression.
It's a trade-off. It can be fine tuned, with each successive value providing roughly +~3% to speed.
An acceleration value of "1" is the same as regular LZ4_compress_default()
Values <= 0 will be replaced by LZ4_ACCELERATION_DEFAULT (currently == 1, see lz4.c).
Values > LZ4_ACCELERATION_MAX will be replaced by LZ4_ACCELERATION_MAX (currently == 65537, see lz4.c).
*/
LZ4LIB_API int LZ4_compress_fast (const char* src, char* dst, int srcSize, int dstCapacity, int acceleration);
/*! LZ4_compress_fast_extState() :
* Same as LZ4_compress_fast(), using an externally allocated memory space for its state.
* Use LZ4_sizeofState() to know how much memory must be allocated,
* and allocate it on 8-bytes boundaries (using `malloc()` typically).
* Then, provide this buffer as `void* state` to compression function.
*/
LZ4LIB_API int LZ4_sizeofState(void);
LZ4LIB_API int LZ4_compress_fast_extState (void* state, const char* src, char* dst, int srcSize, int dstCapacity, int acceleration);
/*! LZ4_compress_destSize() :
* Reverse the logic : compresses as much data as possible from 'src' buffer
* into already allocated buffer 'dst', of size >= 'dstCapacity'.
* This function either compresses the entire 'src' content into 'dst' if it's large enough,
* or fill 'dst' buffer completely with as much data as possible from 'src'.
* note: acceleration parameter is fixed to "default".
*
* *srcSizePtr : in+out parameter. Initially contains size of input.
* Will be modified to indicate how many bytes where read from 'src' to fill 'dst'.
* New value is necessarily <= input value.
* @return : Nb bytes written into 'dst' (necessarily <= dstCapacity)
* or 0 if compression fails.
*
* Note : 'targetDstSize' must be >= 1, because it's the smallest valid lz4 payload.
*
* Note 2:from v1.8.2 to v1.9.1, this function had a bug (fixed in v1.9.2+):
* the produced compressed content could, in rare circumstances,
* require to be decompressed into a destination buffer
* larger by at least 1 byte than decompressesSize.
* If an application uses `LZ4_compress_destSize()`,
* it's highly recommended to update liblz4 to v1.9.2 or better.
* If this can't be done or ensured,
* the receiving decompression function should provide
* a dstCapacity which is > decompressedSize, by at least 1 byte.
* See https://github.com/lz4/lz4/issues/859 for details
*/
LZ4LIB_API int LZ4_compress_destSize(const char* src, char* dst, int* srcSizePtr, int targetDstSize);
/*! LZ4_decompress_safe_partial() :
* Decompress an LZ4 compressed block, of size 'srcSize' at position 'src',
* into destination buffer 'dst' of size 'dstCapacity'.
* Up to 'targetOutputSize' bytes will be decoded.
* The function stops decoding on reaching this objective.
* This can be useful to boost performance
* whenever only the beginning of a block is required.
*
* @return : the number of bytes decoded in `dst` (necessarily <= targetOutputSize)
* If source stream is detected malformed, function returns a negative result.
*
* Note 1 : @return can be < targetOutputSize, if compressed block contains less data.
*
* Note 2 : targetOutputSize must be <= dstCapacity
*
* Note 3 : this function effectively stops decoding on reaching targetOutputSize,
* so dstCapacity is kind of redundant.
* This is because in older versions of this function,
* decoding operation would still write complete sequences.
* Therefore, there was no guarantee that it would stop writing at exactly targetOutputSize,
* it could write more bytes, though only up to dstCapacity.
* Some "margin" used to be required for this operation to work properly.
* Thankfully, this is no longer necessary.
* The function nonetheless keeps the same signature, in an effort to preserve API compatibility.
*
* Note 4 : If srcSize is the exact size of the block,
* then targetOutputSize can be any value,
* including larger than the block's decompressed size.
* The function will, at most, generate block's decompressed size.
*
* Note 5 : If srcSize is _larger_ than block's compressed size,
* then targetOutputSize **MUST** be <= block's decompressed size.
* Otherwise, *silent corruption will occur*.
*/
LZ4LIB_API int LZ4_decompress_safe_partial (const char* src, char* dst, int srcSize, int targetOutputSize, int dstCapacity);
/*-*********************************************
* Streaming Compression Functions
***********************************************/
typedef union LZ4_stream_u LZ4_stream_t; /* incomplete type (defined later) */
/*!
Note about RC_INVOKED
- RC_INVOKED is predefined symbol of rc.exe (the resource compiler which is part of MSVC/Visual Studio).
https://docs.microsoft.com/en-us/windows/win32/menurc/predefined-macros
- Since rc.exe is a legacy compiler, it truncates long symbol (> 30 chars)
and reports warning "RC4011: identifier truncated".
- To eliminate the warning, we surround long preprocessor symbol with
"#if !defined(RC_INVOKED) ... #endif" block that means
"skip this block when rc.exe is trying to read it".
*/
#if !defined(RC_INVOKED) /* https://docs.microsoft.com/en-us/windows/win32/menurc/predefined-macros */
#if !defined(LZ4_STATIC_LINKING_ONLY_DISABLE_MEMORY_ALLOCATION)
LZ4LIB_API LZ4_stream_t* LZ4_createStream(void);
LZ4LIB_API int LZ4_freeStream (LZ4_stream_t* streamPtr);
#endif /* !defined(LZ4_STATIC_LINKING_ONLY_DISABLE_MEMORY_ALLOCATION) */
#endif
/*! LZ4_resetStream_fast() : v1.9.0+
* Use this to prepare an LZ4_stream_t for a new chain of dependent blocks
* (e.g., LZ4_compress_fast_continue()).
*
* An LZ4_stream_t must be initialized once before usage.
* This is automatically done when created by LZ4_createStream().
* However, should the LZ4_stream_t be simply declared on stack (for example),
* it's necessary to initialize it first, using LZ4_initStream().
*
* After init, start any new stream with LZ4_resetStream_fast().
* A same LZ4_stream_t can be re-used multiple times consecutively
* and compress multiple streams,
* provided that it starts each new stream with LZ4_resetStream_fast().
*
* LZ4_resetStream_fast() is much faster than LZ4_initStream(),
* but is not compatible with memory regions containing garbage data.
*
* Note: it's only useful to call LZ4_resetStream_fast()
* in the context of streaming compression.
* The *extState* functions perform their own resets.
* Invoking LZ4_resetStream_fast() before is redundant, and even counterproductive.
*/
LZ4LIB_API void LZ4_resetStream_fast (LZ4_stream_t* streamPtr);
/*! LZ4_loadDict() :
* Use this function to reference a static dictionary into LZ4_stream_t.
* The dictionary must remain available during compression.
* LZ4_loadDict() triggers a reset, so any previous data will be forgotten.
* The same dictionary will have to be loaded on decompression side for successful decoding.
* Dictionary are useful for better compression of small data (KB range).
* While LZ4 itself accepts any input as dictionary, dictionary efficiency is also a topic.
* When in doubt, employ the Zstandard's Dictionary Builder.
* Loading a size of 0 is allowed, and is the same as reset.
* @return : loaded dictionary size, in bytes (note: only the last 64 KB are loaded)
*/
LZ4LIB_API int LZ4_loadDict (LZ4_stream_t* streamPtr, const char* dictionary, int dictSize);
/*! LZ4_loadDictSlow() : v1.10.0+
* Same as LZ4_loadDict(),
* but uses a bit more cpu to reference the dictionary content more thoroughly.
* This is expected to slightly improve compression ratio.
* The extra-cpu cost is likely worth it if the dictionary is re-used across multiple sessions.
* @return : loaded dictionary size, in bytes (note: only the last 64 KB are loaded)
*/
LZ4LIB_API int LZ4_loadDictSlow(LZ4_stream_t* streamPtr, const char* dictionary, int dictSize);
/*! LZ4_attach_dictionary() : stable since v1.10.0
*
* This allows efficient re-use of a static dictionary multiple times.
*
* Rather than re-loading the dictionary buffer into a working context before
* each compression, or copying a pre-loaded dictionary's LZ4_stream_t into a
* working LZ4_stream_t, this function introduces a no-copy setup mechanism,
* in which the working stream references @dictionaryStream in-place.
*
* Several assumptions are made about the state of @dictionaryStream.
* Currently, only states which have been prepared by LZ4_loadDict() or
* LZ4_loadDictSlow() should be expected to work.
*
* Alternatively, the provided @dictionaryStream may be NULL,
* in which case any existing dictionary stream is unset.
*
* If a dictionary is provided, it replaces any pre-existing stream history.
* The dictionary contents are the only history that can be referenced and
* logically immediately precede the data compressed in the first subsequent
* compression call.
*
* The dictionary will only remain attached to the working stream through the
* first compression call, at the end of which it is cleared.
* @dictionaryStream stream (and source buffer) must remain in-place / accessible / unchanged
* through the completion of the compression session.
*
* Note: there is no equivalent LZ4_attach_*() method on the decompression side
* because there is no initialization cost, hence no need to share the cost across multiple sessions.
* To decompress LZ4 blocks using dictionary, attached or not,
* just employ the regular LZ4_setStreamDecode() for streaming,
* or the stateless LZ4_decompress_safe_usingDict() for one-shot decompression.
*/
LZ4LIB_API void
LZ4_attach_dictionary(LZ4_stream_t* workingStream,
const LZ4_stream_t* dictionaryStream);
/*! LZ4_compress_fast_continue() :
* Compress 'src' content using data from previously compressed blocks, for better compression ratio.
* 'dst' buffer must be already allocated.
* If dstCapacity >= LZ4_compressBound(srcSize), compression is guaranteed to succeed, and runs faster.
*
* @return : size of compressed block
* or 0 if there is an error (typically, cannot fit into 'dst').
*
* Note 1 : Each invocation to LZ4_compress_fast_continue() generates a new block.
* Each block has precise boundaries.
* Each block must be decompressed separately, calling LZ4_decompress_*() with relevant metadata.
* It's not possible to append blocks together and expect a single invocation of LZ4_decompress_*() to decompress them together.
*
* Note 2 : The previous 64KB of source data is __assumed__ to remain present, unmodified, at same address in memory !
*
* Note 3 : When input is structured as a double-buffer, each buffer can have any size, including < 64 KB.
* Make sure that buffers are separated, by at least one byte.
* This construction ensures that each block only depends on previous block.
*
* Note 4 : If input buffer is a ring-buffer, it can have any size, including < 64 KB.
*
* Note 5 : After an error, the stream status is undefined (invalid), it can only be reset or freed.
*/
LZ4LIB_API int LZ4_compress_fast_continue (LZ4_stream_t* streamPtr, const char* src, char* dst, int srcSize, int dstCapacity, int acceleration);
/*! LZ4_saveDict() :
* If last 64KB data cannot be guaranteed to remain available at its current memory location,
* save it into a safer place (char* safeBuffer).
* This is schematically equivalent to a memcpy() followed by LZ4_loadDict(),
* but is much faster, because LZ4_saveDict() doesn't need to rebuild tables.
* @return : saved dictionary size in bytes (necessarily <= maxDictSize), or 0 if error.
*/
LZ4LIB_API int LZ4_saveDict (LZ4_stream_t* streamPtr, char* safeBuffer, int maxDictSize);
/*-**********************************************
* Streaming Decompression Functions
* Bufferless synchronous API
************************************************/
typedef union LZ4_streamDecode_u LZ4_streamDecode_t; /* tracking context */
/*! LZ4_createStreamDecode() and LZ4_freeStreamDecode() :
* creation / destruction of streaming decompression tracking context.
* A tracking context can be re-used multiple times.
*/
#if !defined(RC_INVOKED) /* https://docs.microsoft.com/en-us/windows/win32/menurc/predefined-macros */
#if !defined(LZ4_STATIC_LINKING_ONLY_DISABLE_MEMORY_ALLOCATION)
LZ4LIB_API LZ4_streamDecode_t* LZ4_createStreamDecode(void);
LZ4LIB_API int LZ4_freeStreamDecode (LZ4_streamDecode_t* LZ4_stream);
#endif /* !defined(LZ4_STATIC_LINKING_ONLY_DISABLE_MEMORY_ALLOCATION) */
#endif
/*! LZ4_setStreamDecode() :
* An LZ4_streamDecode_t context can be allocated once and re-used multiple times.
* Use this function to start decompression of a new stream of blocks.
* A dictionary can optionally be set. Use NULL or size 0 for a reset order.
* Dictionary is presumed stable : it must remain accessible and unmodified during next decompression.
* @return : 1 if OK, 0 if error
*/
LZ4LIB_API int LZ4_setStreamDecode (LZ4_streamDecode_t* LZ4_streamDecode, const char* dictionary, int dictSize);
/*! LZ4_decoderRingBufferSize() : v1.8.2+
* Note : in a ring buffer scenario (optional),
* blocks are presumed decompressed next to each other
* up to the moment there is not enough remaining space for next block (remainingSize < maxBlockSize),
* at which stage it resumes from beginning of ring buffer.
* When setting such a ring buffer for streaming decompression,
* provides the minimum size of this ring buffer
* to be compatible with any source respecting maxBlockSize condition.
* @return : minimum ring buffer size,
* or 0 if there is an error (invalid maxBlockSize).
*/
LZ4LIB_API int LZ4_decoderRingBufferSize(int maxBlockSize);
#define LZ4_DECODER_RING_BUFFER_SIZE(maxBlockSize) (65536 + 14 + (maxBlockSize)) /* for static allocation; maxBlockSize presumed valid */
/*! LZ4_decompress_safe_continue() :
* This decoding function allows decompression of consecutive blocks in "streaming" mode.
* The difference with the usual independent blocks is that
* new blocks are allowed to find references into former blocks.
* A block is an unsplittable entity, and must be presented entirely to the decompression function.
* LZ4_decompress_safe_continue() only accepts one block at a time.
* It's modeled after `LZ4_decompress_safe()` and behaves similarly.
*
* @LZ4_streamDecode : decompression state, tracking the position in memory of past data
* @compressedSize : exact complete size of one compressed block.
* @dstCapacity : size of destination buffer (which must be already allocated),
* must be an upper bound of decompressed size.
* @return : number of bytes decompressed into destination buffer (necessarily <= dstCapacity)
* If destination buffer is not large enough, decoding will stop and output an error code (negative value).
* If the source stream is detected malformed, the function will stop decoding and return a negative result.
*
* The last 64KB of previously decoded data *must* remain available and unmodified
* at the memory position where they were previously decoded.
* If less than 64KB of data has been decoded, all the data must be present.
*
* Special : if decompression side sets a ring buffer, it must respect one of the following conditions :
* - Decompression buffer size is _at least_ LZ4_decoderRingBufferSize(maxBlockSize).
* maxBlockSize is the maximum size of any single block. It can have any value > 16 bytes.
* In which case, encoding and decoding buffers do not need to be synchronized.
* Actually, data can be produced by any source compliant with LZ4 format specification, and respecting maxBlockSize.
* - Synchronized mode :
* Decompression buffer size is _exactly_ the same as compression buffer size,
* and follows exactly same update rule (block boundaries at same positions),
* and decoding function is provided with exact decompressed size of each block (exception for last block of the stream),
* _then_ decoding & encoding ring buffer can have any size, including small ones ( < 64 KB).
* - Decompression buffer is larger than encoding buffer, by a minimum of maxBlockSize more bytes.
* In which case, encoding and decoding buffers do not need to be synchronized,
* and encoding ring buffer can have any size, including small ones ( < 64 KB).
*
* Whenever these conditions are not possible,
* save the last 64KB of decoded data into a safe buffer where it can't be modified during decompression,
* then indicate where this data is saved using LZ4_setStreamDecode(), before decompressing next block.
*/
LZ4LIB_API int
LZ4_decompress_safe_continue (LZ4_streamDecode_t* LZ4_streamDecode,
const char* src, char* dst,
int srcSize, int dstCapacity);
/*! LZ4_decompress_safe_usingDict() :
* Works the same as
* a combination of LZ4_setStreamDecode() followed by LZ4_decompress_safe_continue()
* However, it's stateless: it doesn't need any LZ4_streamDecode_t state.
* Dictionary is presumed stable : it must remain accessible and unmodified during decompression.
* Performance tip : Decompression speed can be substantially increased
* when dst == dictStart + dictSize.
*/
LZ4LIB_API int
LZ4_decompress_safe_usingDict(const char* src, char* dst,
int srcSize, int dstCapacity,
const char* dictStart, int dictSize);
/*! LZ4_decompress_safe_partial_usingDict() :
* Behaves the same as LZ4_decompress_safe_partial()
* with the added ability to specify a memory segment for past data.
* Performance tip : Decompression speed can be substantially increased
* when dst == dictStart + dictSize.
*/
LZ4LIB_API int
LZ4_decompress_safe_partial_usingDict(const char* src, char* dst,
int compressedSize,
int targetOutputSize, int maxOutputSize,
const char* dictStart, int dictSize);
#endif /* LZ4_H_2983827168210 */
/*^*************************************
* !!!!!! STATIC LINKING ONLY !!!!!!
***************************************/
/*-****************************************************************************
* Experimental section
*
* Symbols declared in this section must be considered unstable. Their
* signatures or semantics may change, or they may be removed altogether in the
* future. They are therefore only safe to depend on when the caller is
* statically linked against the library.
*
* To protect against unsafe usage, not only are the declarations guarded,
* the definitions are hidden by default
* when building LZ4 as a shared/dynamic library.
*
* In order to access these declarations,
* define LZ4_STATIC_LINKING_ONLY in your application
* before including LZ4's headers.
*
* In order to make their implementations accessible dynamically, you must
* define LZ4_PUBLISH_STATIC_FUNCTIONS when building the LZ4 library.
******************************************************************************/
#ifdef LZ4_STATIC_LINKING_ONLY
#ifndef LZ4_STATIC_3504398509
#define LZ4_STATIC_3504398509
#ifdef LZ4_PUBLISH_STATIC_FUNCTIONS
# define LZ4LIB_STATIC_API LZ4LIB_API
#else
# define LZ4LIB_STATIC_API
#endif
/*! LZ4_compress_fast_extState_fastReset() :
* A variant of LZ4_compress_fast_extState().
*
* Using this variant avoids an expensive initialization step.
* It is only safe to call if the state buffer is known to be correctly initialized already
* (see above comment on LZ4_resetStream_fast() for a definition of "correctly initialized").
* From a high level, the difference is that
* this function initializes the provided state with a call to something like LZ4_resetStream_fast()
* while LZ4_compress_fast_extState() starts with a call to LZ4_resetStream().
*/
LZ4LIB_STATIC_API int LZ4_compress_fast_extState_fastReset (void* state, const char* src, char* dst, int srcSize, int dstCapacity, int acceleration);
/*! LZ4_compress_destSize_extState() : introduced in v1.10.0
* Same as LZ4_compress_destSize(), but using an externally allocated state.
* Also: exposes @acceleration
*/
int LZ4_compress_destSize_extState(void* state, const char* src, char* dst, int* srcSizePtr, int targetDstSize, int acceleration);
/*! In-place compression and decompression
*
* It's possible to have input and output sharing the same buffer,
* for highly constrained memory environments.
* In both cases, it requires input to lay at the end of the buffer,
* and decompression to start at beginning of the buffer.
* Buffer size must feature some margin, hence be larger than final size.
*
* |<------------------------buffer--------------------------------->|
* |<-----------compressed data--------->|
* |<-----------decompressed size------------------>|
* |<----margin---->|
*
* This technique is more useful for decompression,
* since decompressed size is typically larger,
* and margin is short.
*
* In-place decompression will work inside any buffer
* which size is >= LZ4_DECOMPRESS_INPLACE_BUFFER_SIZE(decompressedSize).
* This presumes that decompressedSize > compressedSize.
* Otherwise, it means compression actually expanded data,
* and it would be more efficient to store such data with a flag indicating it's not compressed.
* This can happen when data is not compressible (already compressed, or encrypted).
*
* For in-place compression, margin is larger, as it must be able to cope with both
* history preservation, requiring input data to remain unmodified up to LZ4_DISTANCE_MAX,
* and data expansion, which can happen when input is not compressible.
* As a consequence, buffer size requirements are much higher,
* and memory savings offered by in-place compression are more limited.
*
* There are ways to limit this cost for compression :
* - Reduce history size, by modifying LZ4_DISTANCE_MAX.
* Note that it is a compile-time constant, so all compressions will apply this limit.
* Lower values will reduce compression ratio, except when input_size < LZ4_DISTANCE_MAX,
* so it's a reasonable trick when inputs are known to be small.
* - Require the compressor to deliver a "maximum compressed size".
* This is the `dstCapacity` parameter in `LZ4_compress*()`.
* When this size is < LZ4_COMPRESSBOUND(inputSize), then compression can fail,
* in which case, the return code will be 0 (zero).
* The caller must be ready for these cases to happen,
* and typically design a backup scheme to send data uncompressed.
* The combination of both techniques can significantly reduce
* the amount of margin required for in-place compression.
*
* In-place compression can work in any buffer
* which size is >= (maxCompressedSize)
* with maxCompressedSize == LZ4_COMPRESSBOUND(srcSize) for guaranteed compression success.
* LZ4_COMPRESS_INPLACE_BUFFER_SIZE() depends on both maxCompressedSize and LZ4_DISTANCE_MAX,
* so it's possible to reduce memory requirements by playing with them.
*/
#define LZ4_DECOMPRESS_INPLACE_MARGIN(compressedSize) (((compressedSize) >> 8) + 32)
#define LZ4_DECOMPRESS_INPLACE_BUFFER_SIZE(decompressedSize) ((decompressedSize) + LZ4_DECOMPRESS_INPLACE_MARGIN(decompressedSize)) /**< note: presumes that compressedSize < decompressedSize. note2: margin is overestimated a bit, since it could use compressedSize instead */
#ifndef LZ4_DISTANCE_MAX /* history window size; can be user-defined at compile time */
# define LZ4_DISTANCE_MAX 65535 /* set to maximum value by default */
#endif
#define LZ4_COMPRESS_INPLACE_MARGIN (LZ4_DISTANCE_MAX + 32) /* LZ4_DISTANCE_MAX can be safely replaced by srcSize when it's smaller */
#define LZ4_COMPRESS_INPLACE_BUFFER_SIZE(maxCompressedSize) ((maxCompressedSize) + LZ4_COMPRESS_INPLACE_MARGIN) /**< maxCompressedSize is generally LZ4_COMPRESSBOUND(inputSize), but can be set to any lower value, with the risk that compression can fail (return code 0(zero)) */
#endif /* LZ4_STATIC_3504398509 */
#endif /* LZ4_STATIC_LINKING_ONLY */
#ifndef LZ4_H_98237428734687
#define LZ4_H_98237428734687
/*-************************************************************
* Private Definitions
**************************************************************
* Do not use these definitions directly.
* They are only exposed to allow static allocation of `LZ4_stream_t` and `LZ4_streamDecode_t`.
* Accessing members will expose user code to API and/or ABI break in future versions of the library.
**************************************************************/
#define LZ4_HASHLOG (LZ4_MEMORY_USAGE-2)
#define LZ4_HASHTABLESIZE (1 << LZ4_MEMORY_USAGE)
#define LZ4_HASH_SIZE_U32 (1 << LZ4_HASHLOG) /* required as macro for static allocation */
#if defined(__cplusplus) || (defined (__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 */)
# include <stdint.h>
typedef int8_t LZ4_i8;
typedef unsigned char LZ4_byte;
typedef uint16_t LZ4_u16;
typedef uint32_t LZ4_u32;
#else
typedef signed char LZ4_i8;
typedef unsigned char LZ4_byte;
typedef unsigned short LZ4_u16;
typedef unsigned int LZ4_u32;
#endif
/*! LZ4_stream_t :
* Never ever use below internal definitions directly !
* These definitions are not API/ABI safe, and may change in future versions.
* If you need static allocation, declare or allocate an LZ4_stream_t object.
**/
typedef struct LZ4_stream_t_internal LZ4_stream_t_internal;
struct LZ4_stream_t_internal {
LZ4_u32 hashTable[LZ4_HASH_SIZE_U32];
const LZ4_byte* dictionary;
const LZ4_stream_t_internal* dictCtx;
LZ4_u32 currentOffset;
LZ4_u32 tableType;
LZ4_u32 dictSize;
/* Implicit padding to ensure structure is aligned */
};
#define LZ4_STREAM_MINSIZE ((1UL << (LZ4_MEMORY_USAGE)) + 32) /* static size, for inter-version compatibility */
union LZ4_stream_u {
char minStateSize[LZ4_STREAM_MINSIZE];
LZ4_stream_t_internal internal_donotuse;
}; /* previously typedef'd to LZ4_stream_t */
/*! LZ4_initStream() : v1.9.0+
* An LZ4_stream_t structure must be initialized at least once.
* This is automatically done when invoking LZ4_createStream(),
* but it's not when the structure is simply declared on stack (for example).
*
* Use LZ4_initStream() to properly initialize a newly declared LZ4_stream_t.
* It can also initialize any arbitrary buffer of sufficient size,
* and will @return a pointer of proper type upon initialization.
*
* Note : initialization fails if size and alignment conditions are not respected.
* In which case, the function will @return NULL.
* Note2: An LZ4_stream_t structure guarantees correct alignment and size.
* Note3: Before v1.9.0, use LZ4_resetStream() instead
**/
LZ4LIB_API LZ4_stream_t* LZ4_initStream (void* stateBuffer, size_t size);
/*! LZ4_streamDecode_t :
* Never ever use below internal definitions directly !
* These definitions are not API/ABI safe, and may change in future versions.
* If you need static allocation, declare or allocate an LZ4_streamDecode_t object.
**/
typedef struct {
const LZ4_byte* externalDict;
const LZ4_byte* prefixEnd;
size_t extDictSize;
size_t prefixSize;
} LZ4_streamDecode_t_internal;
#define LZ4_STREAMDECODE_MINSIZE 32
union LZ4_streamDecode_u {
char minStateSize[LZ4_STREAMDECODE_MINSIZE];
LZ4_streamDecode_t_internal internal_donotuse;
} ; /* previously typedef'd to LZ4_streamDecode_t */
/*-************************************
* Obsolete Functions
**************************************/
/*! Deprecation warnings
*
* Deprecated functions make the compiler generate a warning when invoked.
* This is meant to invite users to update their source code.
* Should deprecation warnings be a problem, it is generally possible to disable them,
* typically with -Wno-deprecated-declarations for gcc
* or _CRT_SECURE_NO_WARNINGS in Visual.
*
* Another method is to define LZ4_DISABLE_DEPRECATE_WARNINGS
* before including the header file.
*/
#ifdef LZ4_DISABLE_DEPRECATE_WARNINGS
# define LZ4_DEPRECATED(message) /* disable deprecation warnings */
#else
# if defined (__cplusplus) && (__cplusplus >= 201402) /* C++14 or greater */
# define LZ4_DEPRECATED(message) [[deprecated(message)]]
# elif defined(_MSC_VER)
# define LZ4_DEPRECATED(message) __declspec(deprecated(message))
# elif defined(__clang__) || (defined(__GNUC__) && (__GNUC__ * 10 + __GNUC_MINOR__ >= 45))
# define LZ4_DEPRECATED(message) __attribute__((deprecated(message)))
# elif defined(__GNUC__) && (__GNUC__ * 10 + __GNUC_MINOR__ >= 31)
# define LZ4_DEPRECATED(message) __attribute__((deprecated))
# else
# pragma message("WARNING: LZ4_DEPRECATED needs custom implementation for this compiler")
# define LZ4_DEPRECATED(message) /* disabled */
# endif
#endif /* LZ4_DISABLE_DEPRECATE_WARNINGS */
/*! Obsolete compression functions (since v1.7.3) */
LZ4_DEPRECATED("use LZ4_compress_default() instead") LZ4LIB_API int LZ4_compress (const char* src, char* dest, int srcSize);
LZ4_DEPRECATED("use LZ4_compress_default() instead") LZ4LIB_API int LZ4_compress_limitedOutput (const char* src, char* dest, int srcSize, int maxOutputSize);
LZ4_DEPRECATED("use LZ4_compress_fast_extState() instead") LZ4LIB_API int LZ4_compress_withState (void* state, const char* source, char* dest, int inputSize);
LZ4_DEPRECATED("use LZ4_compress_fast_extState() instead") LZ4LIB_API int LZ4_compress_limitedOutput_withState (void* state, const char* source, char* dest, int inputSize, int maxOutputSize);
LZ4_DEPRECATED("use LZ4_compress_fast_continue() instead") LZ4LIB_API int LZ4_compress_continue (LZ4_stream_t* LZ4_streamPtr, const char* source, char* dest, int inputSize);
LZ4_DEPRECATED("use LZ4_compress_fast_continue() instead") LZ4LIB_API int LZ4_compress_limitedOutput_continue (LZ4_stream_t* LZ4_streamPtr, const char* source, char* dest, int inputSize, int maxOutputSize);
/*! Obsolete decompression functions (since v1.8.0) */
LZ4_DEPRECATED("use LZ4_decompress_fast() instead") LZ4LIB_API int LZ4_uncompress (const char* source, char* dest, int outputSize);
LZ4_DEPRECATED("use LZ4_decompress_safe() instead") LZ4LIB_API int LZ4_uncompress_unknownOutputSize (const char* source, char* dest, int isize, int maxOutputSize);
/* Obsolete streaming functions (since v1.7.0)
* degraded functionality; do not use!
*
* In order to perform streaming compression, these functions depended on data
* that is no longer tracked in the state. They have been preserved as well as
* possible: using them will still produce a correct output. However, they don't
* actually retain any history between compression calls. The compression ratio
* achieved will therefore be no better than compressing each chunk
* independently.
*/
LZ4_DEPRECATED("Use LZ4_createStream() instead") LZ4LIB_API void* LZ4_create (char* inputBuffer);
LZ4_DEPRECATED("Use LZ4_createStream() instead") LZ4LIB_API int LZ4_sizeofStreamState(void);
LZ4_DEPRECATED("Use LZ4_resetStream() instead") LZ4LIB_API int LZ4_resetStreamState(void* state, char* inputBuffer);
LZ4_DEPRECATED("Use LZ4_saveDict() instead") LZ4LIB_API char* LZ4_slideInputBuffer (void* state);
/*! Obsolete streaming decoding functions (since v1.7.0) */
LZ4_DEPRECATED("use LZ4_decompress_safe_usingDict() instead") LZ4LIB_API int LZ4_decompress_safe_withPrefix64k (const char* src, char* dst, int compressedSize, int maxDstSize);
LZ4_DEPRECATED("use LZ4_decompress_fast_usingDict() instead") LZ4LIB_API int LZ4_decompress_fast_withPrefix64k (const char* src, char* dst, int originalSize);
/*! Obsolete LZ4_decompress_fast variants (since v1.9.0) :
* These functions used to be faster than LZ4_decompress_safe(),
* but this is no longer the case. They are now slower.
* This is because LZ4_decompress_fast() doesn't know the input size,
* and therefore must progress more cautiously into the input buffer to not read beyond the end of block.
* On top of that `LZ4_decompress_fast()` is not protected vs malformed or malicious inputs, making it a security liability.
* As a consequence, LZ4_decompress_fast() is strongly discouraged, and deprecated.
*
* The last remaining LZ4_decompress_fast() specificity is that
* it can decompress a block without knowing its compressed size.
* Such functionality can be achieved in a more secure manner
* by employing LZ4_decompress_safe_partial().
*
* Parameters:
* originalSize : is the uncompressed size to regenerate.
* `dst` must be already allocated, its size must be >= 'originalSize' bytes.
* @return : number of bytes read from source buffer (== compressed size).
* The function expects to finish at block's end exactly.
* If the source stream is detected malformed, the function stops decoding and returns a negative result.
* note : LZ4_decompress_fast*() requires originalSize. Thanks to this information, it never writes past the output buffer.
* However, since it doesn't know its 'src' size, it may read an unknown amount of input, past input buffer bounds.
* Also, since match offsets are not validated, match reads from 'src' may underflow too.
* These issues never happen if input (compressed) data is correct.
* But they may happen if input data is invalid (error or intentional tampering).
* As a consequence, use these functions in trusted environments with trusted data **only**.
*/
LZ4_DEPRECATED("This function is deprecated and unsafe. Consider using LZ4_decompress_safe_partial() instead")
LZ4LIB_API int LZ4_decompress_fast (const char* src, char* dst, int originalSize);
LZ4_DEPRECATED("This function is deprecated and unsafe. Consider migrating towards LZ4_decompress_safe_continue() instead. "
"Note that the contract will change (requires block's compressed size, instead of decompressed size)")
LZ4LIB_API int LZ4_decompress_fast_continue (LZ4_streamDecode_t* LZ4_streamDecode, const char* src, char* dst, int originalSize);
LZ4_DEPRECATED("This function is deprecated and unsafe. Consider using LZ4_decompress_safe_partial_usingDict() instead")
LZ4LIB_API int LZ4_decompress_fast_usingDict (const char* src, char* dst, int originalSize, const char* dictStart, int dictSize);
/*! LZ4_resetStream() :
* An LZ4_stream_t structure must be initialized at least once.
* This is done with LZ4_initStream(), or LZ4_resetStream().
* Consider switching to LZ4_initStream(),
* invoking LZ4_resetStream() will trigger deprecation warnings in the future.
*/
LZ4LIB_API void LZ4_resetStream (LZ4_stream_t* streamPtr);
#endif /* LZ4_H_98237428734687 */
#if defined (__cplusplus)
}
#endif

View file

@ -341,6 +341,29 @@ int SV_BotGetConsoleMessage( int client, char *buf, int size );
int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
void BotImport_DebugPolygonDelete(int id);
//
// sv_netdemo.c
//
void SVD_Record_f( void );
void SVD_StopRecord_f( void );
void SVD_RecordFrame( void );
void SVD_ResetDeltaState( void );
void SVD_AutoRecord( void );
void SVD_CaptureServerCommand( const char *cmd );
void SVD_Play_f( void );
void SVD_StopPlay_f( void );
void SVD_CleanupPlayback( void );
void SVD_Stop_f( void );
void SVD_Pause_f( void );
void SVD_Seek_f( void );
void SVD_SeekExact_f( void );
qboolean SVD_PlaybackFrame( void );
qboolean SVD_IsRecording( void );
qboolean SVD_IsPlaying( void );
qboolean SVD_IsPaused( void );
qboolean SVD_IsStarting( void );
qboolean SVD_ShouldPause( void );
//============================================================
//
// high level object sorting to reduce interaction tests

View file

@ -280,6 +280,9 @@ static void SV_MapRestart_f( void ) {
sv.state = SS_GAME;
sv.restarting = qfalse;
// reset demo delta state so next frame writes full entities
SVD_ResetDeltaState();
// connect and begin all the clients
for (i=0 ; i<sv_maxclients->integer ; i++) {
client = &svs.clients[i];
@ -736,6 +739,14 @@ void SV_AddOperatorCommands( void ) {
if( com_dedicated->integer ) {
Cmd_AddCommand ("say", SV_ConSay_f);
}
// server-side demo recording/playback
Cmd_AddCommand ("svdemo_record", SVD_Record_f);
Cmd_AddCommand ("svdemo_stop", SVD_Stop_f);
Cmd_AddCommand ("svdemo_play", SVD_Play_f);
Cmd_AddCommand ("svdemo_pause", SVD_Pause_f);
Cmd_AddCommand ("svdemo_seek", SVD_Seek_f);
Cmd_AddCommand ("svdemo_seekexact", SVD_SeekExact_f);
}
/*

View file

@ -1419,7 +1419,12 @@ static void SV_UserMove( client_t *cl, msg_t *msg, qboolean delta ) {
// don't execute if this is an old cmd which is already executed
// these old cmds are included when cl_packetdup > 0
if ( cmds[i].serverTime <= cl->lastUsercmd.serverTime ) {
continue;
// demo playback: still process the LAST cmd even with duplicate
// serverTime (paused = frozen time, all cmds have same time).
// Need buttons and origin from fresh usercmds.
if ( !SVD_IsPlaying() || i != cmdCount - 1 ) {
continue;
}
}
SV_ClientThink (cl, &cmds[ i ]);
}

View file

@ -83,13 +83,20 @@ Sends a command string to a client
===============
*/
void SV_GameSendServerCommand( int clientNum, const char *text ) {
// capture for demo recording: broadcasts and per-client chat/tchat
if ( clientNum == -1 ) {
SVD_CaptureServerCommand( text );
} else if ( !strncmp( text, "chat", 4 ) || !strncmp( text, "tchat", 5 ) ) {
SVD_CaptureServerCommand( text );
}
if ( clientNum == -1 ) {
SV_SendServerCommand( NULL, "%s", text );
} else {
if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
return;
}
SV_SendServerCommand( svs.clients + clientNum, "%s", text );
SV_SendServerCommand( svs.clients + clientNum, "%s", text );
}
}

View file

@ -351,6 +351,18 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
char systemInfo[16384];
const char *p;
// stop any active demo recording/playback (one demo = one map).
// SVD_IsStarting() returns true when SVD_Play_f is calling devmap
// internally -- don't stop our own playback.
if ( SVD_IsRecording() ) {
Com_Printf( "Map change -- stopping demo recording.\n" );
SVD_StopRecord_f();
}
if ( SVD_IsPlaying() && !SVD_IsStarting() ) {
Com_Printf( "Map change -- stopping demo playback.\n" );
SVD_CleanupPlayback();
}
// shut down the existing game if it is running
SV_ShutdownGameProgs();
@ -546,6 +558,9 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
Hunk_SetMark();
Com_Printf ("-----------------------------------\n");
// auto-record demo if enabled
SVD_AutoRecord();
}
/*
@ -612,6 +627,11 @@ void SV_Init (void) {
sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE );
sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );
// server-side demo settings
Cvar_Get ("svdemo_autorecord", "0", CVAR_ARCHIVE);
Cvar_Get ("svdemo_pauseEmpty", "1", CVAR_ARCHIVE);
Cvar_Get ("svdemo_keyframeInterval", "5", CVAR_ARCHIVE); // seconds, 0 = disabled
// initialize bot cvars so they are listed and can be set before loading the botlib
SV_BotInitCvars();
@ -667,6 +687,15 @@ void SV_Shutdown( char *finalmsg ) {
Com_Printf( "----- Server Shutdown -----\n" );
// clean up any active demo recording/playback.
// skip if SVD_Play_f is calling SV_Shutdown internally.
if ( SVD_IsRecording() ) {
SVD_StopRecord_f();
}
if ( SVD_IsPlaying() && !SVD_IsStarting() ) {
SVD_CleanupPlayback();
}
if ( svs.clients && !com_errorEntered ) {
SV_FinalMessage( finalmsg );
}

View file

@ -831,18 +831,38 @@ void SV_Frame( int msec ) {
// run the game simulation in chunks
while ( sv.timeResidual >= frameMsec ) {
sv.timeResidual -= frameMsec;
if ( SVD_IsPaused() ) {
// demo paused: freeze svs.time so trajectories freeze
// and client doesn't see time jumps on unpause.
// still run game frame for spectator movement (at frozen time).
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
continue;
}
svs.time += frameMsec;
if ( SVD_IsPlaying() ) {
// demo playback: read recorded entities instead of running game logic
SVD_PlaybackFrame();
// still call the game frame for spectator movement
}
// let everything in the world think and move
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
// capture frame for demo recording
SVD_RecordFrame();
}
if ( com_speeds->integer ) {
time_game = Sys_Milliseconds () - startTime;
}
// check timeouts
SV_CheckTimeouts();
// check timeouts (skip during demo playback -- zombie slots would be freed)
if ( !SVD_IsPlaying() ) {
SV_CheckTimeouts();
}
// send messages back to the clients
SV_SendClientMessages();

1263
code/server/sv_netdemo.c Normal file

File diff suppressed because it is too large Load diff

View file

@ -343,13 +343,20 @@ void IN_DIMouse( int *mx, int *my ) {
DIMOUSESTATE2 state;
DWORD dwElements;
HRESULT hr;
int value;
int i, value;
static BYTE oldButtons[8];
static const int buttonKeys[5] = {
K_MOUSE1, K_MOUSE2, K_MOUSE3, K_MOUSE4, K_MOUSE5
};
if ( !g_pMouse ) {
return;
}
// fetch new events
// flush the buffered data — we only use it for wheel events.
// buttons are handled via immediate state below to avoid
// stuck keys from buffer overflow.
for (;;)
{
dwElements = 1;
@ -361,51 +368,11 @@ void IN_DIMouse( int *mx, int *my ) {
return;
}
/* Unable to read data or no data available */
if ( FAILED(hr) ) {
break;
}
if ( dwElements == 0 ) {
if ( FAILED(hr) || dwElements == 0 ) {
break;
}
switch (od.dwOfs) {
case DIMOFS_BUTTON0:
if (od.dwData & 0x80)
Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE1, qtrue, 0, NULL );
else
Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE1, qfalse, 0, NULL );
break;
case DIMOFS_BUTTON1:
if (od.dwData & 0x80)
Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE2, qtrue, 0, NULL );
else
Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE2, qfalse, 0, NULL );
break;
case DIMOFS_BUTTON2:
if (od.dwData & 0x80)
Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE3, qtrue, 0, NULL );
else
Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE3, qfalse, 0, NULL );
break;
case DIMOFS_BUTTON3:
if (od.dwData & 0x80)
Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE4, qtrue, 0, NULL );
else
Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE4, qfalse, 0, NULL );
break;
case DIMOFS_BUTTON4:
if (od.dwData & 0x80)
Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE5, qtrue, 0, NULL );
else
Sys_QueEvent( od.dwTimeStamp, SE_KEY, K_MOUSE5, qfalse, 0, NULL );
break;
case DIMOFS_Z:
value = od.dwData;
if (value < 0) {
@ -419,16 +386,29 @@ void IN_DIMouse( int *mx, int *my ) {
}
}
// read the raw delta counter and ignore
// the individual sample time / values
// read immediate device state for axes and buttons
hr = IDirectInputDevice8_GetDeviceState(g_pMouse,
sizeof(DIMOUSESTATE2), &state);
if ( FAILED(hr) ) {
*mx = *my = 0;
return;
}
*mx = state.lX;
*my = state.lY;
// generate button press/release events from immediate state.
// comparing against previous state avoids stuck buttons entirely —
// if a press or release was missed in the buffer, the immediate
// state catches it next frame.
for ( i = 0; i < 5; i++ ) {
BYTE down = state.rgbButtons[i] & 0x80;
if ( down != oldButtons[i] ) {
Sys_QueEvent( g_wv.sysMsgTime, SE_KEY, buttonKeys[i],
down ? qtrue : qfalse, 0, NULL );
oldButtons[i] = down;
}
}
}
/*

196
svdemo.txt Normal file
View file

@ -0,0 +1,196 @@
===========================================================================
Серверные демо-записи (SVDEMO)
Руководство пользователя
===========================================================================
ОПИСАНИЕ
--------
Система серверных демо-записей позволяет записывать полное состояние
игрового сервера (все сущности, все игроки) и воспроизводить запись
с возможностью свободного перемещения камеры или просмотра от первого
лица любого игрока.
В отличие от обычных клиентских демо (запись только того, что видит
один игрок), серверная запись содержит полную картину матча.
КОНСОЛЬНЫЕ КОМАНДЫ
------------------
Запись:
svdemo_record <имя>
Начать запись серверного демо. Файл сохраняется в
svdemos/<имя>.svdm внутри игровой директории.
svdemo_stop
Остановить текущую запись или воспроизведение.
При остановке воспроизведения происходит отключение от сервера.
Воспроизведение:
svdemo_play <имя>
Воспроизвести серверное демо. Загружает карту из записи,
подключает зрителя автоматически. Можно вызывать из меню,
из игры или во время просмотра другого демо.
svdemo_pause
Пауза / продолжение воспроизведения. Во время паузы камера
свободно перемещается, сущности заморожены.
На экране отображается "Playback Paused".
svdemo_seek <секунды>
Перемотка относительно текущей позиции. Положительное значение --
вперёд, отрицательное -- назад.
Перемещает к ближайшему ключевому кадру (точность ±5 сек).
Работает в паузе.
Пример: svdemo_seek -10 (назад на 10 секунд)
svdemo_seekexact <секунды>
Точная перемотка. Находит ближайший ключевой кадр, затем
прочитывает кадры до целевого времени. Точность до одного
серверного кадра (50 мс при sv_fps 20). Может занять долю
секунды на длинных перемотках. Работает в паузе.
Пример: svdemo_seekexact -10 (назад ровно на 10 секунд)
НАСТРОЙКИ (CVARS)
-----------------
svdemo_autorecord <0|1> (по умолчанию: 0)
Автоматическая запись демо при каждой загрузке карты.
Файлы именуются автоматически: <карта>_ГГГГММДД_ЧЧММСС.svdm
Пример: q3dm6_20260323_141530.svdm
svdemo_pauseEmpty <0|1> (по умолчанию: 1)
Пауза воспроизведения, когда нет подключённых зрителей.
Демо начинается с первого кадра при подключении зрителя.
svdemo_keyframeInterval <секунды> (по умолчанию: 5, 0 = выкл.)
Интервал ключевых кадров. Ключевые кадры позволяют перематывать
запись. Чем меньше интервал, тем точнее перемотка командой
svdemo_seek, но немного больше размер файла. Первый кадр
записи всегда является ключевым.
Все настройки сохраняются в конфигурации (CVAR_ARCHIVE).
ЗАПИСЬ
------
1. Запустите сервер и начните игру как обычно:
devmap q3dm6
2. Начните запись:
svdemo_record mymatch
3. Играйте. Все действия всех игроков записываются.
4. Остановите запись:
svdemo_stop
Запись также автоматически останавливается при:
- Смене карты (map, devmap, nextmap по таймлимиту/фраглимиту)
- Выключении сервера
Перезапуск карты (map_restart) НЕ прерывает запись.
ВОСПРОИЗВЕДЕНИЕ
---------------
1. Запустите воспроизведение:
svdemo_play mymatch
2. Карта загрузится автоматически. Вы подключитесь как зритель
со свободной камерой (полёт по карте).
3. Управление зрителем:
- Свободная камера: перемещайтесь как обычный спектатор
- Следование за игроком: нажмите MOUSE1 (ATTACK) для входа
в режим следования и переключения между игроками
- Выход из следования: team spectator (можно забиндить)
4. В режиме следования вы видите игру от первого лица выбранного
игрока с полным HUD: здоровье, броня, боеприпасы, оружие.
5. Табло (TAB) показывает счёт записанных игроков.
6. Управление воспроизведением:
- svdemo_pause -- пауза/продолжение
- svdemo_seek -10 -- быстрая перемотка назад на 10 сек
- svdemo_seek 30 -- быстрая перемотка вперёд на 30 сек
- svdemo_seekexact -10 -- точная перемотка назад на 10 сек
- svdemo_stop -- остановка и выход
7. Воспроизведение останавливается автоматически при
достижении конца записи.
ФОРМАТ ФАЙЛА
-------------
Расширение: .svdm
Директория: svdemos/
Файл содержит:
- Заголовок: название карты, настройки сервера, конфигстроки
(имена игроков, модели, настройки игры)
- Покадровые данные: дельта-сжатые состояния сущностей и игроков,
серверные команды (чат, принты), изменения конфигстрок
- Ключевые кадры с индексом в конце файла
Дельта-кодирование обеспечивает компактный размер файла.
Типичный 10-минутный матч с 10 ботами занимает ~8 МБ.
Одна запись = одна карта. При смене карты запись останавливается.
ОГРАНИЧЕНИЯ
-----------
- Если в записанной игре было 64 игрока (MAX_CLIENTS), один
из них не будет виден при воспроизведении (его слот занят зрителем).
- Воспроизведение требует наличия тех же pk3-файлов (карты, модели),
что использовались при записи.
- Демо несовместимы между разными версиями движка, если изменился
формат сетевых структур.
- При перемотке могут кратковременно отображаться визуальные артефакты
(частицы, вспышки) от локальных эффектов.
ПРИМЕРЫ ИСПОЛЬЗОВАНИЯ
---------------------
Автоматическая запись всех матчей:
set svdemo_autorecord 1
devmap q3dm17
(все матчи на этом сервере будут записываться автоматически)
Запись конкретного матча:
devmap q3tourney2
svdemo_record duel_finals
(играть...)
svdemo_stop
Просмотр записи:
svdemo_play duel_finals
Просмотр с перемоткой:
svdemo_play duel_finals
(подождать 30 секунд)
svdemo_seekexact -20 (вернуться на 20 секунд назад)
svdemo_pause (поставить на паузу)
svdemo_seek -5 (ещё назад на 5 секунд, в паузе)
svdemo_pause (продолжить)
===========================================================================