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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
# include "cbase.h"
# include "usercmd.h"
# include "igamesystem.h"
# include "ilagcompensationmanager.h"
# include "inetchannelinfo.h"
# include "utllinkedlist.h"
# include "BaseAnimatingOverlay.h"
# include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
# define LC_NONE 0
# define LC_ALIVE (1<<0)
# define LC_ORIGIN_CHANGED (1<<8)
# define LC_ANGLES_CHANGED (1<<9)
# define LC_SIZE_CHANGED (1<<10)
# define LC_ANIMATION_CHANGED (1<<11)
static ConVar sv_lagcompensation_teleport_dist ( " sv_lagcompensation_teleport_dist " , " 64 " , FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT , " How far a player got moved by game code before we can't lag compensate their position back " ) ;
# define LAG_COMPENSATION_EPS_SQR ( 0.1f * 0.1f )
// Allow 4 units of error ( about 1 / 8 bbox width )
# define LAG_COMPENSATION_ERROR_EPS_SQR ( 4.0f * 4.0f )
ConVar sv_unlag ( " sv_unlag " , " 1 " , FCVAR_DEVELOPMENTONLY , " Enables player lag compensation " ) ;
ConVar sv_maxunlag ( " sv_maxunlag " , " 1.0 " , FCVAR_DEVELOPMENTONLY , " Maximum lag compensation in seconds " , true , 0.0f , true , 1.0f ) ;
ConVar sv_lagflushbonecache ( " sv_lagflushbonecache " , " 1 " , FCVAR_DEVELOPMENTONLY , " Flushes entity bone cache on lag compensation " ) ;
ConVar sv_showlagcompensation ( " sv_showlagcompensation " , " 0 " , FCVAR_CHEAT , " Show lag compensated hitboxes whenever a player is lag compensated. " ) ;
ConVar sv_unlag_fixstuck ( " sv_unlag_fixstuck " , " 0 " , FCVAR_DEVELOPMENTONLY , " Disallow backtracking a player for lag compensation if it will cause them to become stuck " ) ;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
# define MAX_LAYER_RECORDS (CBaseAnimatingOverlay::MAX_OVERLAYS)
struct LayerRecord
{
int m_sequence ;
float m_cycle ;
float m_weight ;
int m_order ;
LayerRecord ( )
{
m_sequence = 0 ;
m_cycle = 0 ;
m_weight = 0 ;
m_order = 0 ;
}
LayerRecord ( const LayerRecord & src )
{
m_sequence = src . m_sequence ;
m_cycle = src . m_cycle ;
m_weight = src . m_weight ;
m_order = src . m_order ;
}
} ;
struct LagRecord
{
public :
LagRecord ( )
{
m_fFlags = 0 ;
m_vecOrigin . Init ( ) ;
m_vecAngles . Init ( ) ;
m_vecMinsPreScaled . Init ( ) ;
m_vecMaxsPreScaled . Init ( ) ;
m_flSimulationTime = - 1 ;
m_masterSequence = 0 ;
m_masterCycle = 0 ;
}
LagRecord ( const LagRecord & src )
{
m_fFlags = src . m_fFlags ;
m_vecOrigin = src . m_vecOrigin ;
m_vecAngles = src . m_vecAngles ;
m_vecMinsPreScaled = src . m_vecMinsPreScaled ;
m_vecMaxsPreScaled = src . m_vecMaxsPreScaled ;
m_flSimulationTime = src . m_flSimulationTime ;
for ( int layerIndex = 0 ; layerIndex < MAX_LAYER_RECORDS ; + + layerIndex )
{
m_layerRecords [ layerIndex ] = src . m_layerRecords [ layerIndex ] ;
}
m_masterSequence = src . m_masterSequence ;
m_masterCycle = src . m_masterCycle ;
}
// Did player die this frame
int m_fFlags ;
// Player position, orientation and bbox
Vector m_vecOrigin ;
QAngle m_vecAngles ;
Vector m_vecMinsPreScaled ;
Vector m_vecMaxsPreScaled ;
float m_flSimulationTime ;
// Player animation details, so we can get the legs in the right spot.
LayerRecord m_layerRecords [ MAX_LAYER_RECORDS ] ;
int m_masterSequence ;
float m_masterCycle ;
} ;
//
// Try to take the player from his current origin to vWantedPos.
// If it can't get there, leave the player where he is.
//
ConVar sv_unlag_debug ( " sv_unlag_debug " , " 0 " , FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY ) ;
float g_flFractionScale = 0.95 ;
static void RestorePlayerTo ( CBasePlayer * pPlayer , const Vector & vWantedPos )
{
// Try to move to the wanted position from our current position.
trace_t tr ;
VPROF_BUDGET ( " RestorePlayerTo " , " CLagCompensationManager " ) ;
UTIL_TraceEntity ( pPlayer , vWantedPos , vWantedPos , MASK_PLAYERSOLID , pPlayer , COLLISION_GROUP_PLAYER_MOVEMENT , & tr ) ;
if ( tr . startsolid | | tr . allsolid )
{
if ( sv_unlag_debug . GetBool ( ) )
{
DevMsg ( " RestorePlayerTo() could not restore player position for client \" %s \" ( %.1f %.1f %.1f ) \n " ,
pPlayer - > GetPlayerName ( ) , vWantedPos . x , vWantedPos . y , vWantedPos . z ) ;
}
UTIL_TraceEntity ( pPlayer , pPlayer - > GetLocalOrigin ( ) , vWantedPos , MASK_PLAYERSOLID , pPlayer , COLLISION_GROUP_PLAYER_MOVEMENT , & tr ) ;
if ( tr . startsolid | | tr . allsolid )
{
// In this case, the guy got stuck back wherever we lag compensated him to. Nasty.
if ( sv_unlag_debug . GetBool ( ) )
DevMsg ( " restore failed entirely \n " ) ;
}
else
{
// We can get to a valid place, but not all the way back to where we were.
Vector vPos ;
VectorLerp ( pPlayer - > GetLocalOrigin ( ) , vWantedPos , tr . fraction * g_flFractionScale , vPos ) ;
UTIL_SetOrigin ( pPlayer , vPos , true ) ;
if ( sv_unlag_debug . GetBool ( ) )
DevMsg ( " restore got most of the way \n " ) ;
}
}
else
{
// Cool, the player can go back to whence he came.
UTIL_SetOrigin ( pPlayer , tr . endpos , true ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CLagCompensationManager : public CAutoGameSystemPerFrame , public ILagCompensationManager
{
public :
CLagCompensationManager ( char const * name ) : CAutoGameSystemPerFrame ( name ) , m_flTeleportDistanceSqr ( 64 * 64 )
{
}
// IServerSystem stuff
virtual void Shutdown ( )
{
ClearHistory ( ) ;
}
virtual void LevelShutdownPostEntity ( )
{
ClearHistory ( ) ;
}
// called after entities think
virtual void FrameUpdatePostEntityThink ( ) ;
// ILagCompensationManager stuff
// Called during player movement to set up/restore after lag compensation
void StartLagCompensation ( CBasePlayer * player , CUserCmd * cmd ) ;
void FinishLagCompensation ( CBasePlayer * player ) ;
private :
void BacktrackPlayer ( CBasePlayer * player , float flTargetTime ) ;
void ClearHistory ( )
{
for ( int i = 0 ; i < MAX_PLAYERS ; i + + )
m_PlayerTrack [ i ] . Purge ( ) ;
}
// keep a list of lag records for each player
CUtlFixedLinkedList < LagRecord > m_PlayerTrack [ MAX_PLAYERS ] ;
// Scratchpad for determining what needs to be restored
CBitVec < MAX_PLAYERS > m_RestorePlayer ;
bool m_bNeedToRestore ;
LagRecord m_RestoreData [ MAX_PLAYERS ] ; // player data before we moved him back
LagRecord m_ChangeData [ MAX_PLAYERS ] ; // player data where we moved him back
CBasePlayer * m_pCurrentPlayer ; // The player we are doing lag compensation for
float m_flTeleportDistanceSqr ;
} ;
static CLagCompensationManager g_LagCompensationManager ( " CLagCompensationManager " ) ;
ILagCompensationManager * lagcompensation = & g_LagCompensationManager ;
//-----------------------------------------------------------------------------
// Purpose: Called once per frame after all entities have had a chance to think
//-----------------------------------------------------------------------------
void CLagCompensationManager : : FrameUpdatePostEntityThink ( )
{
if ( ( gpGlobals - > maxClients < = 1 ) | | ! sv_unlag . GetBool ( ) )
{
ClearHistory ( ) ;
return ;
}
m_flTeleportDistanceSqr = sv_lagcompensation_teleport_dist . GetFloat ( ) * sv_lagcompensation_teleport_dist . GetFloat ( ) ;
VPROF_BUDGET ( " FrameUpdatePostEntityThink " , " CLagCompensationManager " ) ;
// remove all records before that time:
int flDeadtime = gpGlobals - > curtime - sv_maxunlag . GetFloat ( ) ;
// Iterate all active players
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
CBasePlayer * pPlayer = UTIL_PlayerByIndex ( i ) ;
CUtlFixedLinkedList < LagRecord > * track = & m_PlayerTrack [ i - 1 ] ;
if ( ! pPlayer )
{
if ( track - > Count ( ) > 0 )
{
track - > RemoveAll ( ) ;
}
continue ;
}
Assert ( track - > Count ( ) < 1000 ) ; // insanity check
// remove tail records that are too old
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intp tailIndex = track - > Tail ( ) ;
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while ( track - > IsValidIndex ( tailIndex ) )
{
LagRecord & tail = track - > Element ( tailIndex ) ;
// if tail is within limits, stop
if ( tail . m_flSimulationTime > = flDeadtime )
break ;
// remove tail, get new tail
track - > Remove ( tailIndex ) ;
tailIndex = track - > Tail ( ) ;
}
// check if head has same simulation time
if ( track - > Count ( ) > 0 )
{
LagRecord & head = track - > Element ( track - > Head ( ) ) ;
// check if player changed simulation time since last time updated
if ( head . m_flSimulationTime > = pPlayer - > GetSimulationTime ( ) )
continue ; // don't add new entry for same or older time
}
// add new record to player track
LagRecord & record = track - > Element ( track - > AddToHead ( ) ) ;
record . m_fFlags = 0 ;
if ( pPlayer - > IsAlive ( ) )
{
record . m_fFlags | = LC_ALIVE ;
}
record . m_flSimulationTime = pPlayer - > GetSimulationTime ( ) ;
record . m_vecAngles = pPlayer - > GetLocalAngles ( ) ;
record . m_vecOrigin = pPlayer - > GetLocalOrigin ( ) ;
record . m_vecMinsPreScaled = pPlayer - > CollisionProp ( ) - > OBBMinsPreScaled ( ) ;
record . m_vecMaxsPreScaled = pPlayer - > CollisionProp ( ) - > OBBMaxsPreScaled ( ) ;
int layerCount = pPlayer - > GetNumAnimOverlays ( ) ;
for ( int layerIndex = 0 ; layerIndex < layerCount ; + + layerIndex )
{
CAnimationLayer * currentLayer = pPlayer - > GetAnimOverlay ( layerIndex ) ;
if ( currentLayer )
{
record . m_layerRecords [ layerIndex ] . m_cycle = currentLayer - > m_flCycle ;
record . m_layerRecords [ layerIndex ] . m_order = currentLayer - > m_nOrder ;
record . m_layerRecords [ layerIndex ] . m_sequence = currentLayer - > m_nSequence ;
record . m_layerRecords [ layerIndex ] . m_weight = currentLayer - > m_flWeight ;
}
}
record . m_masterSequence = pPlayer - > GetSequence ( ) ;
record . m_masterCycle = pPlayer - > GetCycle ( ) ;
}
//Clear the current player.
m_pCurrentPlayer = NULL ;
}
// Called during player movement to set up/restore after lag compensation
void CLagCompensationManager : : StartLagCompensation ( CBasePlayer * player , CUserCmd * cmd )
{
//DONT LAG COMP AGAIN THIS FRAME IF THERES ALREADY ONE IN PROGRESS
//IF YOU'RE HITTING THIS THEN IT MEANS THERES A CODE BUG
if ( m_pCurrentPlayer )
{
Assert ( m_pCurrentPlayer = = NULL ) ;
Warning ( " Trying to start a new lag compensation session while one is already active! \n " ) ;
return ;
}
// Assume no players need to be restored
m_RestorePlayer . ClearAll ( ) ;
m_bNeedToRestore = false ;
m_pCurrentPlayer = player ;
if ( ! player - > m_bLagCompensation // Player not wanting lag compensation
| | ( gpGlobals - > maxClients < = 1 ) // no lag compensation in single player
| | ! sv_unlag . GetBool ( ) // disabled by server admin
| | player - > IsBot ( ) // not for bots
| | player - > IsObserver ( ) // not for spectators
)
return ;
// NOTE: Put this here so that it won't show up in single player mode.
VPROF_BUDGET ( " StartLagCompensation " , VPROF_BUDGETGROUP_OTHER_NETWORKING ) ;
Q_memset ( m_RestoreData , 0 , sizeof ( m_RestoreData ) ) ;
Q_memset ( m_ChangeData , 0 , sizeof ( m_ChangeData ) ) ;
// Get true latency
// correct is the amout of time we have to correct game time
float correct = 0.0f ;
INetChannelInfo * nci = engine - > GetPlayerNetInfo ( player - > entindex ( ) ) ;
if ( nci )
{
// add network latency
correct + = nci - > GetLatency ( FLOW_OUTGOING ) ;
}
// calc number of view interpolation ticks - 1
int lerpTicks = TIME_TO_TICKS ( player - > m_fLerpTime ) ;
// add view interpolation latency see C_BaseEntity::GetInterpolationAmount()
correct + = TICKS_TO_TIME ( lerpTicks ) ;
// check bouns [0,sv_maxunlag]
correct = clamp ( correct , 0.0f , sv_maxunlag . GetFloat ( ) ) ;
// correct tick send by player
int targettick = cmd - > tick_count - lerpTicks ;
// calc difference between tick send by player and our latency based tick
float deltaTime = correct - TICKS_TO_TIME ( gpGlobals - > tickcount - targettick ) ;
if ( fabs ( deltaTime ) > 0.2f )
{
// difference between cmd time and latency is too big > 200ms, use time correction based on latency
// DevMsg("StartLagCompensation: delta too big (%.3f)\n", deltaTime );
targettick = gpGlobals - > tickcount - TIME_TO_TICKS ( correct ) ;
}
// Iterate all active players
const CBitVec < MAX_EDICTS > * pEntityTransmitBits = engine - > GetEntityTransmitBitsForClient ( player - > entindex ( ) - 1 ) ;
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
CBasePlayer * pPlayer = UTIL_PlayerByIndex ( i ) ;
if ( ! pPlayer )
{
continue ;
}
// Don't lag compensate yourself you loser...
if ( player = = pPlayer )
{
continue ;
}
// Custom checks for if things should lag compensate (based on things like what team the player is on).
if ( ! player - > WantsLagCompensationOnEntity ( pPlayer , cmd , pEntityTransmitBits ) )
continue ;
// Move other player back in time
BacktrackPlayer ( pPlayer , TICKS_TO_TIME ( targettick ) ) ;
}
}
void CLagCompensationManager : : BacktrackPlayer ( CBasePlayer * pPlayer , float flTargetTime )
{
Vector org ;
Vector minsPreScaled ;
Vector maxsPreScaled ;
QAngle ang ;
VPROF_BUDGET ( " BacktrackPlayer " , " CLagCompensationManager " ) ;
int pl_index = pPlayer - > entindex ( ) - 1 ;
// get track history of this player
CUtlFixedLinkedList < LagRecord > * track = & m_PlayerTrack [ pl_index ] ;
// check if we have at leat one entry
if ( track - > Count ( ) < = 0 )
return ;
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intp curr = track - > Head ( ) ;
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LagRecord * prevRecord = NULL ;
LagRecord * record = NULL ;
Vector prevOrg = pPlayer - > GetLocalOrigin ( ) ;
// Walk context looking for any invalidating event
while ( track - > IsValidIndex ( curr ) )
{
// remember last record
prevRecord = record ;
// get next record
record = & track - > Element ( curr ) ;
if ( ! ( record - > m_fFlags & LC_ALIVE ) )
{
// player most be alive, lost track
return ;
}
Vector delta = record - > m_vecOrigin - prevOrg ;
if ( delta . Length2DSqr ( ) > m_flTeleportDistanceSqr )
{
// lost track, too much difference
return ;
}
// did we find a context smaller than target time ?
if ( record - > m_flSimulationTime < = flTargetTime )
break ; // hurra, stop
prevOrg = record - > m_vecOrigin ;
// go one step back
curr = track - > Next ( curr ) ;
}
Assert ( record ) ;
if ( ! record )
{
if ( sv_unlag_debug . GetBool ( ) )
{
DevMsg ( " No valid positions in history for BacktrackPlayer client ( %s ) \n " , pPlayer - > GetPlayerName ( ) ) ;
}
return ; // that should never happen
}
float frac = 0.0f ;
if ( prevRecord & &
( record - > m_flSimulationTime < flTargetTime ) & &
( record - > m_flSimulationTime < prevRecord - > m_flSimulationTime ) )
{
// we didn't find the exact time but have a valid previous record
// so interpolate between these two records;
Assert ( prevRecord - > m_flSimulationTime > record - > m_flSimulationTime ) ;
Assert ( flTargetTime < prevRecord - > m_flSimulationTime ) ;
// calc fraction between both records
frac = ( flTargetTime - record - > m_flSimulationTime ) /
( prevRecord - > m_flSimulationTime - record - > m_flSimulationTime ) ;
Assert ( frac > 0 & & frac < 1 ) ; // should never extrapolate
ang = Lerp ( frac , record - > m_vecAngles , prevRecord - > m_vecAngles ) ;
org = Lerp ( frac , record - > m_vecOrigin , prevRecord - > m_vecOrigin ) ;
minsPreScaled = Lerp ( frac , record - > m_vecMinsPreScaled , prevRecord - > m_vecMinsPreScaled ) ;
maxsPreScaled = Lerp ( frac , record - > m_vecMaxsPreScaled , prevRecord - > m_vecMaxsPreScaled ) ;
}
else
{
// we found the exact record or no other record to interpolate with
// just copy these values since they are the best we have
org = record - > m_vecOrigin ;
ang = record - > m_vecAngles ;
minsPreScaled = record - > m_vecMinsPreScaled ;
maxsPreScaled = record - > m_vecMaxsPreScaled ;
}
// See if this is still a valid position for us to teleport to
if ( sv_unlag_fixstuck . GetBool ( ) )
{
// Try to move to the wanted position from our current position.
trace_t tr ;
UTIL_TraceEntity ( pPlayer , org , org , MASK_PLAYERSOLID , & tr ) ;
if ( tr . startsolid | | tr . allsolid )
{
if ( sv_unlag_debug . GetBool ( ) )
DevMsg ( " WARNING: BackupPlayer trying to back player into a bad position - client %s \n " , pPlayer - > GetPlayerName ( ) ) ;
CBasePlayer * pHitPlayer = dynamic_cast < CBasePlayer * > ( tr . m_pEnt ) ;
// don't lag compensate the current player
if ( pHitPlayer & & ( pHitPlayer ! = m_pCurrentPlayer ) )
{
// If we haven't backtracked this player, do it now
// this deliberately ignores WantsLagCompensationOnEntity.
if ( ! m_RestorePlayer . Get ( pHitPlayer - > entindex ( ) - 1 ) )
{
// prevent recursion - save a copy of m_RestorePlayer,
// pretend that this player is off-limits
int pl_index = pPlayer - > entindex ( ) - 1 ;
// Temp turn this flag on
m_RestorePlayer . Set ( pl_index ) ;
BacktrackPlayer ( pHitPlayer , flTargetTime ) ;
// Remove the temp flag
m_RestorePlayer . Clear ( pl_index ) ;
}
}
// now trace us back as far as we can go
UTIL_TraceEntity ( pPlayer , pPlayer - > GetLocalOrigin ( ) , org , MASK_PLAYERSOLID , & tr ) ;
if ( tr . startsolid | | tr . allsolid )
{
// Our starting position is bogus
if ( sv_unlag_debug . GetBool ( ) )
DevMsg ( " Backtrack failed completely, bad starting position \n " ) ;
}
else
{
// We can get to a valid place, but not all the way to the target
Vector vPos ;
VectorLerp ( pPlayer - > GetLocalOrigin ( ) , org , tr . fraction * g_flFractionScale , vPos ) ;
// This is as close as we're going to get
org = vPos ;
if ( sv_unlag_debug . GetBool ( ) )
DevMsg ( " Backtrack got most of the way \n " ) ;
}
}
}
// See if this represents a change for the player
int flags = 0 ;
LagRecord * restore = & m_RestoreData [ pl_index ] ;
LagRecord * change = & m_ChangeData [ pl_index ] ;
QAngle angdiff = pPlayer - > GetLocalAngles ( ) - ang ;
Vector orgdiff = pPlayer - > GetLocalOrigin ( ) - org ;
// Always remember the pristine simulation time in case we need to restore it.
restore - > m_flSimulationTime = pPlayer - > GetSimulationTime ( ) ;
if ( angdiff . LengthSqr ( ) > LAG_COMPENSATION_EPS_SQR )
{
flags | = LC_ANGLES_CHANGED ;
restore - > m_vecAngles = pPlayer - > GetLocalAngles ( ) ;
pPlayer - > SetLocalAngles ( ang ) ;
change - > m_vecAngles = ang ;
}
// Use absolute equality here
if ( minsPreScaled ! = pPlayer - > CollisionProp ( ) - > OBBMinsPreScaled ( ) | | maxsPreScaled ! = pPlayer - > CollisionProp ( ) - > OBBMaxsPreScaled ( ) )
{
flags | = LC_SIZE_CHANGED ;
restore - > m_vecMinsPreScaled = pPlayer - > CollisionProp ( ) - > OBBMinsPreScaled ( ) ;
restore - > m_vecMaxsPreScaled = pPlayer - > CollisionProp ( ) - > OBBMaxsPreScaled ( ) ;
pPlayer - > SetSize ( minsPreScaled , maxsPreScaled ) ;
change - > m_vecMinsPreScaled = minsPreScaled ;
change - > m_vecMaxsPreScaled = maxsPreScaled ;
}
// Note, do origin at end since it causes a relink into the k/d tree
if ( orgdiff . LengthSqr ( ) > LAG_COMPENSATION_EPS_SQR )
{
flags | = LC_ORIGIN_CHANGED ;
restore - > m_vecOrigin = pPlayer - > GetLocalOrigin ( ) ;
pPlayer - > SetLocalOrigin ( org ) ;
change - > m_vecOrigin = org ;
}
// Sorry for the loss of the optimization for the case of people
// standing still, but you breathe even on the server.
// This is quicker than actually comparing all bazillion floats.
flags | = LC_ANIMATION_CHANGED ;
restore - > m_masterSequence = pPlayer - > GetSequence ( ) ;
restore - > m_masterCycle = pPlayer - > GetCycle ( ) ;
bool interpolationAllowed = false ;
if ( prevRecord & & ( record - > m_masterSequence = = prevRecord - > m_masterSequence ) )
{
// If the master state changes, all layers will be invalid too, so don't interp (ya know, interp barely ever happens anyway)
interpolationAllowed = true ;
}
////////////////////////
// First do the master settings
bool interpolatedMasters = false ;
if ( frac > 0.0f & & interpolationAllowed )
{
interpolatedMasters = true ;
pPlayer - > SetSequence ( Lerp ( frac , record - > m_masterSequence , prevRecord - > m_masterSequence ) ) ;
pPlayer - > SetCycle ( Lerp ( frac , record - > m_masterCycle , prevRecord - > m_masterCycle ) ) ;
if ( record - > m_masterCycle > prevRecord - > m_masterCycle )
{
// the older record is higher in frame than the newer, it must have wrapped around from 1 back to 0
// add one to the newer so it is lerping from .9 to 1.1 instead of .9 to .1, for example.
float newCycle = Lerp ( frac , record - > m_masterCycle , prevRecord - > m_masterCycle + 1 ) ;
pPlayer - > SetCycle ( newCycle < 1 ? newCycle : newCycle - 1 ) ; // and make sure .9 to 1.2 does not end up 1.05
}
else
{
pPlayer - > SetCycle ( Lerp ( frac , record - > m_masterCycle , prevRecord - > m_masterCycle ) ) ;
}
}
if ( ! interpolatedMasters )
{
pPlayer - > SetSequence ( record - > m_masterSequence ) ;
pPlayer - > SetCycle ( record - > m_masterCycle ) ;
}
////////////////////////
// Now do all the layers
int layerCount = pPlayer - > GetNumAnimOverlays ( ) ;
for ( int layerIndex = 0 ; layerIndex < layerCount ; + + layerIndex )
{
CAnimationLayer * currentLayer = pPlayer - > GetAnimOverlay ( layerIndex ) ;
if ( currentLayer )
{
restore - > m_layerRecords [ layerIndex ] . m_cycle = currentLayer - > m_flCycle ;
restore - > m_layerRecords [ layerIndex ] . m_order = currentLayer - > m_nOrder ;
restore - > m_layerRecords [ layerIndex ] . m_sequence = currentLayer - > m_nSequence ;
restore - > m_layerRecords [ layerIndex ] . m_weight = currentLayer - > m_flWeight ;
bool interpolated = false ;
if ( ( frac > 0.0f ) & & interpolationAllowed )
{
LayerRecord & recordsLayerRecord = record - > m_layerRecords [ layerIndex ] ;
LayerRecord & prevRecordsLayerRecord = prevRecord - > m_layerRecords [ layerIndex ] ;
if ( ( recordsLayerRecord . m_order = = prevRecordsLayerRecord . m_order )
& & ( recordsLayerRecord . m_sequence = = prevRecordsLayerRecord . m_sequence )
)
{
// We can't interpolate across a sequence or order change
interpolated = true ;
if ( recordsLayerRecord . m_cycle > prevRecordsLayerRecord . m_cycle )
{
// the older record is higher in frame than the newer, it must have wrapped around from 1 back to 0
// add one to the newer so it is lerping from .9 to 1.1 instead of .9 to .1, for example.
float newCycle = Lerp ( frac , recordsLayerRecord . m_cycle , prevRecordsLayerRecord . m_cycle + 1 ) ;
currentLayer - > m_flCycle = newCycle < 1 ? newCycle : newCycle - 1 ; // and make sure .9 to 1.2 does not end up 1.05
}
else
{
currentLayer - > m_flCycle = Lerp ( frac , recordsLayerRecord . m_cycle , prevRecordsLayerRecord . m_cycle ) ;
}
currentLayer - > m_nOrder = recordsLayerRecord . m_order ;
currentLayer - > m_nSequence = recordsLayerRecord . m_sequence ;
currentLayer - > m_flWeight = Lerp ( frac , recordsLayerRecord . m_weight , prevRecordsLayerRecord . m_weight ) ;
}
}
if ( ! interpolated )
{
//Either no interp, or interp failed. Just use record.
currentLayer - > m_flCycle = record - > m_layerRecords [ layerIndex ] . m_cycle ;
currentLayer - > m_nOrder = record - > m_layerRecords [ layerIndex ] . m_order ;
currentLayer - > m_nSequence = record - > m_layerRecords [ layerIndex ] . m_sequence ;
currentLayer - > m_flWeight = record - > m_layerRecords [ layerIndex ] . m_weight ;
}
}
}
if ( ! flags )
return ; // we didn't change anything
if ( sv_lagflushbonecache . GetBool ( ) )
pPlayer - > InvalidateBoneCache ( ) ;
/*char text[256]; Q_snprintf( text, sizeof(text), "time %.2f", flTargetTime );
pPlayer - > DrawServerHitboxes ( 10 ) ;
NDebugOverlay : : Text ( org , text , false , 10 ) ;
NDebugOverlay : : EntityBounds ( pPlayer , 255 , 0 , 0 , 32 , 10 ) ; */
m_RestorePlayer . Set ( pl_index ) ; //remember that we changed this player
m_bNeedToRestore = true ; // we changed at least one player
restore - > m_fFlags = flags ; // we need to restore these flags
change - > m_fFlags = flags ; // we have changed these flags
if ( sv_showlagcompensation . GetInt ( ) = = 1 )
{
pPlayer - > DrawServerHitboxes ( 4 , true ) ;
}
}
void CLagCompensationManager : : FinishLagCompensation ( CBasePlayer * player )
{
VPROF_BUDGET_FLAGS ( " FinishLagCompensation " , VPROF_BUDGETGROUP_OTHER_NETWORKING , BUDGETFLAG_CLIENT | BUDGETFLAG_SERVER ) ;
m_pCurrentPlayer = NULL ;
if ( ! m_bNeedToRestore )
return ; // no player was changed at all
// Iterate all active players
for ( int i = 1 ; i < = gpGlobals - > maxClients ; i + + )
{
int pl_index = i - 1 ;
if ( ! m_RestorePlayer . Get ( pl_index ) )
{
// player wasn't changed by lag compensation
continue ;
}
CBasePlayer * pPlayer = UTIL_PlayerByIndex ( i ) ;
if ( ! pPlayer )
{
continue ;
}
LagRecord * restore = & m_RestoreData [ pl_index ] ;
LagRecord * change = & m_ChangeData [ pl_index ] ;
bool restoreSimulationTime = false ;
if ( restore - > m_fFlags & LC_SIZE_CHANGED )
{
restoreSimulationTime = true ;
// see if simulation made any changes, if no, then do the restore, otherwise,
// leave new values in
if ( pPlayer - > CollisionProp ( ) - > OBBMinsPreScaled ( ) = = change - > m_vecMinsPreScaled & &
pPlayer - > CollisionProp ( ) - > OBBMaxsPreScaled ( ) = = change - > m_vecMaxsPreScaled )
{
// Restore it
pPlayer - > SetSize ( restore - > m_vecMinsPreScaled , restore - > m_vecMaxsPreScaled ) ;
}
# ifdef STAGING_ONLY
else
{
Warning ( " Should we really not restore the size? \n " ) ;
}
# endif
}
if ( restore - > m_fFlags & LC_ANGLES_CHANGED )
{
restoreSimulationTime = true ;
if ( pPlayer - > GetLocalAngles ( ) = = change - > m_vecAngles )
{
pPlayer - > SetLocalAngles ( restore - > m_vecAngles ) ;
}
}
if ( restore - > m_fFlags & LC_ORIGIN_CHANGED )
{
restoreSimulationTime = true ;
// Okay, let's see if we can do something reasonable with the change
Vector delta = pPlayer - > GetLocalOrigin ( ) - change - > m_vecOrigin ;
// If it moved really far, just leave the player in the new spot!!!
if ( delta . Length2DSqr ( ) < m_flTeleportDistanceSqr )
{
RestorePlayerTo ( pPlayer , restore - > m_vecOrigin + delta ) ;
}
}
if ( restore - > m_fFlags & LC_ANIMATION_CHANGED )
{
restoreSimulationTime = true ;
pPlayer - > SetSequence ( restore - > m_masterSequence ) ;
pPlayer - > SetCycle ( restore - > m_masterCycle ) ;
int layerCount = pPlayer - > GetNumAnimOverlays ( ) ;
for ( int layerIndex = 0 ; layerIndex < layerCount ; + + layerIndex )
{
CAnimationLayer * currentLayer = pPlayer - > GetAnimOverlay ( layerIndex ) ;
if ( currentLayer )
{
currentLayer - > m_flCycle = restore - > m_layerRecords [ layerIndex ] . m_cycle ;
currentLayer - > m_nOrder = restore - > m_layerRecords [ layerIndex ] . m_order ;
currentLayer - > m_nSequence = restore - > m_layerRecords [ layerIndex ] . m_sequence ;
currentLayer - > m_flWeight = restore - > m_layerRecords [ layerIndex ] . m_weight ;
}
}
}
if ( restoreSimulationTime )
{
pPlayer - > SetSimulationTime ( restore - > m_flSimulationTime ) ;
}
}
}