mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
1836 lines
51 KiB
C++
1836 lines
51 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "prediction.h"
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#include "igamemovement.h"
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#include "prediction_private.h"
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#include "ivrenderview.h"
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#include "iinput.h"
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#include "usercmd.h"
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#include <vgui_controls/Controls.h>
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#include <vgui/ISurface.h>
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#include <vgui/IScheme.h>
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#include "hud.h"
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#include "iclientvehicle.h"
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#include "in_buttons.h"
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#include "con_nprint.h"
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#include "hud_pdump.h"
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#include "datacache/imdlcache.h"
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#ifdef HL2_CLIENT_DLL
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#include "c_basehlplayer.h"
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#endif
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
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#if !defined( NO_ENTITY_PREDICTION )
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ConVar cl_predictweapons ( "cl_predictweapons","1", FCVAR_USERINFO | FCVAR_NOT_CONNECTED, "Perform client side prediction of weapon effects." );
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ConVar cl_lagcompensation ( "cl_lagcompensation","1", FCVAR_USERINFO | FCVAR_NOT_CONNECTED, "Perform server side lag compensation of weapon firing events." );
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ConVar cl_showerror ( "cl_showerror", "0", 0, "Show prediction errors, 2 for above plus detailed field deltas." );
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static ConVar cl_idealpitchscale ( "cl_idealpitchscale", "0.8", FCVAR_ARCHIVE );
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static ConVar cl_predictionlist ( "cl_predictionlist", "0", FCVAR_CHEAT, "Show which entities are predicting\n" );
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static ConVar cl_predictionentitydump( "cl_pdump", "-1", FCVAR_CHEAT, "Dump info about this entity to screen." );
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static ConVar cl_predictionentitydumpbyclass( "cl_pclass", "", FCVAR_CHEAT, "Dump entity by prediction classname." );
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static ConVar cl_pred_optimize( "cl_pred_optimize", "2", 0, "Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)." );
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#endif
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extern IGameMovement *g_pGameMovement;
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extern CMoveData *g_pMoveData;
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void COM_Log( char *pszFile, const char *fmt, ...);
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typedescription_t *FindFieldByName( const char *fieldname, datamap_t *dmap );
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#if !defined( NO_ENTITY_PREDICTION )
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//-----------------------------------------------------------------------------
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// Purpose: For debugging, find predictable by classname
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// Input : *classname -
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// Output : static C_BaseEntity
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//-----------------------------------------------------------------------------
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static C_BaseEntity *FindPredictableByGameClass( const char *classname )
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{
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// Walk backward due to deletion from UtlVector
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int c = predictables->GetPredictableCount();
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int i;
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for ( i = 0; i < c; i++ )
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{
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C_BaseEntity *ent = predictables->GetPredictable( i );
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if ( !ent )
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continue;
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// Don't do anything to truly predicted things (like player and weapons )
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if ( !FClassnameIs( ent, classname ) )
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continue;
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return ent;
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}
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return NULL;
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPrediction::CPrediction( void )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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m_bInPrediction = false;
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m_bFirstTimePredicted = false;
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m_nIncomingPacketNumber = 0;
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m_flIdealPitch = 0.0f;
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m_nPreviousStartFrame = -1;
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m_nCommandsPredicted = 0;
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m_nServerCommandsAcknowledged = 0;
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m_bPreviousAckHadErrors = false;
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#endif
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}
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CPrediction::~CPrediction( void )
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{
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}
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void CPrediction::Init( void )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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m_bOldCLPredictValue = cl_predict->GetInt();
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#endif
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}
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void CPrediction::Shutdown( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPrediction::CheckError( int commands_acknowledged )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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C_BasePlayer *player;
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Vector origin;
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Vector delta;
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float len;
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static int pos = 0;
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// Not in the game yet
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if ( !engine->IsInGame() )
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return;
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// Not running prediction
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if ( !cl_predict->GetInt() )
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return;
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player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return;
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// Not predictable yet (flush entity packet?)
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if ( !player->IsIntermediateDataAllocated() )
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return;
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origin = player->GetNetworkOrigin();
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const void *slot = player->GetPredictedFrame( commands_acknowledged - 1 );
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if ( !slot )
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return;
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// Find the origin field in the database
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typedescription_t *td = FindFieldByName( "m_vecNetworkOrigin", player->GetPredDescMap() );
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Assert( td );
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if ( !td )
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return;
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Vector predicted_origin;
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memcpy( (Vector *)&predicted_origin, (Vector *)( (byte *)slot + td->fieldOffset[ PC_DATA_PACKED ] ), sizeof( Vector ) );
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// Compare what the server returned with what we had predicted it to be
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VectorSubtract ( predicted_origin, origin, delta );
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len = VectorLength( delta );
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if (len > MAX_PREDICTION_ERROR )
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{
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// A teleport or something, clear out error
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len = 0;
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}
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else
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{
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if ( len > MIN_PREDICTION_EPSILON )
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{
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player->NotePredictionError( delta );
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if ( cl_showerror.GetInt() >= 1 )
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{
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con_nprint_t np;
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np.fixed_width_font = true;
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np.color[0] = 1.0f;
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np.color[1] = 0.95f;
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np.color[2] = 0.7f;
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np.index = 20 + ( ++pos % 20 );
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np.time_to_live = 2.0f;
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engine->Con_NXPrintf( &np, "pred error %6.3f units (%6.3f %6.3f %6.3f)", len, delta.x, delta.y, delta.z );
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}
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}
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPrediction::ShutdownPredictables( void )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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// Transfer intermediate data from other predictables
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int c = predictables->GetPredictableCount();
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int i;
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int shutdown_count = 0;
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int release_count = 0;
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for ( i = c - 1; i >= 0 ; i-- )
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{
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C_BaseEntity *ent = predictables->GetPredictable( i );
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if ( !ent )
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continue;
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// Shutdown predictables
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if ( ent->GetPredictable() )
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{
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ent->ShutdownPredictable();
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shutdown_count++;
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}
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// Otherwise, release client created entities
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else
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{
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ent->Release();
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release_count++;
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}
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}
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if ( ( release_count > 0 ) ||
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( shutdown_count > 0 ) )
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{
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Msg( "Shutdown %i predictable entities and %i client-created entities\n",
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shutdown_count,
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release_count );
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}
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// All gone now...
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Assert( predictables->GetPredictableCount() == 0 );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPrediction::ReinitPredictables( void )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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// Go through all entities and init any eligible ones
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int i;
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int c = ClientEntityList().GetHighestEntityIndex();
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for ( i = 0; i <= c; i++ )
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{
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C_BaseEntity *e = ClientEntityList().GetBaseEntity( i );
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if ( !e )
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continue;
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if ( e->GetPredictable() )
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continue;
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e->CheckInitPredictable( "ReinitPredictables" );
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}
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Msg( "Reinitialized %i predictable entities\n",
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predictables->GetPredictableCount() );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPrediction::OnReceivedUncompressedPacket( void )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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m_nCommandsPredicted = 0;
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m_nServerCommandsAcknowledged = 0;
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m_nPreviousStartFrame = -1;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : commands_acknowledged -
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// current_world_update_packet -
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// Output : void CPrediction::PreEntityPacketReceived
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//-----------------------------------------------------------------------------
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void CPrediction::PreEntityPacketReceived ( int commands_acknowledged, int current_world_update_packet )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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#if defined( _DEBUG )
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char sz[ 32 ];
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Q_snprintf( sz, sizeof( sz ), "preentitypacket%d", commands_acknowledged );
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PREDICTION_TRACKVALUECHANGESCOPE( sz );
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#endif
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VPROF( "CPrediction::PreEntityPacketReceived" );
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// Cache off incoming packet #
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m_nIncomingPacketNumber = current_world_update_packet;
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// Don't screw up memory of current player from history buffers if not filling in history buffers
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// during prediction!!!
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if ( !cl_predict->GetInt() )
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{
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ShutdownPredictables();
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return;
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}
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C_BasePlayer *current = C_BasePlayer::GetLocalPlayer();
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// No local player object?
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if ( !current )
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return;
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// Transfer intermediate data from other predictables
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int c = predictables->GetPredictableCount();
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int i;
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for ( i = 0; i < c; i++ )
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{
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C_BaseEntity *ent = predictables->GetPredictable( i );
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if ( !ent )
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continue;
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if ( !ent->GetPredictable() )
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continue;
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ent->PreEntityPacketReceived( commands_acknowledged );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called for every packet received( could be multiple times per frame)
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//-----------------------------------------------------------------------------
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void CPrediction::PostEntityPacketReceived( void )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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PREDICTION_TRACKVALUECHANGESCOPE( "postentitypacket" );
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VPROF( "CPrediction::PostEntityPacketReceived" );
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// Don't screw up memory of current player from history buffers if not filling in history buffers
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// during prediction!!!
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if ( !cl_predict->GetInt() )
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return;
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C_BasePlayer *current = C_BasePlayer::GetLocalPlayer();
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// No local player object?
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if ( !current )
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return;
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// Transfer intermediate data from other predictables
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int c = predictables->GetPredictableCount();
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int i;
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for ( i = 0; i < c; i++ )
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{
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C_BaseEntity *ent = predictables->GetPredictable( i );
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if ( !ent )
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continue;
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if ( !ent->GetPredictable() )
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continue;
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ent->PostEntityPacketReceived();
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *ent -
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// Output : static bool
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//-----------------------------------------------------------------------------
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bool CPrediction::ShouldDumpEntity( C_BaseEntity *ent )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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int dump_entity = cl_predictionentitydump.GetInt();
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if ( dump_entity != -1 )
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{
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bool dump = false;
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if ( ent->entindex() == -1 )
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{
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dump = ( dump_entity == ent->entindex() ) ? true : false;
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}
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else
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{
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dump = ( ent->entindex() == dump_entity ) ? true : false;
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}
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if ( !dump )
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{
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return false;
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}
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}
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else
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{
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if ( cl_predictionentitydumpbyclass.GetString()[ 0 ] == 0 )
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return false;
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if ( !FClassnameIs( ent, cl_predictionentitydumpbyclass.GetString() ) )
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return false;
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}
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return true;
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#else
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return false;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called at the end of the frame if any packets were received
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// Input : error_check -
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// last_predicted -
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//-----------------------------------------------------------------------------
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void CPrediction::PostNetworkDataReceived( int commands_acknowledged )
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{
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#if !defined( NO_ENTITY_PREDICTION )
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VPROF( "CPrediction::PostNetworkDataReceived" );
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bool error_check = ( commands_acknowledged > 0 ) ? true : false;
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#if defined( _DEBUG )
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char sz[ 32 ];
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Q_snprintf( sz, sizeof( sz ), "postnetworkdata%d", commands_acknowledged );
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PREDICTION_TRACKVALUECHANGESCOPE( sz );
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#endif
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#ifndef _XBOX
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CPDumpPanel *dump = GetPDumpPanel();
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#endif
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//Msg( "%i/%i ack %i commands/slot\n",
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// gpGlobals->framecount,
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// gpGlobals->tickcount,
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// commands_acknowledged - 1 );
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m_nServerCommandsAcknowledged += commands_acknowledged;
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m_bPreviousAckHadErrors = false;
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bool entityDumped = false;
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C_BasePlayer *current = C_BasePlayer::GetLocalPlayer();
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// No local player object?
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if ( !current )
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return;
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// Don't screw up memory of current player from history buffers if not filling in history buffers
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// during prediction!!!
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if ( cl_predict->GetInt() )
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{
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int showlist = cl_predictionlist.GetInt();
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int totalsize = 0;
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int totalsize_intermediate = 0;
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con_nprint_t np;
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np.fixed_width_font = true;
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np.color[0] = 0.8f;
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np.color[1] = 1.0f;
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np.color[2] = 1.0f;
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np.time_to_live = 2.0f;
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// Transfer intermediate data from other predictables
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int c = predictables->GetPredictableCount();
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int i;
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for ( i = 0; i < c; i++ )
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{
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C_BaseEntity *ent = predictables->GetPredictable( i );
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if ( !ent )
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continue;
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if ( ent->GetPredictable() )
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{
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if ( ent->PostNetworkDataReceived( m_nServerCommandsAcknowledged ) )
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{
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m_bPreviousAckHadErrors = true;
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}
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}
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if ( showlist )
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{
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char sz[ 32 ];
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if ( ent->entindex() == -1 )
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{
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Q_snprintf( sz, sizeof( sz ), "handle %u", (unsigned int)ent->GetClientHandle().ToInt() );
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}
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else
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{
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Q_snprintf( sz, sizeof( sz ), "%i", ent->entindex() );
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}
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np.index = i;
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if ( showlist >= 2 )
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{
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int size = GetClassMap().GetClassSize( ent->GetClassname() );
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int intermediate_size = ent->GetIntermediateDataSize() * ( MULTIPLAYER_BACKUP + 1 );
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engine->Con_NXPrintf( &np, "%15s %30s (%5i / %5i bytes): %15s",
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sz,
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ent->GetClassname(),
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size,
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intermediate_size,
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ent->GetPredictable() ? "predicted" : "client created" );
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totalsize += size;
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totalsize_intermediate += intermediate_size;
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}
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else
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{
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engine->Con_NXPrintf( &np, "%15s %30s: %15s",
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sz,
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ent->GetClassname(),
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ent->GetPredictable() ? "predicted" : "client created" );
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}
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}
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#ifndef _XBOX
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if ( error_check &&
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!entityDumped &&
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dump &&
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ShouldDumpEntity( ent ) )
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{
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entityDumped = true;
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dump->DumpEntity( ent, m_nServerCommandsAcknowledged );
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}
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#endif
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}
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if ( showlist >= 2 )
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{
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np.index = i++;
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char sz1[32];
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char sz2[32];
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Q_strncpy( sz1, Q_pretifymem( (float)totalsize ), sizeof( sz1 ) );
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Q_strncpy( sz2, Q_pretifymem( (float)totalsize_intermediate ), sizeof( sz2 ) );
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engine->Con_NXPrintf( &np, "%15s %27s (%s / %s) %14s",
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"totals:",
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"",
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sz1,
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sz2,
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"" );
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}
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// Zero out rest of list
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if ( showlist )
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{
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while ( i < 20 )
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{
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engine->Con_NPrintf( i, "" );
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i++;
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}
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}
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if ( error_check )
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{
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CheckError( m_nServerCommandsAcknowledged );
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}
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}
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// Can also look at regular entities
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#ifndef _XBOX
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int dumpentindex = cl_predictionentitydump.GetInt();
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if ( dump && error_check && !entityDumped && dumpentindex != -1 )
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{
|
|
int last_entity = ClientEntityList().GetHighestEntityIndex();
|
|
if ( dumpentindex >= 0 && dumpentindex <= last_entity )
|
|
{
|
|
C_BaseEntity *ent = ClientEntityList().GetBaseEntity( dumpentindex );
|
|
if ( ent )
|
|
{
|
|
dump->DumpEntity( ent, m_nServerCommandsAcknowledged );
|
|
entityDumped = true;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
if ( cl_predict->GetBool() != m_bOldCLPredictValue )
|
|
{
|
|
if ( !m_bOldCLPredictValue )
|
|
{
|
|
ReinitPredictables();
|
|
}
|
|
|
|
m_nCommandsPredicted = 0;
|
|
m_nServerCommandsAcknowledged = 0;
|
|
m_nPreviousStartFrame = -1;
|
|
}
|
|
|
|
m_bOldCLPredictValue = cl_predict->GetInt();
|
|
|
|
#ifndef _XBOX
|
|
if ( dump && error_check && !entityDumped )
|
|
{
|
|
dump->Clear();
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Prepare for running prediction code
|
|
// Input : *ucmd -
|
|
// *from -
|
|
// *pHelper -
|
|
// &moveInput -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::SetupMove" );
|
|
|
|
move->m_bFirstRunOfFunctions = IsFirstTimePredicted();
|
|
|
|
move->m_nPlayerHandle = player->GetClientHandle();
|
|
move->m_vecVelocity = player->GetAbsVelocity();
|
|
move->SetAbsOrigin( player->GetNetworkOrigin() );
|
|
move->m_vecOldAngles = move->m_vecAngles;
|
|
move->m_nOldButtons = player->m_Local.m_nOldButtons;
|
|
move->m_flClientMaxSpeed = player->m_flMaxspeed;
|
|
|
|
move->m_vecAngles = ucmd->viewangles;
|
|
move->m_vecViewAngles = ucmd->viewangles;
|
|
move->m_nImpulseCommand = ucmd->impulse;
|
|
move->m_nButtons = ucmd->buttons;
|
|
|
|
CBaseEntity *pMoveParent = player->GetMoveParent();
|
|
if (!pMoveParent)
|
|
{
|
|
move->m_vecAbsViewAngles = move->m_vecViewAngles;
|
|
}
|
|
else
|
|
{
|
|
matrix3x4_t viewToParent, viewToWorld;
|
|
AngleMatrix( move->m_vecViewAngles, viewToParent );
|
|
ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld );
|
|
MatrixAngles( viewToWorld, move->m_vecAbsViewAngles );
|
|
}
|
|
|
|
|
|
// Ingore buttons for movement if at controls
|
|
if (player->GetFlags() & FL_ATCONTROLS)
|
|
{
|
|
move->m_flForwardMove = 0;
|
|
move->m_flSideMove = 0;
|
|
move->m_flUpMove = 0;
|
|
}
|
|
else
|
|
{
|
|
move->m_flForwardMove = ucmd->forwardmove;
|
|
move->m_flSideMove = ucmd->sidemove;
|
|
move->m_flUpMove = ucmd->upmove;
|
|
}
|
|
|
|
IClientVehicle *pVehicle = player->GetVehicle();
|
|
if (pVehicle)
|
|
{
|
|
pVehicle->SetupMove( player, ucmd, pHelper, move );
|
|
}
|
|
|
|
// Copy constraint information
|
|
if ( player->m_hConstraintEntity )
|
|
move->m_vecConstraintCenter = player->m_hConstraintEntity->GetAbsOrigin();
|
|
else
|
|
move->m_vecConstraintCenter = player->m_vecConstraintCenter;
|
|
|
|
move->m_flConstraintRadius = player->m_flConstraintRadius;
|
|
move->m_flConstraintWidth = player->m_flConstraintWidth;
|
|
move->m_flConstraintSpeedFactor = player->m_flConstraintSpeedFactor;
|
|
|
|
#ifdef HL2_CLIENT_DLL
|
|
// Convert to HL2 data.
|
|
C_BaseHLPlayer *pHLPlayer = static_cast<C_BaseHLPlayer*>( player );
|
|
Assert( pHLPlayer );
|
|
|
|
CHLMoveData *pHLMove = static_cast<CHLMoveData*>( move );
|
|
Assert( pHLMove );
|
|
|
|
pHLMove->m_bIsSprinting = pHLPlayer->IsSprinting();
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finish running prediction code
|
|
// Input : &move -
|
|
// *to -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::FinishMove" );
|
|
|
|
player->m_RefEHandle = move->m_nPlayerHandle;
|
|
|
|
player->m_vecVelocity = move->m_vecVelocity;
|
|
|
|
player->m_vecNetworkOrigin = move->GetAbsOrigin();
|
|
|
|
player->m_Local.m_nOldButtons = move->m_nButtons;
|
|
|
|
|
|
// NOTE: Don't copy this. the movement code modifies its local copy but is not expecting to be authoritative
|
|
//player->m_flMaxspeed = move->m_flClientMaxSpeed;
|
|
|
|
m_hLastGround = player->GetGroundEntity();
|
|
|
|
player->SetLocalOrigin( move->GetAbsOrigin() );
|
|
|
|
IClientVehicle *pVehicle = player->GetVehicle();
|
|
if (pVehicle)
|
|
{
|
|
pVehicle->FinishMove( player, ucmd, move );
|
|
}
|
|
|
|
// Sanity checks
|
|
if ( player->m_hConstraintEntity )
|
|
Assert( move->m_vecConstraintCenter == player->m_hConstraintEntity->GetAbsOrigin() );
|
|
else
|
|
Assert( move->m_vecConstraintCenter == player->m_vecConstraintCenter );
|
|
Assert( move->m_flConstraintRadius == player->m_flConstraintRadius );
|
|
Assert( move->m_flConstraintWidth == player->m_flConstraintWidth );
|
|
Assert( move->m_flConstraintSpeedFactor == player->m_flConstraintSpeedFactor );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called before any movement processing
|
|
// Input : *player -
|
|
// *cmd -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::StartCommand( C_BasePlayer *player, CUserCmd *cmd )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::StartCommand" );
|
|
|
|
CPredictableId::ResetInstanceCounters();
|
|
|
|
player->m_pCurrentCommand = cmd;
|
|
C_BaseEntity::SetPredictionRandomSeed( cmd );
|
|
C_BaseEntity::SetPredictionPlayer( player );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called after any movement processing
|
|
// Input : *player -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::FinishCommand( C_BasePlayer *player )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::FinishCommand" );
|
|
|
|
player->m_pCurrentCommand = NULL;
|
|
C_BaseEntity::SetPredictionRandomSeed( NULL );
|
|
C_BaseEntity::SetPredictionPlayer( NULL );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called before player thinks
|
|
// Input : *player -
|
|
// thinktime -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::RunPreThink( C_BasePlayer *player )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::RunPreThink" );
|
|
|
|
// Run think functions on the player
|
|
if ( !player->PhysicsRunThink() )
|
|
return;
|
|
|
|
// Called every frame to let game rules do any specific think logic for the player
|
|
// FIXME: Do we need to set up a client side version of the gamerules???
|
|
// g_pGameRules->PlayerThink( player );
|
|
|
|
player->PreThink();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Runs the PLAYER's thinking code if time. There is some play in the exact time the think
|
|
// function will be called, because it is called before any movement is done
|
|
// in a frame. Not used for pushmove objects, because they must be exact.
|
|
// Returns false if the entity removed itself.
|
|
// Input : *ent -
|
|
// frametime -
|
|
// clienttimebase -
|
|
// Output : void CPlayerMove::RunThink
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::RunThink (C_BasePlayer *player, double frametime )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::RunThink" );
|
|
|
|
int thinktick = player->GetNextThinkTick();
|
|
|
|
if ( thinktick <= 0 || thinktick > player->m_nTickBase )
|
|
return;
|
|
|
|
player->SetNextThink( TICK_NEVER_THINK );
|
|
|
|
// Think
|
|
player->Think();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called after player movement
|
|
// Input : *player -
|
|
// thinktime -
|
|
// frametime -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::RunPostThink( C_BasePlayer *player )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::RunPostThink" );
|
|
|
|
// Run post-think
|
|
player->PostThink();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Predicts a single movement command for player
|
|
// Input : *moveHelper -
|
|
// *player -
|
|
// *u -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::RunCommand( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::RunCommand" );
|
|
#if defined( _DEBUG )
|
|
char sz[ 32 ];
|
|
Q_snprintf( sz, sizeof( sz ), "runcommand%04d", ucmd->command_number );
|
|
PREDICTION_TRACKVALUECHANGESCOPE( sz );
|
|
#endif
|
|
StartCommand( player, ucmd );
|
|
|
|
// Set globals appropriately
|
|
gpGlobals->curtime = player->m_nTickBase * TICK_INTERVAL;
|
|
gpGlobals->frametime = m_bEnginePaused ? 0 : TICK_INTERVAL;
|
|
|
|
g_pGameMovement->StartTrackPredictionErrors( player );
|
|
|
|
// TODO
|
|
// TODO: Check for impulse predicted?
|
|
|
|
// Do weapon selection
|
|
if ( ucmd->weaponselect != 0 )
|
|
{
|
|
C_BaseCombatWeapon *weapon = dynamic_cast< C_BaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
|
|
if ( weapon )
|
|
{
|
|
player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
|
|
}
|
|
}
|
|
|
|
// Latch in impulse.
|
|
IClientVehicle *pVehicle = player->GetVehicle();
|
|
if ( ucmd->impulse )
|
|
{
|
|
// Discard impulse commands unless the vehicle allows them.
|
|
// FIXME: UsingStandardWeapons seems like a bad filter for this.
|
|
// The flashlight is an impulse command, for example.
|
|
if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
|
|
{
|
|
player->m_nImpulse = ucmd->impulse;
|
|
}
|
|
}
|
|
|
|
// Get button states
|
|
player->UpdateButtonState( ucmd->buttons );
|
|
|
|
// TODO
|
|
// CheckMovingGround( player, ucmd->frametime );
|
|
|
|
// TODO
|
|
// g_pMoveData->m_vecOldAngles = player->pl.v_angle;
|
|
|
|
// Copy from command to player unless game .dll has set angle using fixangle
|
|
// if ( !player->pl.fixangle )
|
|
{
|
|
player->SetLocalViewAngles( ucmd->viewangles );
|
|
}
|
|
|
|
// Call standard client pre-think
|
|
RunPreThink( player );
|
|
|
|
// Call Think if one is set
|
|
RunThink( player, TICK_INTERVAL );
|
|
|
|
// Setup input.
|
|
{
|
|
|
|
SetupMove( player, ucmd, moveHelper, g_pMoveData );
|
|
}
|
|
|
|
// RUN MOVEMENT
|
|
if ( !pVehicle )
|
|
{
|
|
Assert( g_pGameMovement );
|
|
g_pGameMovement->ProcessMovement( player, g_pMoveData );
|
|
}
|
|
else
|
|
{
|
|
pVehicle->ProcessMovement( player, g_pMoveData );
|
|
}
|
|
|
|
FinishMove( player, ucmd, g_pMoveData );
|
|
|
|
RunPostThink( player );
|
|
|
|
g_pGameMovement->FinishTrackPredictionErrors( player );
|
|
|
|
FinishCommand( player );
|
|
|
|
if ( gpGlobals->frametime > 0 )
|
|
{
|
|
player->m_nTickBase++;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: In the forward direction, creates rays straight down and determines the
|
|
// height of the 'floor' hit for each forward test. Then, if the samples show that the
|
|
// player is about to enter an up/down slope, sets *idealpitch to look up or down that slope
|
|
// as appropriate
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::SetIdealPitch ( C_BasePlayer *player, const Vector& origin, const QAngle& angles, const Vector& viewheight )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
Vector forward;
|
|
Vector top, bottom;
|
|
float floor_height[MAX_FORWARD];
|
|
int i, j;
|
|
float step, dir;
|
|
int steps;
|
|
trace_t tr;
|
|
|
|
if ( player->GetGroundEntity() == NULL )
|
|
return;
|
|
|
|
// Don't do this on the 360..
|
|
if ( IsX360() )
|
|
return;
|
|
|
|
AngleVectors( angles, &forward );
|
|
forward[2] = 0;
|
|
|
|
// Now move forward by 36, 48, 60, etc. units from the eye position and drop lines straight down
|
|
// 160 or so units to see what's below
|
|
for (i=0 ; i<MAX_FORWARD ; i++)
|
|
{
|
|
VectorMA( origin, (i+3)*12, forward, top );
|
|
|
|
top[2] += viewheight[ 2 ];
|
|
|
|
VectorCopy( top, bottom );
|
|
|
|
bottom[2] -= 160;
|
|
|
|
UTIL_TraceLine( top, bottom, MASK_SOLID, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
|
|
|
|
// looking at a wall, leave ideal the way it was
|
|
if ( tr.allsolid )
|
|
return;
|
|
|
|
// near a dropoff/ledge
|
|
if ( tr.fraction == 1 )
|
|
return;
|
|
|
|
floor_height[i] = top[2] + tr.fraction*( bottom[2] - top[2] );
|
|
}
|
|
|
|
dir = 0;
|
|
steps = 0;
|
|
for (j=1 ; j<i ; j++)
|
|
{
|
|
step = floor_height[j] - floor_height[j-1];
|
|
if (step > -ON_EPSILON && step < ON_EPSILON)
|
|
continue;
|
|
|
|
if (dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ) )
|
|
return; // mixed changes
|
|
|
|
steps++;
|
|
dir = step;
|
|
}
|
|
|
|
if (!dir)
|
|
{
|
|
m_flIdealPitch = 0;
|
|
return;
|
|
}
|
|
|
|
if (steps < 2)
|
|
return;
|
|
m_flIdealPitch = -dir * cl_idealpitchscale.GetFloat();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Walk backward through predictables looking for ClientCreated entities
|
|
// such as projectiles which were
|
|
// 1) not actually ack'd by the server or
|
|
// 2) were ack'd and made dormant and can now safely be removed
|
|
// Input : last_command_packet -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::RemoveStalePredictedEntities( int sequence_number )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::RemoveStalePredictedEntities" );
|
|
|
|
int oldest_allowable_command = sequence_number;
|
|
|
|
// Walk backward due to deletion from UtlVector
|
|
int c = predictables->GetPredictableCount();
|
|
int i;
|
|
for ( i = c - 1; i >= 0; i-- )
|
|
{
|
|
C_BaseEntity *ent = predictables->GetPredictable( i );
|
|
if ( !ent )
|
|
continue;
|
|
|
|
// Don't do anything to truly predicted things (like player and weapons )
|
|
if ( ent->GetPredictable() )
|
|
continue;
|
|
|
|
// What's left should be things like projectiles that are just waiting to be "linked"
|
|
// to their server counterpart and deleted
|
|
Assert( ent->IsClientCreated() );
|
|
if ( !ent->IsClientCreated() )
|
|
continue;
|
|
|
|
// Snag the PredictionContext
|
|
PredictionContext *ctx = ent->m_pPredictionContext;
|
|
if ( !ctx )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If it was ack'd then the server sent us the entity.
|
|
// Leave it unless it wasn't made dormant this frame, in
|
|
// which case it can be removed now
|
|
if ( ent->m_PredictableID.GetAcknowledged() )
|
|
{
|
|
// Hasn't become dormant yet!!!
|
|
if ( !ent->IsDormantPredictable() )
|
|
{
|
|
Assert( 0 );
|
|
continue;
|
|
}
|
|
|
|
// Still gets to live till next frame
|
|
if ( ent->BecameDormantThisPacket() )
|
|
continue;
|
|
|
|
C_BaseEntity *serverEntity = ctx->m_hServerEntity;
|
|
if ( serverEntity )
|
|
{
|
|
// Notify that it's going to go away
|
|
serverEntity->OnPredictedEntityRemove( true, ent );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Check context to see if it's too old?
|
|
int command_entity_creation_happened = ctx->m_nCreationCommandNumber;
|
|
// Give it more time to live...not time to kill it yet
|
|
if ( command_entity_creation_happened > oldest_allowable_command )
|
|
continue;
|
|
|
|
// If the client predicted the KILLME flag it's possible
|
|
// that entity had such a short life that it actually
|
|
// never was sent to us. In that case, just let it die a silent death
|
|
if ( !ent->IsEFlagSet( EFL_KILLME ) )
|
|
{
|
|
if ( cl_showerror.GetInt() != 0 )
|
|
{
|
|
// It's bogus, server doesn't have a match, destroy it:
|
|
Msg( "Removing unack'ed predicted entity: %s created %s(%i) id == %s : %p\n",
|
|
ent->GetClassname(),
|
|
ctx->m_pszCreationModule,
|
|
ctx->m_nCreationLineNumber,
|
|
ent->m_PredictableID.Describe(),
|
|
ent );
|
|
}
|
|
}
|
|
|
|
// FIXME: Do we need an OnPredictedEntityRemove call with an "it's not valid"
|
|
// flag of some kind
|
|
}
|
|
|
|
// This will remove it from predictables list and will also free the entity, etc.
|
|
ent->Release();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::RestoreOriginalEntityState( void )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::RestoreOriginalEntityState" );
|
|
PREDICTION_TRACKVALUECHANGESCOPE( "restore" );
|
|
|
|
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
|
|
|
|
// Transfer intermediate data from other predictables
|
|
int pc = predictables->GetPredictableCount();
|
|
int p;
|
|
for ( p = 0; p < pc; p++ )
|
|
{
|
|
C_BaseEntity *ent = predictables->GetPredictable( p );
|
|
if ( !ent )
|
|
continue;
|
|
|
|
if ( ent->GetPredictable() )
|
|
{
|
|
ent->RestoreData( "RestoreOriginalEntityState", C_BaseEntity::SLOT_ORIGINALDATA, PC_EVERYTHING );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : current_command -
|
|
// curtime -
|
|
// *cmd -
|
|
// *tcmd -
|
|
// *localPlayer -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::RunSimulation( int current_command, float curtime, CUserCmd *cmd, C_BasePlayer *localPlayer )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::RunSimulation" );
|
|
|
|
Assert( localPlayer );
|
|
C_CommandContext *ctx = localPlayer->GetCommandContext();
|
|
Assert( ctx );
|
|
|
|
ctx->needsprocessing = true;
|
|
ctx->cmd = *cmd;
|
|
ctx->command_number = current_command;
|
|
|
|
IPredictionSystem::SuppressEvents( !IsFirstTimePredicted() );
|
|
|
|
int i;
|
|
|
|
// Make sure simulation occurs at most once per entity per usercmd
|
|
for ( i = 0; i < predictables->GetPredictableCount(); i++ )
|
|
{
|
|
C_BaseEntity *entity = predictables->GetPredictable( i );
|
|
if ( entity )
|
|
{
|
|
entity->m_nSimulationTick = -1;
|
|
}
|
|
}
|
|
|
|
// Don't used cached numpredictables since entities can be created mid-prediction by the player
|
|
for ( i = 0; i < predictables->GetPredictableCount(); i++ )
|
|
{
|
|
// Always reset
|
|
gpGlobals->curtime = curtime;
|
|
gpGlobals->frametime = m_bEnginePaused ? 0 : TICK_INTERVAL;
|
|
|
|
C_BaseEntity *entity = predictables->GetPredictable( i );
|
|
|
|
if ( !entity )
|
|
continue;
|
|
|
|
bool islocal = ( localPlayer == entity ) ? true : false;
|
|
|
|
// Local player simulates first, if this assert fires then the predictables list isn't sorted
|
|
// correctly (or we started predicting C_World???)
|
|
if ( islocal )
|
|
{
|
|
Assert( i == 0 );
|
|
}
|
|
|
|
// Player can't be this so cull other entities here
|
|
if ( entity->GetFlags() & FL_STATICPROP )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Player is not actually in the m_SimulatedByThisPlayer list, of course
|
|
if ( entity->IsPlayerSimulated() )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( AddDataChangeEvent( entity, DATA_UPDATE_DATATABLE_CHANGED, &entity->m_DataChangeEventRef ) )
|
|
{
|
|
entity->OnPreDataChanged( DATA_UPDATE_DATATABLE_CHANGED );
|
|
}
|
|
|
|
// Certain entities can be created locally and if so created, should be
|
|
// simulated until a network update arrives
|
|
if ( entity->IsClientCreated() )
|
|
{
|
|
// Only simulate these on new usercmds
|
|
if ( !IsFirstTimePredicted() )
|
|
continue;
|
|
|
|
entity->PhysicsSimulate();
|
|
}
|
|
else
|
|
{
|
|
entity->PhysicsSimulate();
|
|
}
|
|
|
|
// Don't update last networked data here!!!
|
|
entity->OnLatchInterpolatedVariables( LATCH_SIMULATION_VAR | LATCH_ANIMATION_VAR | INTERPOLATE_OMIT_UPDATE_LAST_NETWORKED );
|
|
}
|
|
|
|
// Always reset after running command
|
|
IPredictionSystem::SuppressEvents( false );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::Untouch( void )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
int numpredictables = predictables->GetPredictableCount();
|
|
|
|
// Loop through all entities again, checking their untouch if flagged to do so
|
|
int i;
|
|
for ( i = 0; i < numpredictables; i++ )
|
|
{
|
|
C_BaseEntity *entity = predictables->GetPredictable( i );
|
|
if ( !entity )
|
|
continue;
|
|
|
|
if ( !entity->GetCheckUntouch() )
|
|
continue;
|
|
|
|
entity->PhysicsCheckForEntityUntouch();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void InvalidateEFlagsRecursive( C_BaseEntity *pEnt, int nDirtyFlags, int nChildFlags = 0 )
|
|
{
|
|
pEnt->AddEFlags( nDirtyFlags );
|
|
nDirtyFlags |= nChildFlags;
|
|
for (CBaseEntity *pChild = pEnt->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer())
|
|
{
|
|
InvalidateEFlagsRecursive( pChild, nDirtyFlags );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void CPrediction::StorePredictionResults( int predicted_frame )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::StorePredictionResults" );
|
|
PREDICTION_TRACKVALUECHANGESCOPE( "save" );
|
|
|
|
int i;
|
|
int numpredictables = predictables->GetPredictableCount();
|
|
|
|
// Now save off all of the results
|
|
for ( i = 0; i < numpredictables; i++ )
|
|
{
|
|
C_BaseEntity *entity = predictables->GetPredictable( i );
|
|
if ( !entity )
|
|
continue;
|
|
|
|
// Certain entities can be created locally and if so created, should be
|
|
// simulated until a network update arrives
|
|
if ( !entity->GetPredictable() )
|
|
continue;
|
|
|
|
// FIXME: The lack of this call inexplicably actually creates prediction errors
|
|
InvalidateEFlagsRecursive( entity, EFL_DIRTY_ABSTRANSFORM | EFL_DIRTY_ABSVELOCITY | EFL_DIRTY_ABSANGVELOCITY );
|
|
|
|
entity->SaveData( "StorePredictionResults", predicted_frame, PC_EVERYTHING );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : slots_to_remove -
|
|
// previous_last_slot -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::ShiftIntermediateDataForward( int slots_to_remove, int number_of_commands_run )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::ShiftIntermediateDataForward" );
|
|
PREDICTION_TRACKVALUECHANGESCOPE( "shift" );
|
|
|
|
C_BasePlayer *current = C_BasePlayer::GetLocalPlayer();
|
|
// No local player object?
|
|
if ( !current )
|
|
return;
|
|
|
|
// Don't screw up memory of current player from history buffers if not filling in history buffers
|
|
// during prediction!!!
|
|
if ( !cl_predict->GetInt() )
|
|
return;
|
|
|
|
int c = predictables->GetPredictableCount();
|
|
int i;
|
|
for ( i = 0; i < c; i++ )
|
|
{
|
|
C_BaseEntity *ent = predictables->GetPredictable( i );
|
|
if ( !ent )
|
|
continue;
|
|
|
|
if ( !ent->GetPredictable() )
|
|
continue;
|
|
|
|
ent->ShiftIntermediateDataForward( slots_to_remove, number_of_commands_run );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : predicted_frame -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::RestoreEntityToPredictedFrame( int predicted_frame )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::RestoreEntityToPredictedFrame" );
|
|
PREDICTION_TRACKVALUECHANGESCOPE( "restoretopred" );
|
|
|
|
C_BasePlayer *current = C_BasePlayer::GetLocalPlayer();
|
|
// No local player object?
|
|
if ( !current )
|
|
return;
|
|
|
|
// Don't screw up memory of current player from history buffers if not filling in history buffers
|
|
// during prediction!!!
|
|
if ( !cl_predict->GetInt() )
|
|
return;
|
|
|
|
int c = predictables->GetPredictableCount();
|
|
int i;
|
|
for ( i = 0; i < c; i++ )
|
|
{
|
|
C_BaseEntity *ent = predictables->GetPredictable( i );
|
|
if ( !ent )
|
|
continue;
|
|
|
|
if ( !ent->GetPredictable() )
|
|
continue;
|
|
|
|
ent->RestoreData( "RestoreEntityToPredictedFrame", predicted_frame, PC_EVERYTHING );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Computes starting destination for intermediate prediction data results and
|
|
// does any fixups required by network optimization
|
|
// Input : received_new_world_update -
|
|
// incoming_acknowledged -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CPrediction::ComputeFirstCommandToExecute( bool received_new_world_update, int incoming_acknowledged, int outgoing_command )
|
|
{
|
|
int destination_slot = 1;
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
int skipahead = 0;
|
|
|
|
// If we didn't receive a new update ( or we received an update that didn't ack any new CUserCmds --
|
|
// so for the player it should be just like receiving no update ), just jump right up to the very
|
|
// last command we created for this very frame since we probably wouldn't have had any errors without
|
|
// being notified by the server of such a case.
|
|
// NOTE: received_new_world_update only gets set to false if cl_pred_optimize >= 1
|
|
if ( !received_new_world_update || !m_nServerCommandsAcknowledged )
|
|
{
|
|
// this is where we would normally start
|
|
int start = incoming_acknowledged + 1;
|
|
// outgoing_command is where we really want to start
|
|
skipahead = MAX( 0, ( outgoing_command - start ) );
|
|
// Don't start past the last predicted command, though, or we'll get prediction errors
|
|
skipahead = MIN( skipahead, m_nCommandsPredicted );
|
|
|
|
// Always restore since otherwise we might start prediction using an "interpolated" value instead of a purely predicted value
|
|
RestoreEntityToPredictedFrame( skipahead - 1 );
|
|
|
|
//Msg( "%i/%i no world, skip to %i restore from slot %i\n",
|
|
// gpGlobals->framecount,
|
|
// gpGlobals->tickcount,
|
|
// skipahead,
|
|
// skipahead - 1 );
|
|
}
|
|
else
|
|
{
|
|
// Otherwise, there is a second optimization, wherein if we did receive an update, but no
|
|
// values differed (or were outside their epsilon) and the server actually acknowledged running
|
|
// one or more commands, then we can revert the entity to the predicted state from last frame,
|
|
// shift the # of commands worth of intermediate state off of front the intermediate state array, and
|
|
// only predict the usercmd from the latest render frame.
|
|
if ( cl_pred_optimize.GetInt() >= 2 &&
|
|
!m_bPreviousAckHadErrors &&
|
|
m_nCommandsPredicted > 0 &&
|
|
m_nServerCommandsAcknowledged <= m_nCommandsPredicted )
|
|
{
|
|
// Copy all of the previously predicted data back into entity so we can skip repredicting it
|
|
// This is the final slot that we previously predicted
|
|
RestoreEntityToPredictedFrame( m_nCommandsPredicted - 1 );
|
|
|
|
// Shift intermediate state blocks down by # of commands ack'd
|
|
ShiftIntermediateDataForward( m_nServerCommandsAcknowledged, m_nCommandsPredicted );
|
|
|
|
// Only predict new commands (note, this should be the same number that we could compute
|
|
// above based on outgoing_command - incoming_acknowledged - 1
|
|
skipahead = ( m_nCommandsPredicted - m_nServerCommandsAcknowledged );
|
|
|
|
//Msg( "%i/%i optimize2, skip to %i restore from slot %i\n",
|
|
// gpGlobals->framecount,
|
|
// gpGlobals->tickcount,
|
|
// skipahead,
|
|
// m_nCommandsPredicted - 1 );
|
|
}
|
|
else
|
|
{
|
|
if ( m_bPreviousAckHadErrors )
|
|
{
|
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
|
|
// If an entity gets a prediction error, then we want to clear out its interpolated variables
|
|
// so we don't mix different samples at the same timestamps. We subtract 1 tick interval here because
|
|
// if we don't, we'll have 3 interpolation entries with the same timestamp as this predicted
|
|
// frame, so we won't be able to interpolate (which leads to jerky movement in the player when
|
|
// ANY entity like your gun gets a prediction error).
|
|
float flPrev = gpGlobals->curtime;
|
|
gpGlobals->curtime = pLocalPlayer->GetTimeBase() - TICK_INTERVAL;
|
|
|
|
for ( int i = 0; i < predictables->GetPredictableCount(); i++ )
|
|
{
|
|
C_BaseEntity *entity = predictables->GetPredictable( i );
|
|
if ( entity )
|
|
{
|
|
entity->ResetLatched();
|
|
}
|
|
}
|
|
|
|
gpGlobals->curtime = flPrev;
|
|
}
|
|
}
|
|
}
|
|
|
|
destination_slot += skipahead;
|
|
|
|
// Always reset these values now that we handled them
|
|
m_nCommandsPredicted = 0;
|
|
m_bPreviousAckHadErrors = false;
|
|
m_nServerCommandsAcknowledged = 0;
|
|
#endif
|
|
return destination_slot;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Actually does the prediction work, returns false if an error occurred
|
|
//-----------------------------------------------------------------------------
|
|
bool CPrediction::PerformPrediction( bool received_new_world_update, C_BasePlayer *localPlayer,
|
|
int incoming_acknowledged, int outgoing_command )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "CPrediction::PerformPrediction" );
|
|
|
|
// This makes sure , tahe we are allwoed to sample the world when it may not be ready to be sampled
|
|
Assert( C_BaseEntity::IsAbsQueriesValid() );
|
|
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
|
|
|
|
m_bInPrediction = true;
|
|
|
|
// undo interpolation changes for entities we stand on
|
|
C_BaseEntity *entity = localPlayer->GetGroundEntity();
|
|
|
|
while ( entity && entity->entindex() > 0)
|
|
{
|
|
entity->MoveToLastReceivedPosition();
|
|
// undo changes for moveparents too
|
|
entity = entity->GetMoveParent();
|
|
}
|
|
|
|
// Start at command after last one server has processed and
|
|
// go until we get to targettime or we run out of new commands
|
|
int i = ComputeFirstCommandToExecute( received_new_world_update, incoming_acknowledged, outgoing_command );
|
|
|
|
//Msg( "%i/%i tickbase %i\n",
|
|
// gpGlobals->framecount,
|
|
// gpGlobals->tickcount,
|
|
// localPlayer->m_nTickBase );
|
|
|
|
//for ( int k = 1; k < i; k++ )
|
|
//{
|
|
// Msg( "%i/%i Skip final tick %i into slot %i\n",
|
|
// gpGlobals->framecount, gpGlobals->tickcount,
|
|
// localPlayer->m_nTickBase - i + k + 1,
|
|
// k - 1 );
|
|
//}
|
|
|
|
Assert( i >= 1 );
|
|
while ( true )
|
|
{
|
|
// Incoming_acknowledged is the last usercmd the server acknowledged having acted upon
|
|
int current_command = incoming_acknowledged + i;
|
|
|
|
// We've caught up to the current command.
|
|
if ( current_command > outgoing_command )
|
|
break;
|
|
|
|
if ( i >= MULTIPLAYER_BACKUP )
|
|
break;
|
|
|
|
CUserCmd *cmd = input->GetUserCmd( current_command );
|
|
|
|
if ( !cmd )
|
|
{
|
|
break;
|
|
}
|
|
|
|
|
|
// Is this the first time predicting this
|
|
m_bFirstTimePredicted = !cmd->hasbeenpredicted;
|
|
|
|
// Set globals appropriately
|
|
float curtime = ( localPlayer->m_nTickBase ) * TICK_INTERVAL;
|
|
|
|
RunSimulation( current_command, curtime, cmd, localPlayer );
|
|
|
|
gpGlobals->curtime = curtime;
|
|
gpGlobals->frametime = m_bEnginePaused ? 0 : TICK_INTERVAL;
|
|
|
|
// Call untouch on any entities no longer predicted to be touching
|
|
Untouch();
|
|
|
|
// Store intermediate data into appropriate slot
|
|
StorePredictionResults( i - 1 ); // Note that I starts at 1
|
|
|
|
m_nCommandsPredicted = i;
|
|
|
|
if ( current_command == outgoing_command )
|
|
{
|
|
localPlayer->m_nFinalPredictedTick = localPlayer->m_nTickBase;
|
|
}
|
|
/*
|
|
if ( 0 )
|
|
{
|
|
localPlayer->m_nFinalPredictedTick = localPlayer->m_nTickBase;
|
|
Msg( "%i/%i Latch final tick %i start == %i into slot %i\n",
|
|
gpGlobals->framecount, gpGlobals->tickcount,
|
|
localPlayer->m_nFinalPredictedTick,
|
|
localPlayer->m_nFinalPredictedTick - i,
|
|
i - 1 );
|
|
}
|
|
*/
|
|
|
|
/*
|
|
Msg( "%i/%i Predicted command %i tickbase == %i first %s\n",
|
|
gpGlobals->framecount, gpGlobals->tickcount,
|
|
m_nCommandsPredicted,
|
|
localPlayer->m_nTickBase,
|
|
m_bFirstTimePredicted ? "yes" : "no" );
|
|
*/
|
|
|
|
// Mark that we issued any needed sounds, of not done already
|
|
cmd->hasbeenpredicted = true;
|
|
|
|
// Copy the state over.
|
|
i++;
|
|
}
|
|
|
|
// Msg( "%i : predicted %i commands forward, %i ack'd last frame, had errors %s\n",
|
|
// gpGlobals->tickcount,
|
|
// m_nCommandsPredicted,
|
|
// m_nServerCommandsAcknowledged,
|
|
// m_bPreviousAckHadErrors ? "true" : "false" );
|
|
|
|
|
|
m_bInPrediction = false;
|
|
|
|
|
|
// Somehow we looped past the end of the list (severe lag), don't predict at all
|
|
if ( i > MULTIPLAYER_BACKUP )
|
|
{
|
|
return false;
|
|
}
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : startframe -
|
|
// validframe -
|
|
// incoming_acknowledged -
|
|
// outgoing_command -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::Update( int startframe, bool validframe,
|
|
int incoming_acknowledged, int outgoing_command )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF_BUDGET( "CPrediction::Update", VPROF_BUDGETGROUP_PREDICTION );
|
|
|
|
m_bEnginePaused = engine->IsPaused();
|
|
|
|
bool received_new_world_update = true;
|
|
|
|
// Still starting at same frame, so make sure we don't do extra prediction ,etc.
|
|
if ( ( m_nPreviousStartFrame == startframe ) &&
|
|
cl_pred_optimize.GetBool() &&
|
|
cl_predict->GetInt() )
|
|
{
|
|
received_new_world_update = false;
|
|
}
|
|
|
|
m_nPreviousStartFrame = startframe;
|
|
|
|
// Save off current timer values, etc.
|
|
CGlobalVarsBase saveVars(true);
|
|
saveVars = *gpGlobals;
|
|
|
|
_Update( received_new_world_update, validframe, incoming_acknowledged, outgoing_command );
|
|
|
|
// Restore current timer values, etc.
|
|
*gpGlobals = saveVars;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Do the dirty deed of predicting the local player
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::_Update( bool received_new_world_update, bool validframe,
|
|
int incoming_acknowledged, int outgoing_command )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !localPlayer )
|
|
return;
|
|
|
|
// Always using current view angles no matter what
|
|
// NOTE: ViewAngles are always interpreted as being *relative* to the player
|
|
QAngle viewangles;
|
|
engine->GetViewAngles( viewangles );
|
|
localPlayer->SetLocalAngles( viewangles );
|
|
|
|
if ( !validframe )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If we are not doing prediction, copy authoritative value into velocity and angle.
|
|
if ( !cl_predict->GetInt() )
|
|
{
|
|
// When not predicting, we at least must make sure the player
|
|
// view angles match the view angles...
|
|
localPlayer->SetLocalViewAngles( viewangles );
|
|
return;
|
|
}
|
|
|
|
// This is cheesy, but if we have entities that are parented to attachments on other entities, then
|
|
// it'll wind up needing to get a bone transform.
|
|
{
|
|
C_BaseAnimating::InvalidateBoneCaches();
|
|
C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, true );
|
|
|
|
// Remove any purely client predicted entities that were left "dangling" because the
|
|
// server didn't acknowledge them or which can now safely be removed
|
|
RemoveStalePredictedEntities( incoming_acknowledged );
|
|
|
|
// Restore objects back to "pristine" state from last network/world state update
|
|
if ( received_new_world_update )
|
|
{
|
|
RestoreOriginalEntityState();
|
|
}
|
|
|
|
if ( !PerformPrediction( received_new_world_update, localPlayer, incoming_acknowledged, outgoing_command ) )
|
|
return;
|
|
}
|
|
|
|
// Overwrite predicted angles with the actual view angles
|
|
localPlayer->SetLocalAngles( viewangles );
|
|
|
|
// This allows us to sample the world when it may not be ready to be sampled
|
|
Assert( C_BaseEntity::IsAbsQueriesValid() );
|
|
|
|
// FIXME: What about hierarchy here?!?
|
|
SetIdealPitch( localPlayer, localPlayer->GetLocalOrigin(), localPlayer->GetLocalAngles(), localPlayer->m_vecViewOffset );
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CPrediction::IsFirstTimePredicted( void ) const
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
return m_bFirstTimePredicted;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : org -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::GetViewOrigin( Vector& org )
|
|
{
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
{
|
|
org.Init();
|
|
}
|
|
else
|
|
{
|
|
org = player->GetLocalOrigin();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : org -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::SetViewOrigin( Vector& org )
|
|
{
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
return;
|
|
|
|
player->SetLocalOrigin( org );
|
|
player->m_vecNetworkOrigin = org;
|
|
|
|
player->m_iv_vecOrigin.Reset();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : ang -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::GetViewAngles( QAngle& ang )
|
|
{
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
{
|
|
ang.Init();
|
|
}
|
|
else
|
|
{
|
|
ang = player->GetLocalAngles();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : ang -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::SetViewAngles( QAngle& ang )
|
|
{
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
return;
|
|
|
|
player->SetViewAngles( ang );
|
|
player->m_iv_angRotation.Reset();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : ang -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::GetLocalViewAngles( QAngle& ang )
|
|
{
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
{
|
|
ang.Init();
|
|
}
|
|
else
|
|
{
|
|
ang = player->pl.v_angle;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : ang -
|
|
//-----------------------------------------------------------------------------
|
|
void CPrediction::SetLocalViewAngles( QAngle& ang )
|
|
{
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
return;
|
|
|
|
player->SetLocalViewAngles( ang );
|
|
}
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: For determining that predicted creation entities are un-acked and should
|
|
// be deleted
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CPrediction::GetIncomingPacketNumber( void ) const
|
|
{
|
|
return m_nIncomingPacketNumber;
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CPrediction::InPrediction( void ) const
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
return m_bInPrediction;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|