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https://github.com/nillerusr/source-engine.git
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241 lines
8.7 KiB
C++
241 lines
8.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "client.h"
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#include "clockdriftmgr.h"
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#include "demo.h"
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#include "server.h"
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#include "enginethreads.h"
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ConVar cl_clock_correction( "cl_clock_correction", "1", FCVAR_CHEAT, "Enable/disable clock correction on the client." );
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ConVar cl_clockdrift_max_ms( "cl_clockdrift_max_ms", "150", FCVAR_CHEAT, "Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's." );
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ConVar cl_clockdrift_max_ms_threadmode( "cl_clockdrift_max_ms_threadmode", "0", FCVAR_CHEAT, "Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's." );
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ConVar cl_clock_showdebuginfo( "cl_clock_showdebuginfo", "0", FCVAR_CHEAT, "Show debugging info about the clock drift. ");
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ConVar cl_clock_correction_force_server_tick( "cl_clock_correction_force_server_tick", "999", FCVAR_CHEAT, "Force clock correction to match the server tick + this offset (-999 disables it)." );
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ConVar cl_clock_correction_adjustment_max_amount( "cl_clock_correction_adjustment_max_amount", "200", FCVAR_CHEAT,
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"Sets the maximum number of milliseconds per second it is allowed to correct the client clock. "
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"It will only correct this amount if the difference between the client and server clock is equal to or larger than cl_clock_correction_adjustment_max_offset." );
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ConVar cl_clock_correction_adjustment_min_offset( "cl_clock_correction_adjustment_min_offset", "10", FCVAR_CHEAT,
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"If the clock offset is less than this amount (in milliseconds), then no clock correction is applied." );
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ConVar cl_clock_correction_adjustment_max_offset( "cl_clock_correction_adjustment_max_offset", "90", FCVAR_CHEAT,
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"As the clock offset goes from cl_clock_correction_adjustment_min_offset to this value (in milliseconds), "
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"it moves towards applying cl_clock_correction_adjustment_max_amount of adjustment. That way, the response "
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"is small when the offset is small." );
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// Given the offset (in milliseconds) of the client clock from the server clock,
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// returns how much correction we'd like to apply per second (in seconds).
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static float GetClockAdjustmentAmount( float flCurDiffInMS )
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{
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flCurDiffInMS = clamp( flCurDiffInMS, cl_clock_correction_adjustment_min_offset.GetFloat(), cl_clock_correction_adjustment_max_offset.GetFloat() );
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float flReturnValue = RemapVal( flCurDiffInMS,
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cl_clock_correction_adjustment_min_offset.GetFloat(), cl_clock_correction_adjustment_max_offset.GetFloat(),
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0, cl_clock_correction_adjustment_max_amount.GetFloat() / 1000.0f );
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return flReturnValue;
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}
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// -------------------------------------------------------------------------------------------------- /
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// CClockDriftMgr implementation.
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// -------------------------------------------------------------------------------------------------- /
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CClockDriftMgr::CClockDriftMgr()
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{
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Clear();
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}
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void CClockDriftMgr::Clear()
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{
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m_nClientTick = 0;
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m_nServerTick = 0;
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m_iCurClockOffset = 0;
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memset( m_ClockOffsets, 0, sizeof( m_ClockOffsets ) );
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}
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// when running in threaded host mode, the clock drifts by a predictable algorithm
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// because the client lags the server by one frame
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// so at each update from the network we have lastframeticks-1 pending ticks to execute
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// on the client. If the clock has drifted by exactly that amount, allow it to drift temporarily
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// NOTE: When the server gets paused the tick count is still incorrect for a frame
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// NOTE: It should be possible to fix this by applying pause before the tick is incremented
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// NOTE: or decrementing the client tick after receiving pause
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// NOTE: This is due to the fact that currently pause is applied at frame start on the server
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// NOTE: and frame end on the client
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void CClockDriftMgr::SetServerTick( int nTick )
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{
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#if !defined( SWDS )
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m_nServerTick = nTick;
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int nMaxDriftTicks = IsEngineThreaded() ?
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TIME_TO_TICKS( (cl_clockdrift_max_ms_threadmode.GetFloat() / 1000.0) ) :
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TIME_TO_TICKS( (cl_clockdrift_max_ms.GetFloat() / 1000.0) );
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int clientTick = cl.GetClientTickCount() + g_ClientGlobalVariables.simTicksThisFrame - 1;
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if ( cl_clock_correction_force_server_tick.GetInt() == 999 )
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{
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// If this is the first tick from the server, or if we get further than cl_clockdrift_max_ticks off, then
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// use the old behavior and slam the server's tick into the client tick.
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if ( !IsClockCorrectionEnabled() ||
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clientTick == 0 ||
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abs(nTick - clientTick) > nMaxDriftTicks
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)
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{
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cl.SetClientTickCount( nTick - (g_ClientGlobalVariables.simTicksThisFrame - 1) );
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if ( cl.GetClientTickCount() < cl.oldtickcount )
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{
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cl.oldtickcount = cl.GetClientTickCount();
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}
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memset( m_ClockOffsets, 0, sizeof( m_ClockOffsets ) );
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}
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}
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else
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{
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// Used for testing..
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cl.SetClientTickCount( nTick + cl_clock_correction_force_server_tick.GetInt() );
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}
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// adjust the clock offset by the clock with thread mode compensation
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m_ClockOffsets[m_iCurClockOffset] = clientTick - m_nServerTick;
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m_iCurClockOffset = (m_iCurClockOffset + 1) % NUM_CLOCKDRIFT_SAMPLES;
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#endif // SWDS
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}
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float CClockDriftMgr::AdjustFrameTime( float inputFrameTime )
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{
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float flAdjustmentThisFrame = 0;
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float flAdjustmentPerSec = 0;
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if ( IsClockCorrectionEnabled()
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#if !defined( _XBOX ) && !defined( SWDS )
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&& !demoplayer->IsPlayingBack()
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#endif
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)
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{
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// Get the clock difference in seconds.
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float flCurDiffInSeconds = GetCurrentClockDifference() * host_state.interval_per_tick;
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float flCurDiffInMS = flCurDiffInSeconds * 1000.0f;
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// Is the server ahead or behind us?
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if ( flCurDiffInMS > cl_clock_correction_adjustment_min_offset.GetFloat() )
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{
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flAdjustmentPerSec = -GetClockAdjustmentAmount( flCurDiffInMS );
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flAdjustmentThisFrame = inputFrameTime * flAdjustmentPerSec;
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flAdjustmentThisFrame = max( flAdjustmentThisFrame, -flCurDiffInSeconds );
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}
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else if ( flCurDiffInMS < -cl_clock_correction_adjustment_min_offset.GetFloat() )
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{
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flAdjustmentPerSec = GetClockAdjustmentAmount( -flCurDiffInMS );
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flAdjustmentThisFrame = inputFrameTime * flAdjustmentPerSec;
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flAdjustmentThisFrame = min( flAdjustmentThisFrame, -flCurDiffInSeconds );
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}
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if ( IsEngineThreaded() )
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{
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flAdjustmentThisFrame = -flCurDiffInSeconds;
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}
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AdjustAverageDifferenceBy( flAdjustmentThisFrame );
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}
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ShowDebugInfo( flAdjustmentPerSec );
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return inputFrameTime + flAdjustmentThisFrame;
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}
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float CClockDriftMgr::GetCurrentClockDifference() const
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{
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// Note: this could be optimized a little by updating it each time we add
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// a sample (subtract the old value from the total and add the new one in).
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float total = 0;
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for ( int i=0; i < NUM_CLOCKDRIFT_SAMPLES; i++ )
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total += m_ClockOffsets[i];
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return total / NUM_CLOCKDRIFT_SAMPLES;
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}
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void CClockDriftMgr::ShowDebugInfo( float flAdjustment )
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{
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if ( !cl_clock_showdebuginfo.GetInt() )
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return;
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if ( IsClockCorrectionEnabled() )
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{
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int high=-999, low=999;
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int exactDiff = cl.GetClientTickCount() - m_nServerTick;
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for ( int i=0; i < NUM_CLOCKDRIFT_SAMPLES; i++ )
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{
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high = max( (float)high, m_ClockOffsets[i] );
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low = min( (float)low, m_ClockOffsets[i] );
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}
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Msg( "Clock drift: adjustment (per sec): %.2fms, avg: %.3f, lo: %d, hi: %d, ex: %d\n", flAdjustment*1000.0f, GetCurrentClockDifference(), low, high, exactDiff );
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}
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else
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{
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Msg( "Clock drift disabled.\n" );
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}
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}
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void CClockDriftMgr::AdjustAverageDifferenceBy( float flAmountInSeconds )
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{
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// Don't adjust the average if it's already tiny.
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float c = GetCurrentClockDifference();
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if ( c < 0.05f )
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return;
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float flAmountInTicks = flAmountInSeconds / host_state.interval_per_tick;
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float factor = 1 + flAmountInTicks / c;
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for ( int i=0; i < NUM_CLOCKDRIFT_SAMPLES; i++ )
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m_ClockOffsets[i] *= factor;
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Assert( fabs( GetCurrentClockDifference() - (c + flAmountInTicks) ) < 0.001f );
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}
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extern float NET_GetFakeLag();
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extern ConVar net_usesocketsforloopback;
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bool CClockDriftMgr::IsClockCorrectionEnabled()
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{
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#ifdef SWDS
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return false;
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#else
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bool bIsMultiplayer = NET_IsMultiplayer();
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// Assume we always want it in multiplayer
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bool bWantsClockDriftMgr = bIsMultiplayer;
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// If we're a multiplayer listen server, we can back off of that if we have zero latency (faked or due to sockets)
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if ( bIsMultiplayer )
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{
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bool bIsListenServer = sv.IsActive();
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bool bLocalConnectionHasZeroLatency = ( NET_GetFakeLag() <= 0.0f ) && !net_usesocketsforloopback.GetBool();
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if ( bIsListenServer && bLocalConnectionHasZeroLatency )
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{
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bWantsClockDriftMgr = false;
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}
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}
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// Only in multi-threaded client/server OR in multi player, but don't use it if we're the listen server w/ no fake lag
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return cl_clock_correction.GetInt() &&
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( IsEngineThreaded() || bWantsClockDriftMgr );
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#endif
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}
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