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462 lines
14 KiB
C++
462 lines
14 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 "cbase.h"
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#include "player.h"
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#include "usercmd.h"
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#include "igamemovement.h"
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#include "mathlib/mathlib.h"
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#include "client.h"
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#include "player_command.h"
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#include "movehelper_server.h"
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#include "iservervehicle.h"
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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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extern IGameMovement *g_pGameMovement;
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extern CMoveData *g_pMoveData; // This is a global because it is subclassed by each game.
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extern ConVar sv_noclipduringpause;
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ConVar sv_maxusrcmdprocessticks_warning( "sv_maxusrcmdprocessticks_warning", "-1", FCVAR_NONE, "Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerMove::CPlayerMove( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: We're about to run this usercmd for the specified player. We can set up groupinfo and masking here, etc.
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// This is the time to examine the usercmd for anything extra. This call happens even if think does not.
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// Input : *player -
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// *cmd -
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//-----------------------------------------------------------------------------
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void CPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd )
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{
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VPROF( "CPlayerMove::StartCommand" );
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#if !defined( NO_ENTITY_PREDICTION )
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CPredictableId::ResetInstanceCounters();
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#endif
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player->m_pCurrentCommand = cmd;
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CBaseEntity::SetPredictionRandomSeed( cmd );
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CBaseEntity::SetPredictionPlayer( player );
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#if defined (HL2_DLL)
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// pull out backchannel data and move this out
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int i;
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for (i = 0; i < cmd->entitygroundcontact.Count(); i++)
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{
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int entindex = cmd->entitygroundcontact[i].entindex;
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CBaseEntity *pEntity = CBaseEntity::Instance( engine->PEntityOfEntIndex( entindex) );
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if (pEntity)
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{
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CBaseAnimating *pAnimating = pEntity->GetBaseAnimating();
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if (pAnimating)
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{
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pAnimating->SetIKGroundContactInfo( cmd->entitygroundcontact[i].minheight, cmd->entitygroundcontact[i].maxheight );
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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: We've finished running a user's command
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// Input : *player -
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//-----------------------------------------------------------------------------
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void CPlayerMove::FinishCommand( CBasePlayer *player )
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{
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VPROF( "CPlayerMove::FinishCommand" );
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player->m_pCurrentCommand = NULL;
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CBaseEntity::SetPredictionRandomSeed( NULL );
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CBaseEntity::SetPredictionPlayer( NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Checks if the player is standing on a moving entity and adjusts velocity and
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// basevelocity appropriately
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// Input : *player -
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// frametime -
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//-----------------------------------------------------------------------------
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void CPlayerMove::CheckMovingGround( CBasePlayer *player, double frametime )
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{
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VPROF( "CPlayerMove::CheckMovingGround()" );
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CBaseEntity *groundentity;
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if ( player->GetFlags() & FL_ONGROUND )
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{
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groundentity = player->GetGroundEntity();
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if ( groundentity && ( groundentity->GetFlags() & FL_CONVEYOR) )
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{
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Vector vecNewVelocity;
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groundentity->GetGroundVelocityToApply( vecNewVelocity );
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if ( player->GetFlags() & FL_BASEVELOCITY )
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{
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vecNewVelocity += player->GetBaseVelocity();
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}
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player->SetBaseVelocity( vecNewVelocity );
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player->AddFlag( FL_BASEVELOCITY );
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}
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}
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if ( !( player->GetFlags() & FL_BASEVELOCITY ) )
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{
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// Apply momentum (add in half of the previous frame of velocity first)
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player->ApplyAbsVelocityImpulse( (1.0 + ( frametime * 0.5 )) * player->GetBaseVelocity() );
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player->SetBaseVelocity( vec3_origin );
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}
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player->RemoveFlag( FL_BASEVELOCITY );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Prepares for running movement
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// Input : *player -
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// *ucmd -
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// *pHelper -
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// *move -
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// time -
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//-----------------------------------------------------------------------------
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void CPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
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{
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VPROF( "CPlayerMove::SetupMove" );
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// Allow sound, etc. to be created by movement code
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move->m_bFirstRunOfFunctions = true;
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move->m_bGameCodeMovedPlayer = false;
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if ( player->GetPreviouslyPredictedOrigin() != player->GetAbsOrigin() )
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{
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move->m_bGameCodeMovedPlayer = true;
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}
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// Prepare the usercmd fields
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move->m_nImpulseCommand = ucmd->impulse;
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move->m_vecViewAngles = ucmd->viewangles;
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CBaseEntity *pMoveParent = player->GetMoveParent();
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if (!pMoveParent)
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{
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move->m_vecAbsViewAngles = move->m_vecViewAngles;
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}
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else
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{
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matrix3x4_t viewToParent, viewToWorld;
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AngleMatrix( move->m_vecViewAngles, viewToParent );
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ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld );
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MatrixAngles( viewToWorld, move->m_vecAbsViewAngles );
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}
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move->m_nButtons = ucmd->buttons;
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// Ingore buttons for movement if at controls
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if ( player->GetFlags() & FL_ATCONTROLS )
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{
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move->m_flForwardMove = 0;
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move->m_flSideMove = 0;
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move->m_flUpMove = 0;
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}
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else
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{
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move->m_flForwardMove = ucmd->forwardmove;
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move->m_flSideMove = ucmd->sidemove;
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move->m_flUpMove = ucmd->upmove;
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}
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// Prepare remaining fields
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move->m_flClientMaxSpeed = player->m_flMaxspeed;
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move->m_nOldButtons = player->m_Local.m_nOldButtons;
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move->m_vecAngles = player->pl.v_angle;
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move->m_vecVelocity = player->GetAbsVelocity();
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move->m_nPlayerHandle = player;
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move->SetAbsOrigin( player->GetAbsOrigin() );
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// Copy constraint information
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if ( player->m_hConstraintEntity.Get() )
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move->m_vecConstraintCenter = player->m_hConstraintEntity.Get()->GetAbsOrigin();
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else
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move->m_vecConstraintCenter = player->m_vecConstraintCenter;
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move->m_flConstraintRadius = player->m_flConstraintRadius;
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move->m_flConstraintWidth = player->m_flConstraintWidth;
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move->m_flConstraintSpeedFactor = player->m_flConstraintSpeedFactor;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Finishes running movement
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// Input : *player -
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// *move -
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// *ucmd -
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// time -
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//-----------------------------------------------------------------------------
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void CPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
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{
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VPROF( "CPlayerMove::FinishMove" );
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// NOTE: Don't copy this. the movement code modifies its local copy but is not expecting to be authoritative
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//player->m_flMaxspeed = move->m_flClientMaxSpeed;
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player->SetAbsOrigin( move->GetAbsOrigin() );
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player->SetAbsVelocity( move->m_vecVelocity );
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player->SetPreviouslyPredictedOrigin( move->GetAbsOrigin() );
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player->m_Local.m_nOldButtons = move->m_nButtons;
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// Convert final pitch to body pitch
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float pitch = move->m_vecAngles[ PITCH ];
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if ( pitch > 180.0f )
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{
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pitch -= 360.0f;
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}
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pitch = clamp( pitch, -90.f, 90.f );
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move->m_vecAngles[ PITCH ] = pitch;
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player->SetBodyPitch( pitch );
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player->SetLocalAngles( move->m_vecAngles );
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// The class had better not have changed during the move!!
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if ( player->m_hConstraintEntity )
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Assert( move->m_vecConstraintCenter == player->m_hConstraintEntity.Get()->GetAbsOrigin() );
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else
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Assert( move->m_vecConstraintCenter == player->m_vecConstraintCenter );
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Assert( move->m_flConstraintRadius == player->m_flConstraintRadius );
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Assert( move->m_flConstraintWidth == player->m_flConstraintWidth );
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Assert( move->m_flConstraintSpeedFactor == player->m_flConstraintSpeedFactor );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called before player thinks
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// Input : *player -
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// thinktime -
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//-----------------------------------------------------------------------------
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void CPlayerMove::RunPreThink( CBasePlayer *player )
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{
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VPROF( "CPlayerMove::RunPreThink" );
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// Run think functions on the player
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VPROF_SCOPE_BEGIN( "player->PhysicsRunThink()" );
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if ( !player->PhysicsRunThink() )
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return;
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VPROF_SCOPE_END();
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VPROF_SCOPE_BEGIN( "g_pGameRules->PlayerThink( player )" );
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// Called every frame to let game rules do any specific think logic for the player
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g_pGameRules->PlayerThink( player );
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VPROF_SCOPE_END();
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VPROF_SCOPE_BEGIN( "player->PreThink()" );
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player->PreThink();
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VPROF_SCOPE_END();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Runs the PLAYER's thinking code if time. There is some play in the exact time the think
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// function will be called, because it is called before any movement is done
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// in a frame. Not used for pushmove objects, because they must be exact.
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// Returns false if the entity removed itself.
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// Input : *ent -
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// frametime -
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// clienttimebase -
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// Output : void CPlayerMove::RunThink
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//-----------------------------------------------------------------------------
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void CPlayerMove::RunThink (CBasePlayer *player, double frametime )
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{
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VPROF( "CPlayerMove::RunThink" );
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int thinktick = player->GetNextThinkTick();
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if ( thinktick <= 0 || thinktick > player->m_nTickBase )
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return;
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//gpGlobals->curtime = thinktime;
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player->SetNextThink( TICK_NEVER_THINK );
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// Think
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player->Think();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called after player movement
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// Input : *player -
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// thinktime -
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// frametime -
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//-----------------------------------------------------------------------------
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void CPlayerMove::RunPostThink( CBasePlayer *player )
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{
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VPROF( "CPlayerMove::RunPostThink" );
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// Run post-think
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player->PostThink();
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}
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void CommentarySystem_PePlayerRunCommand( CBasePlayer *player, CUserCmd *ucmd );
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//-----------------------------------------------------------------------------
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// Purpose: Runs movement commands for the player
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// Input : *player -
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// *ucmd -
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// *moveHelper -
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// Output : void CPlayerMove::RunCommand
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//-----------------------------------------------------------------------------
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void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
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{
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const float playerCurTime = player->m_nTickBase * TICK_INTERVAL;
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const float playerFrameTime = player->m_bGamePaused ? 0 : TICK_INTERVAL;
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const float flTimeAllowedForProcessing = player->ConsumeMovementTimeForUserCmdProcessing( playerFrameTime );
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if ( !player->IsBot() && ( flTimeAllowedForProcessing < playerFrameTime ) )
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{
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// Make sure that the activity in command is erased because player cheated or dropped too many packets
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double dblWarningFrequencyThrottle = sv_maxusrcmdprocessticks_warning.GetFloat();
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if ( dblWarningFrequencyThrottle >= 0 )
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{
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static double s_dblLastWarningTime = 0;
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double dblTimeNow = Plat_FloatTime();
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if ( !s_dblLastWarningTime || ( dblTimeNow - s_dblLastWarningTime >= dblWarningFrequencyThrottle ) )
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{
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s_dblLastWarningTime = dblTimeNow;
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Warning( "sv_maxusrcmdprocessticks_warning at server tick %u: Ignored client %s usrcmd (%.6f < %.6f)!\n", gpGlobals->tickcount, player->GetPlayerName(), flTimeAllowedForProcessing, playerFrameTime );
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}
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}
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return; // Don't process this command
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}
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StartCommand( player, ucmd );
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// Set globals appropriately
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gpGlobals->curtime = playerCurTime;
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gpGlobals->frametime = playerFrameTime;
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// Prevent hacked clients from sending us invalid view angles to try to get leaf server code to crash
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if ( !ucmd->viewangles.IsValid() || !IsEntityQAngleReasonable(ucmd->viewangles) )
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{
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ucmd->viewangles = vec3_angle;
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}
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// Add and subtract buttons we're forcing on the player
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ucmd->buttons |= player->m_afButtonForced;
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ucmd->buttons &= ~player->m_afButtonDisabled;
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if ( player->m_bGamePaused )
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{
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// If no clipping and cheats enabled and noclipduring game enabled, then leave
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// forwardmove and angles stuff in usercmd
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if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
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sv_cheats->GetBool() &&
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sv_noclipduringpause.GetBool() )
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{
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gpGlobals->frametime = TICK_INTERVAL;
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}
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}
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/*
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// TODO: We can check whether the player is sending more commands than elapsed real time
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cmdtimeremaining -= ucmd->msec;
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if ( cmdtimeremaining < 0 )
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{
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// return;
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}
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*/
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g_pGameMovement->StartTrackPredictionErrors( player );
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CommentarySystem_PePlayerRunCommand( player, ucmd );
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// Do weapon selection
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if ( ucmd->weaponselect != 0 )
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{
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CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
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if ( weapon )
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{
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VPROF( "player->SelectItem()" );
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player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
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}
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}
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IServerVehicle *pVehicle = player->GetVehicle();
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// Latch in impulse.
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if ( ucmd->impulse )
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{
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// Discard impulse commands unless the vehicle allows them.
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// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
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if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
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{
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player->m_nImpulse = ucmd->impulse;
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}
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}
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// Update player input button states
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VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
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player->UpdateButtonState( ucmd->buttons );
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VPROF_SCOPE_END();
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CheckMovingGround( player, TICK_INTERVAL );
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g_pMoveData->m_vecOldAngles = player->pl.v_angle;
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// Copy from command to player unless game .dll has set angle using fixangle
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if ( player->pl.fixangle == FIXANGLE_NONE )
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{
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player->pl.v_angle = ucmd->viewangles;
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}
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else if( player->pl.fixangle == FIXANGLE_RELATIVE )
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{
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player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
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}
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// Call standard client pre-think
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RunPreThink( player );
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// Call Think if one is set
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RunThink( player, TICK_INTERVAL );
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// Setup input.
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SetupMove( player, ucmd, moveHelper, g_pMoveData );
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// Let the game do the movement.
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if ( !pVehicle )
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{
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VPROF( "g_pGameMovement->ProcessMovement()" );
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Assert( g_pGameMovement );
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g_pGameMovement->ProcessMovement( player, g_pMoveData );
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}
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else
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{
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VPROF( "pVehicle->ProcessMovement()" );
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pVehicle->ProcessMovement( player, g_pMoveData );
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}
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// Copy output
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FinishMove( player, ucmd, g_pMoveData );
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// Let server invoke any needed impact functions
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VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
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moveHelper->ProcessImpacts();
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VPROF_SCOPE_END();
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RunPostThink( player );
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g_pGameMovement->FinishTrackPredictionErrors( player );
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FinishCommand( player );
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// Let time pass
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if ( gpGlobals->frametime > 0 )
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{
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player->m_nTickBase++;
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}
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}
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