csgo-2018-source/game/client/prediction.cpp
2021-07-24 21:11:47 -07:00

2242 lines
66 KiB
C++

//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "prediction.h"
#include "igamemovement.h"
#include "prediction_private.h"
#include "ivrenderview.h"
#include "iinput.h"
#include "usercmd.h"
#include <vgui_controls/Controls.h>
#include <vgui/ISurface.h>
#include <vgui/IScheme.h>
#include "hud.h"
#include "iclientvehicle.h"
#include "in_buttons.h"
#include "con_nprint.h"
#include "hud_pdump.h"
#include "datacache/imdlcache.h"
#ifdef HL2_CLIENT_DLL
#include "c_basehlplayer.h"
#endif
#ifdef PORTAL2
#include "c_portal_player.h"
#endif
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
#if !defined( NO_ENTITY_PREDICTION )
extern ConVar cl_predictphysics;
ConVar cl_predictweapons ( "cl_predictweapons","1", FCVAR_USERINFO | FCVAR_NOT_CONNECTED, "Perform client side prediction of weapon effects." );
ConVar cl_lagcompensation ( "cl_lagcompensation","1", FCVAR_USERINFO | FCVAR_NOT_CONNECTED, "Perform server side lag compensation of weapon firing events." );
ConVar cl_showerror ( "cl_showerror", "0", FCVAR_RELEASE, "Show prediction errors, 2 for above plus detailed field deltas." );
static ConVar cl_idealpitchscale ( "cl_idealpitchscale", "0.8", FCVAR_ARCHIVE );
static ConVar cl_predictionlist ( "cl_predictionlist", "0", FCVAR_CHEAT, "Show which entities are predicting\n" );
static ConVar cl_predictionentitydump( "cl_pdump", "-1", FCVAR_CHEAT, "Dump info about this entity to screen." );
static ConVar cl_predictionentitydumpbyclass( "cl_pclass", "", FCVAR_CHEAT, "Dump entity by prediction classname." );
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)." );
static ConVar cl_pred_doresetlatch( "cl_pred_doresetlatch", "1", 0 );
//-----------------------------------------------------------------------------
// 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
extern IGameMovement *g_pGameMovement;
extern CMoveData *g_pMoveData;
void COM_Log( const char *pszFile, PRINTF_FORMAT_STRING const char *fmt, ...) FMTFUNCTION( 2, 3 ); // Log a debug message to specified file ( if pszFile == NULL uses c:\\hllog.txt )
void PhysicsSimulate( void );
#if defined( PORTAL )
ConVar cl_predicted_movement_uses_uninterpolated_physics( "cl_predicted_movement_uses_uninterpolated_physics", "1" );
extern void MoveUnpredictedPhysicsNearPlayerToNetworkedPosition( CBasePlayer *pPlayer );
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPrediction::CPrediction( void ) : m_SavedVars( true )
{
#if !defined( NO_ENTITY_PREDICTION )
m_bInPrediction = false;
m_nPreviousStartFrame = -1;
m_nIncomingPacketNumber = 0;
m_bPlayerOriginTypedescriptionSearched = false;
m_bEnginePaused = false;
m_pPDumpPanel = NULL;
m_flLastServerWorldTimeStamp = -1.0f;
#endif
}
CPrediction::~CPrediction( void )
{
}
void CPrediction::Init( void )
{
#if !defined( NO_ENTITY_PREDICTION )
m_bOldCLPredictValue = cl_predict->GetBool();
m_pPDumpPanel = GetPDumpPanel();
#endif
}
void CPrediction::Shutdown( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPrediction::CheckError( int nSlot, C_BasePlayer *player, int commands_acknowledged )
{
#if !defined( NO_ENTITY_PREDICTION )
Vector origin;
Vector delta;
float len;
static int pos[ MAX_SPLITSCREEN_PLAYERS ];
// Not in the game yet
if ( !engine->IsInGame() )
return;
// Not running prediction
if ( !cl_predict->GetInt() )
return;
if ( !player )
return;
// Not predictable yet (flush entity packet?)
if ( !player->IsIntermediateDataAllocated() )
return;
origin = player->GetNetworkOrigin();
const void *slot = player->GetPredictedFrame( commands_acknowledged - 1 );
if ( !slot )
return;
if ( !m_bPlayerOriginTypedescriptionSearched )
{
m_bPlayerOriginTypedescriptionSearched = true;
#ifndef PREDICT_ORIGIN_SPLIT
const typedescription_t *td = CPredictionCopy::FindFlatFieldByName( "m_vecNetworkOrigin", player->GetPredDescMap() );
if ( td )
{
m_PlayerOriginTypeDescription.AddToTail( td );
}
#else
const typedescription_t *td = CPredictionCopy::FindFlatFieldByName( "m_vecNetworkOrigin.x", player->GetPredDescMap() );
if ( td )
{
m_PlayerOriginTypeDescription.AddToTail( td );
}
td = CPredictionCopy::FindFlatFieldByName( "m_vecNetworkOrigin.y", player->GetPredDescMap() );
if ( td )
{
m_PlayerOriginTypeDescription.AddToTail( td );
}
td = CPredictionCopy::FindFlatFieldByName( "m_vecNetworkOrigin.z", player->GetPredDescMap() );
if ( td )
{
m_PlayerOriginTypeDescription.AddToTail( td );
}
if( m_PlayerOriginTypeDescription.Count() != 3 )
{
m_PlayerOriginTypeDescription.RemoveAll();
return;
}
#endif
}
if ( !m_PlayerOriginTypeDescription.Count() )
return;
Vector predicted_origin;
// Find the origin field in the database
// Splitting m_vecNetworkOrigin into component fields for prediction *
#ifndef PREDICT_ORIGIN_SPLIT
Q_memcpy( (Vector *)&predicted_origin, (Vector *)( (byte *)slot + m_PlayerOriginTypeDescription[ 0 ]->flatOffset[ TD_OFFSET_PACKED ] ), sizeof( Vector ) );
#else
for ( int i = 0; i < 3; ++i )
{
Q_memcpy( (float *)&predicted_origin[ i ], (float *)( (byte *)slot + m_PlayerOriginTypeDescription[ i ]->flatOffset[ TD_OFFSET_PACKED ] ), sizeof( float ) );
}
#endif
// Compare what the server returned with what we had predicted it to be
VectorSubtract ( predicted_origin, origin, delta );
len = VectorLength( delta );
if (len > MAX_PREDICTION_ERROR )
{
// A teleport or something, clear out error
len = 0;
}
else
{
if ( len > MIN_PREDICTION_EPSILON )
{
player->NotePredictionError( delta );
if ( cl_showerror.GetInt() >= 1 )
{
con_nprint_t np;
np.fixed_width_font = true;
np.color[0] = 1.0f;
np.color[1] = 0.95f;
np.color[2] = 0.7f;
np.index = 4 + nSlot * 10 + ( ++pos[ nSlot ] % 10 );
np.time_to_live = 3.0f;
engine->Con_NXPrintf( &np, "%d len(%6.3f) (%6.3f %6.3f %6.3f)", nSlot, len, delta.x, delta.y, delta.z );
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPrediction::ShutdownPredictables( void )
{
#if !defined( NO_ENTITY_PREDICTION )
int shutdown_count = 0;
int release_count = 0;
for ( int nSlot = 0; nSlot < MAX_SPLITSCREEN_PLAYERS; ++nSlot )
{
// Transfer intermediate data from other predictables
int c = GetPredictables( nSlot )->GetPredictableCount();
for ( int i = c - 1; i >= 0 ; i-- )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
// Shutdown predictables
if ( ent->GetPredictable() )
{
ent->ShutdownPredictable();
shutdown_count++;
}
// Otherwise, release client created entities
else
{
ent->Release();
release_count++;
}
}
// All gone now...
Assert( GetPredictables( nSlot )->GetPredictableCount() == 0 );
}
if ( ( release_count > 0 ) ||
( shutdown_count > 0 ) )
{
DevMsg( "Shutdown %i predictable entities and %i client-created entities\n",
shutdown_count,
release_count );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPrediction::ReinitPredictables( void )
{
#if !defined( NO_ENTITY_PREDICTION )
// Go through all entities and init any eligible ones
int i;
int c = ClientEntityList().GetHighestEntityIndex();
for ( i = 0; i <= c; i++ )
{
C_BaseEntity *e = ClientEntityList().GetBaseEntity( i );
if ( !e )
continue;
if ( e->GetPredictable() )
continue;
e->CheckInitPredictable( "ReinitPredictables" );
}
FOR_EACH_VALID_SPLITSCREEN_PLAYER( nSlot )
{
Msg( "%d: Reinitialized %i predictable entities\n",
nSlot, GetPredictables( nSlot )->GetPredictableCount() );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPrediction::OnReceivedUncompressedPacket( void )
{
#if !defined( NO_ENTITY_PREDICTION )
m_nPreviousStartFrame = -1;
for ( int i = 0 ; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
Split_t &split = m_Split[ i ];
split.m_nCommandsPredicted = 0;
split.m_nServerCommandsAcknowledged = 0;
split.m_nLastCommandAcknowledged = 0;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : commands_acknowledged -
// current_world_update_packet -
// Output : void CPrediction::PreEntityPacketReceived
//-----------------------------------------------------------------------------
void CPrediction::PreEntityPacketReceived ( int commands_acknowledged, int current_world_update_packet, int server_ticks_elapsed )
{
#if !defined( NO_ENTITY_PREDICTION )
#if defined( _DEBUG )
char sz[ 32 ];
Q_snprintf( sz, sizeof( sz ), "preentitypacket%d", commands_acknowledged );
PREDICTION_TRACKVALUECHANGESCOPE( sz );
#endif
VPROF( "CPrediction::PreEntityPacketReceived" );
// Cache off incoming packet #
m_nIncomingPacketNumber = current_world_update_packet;
C_BaseEntity::s_nIncomingPacketCommandsAcknowledged = commands_acknowledged;
// Don't screw up memory of current player from history buffers if not filling in history buffers
// during prediction!!!
if ( !cl_predict->GetInt() )
{
ShutdownPredictables();
return;
}
FOR_EACH_VALID_SPLITSCREEN_PLAYER( nSlot )
{
C_BasePlayer *current = C_BasePlayer::GetLocalPlayer( nSlot );
// No local player object?
if ( !current )
continue;
// Transfer intermediate data from other predictables
int c = GetPredictables( nSlot )->GetPredictableCount();
int i;
for ( i = 0; i < c; i++ )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
if ( !ent->GetPredictable() )
continue;
if ( (commands_acknowledged != server_ticks_elapsed) && ent->PredictionIsPhysicallySimulated() )
{
ent->ShiftIntermediateData_TickAdjust( server_ticks_elapsed - commands_acknowledged, m_Split[nSlot].m_nCommandsPredicted );
m_Split[nSlot].m_bPerformedTickShift = true;
}
ent->PreEntityPacketReceived( commands_acknowledged );
ent->OnPostRestoreData();
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called for every packet received( could be multiple times per frame)
//-----------------------------------------------------------------------------
void CPrediction::PostEntityPacketReceived( void )
{
#if !defined( NO_ENTITY_PREDICTION )
PREDICTION_TRACKVALUECHANGESCOPE( "postentitypacket" );
VPROF( "CPrediction::PostEntityPacketReceived" );
C_BaseEntity::s_nIncomingPacketCommandsAcknowledged = -1;
// Don't screw up memory of current player from history buffers if not filling in history buffers
// during prediction!!!
if ( !cl_predict->GetInt() )
return;
FOR_EACH_VALID_SPLITSCREEN_PLAYER( nSlot )
{
C_BasePlayer *current = C_BasePlayer::GetLocalPlayer( nSlot );
// No local player object?
if ( !current )
continue;
int c = GetPredictables( nSlot )->GetPredictableCount();
// Transfer intermediate data from other predictables
int i;
for ( i = 0; i < c; i++ )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
if ( !ent->GetPredictable() )
continue;
// Always mark as changed
if ( AddDataChangeEvent( ent, DATA_UPDATE_DATATABLE_CHANGED, &ent->m_DataChangeEventRef ) )
{
ent->OnPreDataChanged( DATA_UPDATE_DATATABLE_CHANGED );
}
ent->PostEntityPacketReceived();
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *ent -
// Output : static bool
//-----------------------------------------------------------------------------
bool CPrediction::ShouldDumpEntity( C_BaseEntity *ent )
{
#if !defined( NO_ENTITY_PREDICTION )
int dump_entity = cl_predictionentitydump.GetInt();
if ( dump_entity != -1 )
{
bool dump = false;
if ( ent->entindex() == -1 )
{
dump = ( dump_entity == ent->entindex() ) ? true : false;
}
else
{
dump = ( ent->entindex() == dump_entity ) ? true : false;
}
if ( !dump )
{
return false;
}
}
else
{
if ( cl_predictionentitydumpbyclass.GetString()[ 0 ] == 0 )
return false;
if ( !FClassnameIs( ent, cl_predictionentitydumpbyclass.GetString() ) )
return false;
}
return true;
#else
return false;
#endif
}
void CPrediction::ShowPredictionListEntry( int listRow, int showlist, C_BaseEntity *ent, int &totalsize, int &totalsize_intermediate )
{
char sz[ 32 ];
if ( ent->entindex() == -1 )
{
Q_snprintf( sz, sizeof( sz ), "handle %u", (unsigned int)ent->GetClientHandle().ToInt() );
}
else
{
Q_snprintf( sz, sizeof( sz ), "%i", ent->entindex() );
}
int oIndex = 0;
if ( ent->GetOwnerEntity() )
{
oIndex = ent->GetOwnerEntity()->entindex();
}
else if ( ent->IsPlayer() )
{
oIndex = ent->entindex();
}
else
{
C_BaseViewModel *pVM = ToBaseViewModel( ent );
if ( pVM && pVM->GetOwner() )
{
oIndex = pVM->GetOwner()->entindex();
}
}
con_nprint_t np;
np.fixed_width_font = true;
np.color[0] = 0.8f;
np.color[1] = 1.0f;
np.color[2] = 1.0f;
np.time_to_live = 2.0f;
np.index = listRow;
if ( showlist >= 2 )
{
int size = GetClassMap().GetClassSize( ent->GetClassname() );
int intermediate_size = ent->GetIntermediateDataSize() * ( MULTIPLAYER_BACKUP + 1 );
engine->Con_NXPrintf( &np, "%15s %30s(%d) (%5i / %5i bytes): %15s",
sz,
ent->GetClassname(),
oIndex,
size,
intermediate_size,
ent->GetPredictable() ? "predicted" : "client created" );
totalsize += size;
totalsize_intermediate += intermediate_size;
}
else
{
engine->Con_NXPrintf( &np, "%15s %30s(%d): %15s",
sz,
ent->GetClassname(),
oIndex,
ent->GetPredictable() ? "predicted" : "client created" );
}
}
void CPrediction::FinishPredictionList( int listRow, int showlist, int totalsize, int totalsize_intermediate )
{
if ( !showlist )
return;
if ( showlist > 1 )
{
con_nprint_t np;
np.fixed_width_font = true;
np.color[0] = 0.8f;
np.color[1] = 1.0f;
np.color[2] = 1.0f;
np.time_to_live = 2.0f;
np.index = listRow++;
char sz1[32];
char sz2[32];
Q_strncpy( sz1, Q_pretifymem( (float)totalsize ), sizeof( sz1 ) );
Q_strncpy( sz2, Q_pretifymem( (float)totalsize_intermediate ), sizeof( sz2 ) );
engine->Con_NXPrintf( &np, "%15s %27s (%s / %s) %14s",
"totals:",
"",
sz1,
sz2,
"" );
}
// Zero out rest of list
while ( listRow < 20 )
{
engine->Con_NPrintf( listRow++, "" );
}
}
void CPrediction::CheckPredictConvar()
{
if ( cl_predict->GetBool() != m_bOldCLPredictValue )
{
if ( !m_bOldCLPredictValue )
{
ReinitPredictables();
}
for ( int i = 0 ; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
Split_t &split = m_Split[ i ];
split.m_nCommandsPredicted = 0;
split.m_nServerCommandsAcknowledged = 0;
split.m_nLastCommandAcknowledged = 0;
}
m_nPreviousStartFrame = -1;
}
m_bOldCLPredictValue = cl_predict->GetBool();
}
ConVar cl_prediction_error_timestamps( "cl_prediction_error_timestamps", "0" );
//-----------------------------------------------------------------------------
// Purpose: Called at the end of the frame if any packets were received
// Input : error_check -
// last_predicted -
//-----------------------------------------------------------------------------
void CPrediction::PostNetworkDataReceived( int commands_acknowledged )
{
#if !defined( NO_ENTITY_PREDICTION )
VPROF( "CPrediction::PostNetworkDataReceived" );
bool error_check = ( commands_acknowledged > 0 ) ? true : false;
#if defined( _DEBUG )
char sz[ 32 ];
Q_snprintf( sz, sizeof( sz ), "postnetworkdata%d", commands_acknowledged );
PREDICTION_TRACKVALUECHANGESCOPE( sz );
#endif
//Msg( "%i/%i ack %i commands/slot\n",
// gpGlobals->framecount,
// gpGlobals->tickcount,
// commands_acknowledged - 1 );
bool entityDumped = false;
bool bPredict = cl_predict->GetBool();
int showlist = cl_predictionlist.GetInt();
int listRow = 0;
FOR_EACH_VALID_SPLITSCREEN_PLAYER( nSlot )
{
Split_t &split = m_Split[ nSlot ];
split.m_nServerCommandsAcknowledged += commands_acknowledged;
split.m_bPreviousAckHadErrors = false;
split.m_bPreviousAckErrorTriggersFullLatchReset = false;
split.m_EntsWithPredictionErrorsInLastAck.RemoveAll();
if ( bPredict )
{
// Don't screw up memory of current player from history buffers if not filling in history buffers during prediction!!!
int totalsize = 0;
int totalsize_intermediate = 0;
// Build list of all predictables
int c = GetPredictables( nSlot )->GetPredictableCount();
bool *bHadErrors = (bool *)stackalloc( sizeof( bool ) * c );
// Transfer intermediate data from other predictables
int i;
for ( i = 0; i < c; i++ )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
if ( !ent->GetPredictable() )
continue;
bHadErrors[i] = ent->PostNetworkDataReceived( split.m_nServerCommandsAcknowledged );
if ( bHadErrors[i] )
{
split.m_bPreviousAckHadErrors = true;
split.m_bPreviousAckErrorTriggersFullLatchReset |= ent->PredictionErrorShouldResetLatchedForAllPredictables();
split.m_EntsWithPredictionErrorsInLastAck.AddToTail( ent );
}
if ( !showlist )
{
if ( error_check &&
!entityDumped &&
m_pPDumpPanel &&
ShouldDumpEntity( ent ) )
{
entityDumped = true;
m_pPDumpPanel->DumpEntity( ent, split.m_nServerCommandsAcknowledged );
}
continue;
}
ShowPredictionListEntry( listRow, showlist, ent, totalsize, totalsize_intermediate );
listRow++;
}
//Give entities with predicted fields that are not networked a chance to fix their current values for those fields.
//We do this in two passes. One pass to fix the fields, then another to save off the changes after they've all finished (to handle interdependancies, portals)
if( split.m_bPreviousAckHadErrors )
{
//give each predicted entity a chance to fix up its non-networked predicted fields
for ( i = 0; i < c; i++ )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
if ( !ent->GetPredictable() )
continue;
ent->HandlePredictionError( bHadErrors[i] );
}
//save off any changes
for ( i = 0; i < c; i++ )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
if ( !ent->GetPredictable() )
continue;
ent->SaveData( "PostNetworkDataReceived() Ack Errors", C_BaseEntity::SLOT_ORIGINALDATA, PC_EVERYTHING );
}
}
for ( i = c; --i >= 0; ) //go backwards to maintain ordering on shutdown
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
if ( !ent->GetPredictable() )
continue;
ent->CheckShutdownPredictable( "CPrediction::PostNetworkDataReceived" );
}
FinishPredictionList( listRow, showlist, totalsize, totalsize_intermediate );
if ( error_check )
{
C_BasePlayer *current = C_BasePlayer::GetLocalPlayer( nSlot );
if ( !current )
continue;
CheckError( nSlot, current, split.m_nServerCommandsAcknowledged );
}
}
// Can also look at regular entities
int dumpentindex = cl_predictionentitydump.GetInt();
if ( m_pPDumpPanel && error_check && !entityDumped && dumpentindex != -1 )
{
int last_entity = ClientEntityList().GetHighestEntityIndex();
if ( dumpentindex >= 0 && dumpentindex <= last_entity )
{
C_BaseEntity *ent = ClientEntityList().GetBaseEntity( dumpentindex );
if ( ent )
{
m_pPDumpPanel->DumpEntity( ent, split.m_nServerCommandsAcknowledged );
entityDumped = true;
}
}
}
if( split.m_bPreviousAckHadErrors && cl_prediction_error_timestamps.GetBool() )
{
Warning( "Prediction errors occurred at %i %f\n", gpGlobals->tickcount, gpGlobals->curtime );
}
}
CheckPredictConvar();
if ( m_pPDumpPanel && error_check && !entityDumped )
{
m_pPDumpPanel->Clear();
}
#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_bGameCodeMovedPlayer = false;
if ( player->GetPreviouslyPredictedOrigin() != player->GetNetworkOrigin() )
{
move->m_bGameCodeMovedPlayer = true;
}
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
g_pGameMovement->SetupMovementBounds( move );
#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->SetAbsVelocity( move->m_vecVelocity );
player->m_vecNetworkOrigin = move->GetAbsOrigin();
player->SetPreviouslyPredictedOrigin( move->GetAbsOrigin() );
player->m_Local.m_nOldButtons = move->m_nButtons;
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" );
#if defined( USE_PREDICTABLEID )
CPredictableId::ResetInstanceCounters();
#endif
player->m_pCurrentCommand = cmd;
player->m_LastCmd = *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: Checks if the player is standing on a moving entity and adjusts velocity and
// basevelocity appropriately
// Input : *player -
// frametime -
//-----------------------------------------------------------------------------
void CPrediction::CheckMovingGround( C_BasePlayer *player, double frametime )
{
CBaseEntity *groundentity;
if ( player->GetFlags() & FL_ONGROUND )
{
groundentity = player->GetGroundEntity();
if ( groundentity && ( groundentity->GetFlags() & FL_CONVEYOR) )
{
Vector vecNewVelocity;
groundentity->GetGroundVelocityToApply( vecNewVelocity );
if ( player->GetFlags() & FL_BASEVELOCITY )
{
vecNewVelocity += player->GetBaseVelocity();
}
player->SetBaseVelocity( vecNewVelocity );
player->AddFlag( FL_BASEVELOCITY );
}
}
if ( !( player->GetFlags() & FL_BASEVELOCITY ) )
{
// Apply momentum (add in half of the previous frame of velocity first)
player->ApplyAbsVelocityImpulse( (1.0 + ( frametime * 0.5 )) * player->GetBaseVelocity() );
player->SetBaseVelocity( vec3_origin );
}
player->RemoveFlag( FL_BASEVELOCITY );
}
//-----------------------------------------------------------------------------
// 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
#ifdef PORTAL2
assert_cast<CPortal_Player*>( player )->PreventCrouchJump( ucmd );
#endif
StartCommand( player, ucmd );
// Set globals appropriately
gpGlobals->curtime = player->m_nTickBase * TICK_INTERVAL;
gpGlobals->frametime = m_bEnginePaused ? 0 : TICK_INTERVAL;
// Add and subtract buttons we're forcing on the player
ucmd->buttons |= player->m_afButtonForced;
// ucmd->buttons &= ~player->m_afButtonDisabled; // MAY WANT TO DO THIS LATER!!!
g_pGameMovement->StartTrackPredictionErrors( player );
// TODO
// TODO: Check for impulse predicted?
// Do weapon selection
if ( ucmd->weaponselect != 0 )
{
C_BaseCombatWeapon *weapon = ToBaseCombatWeapon( 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, gpGlobals->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 );
}
{
VPROF_BUDGET( "CPrediction::ProcessMovement", "CPrediction::ProcessMovement" );
// RUN MOVEMENT
if ( !pVehicle )
{
Assert( g_pGameMovement );
g_pGameMovement->ProcessMovement( player, g_pMoveData );
}
else
{
pVehicle->ProcessMovement( player, g_pMoveData );
}
}
FinishMove( player, ucmd, g_pMoveData );
// Let server invoke any needed impact functions
VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts(cl)" );
moveHelper->ProcessImpacts();
VPROF_SCOPE_END();
RunPostThink( player );
g_pGameMovement->FinishTrackPredictionErrors( player );
FinishCommand( player );
g_pGameMovement->Reset(); // fixes a crash: when loading highlights twice or after previously loaded map, there was a dirty player pointer in game movement
if( !m_bEnginePaused && 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 ( int nSlot, 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;
int step, dir, steps;
trace_t tr;
if ( player->GetGroundEntity() == NULL )
return;
// Don't do this on the 360..
if ( IsGameConsole() )
return;
AngleVectors( angles, &forward );
forward[2] = 0;
MDLCACHE_CRITICAL_SECTION();
// 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;
}
Split_t &split = m_Split[ nSlot ];
if (!dir)
{
split.m_flIdealPitch = 0;
return;
}
if (steps < 2)
return;
split.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 nSlot, int sequence_number )
{
#if !defined( NO_ENTITY_PREDICTION ) && defined( USE_PREDICTABLEID )
VPROF( "CPrediction::RemoveStalePredictedEntities" );
int oldest_allowable_command = sequence_number;
// Walk backward due to deletion from UtlVector
int c = GetPredictables( nSlot )->GetPredictableCount();
int i;
for ( i = c - 1; i >= 0; i-- )
{
C_BaseEntity *ent = GetPredictables( nSlot )->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( int nSlot )
{
#if !defined( NO_ENTITY_PREDICTION )
VPROF( "CPrediction::RestoreOriginalEntityState" );
PREDICTION_TRACKVALUECHANGESCOPE( "restore" );
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
// Transfer intermediate data from other predictables
int c = GetPredictables( nSlot )->GetPredictableCount();
for ( int i = 0; i < c; ++i )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent || !ent->GetPredictable() )
continue;
ent->RestoreData( "RestoreOriginalEntityState", C_BaseEntity::SLOT_ORIGINALDATA, PC_EVERYTHING );
ent->OnPostRestoreData();
}
#endif
}
void CPrediction::ResetSimulationTick()
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
// Make sure simulation occurs at most once per entity per usercmd
for (int i = 0; i < GetPredictables( nSlot )->GetPredictableCount(); i++ )
{
C_BaseEntity *entity = GetPredictables( nSlot )->GetPredictable( i );
if ( entity && entity->GetSplitUserPlayerPredictionSlot() == nSlot )
{
entity->m_nSimulationTick = -1;
}
}
}
//-----------------------------------------------------------------------------
// 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_LOCAL_PLAYER_RESOLVABLE();
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
Assert( localPlayer );
C_CommandContext *ctx = localPlayer->GetCommandContext();
Assert( ctx );
ctx->needsprocessing = true;
ctx->cmd = *cmd;
ctx->command_number = current_command;
IPredictionSystem::SuppressEvents( !IsFirstTimePredicted() );
ResetSimulationTick();
// Don't used cached numpredictables since entities can be created mid-prediction by the player
for ( int i = 0; i < GetPredictables( nSlot )->GetPredictableCount(); i++ )
{
// Always reset
gpGlobals->curtime = curtime;
gpGlobals->frametime = m_bEnginePaused ? 0 : TICK_INTERVAL;
C_BaseEntity *entity = GetPredictables( nSlot )->GetPredictable( i );
if ( !entity )
continue;
if ( entity->GetSplitUserPlayerPredictionSlot() != nSlot )
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 && !IsValidSplitScreenSlot( i ) )
continue;
// 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 );
}
// Only call the physics update for the entire physics system if we support predicted physics.
if ( cl_predictphysics.GetBool() )
{
PhysicsSimulate();
}
// Always reset after running command
IPredictionSystem::SuppressEvents( false );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPrediction::Untouch( int nSlot )
{
#if !defined( NO_ENTITY_PREDICTION )
int numpredictables = GetPredictables( nSlot )->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 = GetPredictables( nSlot )->GetPredictable( i );
if ( !entity )
continue;
if ( !entity->GetCheckUntouch() )
continue;
entity->PhysicsCheckForEntityUntouch();
}
#endif
}
void CPrediction::StorePredictionResults( int nSlot, int predicted_frame )
{
#if !defined( NO_ENTITY_PREDICTION )
VPROF( "CPrediction::StorePredictionResults" );
PREDICTION_TRACKVALUECHANGESCOPE( "save" );
int c = GetPredictables( nSlot )->GetPredictableCount();
// Now save off all of the results
for ( int i = 0; i < c; ++i )
{
C_BaseEntity *entity = GetPredictables( nSlot )->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 );
//if we're keeping first frame results, copy them now
if( m_Split[ nSlot ].m_bFirstTimePredicted && (entity->m_pIntermediateData_FirstPredicted[0] != NULL) )
{
entity->m_nIntermediateData_FirstPredictedShiftMarker = predicted_frame + 1;
memcpy( entity->m_pIntermediateData_FirstPredicted[predicted_frame + 1], entity->m_pIntermediateData[predicted_frame], entity->GetPredDescMap()->m_nPackedSize );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : slots_to_remove -
// previous_last_slot -
//-----------------------------------------------------------------------------
void CPrediction::ShiftIntermediateDataForward( int nSlot, int slots_to_remove, int number_of_commands_run )
{
#if !defined( NO_ENTITY_PREDICTION )
VPROF( "CPrediction::ShiftIntermediateDataForward" );
PREDICTION_TRACKVALUECHANGESCOPE( "shift" );
if ( !C_BasePlayer::HasAnyLocalPlayer() )
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 = GetPredictables( nSlot )->GetPredictableCount();
int i;
for ( i = 0; i < c; i++ )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
if ( !ent->GetPredictable() )
continue;
ent->ShiftIntermediateDataForward( slots_to_remove, number_of_commands_run );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : slots_to_remove -
//-----------------------------------------------------------------------------
void CPrediction::ShiftFirstPredictedIntermediateDataForward( int nSlot, int slots_to_remove )
{
#if !defined( NO_ENTITY_PREDICTION )
if( (slots_to_remove == 0) || (slots_to_remove >= MULTIPLAYER_BACKUP) )
return;
VPROF( "CPrediction::ShiftFirstPredictedIntermediateDataForward" );
PREDICTION_TRACKVALUECHANGESCOPE( "shift" );
if ( !C_BasePlayer::HasAnyLocalPlayer() )
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 = GetPredictables( nSlot )->GetPredictableCount();
int i;
for ( i = 0; i < c; i++ )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
if ( !ent->GetPredictable() )
continue;
ent->ShiftFirstPredictedIntermediateDataForward( slots_to_remove );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : predicted_frame -
//-----------------------------------------------------------------------------
void CPrediction::RestoreEntityToPredictedFrame( int nSlot, int predicted_frame )
{
#if !defined( NO_ENTITY_PREDICTION )
VPROF( "CPrediction::RestoreEntityToPredictedFrame" );
PREDICTION_TRACKVALUECHANGESCOPE( "restoretopred" );
if ( !C_BasePlayer::GetLocalPlayer( nSlot ) )
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 = GetPredictables( nSlot )->GetPredictableCount();
int i;
for ( i = 0; i < c; i++ )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
if ( !ent->GetPredictable() )
continue;
ent->RestoreData( "RestoreEntityToPredictedFrame", predicted_frame, PC_EVERYTHING );
ent->OnPostRestoreData();
}
#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( int nSlot, bool received_new_world_update, int incoming_acknowledged, int outgoing_command )
{
int destination_slot = 1;
#if !defined( NO_ENTITY_PREDICTION )
int skipahead = 0;
Split_t &split = m_Split[ nSlot ];
// 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 || !split.m_nServerCommandsAcknowledged )
{
if( !split.m_bPerformedTickShift )
{
// 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, split.m_nCommandsPredicted );
// Always restore since otherwise we might start prediction using an "interpolated" value instead of a purely predicted value
RestoreEntityToPredictedFrame( nSlot, 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 &&
!split.m_bPreviousAckHadErrors &&
split.m_nCommandsPredicted > 0 &&
split.m_nServerCommandsAcknowledged <= split.m_nCommandsPredicted &&
!split.m_bPerformedTickShift )
{
// 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( nSlot, split.m_nCommandsPredicted - 1 );
// Shift intermediate state blocks down by # of commands ack'd
ShiftIntermediateDataForward( nSlot, split.m_nServerCommandsAcknowledged, split.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 = ( split.m_nCommandsPredicted - split.m_nServerCommandsAcknowledged );
//Msg( "%i/%i optimize2, skip to %i restore from slot %i\n",
// gpGlobals->framecount,
// gpGlobals->tickcount,
// skipahead,
// split.m_nCommandsPredicted - 1 );
}
else
{
if( split.m_bPreviousAckHadErrors )
{
int count = GetPredictables( nSlot )->GetPredictableCount();
for ( int i = 0; i < count; i++ )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent )
continue;
ent->m_bEverHadPredictionErrorsForThisCommand = true; //this bool will get pulled forward until a new command is predicted for the first time
}
}
if ( ( split.m_bPreviousAckHadErrors && cl_pred_doresetlatch.GetBool() ) ||
cl_pred_doresetlatch.GetInt() == 2 )
{
// Both players should have == time base, etc.
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer( nSlot );
// 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;
if( split.m_bPreviousAckErrorTriggersFullLatchReset || (cl_pred_doresetlatch.GetInt() == 2) )
{
for ( int i = 0; i < GetPredictables( nSlot )->GetPredictableCount(); i++ )
{
C_BaseEntity *entity = GetPredictables( nSlot )->GetPredictable( i );
if ( entity )
{
entity->ResetLatched();
}
}
}
else
{
//individual latch resets
for ( int i = 0; i < split.m_EntsWithPredictionErrorsInLastAck.Count(); i++ )
{
C_BaseEntity *entity = split.m_EntsWithPredictionErrorsInLastAck[i];
if( entity )
{
//ensure it's still in our predictable list
for ( int j = 0; j < GetPredictables( nSlot )->GetPredictableCount(); j++ )
{
if( entity == GetPredictables( nSlot )->GetPredictable( j ) )
{
entity->ResetLatched();
break;
}
}
}
}
}
gpGlobals->curtime = flPrev;
}
}
}
ShiftFirstPredictedIntermediateDataForward( nSlot, split.m_nServerCommandsAcknowledged );
destination_slot += skipahead;
// Always reset these values now that we handled them
split.m_nCommandsPredicted = 0;
split.m_bPreviousAckHadErrors = false;
split.m_nServerCommandsAcknowledged = 0;
split.m_bPerformedTickShift = false;
#endif
return destination_slot;
}
//-----------------------------------------------------------------------------
// Actually does the prediction work, returns false if an error occurred
//-----------------------------------------------------------------------------
bool CPrediction::PerformPrediction( int nSlot, C_BasePlayer *localPlayer, bool received_new_world_update, int incoming_acknowledged, int outgoing_command )
{
MDLCACHE_CRITICAL_SECTION();
#if !defined( NO_ENTITY_PREDICTION )
VPROF( "CPrediction::PerformPrediction" );
Assert( localPlayer );
// This makes sure that we are allowed to sample the world when it may not be ready to be sampled
Assert( C_BaseEntity::IsAbsQueriesValid() );
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
// 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( nSlot, received_new_world_update, incoming_acknowledged, outgoing_command );
Assert( i >= 1 );
// This is a hack to get the CTriggerAutoGameMovement auto duck triggers to correctly deal with prediction.
// Here we just untouch any triggers the player was touching (since we might have teleported the origin
// backward from it's previous position) and then re-touch any triggers it's currently in
#if !defined( PORTAL2 ) //portal2 coop likes trigger touch behavior consistent with serverside trigger touch behavior
localPlayer->SetCheckUntouch( true );
localPlayer->PhysicsCheckForEntityUntouch();
#endif
localPlayer->PhysicsTouchTriggers();
// undo interpolation changes for entities we stand on
C_BaseEntity *ground = localPlayer->GetGroundEntity();
while ( ground && ground->entindex() > 0 )
{
ground->MoveToLastReceivedPosition();
ground = ground->GetMoveParent();
}
#if defined( PORTAL )
if( cl_predicted_movement_uses_uninterpolated_physics.GetBool() )
{
//if we're going to treat physics objects as immovable solids on the client, they might as well be immovable solids in the place the server told us to put them
//otherwise interpolation effectively teleports it backwards without the need (or support) to push entities backwards with it.
//If you happen to be pushing a physics object, this will make movement traces freak out as we start in solid.
MoveUnpredictedPhysicsNearPlayerToNetworkedPosition( localPlayer );
}
#endif
Split_t &split = m_Split[ nSlot ];
physenv->DoneReferencingPreviousCommands( incoming_acknowledged - 1 );
bool bTooMany = outgoing_command - incoming_acknowledged >= MULTIPLAYER_BACKUP;
while ( !bTooMany )
{
// 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;
CUserCmd *cmd = input->GetUserCmd( nSlot, current_command );
if ( !cmd )
{
bTooMany = true;
break;
}
Assert( i < MULTIPLAYER_BACKUP );
// Is this the first time predicting this
split.m_bFirstTimePredicted = !cmd->hasbeenpredicted;
#if defined( KEEP_COMMAND_REPREDICTION_COUNT )
split.m_Debug_RepredictionCount = cmd->debug_RepredictionCount;
#endif
// Set globals appropriately
float curtime = ( localPlayer->m_nTickBase ) * TICK_INTERVAL;
if( physenv->IsPredicted() )
{
physenv->SetPredictionCommandNum( current_command );
if( (m_Split[ nSlot ].m_nCommandsPredicted == 0) && (i == 1) )
{
if( !m_Split[ nSlot ].m_bFirstTimePredicted )
{
for ( int j = 0; j < GetPredictables( nSlot )->GetPredictableCount(); j++ )
{
C_BaseEntity *entity = GetPredictables( nSlot )->GetPredictable( j );
if( entity->m_bEverHadPredictionErrorsForThisCommand )
{
// Always reset
gpGlobals->curtime = curtime;
gpGlobals->frametime = m_bEnginePaused ? 0 : TICK_INTERVAL;
const byte *predictedFrame = (const byte *)entity->GetFirstPredictedFrame( 0 );
entity->VPhysicsCompensateForPredictionErrors( predictedFrame );
}
}
}
//else - if lag is so low that we only predict every command once, do we need to keep around old data to base our corrections on?
}
}
if( !cmd->hasbeenpredicted )
{
int count = GetPredictables( nSlot )->GetPredictableCount();
for ( int i = 0; i < count; ++i )
{
C_BaseEntity *entity = GetPredictables( nSlot )->GetPredictable( i );
if( entity )
{
entity->m_bEverHadPredictionErrorsForThisCommand = false;
}
}
}
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( nSlot );
// Store intermediate data into appropriate slot
StorePredictionResults( nSlot, i - 1 ); // Note that I starts at 1
split.m_nCommandsPredicted = i;
if ( current_command == outgoing_command )
{
localPlayer->m_nFinalPredictedTick = localPlayer->m_nTickBase;
}
// Mark that we issued any needed sounds, of not done already
cmd->hasbeenpredicted = true;
#if defined( KEEP_COMMAND_REPREDICTION_COUNT )
++cmd->debug_RepredictionCount;
#endif
// Copy the state over.
i++;
}
// Somehow we looped past the end of the list (severe lag), don't predict at all
return !bTooMany;
#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;
// HACK!
float flTimeStamp = engine->GetLastTimeStamp();
bool bTimeStampChanged = m_flLastServerWorldTimeStamp != flTimeStamp;
m_flLastServerWorldTimeStamp = flTimeStamp;
// 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() && bTimeStampChanged )
{
received_new_world_update = false;
}
m_nPreviousStartFrame = startframe;
// Save off current timer values, etc.
m_SavedVars = *gpGlobals;
FOR_EACH_VALID_SPLITSCREEN_PLAYER( nSlot )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( nSlot );
_Update( nSlot, received_new_world_update, validframe, incoming_acknowledged, outgoing_command );
}
// Restore current timer values, etc.
*gpGlobals = m_SavedVars;
#endif
}
//-----------------------------------------------------------------------------
// Do the dirty deed of predicting the local player
//-----------------------------------------------------------------------------
void CPrediction::_Update( int nSlot, bool received_new_world_update, bool validframe,
int incoming_acknowledged, int outgoing_command )
{
#if !defined( NO_ENTITY_PREDICTION )
QAngle viewangles;
C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer( nSlot );
if ( !localPlayer )
return;
m_Split[nSlot].m_nLastCommandAcknowledged = incoming_acknowledged;
// Always using current view angles no matter what
// NOTE: ViewAngles are always interpreted as being *relative* to the player
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::AutoAllowBoneAccess boneaccess( true, true );
// Invalidate bone cache on predictables
int c = GetPredictables( nSlot )->GetPredictableCount();
for ( int i = 0; i < c; ++i )
{
C_BaseEntity *ent = GetPredictables( nSlot )->GetPredictable( i );
if ( !ent ||
!ent->GetBaseAnimating() ||
!ent->GetPredictable() )
continue;
static_cast< C_BaseAnimating * >( ent )->InvalidateBoneCache();
}
// 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( nSlot, incoming_acknowledged );
// Restore objects back to "pristine" state from last network/world state update
if ( received_new_world_update )
{
RestoreOriginalEntityState( nSlot );
}
m_bInPrediction = true;
bool bValid = PerformPrediction( nSlot, localPlayer, received_new_world_update, incoming_acknowledged, outgoing_command );
m_bInPrediction = false;
if ( !bValid )
{
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() );
#ifndef CSTRIKE15 // this doesn't seem like it's applicable to the local cstrike player?
SetIdealPitch( nSlot, localPlayer, localPlayer->GetLocalOrigin(), localPlayer->GetLocalAngles(), localPlayer->m_vecViewOffset );
#endif
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPrediction::IsFirstTimePredicted( void ) const
{
#if !defined( NO_ENTITY_PREDICTION )
return m_Split[ GET_ACTIVE_SPLITSCREEN_SLOT() ].m_bFirstTimePredicted;
#else
return false;
#endif
}
#if defined( KEEP_COMMAND_REPREDICTION_COUNT )
unsigned int CPrediction::GetRepredictionCount( void ) const
{
#if !defined( NO_ENTITY_PREDICTION )
return m_Split[ GET_ACTIVE_SPLITSCREEN_SLOT() ].m_Debug_RepredictionCount;
#else
return 0;
#endif
}
#endif
//-----------------------------------------------------------------------------
// Purpose: For verifying/fixing operations that don't save/load in a datatable very well
// Output : Returns the how many commands the server has processed and sent results for
//-----------------------------------------------------------------------------
int CPrediction::GetLastAcknowledgedCommandNumber( void ) const
{
#if !defined( NO_ENTITY_PREDICTION )
return m_Split[ GET_ACTIVE_SPLITSCREEN_SLOT() ].m_nLastCommandAcknowledged;
#else
return 0;
#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( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// 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( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// 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
}
float CPrediction::GetSavedTime() const
{
return m_SavedVars.curtime;
}
#if (PREDICTION_ERROR_CHECK_LEVEL > 0)
bool _Easy_DiffPrint_InternalConditions( C_BaseEntity *pEntity )
{
return (pEntity->GetPredictable() && prediction->InPrediction());
}
#endif