csgo-2018-source/public/globalvars_base.h
2021-07-24 21:11:47 -07:00

120 lines
3.6 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef GLOBALVARS_BASE_H
#define GLOBALVARS_BASE_H
#ifdef _WIN32
#pragma once
#endif
class CSaveRestoreData;
//-----------------------------------------------------------------------------
// Purpose: Global variables used by shared code
//-----------------------------------------------------------------------------
class CGlobalVarsBase
{
public:
CGlobalVarsBase( bool bIsClient );
// This can be used to filter debug output or to catch the client or server in the act.
bool IsClient() const;
inline bool IsRemoteClient() const;
// for encoding m_flSimulationTime, m_flAnimTime
int GetNetworkBase( int nTick, int nEntity );
public:
// Absolute time (per frame still - Use Plat_FloatTime() for a high precision real time
// perf clock, but not that it doesn't obey host_timescale/host_framerate)
float realtime;
// Absolute frame counter - continues to increase even if game is paused
int framecount;
// Non-paused frametime
float absoluteframetime;
float absoluteframestarttimestddev;
// Current time
//
// On the client, this (along with tickcount) takes a different meaning based on what
// piece of code you're in:
//
// - While receiving network packets (like in PreDataUpdate/PostDataUpdate and proxies),
// this is set to the SERVER TICKCOUNT for that packet. There is no interval between
// the server ticks.
// [server_current_Tick * tick_interval]
//
// - While rendering, this is the exact client clock
// [client_current_tick * tick_interval + interpolation_amount]
//
// - During prediction, this is based on the client's current tick:
// [client_current_tick * tick_interval]
float curtime;
// Time spent on last server or client frame (has nothing to do with think intervals)
float frametime;
// current maxplayers setting
int maxClients;
// Simulation ticks - does not increase when game is paused
int tickcount;
// Simulation tick interval
float interval_per_tick;
// interpolation amount ( client-only ) based on fraction of next tick which has elapsed
float interpolation_amount;
int simTicksThisFrame;
int network_protocol;
// current saverestore data
CSaveRestoreData *pSaveData;
private:
// Set to true in client code.
bool m_bClient;
public:
// true if we are a remote clinet (needs prediction & interpolation - server not on this machine) as opposed to split-screen or local
bool m_bRemoteClient;
private:
// 100 (i.e., tickcount is rounded down to this base and then the "delta" from this base is networked
int nTimestampNetworkingBase;
// 32 (entindex() % nTimestampRandomizeWindow ) is subtracted from gpGlobals->tickcount to set the networking basis, prevents
// all of the entities from forcing a new PackedEntity on the same tick (i.e., prevents them from getting lockstepped on this)
int nTimestampRandomizeWindow;
};
inline int CGlobalVarsBase::GetNetworkBase( int nTick, int nEntity )
{
int nEntityMod = nEntity % nTimestampRandomizeWindow;
int nBaseTick = nTimestampNetworkingBase * (int)( ( nTick - nEntityMod ) / nTimestampNetworkingBase );
return nBaseTick;
}
inline CGlobalVarsBase::CGlobalVarsBase( bool bIsClient ) :
m_bClient( bIsClient ),
nTimestampNetworkingBase( 100 ),
nTimestampRandomizeWindow( 32 )
{
}
inline bool CGlobalVarsBase::IsClient() const
{
return m_bClient;
}
inline bool CGlobalVarsBase::IsRemoteClient() const
{
return m_bRemoteClient;
}
#endif // GLOBALVARS_BASE_H