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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( PREDICTION_H )
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#define PREDICTION_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "iprediction.h"
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#include "c_baseplayer.h"
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#include "cdll_bounded_cvars.h"
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class CMoveData;
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class CUserCmd;
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//-----------------------------------------------------------------------------
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// Purpose: Implements prediction in the client .dll
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//-----------------------------------------------------------------------------
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class CPrediction : public IPrediction
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{
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// Construction
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public:
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DECLARE_CLASS_GAMEROOT( CPrediction, IPrediction );
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CPrediction( void );
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virtual ~CPrediction( void );
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virtual void Init( void );
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virtual void Shutdown( void );
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// Implement IPrediction
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public:
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virtual void Update
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(
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int startframe, // World update ( un-modded ) most recently received
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bool validframe, // Is frame data valid
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int incoming_acknowledged, // Last command acknowledged to have been run by server (un-modded)
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int outgoing_command // Last command (most recent) sent to server (un-modded)
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);
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virtual void OnReceivedUncompressedPacket( void );
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virtual void PreEntityPacketReceived( int commands_acknowledged, int current_world_update_packet );
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virtual void PostEntityPacketReceived( void );
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virtual void PostNetworkDataReceived( int commands_acknowledged );
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virtual bool InPrediction( void ) const;
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virtual bool IsFirstTimePredicted( void ) const;
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#if !defined( NO_ENTITY_PREDICTION )
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virtual int GetIncomingPacketNumber( void ) const;
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#endif
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float GetIdealPitch( void ) const
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{
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return m_flIdealPitch;
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}
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// The engine needs to be able to access a few predicted values
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virtual void GetViewOrigin( Vector& org );
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virtual void SetViewOrigin( Vector& org );
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virtual void GetViewAngles( QAngle& ang );
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virtual void SetViewAngles( QAngle& ang );
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virtual void GetLocalViewAngles( QAngle& ang );
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virtual void SetLocalViewAngles( QAngle& ang );
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virtual void RunCommand( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper );
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// Internal
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protected:
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virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
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virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move );
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virtual void SetIdealPitch ( C_BasePlayer *player, const Vector& origin, const QAngle& angles, const Vector& viewheight );
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void CheckError( int commands_acknowledged );
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// Called before and after any movement processing
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void StartCommand( C_BasePlayer *player, CUserCmd *cmd );
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void FinishCommand( C_BasePlayer *player );
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// Helpers to call pre and post think for player, and to call think if a think function is set
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void RunPreThink( C_BasePlayer *player );
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void RunThink (C_BasePlayer *ent, double frametime );
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void RunPostThink( C_BasePlayer *player );
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private:
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virtual void _Update
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(
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bool received_new_world_update,
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bool validframe, // Is frame data valid
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int incoming_acknowledged, // Last command acknowledged to have been run by server (un-modded)
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int outgoing_command // Last command (most recent) sent to server (un-modded)
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);
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// Actually does the prediction work, returns false if an error occurred
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bool PerformPrediction( bool received_new_world_update, C_BasePlayer *localPlayer, int incoming_acknowledged, int outgoing_command );
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void ShiftIntermediateDataForward( int slots_to_remove, int previous_last_slot );
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void RestoreEntityToPredictedFrame( int predicted_frame );
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int ComputeFirstCommandToExecute( bool received_new_world_update, int incoming_acknowledged, int outgoing_command );
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void DumpEntity( C_BaseEntity *ent, int commands_acknowledged );
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void ShutdownPredictables( void );
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void ReinitPredictables( void );
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void RemoveStalePredictedEntities( int last_command_packet );
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void RestoreOriginalEntityState( void );
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void RunSimulation( int current_command, float curtime, CUserCmd *cmd, C_BasePlayer *localPlayer );
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void Untouch( void );
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void StorePredictionResults( int predicted_frame );
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bool ShouldDumpEntity( C_BaseEntity *ent );
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void SmoothViewOnMovingPlatform( C_BasePlayer *pPlayer, Vector& offset );
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#if !defined( NO_ENTITY_PREDICTION )
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// Data
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protected:
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// Last object the player was standing on
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CHandle< C_BaseEntity > m_hLastGround;
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private:
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bool m_bInPrediction;
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bool m_bFirstTimePredicted;
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bool m_bOldCLPredictValue;
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bool m_bEnginePaused;
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// Last network origin for local player
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int m_nPreviousStartFrame;
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int m_nCommandsPredicted;
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int m_nServerCommandsAcknowledged;
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int m_bPreviousAckHadErrors;
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int m_nIncomingPacketNumber;
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#endif
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float m_flIdealPitch;
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};
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extern CPrediction *prediction;
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#endif // PREDICTION_H
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