Frame Order: Difference between revisions
(Color makes life nicer.) |
(Lots of updates to a bunch of sections, and moved the server game code section up so the sections are in the non-threaded order.) |
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Line 71: | Line 71: | ||
** <code><font color=green>CHLClient::CreateMove()</font></code> | ** <code><font color=green>CHLClient::CreateMove()</font></code> | ||
** Queue movement commands to network to the server | ** Queue movement commands to network to the server | ||
===Server game code=== | |||
This section calls <code>Think</code> functions for each entity and processes game logic. | |||
* If this is the last tick in the frame: <code><font color=green>CServerGameDLL::Think()</font></code> | |||
* Read network input | |||
* For each plugin: <code><font color=green>IServerPluginCallbacks::GameFrame()</font></code> | |||
* <code><font color=green>CServerGameDLL::GameFrame()</font></code> | |||
** <font color=purple>For each game system: <code>FrameUpdatePreEntityThink()</code> | |||
** <code>GameRules::Think()</code> | |||
** Physics simulations | |||
*** For each player: <code>CBasePlayer::PlayerRunCommand()</code> | |||
** For each game system: <code>FrameUpdatePostEntityThink()</code></font> | |||
* If this is the last tick in the frame: ''(This part of the tree occurs in a separate thread if the engine is threaded.)'' | |||
** <code><font color=green>CServerGameDLL::PreClientUpdate()</font></code> | |||
*** <font color=purple>For each game system: <code>PreClientUpdate()</code></font> | |||
** Transmit queued network messages | |||
** For every client: | |||
*** Set up network pack data | |||
**** <code><font color=green>CServerGameClients::ClientSetupVisibility()</font></code> | |||
**** <code><font color=green>CServerGameEnts::CheckTransmit()</font></code> | |||
**** In a singleplayer game, [[#Client_logic|Client logic]] is run through the local network backdoor | |||
**** Changed entity data tables are packed for network transmission, and snapshots are sent to clients | |||
** <code><font color=green>CServerGameClients::PostClientMessagesSent()</font></code> | |||
===Client logic=== | ===Client logic=== | ||
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* Read packets | * Read packets | ||
** For every packet received: | ** For every packet received: | ||
*** If multiplayer or if there are extra commands: | |||
**** Run [[#Client_prediction|prediction]] | |||
*** <code><font color=green>CPrediction::PreEntityPacketReceived</font></code> | *** <code><font color=green>CPrediction::PreEntityPacketReceived</font></code> | ||
*** <code><font color=green>CHLClient::FrameStageNotify(FRAME_NET_UPDATE_START)</font></code> | *** <code><font color=green>CHLClient::FrameStageNotify(FRAME_NET_UPDATE_START)</font></code> | ||
**** <font color=darkred>Absolute origin/angle queries invalidated</font> | **** <font color=darkred>Absolute origin/angle queries invalidated</font> | ||
*** Update baseline, update | *** Update baseline, update entity data tables | ||
**** Calls to <code><font color=green>C_BaseEntity::PreDataUpdate</font></code> as necessary. | |||
*** <code><font color=green>CHLClient::FrameStageNotify(FRAME_NET_UPDATE_POSTDATAUPDATE_START)</font></code> | *** <code><font color=green>CHLClient::FrameStageNotify(FRAME_NET_UPDATE_POSTDATAUPDATE_START)</font></code> | ||
*** For every updated entity: <code><font color=green>C_BaseEntity::PostDataUpdate()</font></code> | *** For every updated entity: <code><font color=green>C_BaseEntity::PostDataUpdate()</font></code> | ||
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**** <font color=darkred>Absolute origin/angle queries re-validated</font> | **** <font color=darkred>Absolute origin/angle queries re-validated</font> | ||
*** <code><font color=green>CPrediction::PostNetworkDataReceived()</font></code> | *** <code><font color=green>CPrediction::PostNetworkDataReceived()</font></code> | ||
===Client prediction=== | ===Client prediction=== | ||
Line 117: | Line 124: | ||
* <code><font color=green>CPrediction::Update()</font></code> | * <code><font color=green>CPrediction::Update()</font></code> | ||
** <font color=purple>Perform prediction | ** <font color=purple>Perform prediction. For every player movement command: | ||
*** | *** <code>CPrediction::RunSimulation()</code> | ||
*** For every predictable entity: | |||
**** If data table has changed: <code>C_BaseEntity::OnPreDataChanged()</code> | |||
**** <code>C_BaseEntity::PhysicsSimulate()</code> | |||
***** <code>CPrediction::RunCommand()</code> | |||
***** If the entity is a player: | |||
****** <code>C_BasePlayer::PreThink()</code> | |||
****** <code>CPrediction::SetupMove()</code> | |||
****** <code>CGameMovement::ProcessMovement()</code> | |||
****** <code>CPrediction::FinishMove()</code> | |||
****** <code>C_BasePlayer::PostThink()</code> | |||
****** <code>CMoveHelperClient::ProcessImpacts()</code> | |||
***** If the entity is not a player: | |||
****** Run physics simulation and <code>C_BaseEntity::Think()</code> | |||
** <code>CPrediction::Untouch()</code> | |||
</font> | |||
* Update view angles with device information | * Update view angles with device information | ||
** <code><font color=green>CPrediction::SetLocalViewAngles()</font></code> | ** <code><font color=green>CPrediction::SetLocalViewAngles()</font></code> | ||
Line 140: | Line 162: | ||
** <font color=purple>Draws world and then UI</font> | ** <font color=purple>Draws world and then UI</font> | ||
* Incomplete! | * Incomplete! | ||
* <code><font color=green>CHLClient::FrameStageNotify(FRAME_RENDER_END)</font></code> | |||
[[Category:Programming]] | [[Category:Programming]] |
Revision as of 02:08, 2 October 2009
This section is currently under construction. Please feel free to add any insights you may have into the structure of the Source engine that you would like to share with the community.
Introduction
This is the order in which systems are invoked for each engine frame.
Engine
The engine has two modes of execution, a threaded path and a non-threaded path. The host_thread_mode
cvar determines which path is taken. Dedicated servers will ignore this cvar and always use the non-threaded path. XBox 360 runs in threaded mode by default, while PC runs in non-threaded mode by default. Threaded mode was introduced with the Orange Box version of the Source engine, and does not exist in Episode 1 or previous versions.
Listenservers (ie, singleplayer games, or multiplayer games hosted by one of the players) will run all sections of code, calling both client.dll and server.dll functions from the same thread and in the same engine loop. Clients connected to a remote server will run the italicized sections only, and dedicated servers will run the bold items only. Dedicated server builds (Linux or Windows SrcDs) will run only the underlined sections.
Legend:
- Bold - Server code, occurs on any server engine, server-only or listenserver
- Italics - Client code, occurs on any client engine, client-only or listenserver
- Underline - Code path for a dedicated server (Non underline items do not run on a dedicated server.)
- Green - Function call from the engine into game source
Non-threaded model
FrameStageNotify: FRAME_START
- Console commands
- For each tick:
- Rendering
- Sound
- Client HUD update
Threaded model
FrameStageNotify: FRAME_START
- Console commands
- For each client tick:
- Client prediction
- For each server tick:
- Input
- Networking
- Server game code (in a separate thread)
- Rendering
- Sound
- Client HUD update
Sections
Legend:
- Green - Function call from the engine into game source
- Purple - Code that exists inside the game sources available to modders
- Red - Special information
Console commands
This section evaluates and executes commands input into the game console. If the console command is a ConCommand created by the game code, it will execute a callback into the game code through ConCommand::Dispatch( const CCommand &command )
in convar.cpp
.
Networking
This section sends and receives network messages. It runs on a localhost server through an internal backdoor loopback device. On server-only or client-only instances it runs over a UDP connection. No game code callbacks are made during this time.
Input
This section reads and processes input devices and messages. It runs only on client or localhost engines.
CHLClient::HudProcessInput()
- Process console commands
- Process player movement commands
CHLClient::CreateMove()
- Queue movement commands to network to the server
Server game code
This section calls Think
functions for each entity and processes game logic.
- If this is the last tick in the frame:
CServerGameDLL::Think()
- Read network input
- For each plugin:
IServerPluginCallbacks::GameFrame()
CServerGameDLL::GameFrame()
- For each game system:
FrameUpdatePreEntityThink()
GameRules::Think()
- Physics simulations
- For each player:
CBasePlayer::PlayerRunCommand()
- For each player:
- For each game system:
FrameUpdatePostEntityThink()
- For each game system:
- If this is the last tick in the frame: (This part of the tree occurs in a separate thread if the engine is threaded.)
CServerGameDLL::PreClientUpdate()
- For each game system:
PreClientUpdate()
- For each game system:
- Transmit queued network messages
- For every client:
- Set up network pack data
CServerGameClients::ClientSetupVisibility()
CServerGameEnts::CheckTransmit()
- In a singleplayer game, Client logic is run through the local network backdoor
- Changed entity data tables are packed for network transmission, and snapshots are sent to clients
- Set up network pack data
CServerGameClients::PostClientMessagesSent()
Client logic
This section reads network packets and updates the entities on the client.
- Read packets
- For every packet received:
- If multiplayer or if there are extra commands:
- Run prediction
CPrediction::PreEntityPacketReceived
CHLClient::FrameStageNotify(FRAME_NET_UPDATE_START)
- Absolute origin/angle queries invalidated
- Update baseline, update entity data tables
- Calls to
C_BaseEntity::PreDataUpdate
as necessary.
- Calls to
CHLClient::FrameStageNotify(FRAME_NET_UPDATE_POSTDATAUPDATE_START)
- For every updated entity:
C_BaseEntity::PostDataUpdate()
CHLClient::FrameStageNotify(FRAME_NET_UPDATE_POSTDATAUPDATE_END)
CPrediction::PostEntityPacketReceived()
- If an entity has entered or exited the client's PVS:
C_BaseEntity::NotifyShouldTransmit()
CHLClient::FrameStageNotify(FRAME_NET_UPDATE_END)
- Absolute origin/angle queries re-validated
CPrediction::PostNetworkDataReceived()
- If multiplayer or if there are extra commands:
- For every packet received:
Client prediction
This section runs prediction code for the local client.
CPrediction::Update()
- Perform prediction. For every player movement command:
CPrediction::RunSimulation()
- For every predictable entity:
- If data table has changed:
C_BaseEntity::OnPreDataChanged()
C_BaseEntity::PhysicsSimulate()
CPrediction::RunCommand()
- If the entity is a player:
C_BasePlayer::PreThink()
CPrediction::SetupMove()
CGameMovement::ProcessMovement()
CPrediction::FinishMove()
C_BasePlayer::PostThink()
CMoveHelperClient::ProcessImpacts()
- If the entity is not a player:
- Run physics simulation and
C_BaseEntity::Think()
- Run physics simulation and
- If data table has changed:
CPrediction::Untouch()
- Perform prediction. For every player movement command:
- Update view angles with device information
CPrediction::SetLocalViewAngles()
CHLClient::ExtraMouseSample()
Rendering
Rendering code sets up the view, updates all entities, and then renders the scene and user interface.
CHLClient::FrameStageNotify(FRAME_RENDER_START)
CInput::CAM_Think()
CViewRender::OnRenderStart()
CViewRender::SetUpView()
CBasePlayer::CalcView()
- For every player:
CBasePlayer::UpdateClientSideAnimation()
CMultiPlayerAnimState::Update()
ProcessOnDataChangedEvents()
- For every entity with data changed:
C_BaseEntity::OnDataChanged()
- For every entity with data changed:
- Update entities, tempents, particle systems, simulate physics
CHLClient::View_Render()
- Draws world and then UI
- Incomplete!
CHLClient::FrameStageNotify(FRAME_RENDER_END)