mirror of
https://github.com/alliedmodders/hl2sdk.git
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848 lines
27 KiB
C++
848 lines
27 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "usercmd.h"
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#include "igamesystem.h"
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#include "ilagcompensationmanager.h"
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#include "inetchannelinfo.h"
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#include "utllinkedlist.h"
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#include "BaseAnimatingOverlay.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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#define LC_NONE 0
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#define LC_ALIVE (1<<0)
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#define LC_ORIGIN_CHANGED (1<<8)
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#define LC_ANGLES_CHANGED (1<<9)
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#define LC_SIZE_CHANGED (1<<10)
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#define LC_ANIMATION_CHANGED (1<<11)
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static ConVar sv_lagcompensation_teleport_dist( "sv_lagcompensation_teleport_dist", "64", FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT, "How far a player got moved by game code before we can't lag compensate their position back" );
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#define LAG_COMPENSATION_EPS_SQR ( 0.1f * 0.1f )
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// Allow 4 units of error ( about 1 / 8 bbox width )
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#define LAG_COMPENSATION_ERROR_EPS_SQR ( 4.0f * 4.0f )
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ConVar sv_unlag( "sv_unlag", "1", FCVAR_DEVELOPMENTONLY, "Enables player lag compensation" );
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ConVar sv_maxunlag( "sv_maxunlag", "1.0", FCVAR_DEVELOPMENTONLY, "Maximum lag compensation in seconds", true, 0.0f, true, 1.0f );
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ConVar sv_lagflushbonecache( "sv_lagflushbonecache", "1", FCVAR_DEVELOPMENTONLY, "Flushes entity bone cache on lag compensation" );
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ConVar sv_showlagcompensation( "sv_showlagcompensation", "0", FCVAR_CHEAT, "Show lag compensated hitboxes whenever a player is lag compensated." );
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ConVar sv_unlag_fixstuck( "sv_unlag_fixstuck", "0", FCVAR_DEVELOPMENTONLY, "Disallow backtracking a player for lag compensation if it will cause them to become stuck" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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#define MAX_LAYER_RECORDS (CBaseAnimatingOverlay::MAX_OVERLAYS)
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struct LayerRecord
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{
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int m_sequence;
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float m_cycle;
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float m_weight;
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int m_order;
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LayerRecord()
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{
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m_sequence = 0;
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m_cycle = 0;
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m_weight = 0;
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m_order = 0;
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}
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LayerRecord( const LayerRecord& src )
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{
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m_sequence = src.m_sequence;
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m_cycle = src.m_cycle;
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m_weight = src.m_weight;
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m_order = src.m_order;
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}
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};
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struct LagRecord
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{
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public:
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LagRecord()
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{
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m_fFlags = 0;
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m_vecOrigin.Init();
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m_vecAngles.Init();
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m_vecMinsPreScaled.Init();
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m_vecMaxsPreScaled.Init();
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m_flSimulationTime = -1;
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m_masterSequence = 0;
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m_masterCycle = 0;
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}
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LagRecord( const LagRecord& src )
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{
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m_fFlags = src.m_fFlags;
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m_vecOrigin = src.m_vecOrigin;
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m_vecAngles = src.m_vecAngles;
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m_vecMinsPreScaled = src.m_vecMinsPreScaled;
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m_vecMaxsPreScaled = src.m_vecMaxsPreScaled;
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m_flSimulationTime = src.m_flSimulationTime;
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for( int layerIndex = 0; layerIndex < MAX_LAYER_RECORDS; ++layerIndex )
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{
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m_layerRecords[layerIndex] = src.m_layerRecords[layerIndex];
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}
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m_masterSequence = src.m_masterSequence;
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m_masterCycle = src.m_masterCycle;
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}
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// Did player die this frame
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int m_fFlags;
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// Player position, orientation and bbox
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Vector m_vecOrigin;
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QAngle m_vecAngles;
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Vector m_vecMinsPreScaled;
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Vector m_vecMaxsPreScaled;
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float m_flSimulationTime;
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// Player animation details, so we can get the legs in the right spot.
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LayerRecord m_layerRecords[MAX_LAYER_RECORDS];
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int m_masterSequence;
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float m_masterCycle;
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};
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//
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// Try to take the player from his current origin to vWantedPos.
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// If it can't get there, leave the player where he is.
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//
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ConVar sv_unlag_debug( "sv_unlag_debug", "0", FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY );
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float g_flFractionScale = 0.95;
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static void RestorePlayerTo( CBasePlayer *pPlayer, const Vector &vWantedPos )
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{
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// Try to move to the wanted position from our current position.
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trace_t tr;
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VPROF_BUDGET( "RestorePlayerTo", "CLagCompensationManager" );
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UTIL_TraceEntity( pPlayer, vWantedPos, vWantedPos, MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
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if ( tr.startsolid || tr.allsolid )
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{
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if ( sv_unlag_debug.GetBool() )
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{
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DevMsg( "RestorePlayerTo() could not restore player position for client \"%s\" ( %.1f %.1f %.1f )\n",
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pPlayer->GetPlayerName(), vWantedPos.x, vWantedPos.y, vWantedPos.z );
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}
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UTIL_TraceEntity( pPlayer, pPlayer->GetLocalOrigin(), vWantedPos, MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
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if ( tr.startsolid || tr.allsolid )
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{
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// In this case, the guy got stuck back wherever we lag compensated him to. Nasty.
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if ( sv_unlag_debug.GetBool() )
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DevMsg( " restore failed entirely\n" );
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}
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else
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{
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// We can get to a valid place, but not all the way back to where we were.
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Vector vPos;
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VectorLerp( pPlayer->GetLocalOrigin(), vWantedPos, tr.fraction * g_flFractionScale, vPos );
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UTIL_SetOrigin( pPlayer, vPos, true );
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if ( sv_unlag_debug.GetBool() )
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DevMsg( " restore got most of the way\n" );
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}
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}
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else
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{
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// Cool, the player can go back to whence he came.
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UTIL_SetOrigin( pPlayer, tr.endpos, true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CLagCompensationManager : public CAutoGameSystemPerFrame, public ILagCompensationManager
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{
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public:
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CLagCompensationManager( char const *name ) : CAutoGameSystemPerFrame( name ), m_flTeleportDistanceSqr( 64 *64 )
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{
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m_isCurrentlyDoingCompensation = false;
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}
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// IServerSystem stuff
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virtual void Shutdown()
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{
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ClearHistory();
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}
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virtual void LevelShutdownPostEntity()
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{
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ClearHistory();
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}
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// called after entities think
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virtual void FrameUpdatePostEntityThink();
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// ILagCompensationManager stuff
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// Called during player movement to set up/restore after lag compensation
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void StartLagCompensation( CBasePlayer *player, CUserCmd *cmd );
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void FinishLagCompensation( CBasePlayer *player );
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bool IsCurrentlyDoingLagCompensation() const OVERRIDE { return m_isCurrentlyDoingCompensation; }
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private:
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void BacktrackPlayer( CBasePlayer *player, float flTargetTime );
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void ClearHistory()
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{
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for ( int i=0; i<MAX_PLAYERS; i++ )
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m_PlayerTrack[i].Purge();
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}
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// keep a list of lag records for each player
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CUtlFixedLinkedList< LagRecord > m_PlayerTrack[ MAX_PLAYERS ];
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// Scratchpad for determining what needs to be restored
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CBitVec<MAX_PLAYERS> m_RestorePlayer;
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bool m_bNeedToRestore;
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LagRecord m_RestoreData[ MAX_PLAYERS ]; // player data before we moved him back
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LagRecord m_ChangeData[ MAX_PLAYERS ]; // player data where we moved him back
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CBasePlayer *m_pCurrentPlayer; // The player we are doing lag compensation for
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float m_flTeleportDistanceSqr;
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bool m_isCurrentlyDoingCompensation; // Sentinel to prevent calling StartLagCompensation a second time before a Finish.
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};
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static CLagCompensationManager g_LagCompensationManager( "CLagCompensationManager" );
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ILagCompensationManager *lagcompensation = &g_LagCompensationManager;
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//-----------------------------------------------------------------------------
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// Purpose: Called once per frame after all entities have had a chance to think
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//-----------------------------------------------------------------------------
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void CLagCompensationManager::FrameUpdatePostEntityThink()
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{
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if ( (gpGlobals->maxClients <= 1) || !sv_unlag.GetBool() )
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{
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ClearHistory();
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return;
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}
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m_flTeleportDistanceSqr = sv_lagcompensation_teleport_dist.GetFloat() * sv_lagcompensation_teleport_dist.GetFloat();
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VPROF_BUDGET( "FrameUpdatePostEntityThink", "CLagCompensationManager" );
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// remove all records before that time:
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int flDeadtime = gpGlobals->curtime - sv_maxunlag.GetFloat();
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// Iterate all active players
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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CUtlFixedLinkedList< LagRecord > *track = &m_PlayerTrack[i-1];
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if ( !pPlayer )
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{
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if ( track->Count() > 0 )
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{
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track->RemoveAll();
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}
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continue;
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}
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Assert( track->Count() < 1000 ); // insanity check
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// remove tail records that are too old
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int tailIndex = track->Tail();
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while ( track->IsValidIndex( tailIndex ) )
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{
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LagRecord &tail = track->Element( tailIndex );
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// if tail is within limits, stop
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if ( tail.m_flSimulationTime >= flDeadtime )
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break;
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// remove tail, get new tail
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track->Remove( tailIndex );
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tailIndex = track->Tail();
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}
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// check if head has same simulation time
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if ( track->Count() > 0 )
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{
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LagRecord &head = track->Element( track->Head() );
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// check if player changed simulation time since last time updated
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if ( head.m_flSimulationTime >= pPlayer->GetSimulationTime() )
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continue; // don't add new entry for same or older time
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}
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// add new record to player track
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LagRecord &record = track->Element( track->AddToHead() );
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record.m_fFlags = 0;
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if ( pPlayer->IsAlive() )
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{
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record.m_fFlags |= LC_ALIVE;
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}
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record.m_flSimulationTime = pPlayer->GetSimulationTime();
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record.m_vecAngles = pPlayer->GetLocalAngles();
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record.m_vecOrigin = pPlayer->GetLocalOrigin();
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record.m_vecMinsPreScaled = pPlayer->CollisionProp()->OBBMinsPreScaled();
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record.m_vecMaxsPreScaled = pPlayer->CollisionProp()->OBBMaxsPreScaled();
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int layerCount = pPlayer->GetNumAnimOverlays();
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for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
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{
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CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex);
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if( currentLayer )
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{
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record.m_layerRecords[layerIndex].m_cycle = currentLayer->m_flCycle;
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record.m_layerRecords[layerIndex].m_order = currentLayer->m_nOrder;
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record.m_layerRecords[layerIndex].m_sequence = currentLayer->m_nSequence;
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record.m_layerRecords[layerIndex].m_weight = currentLayer->m_flWeight;
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}
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}
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record.m_masterSequence = pPlayer->GetSequence();
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record.m_masterCycle = pPlayer->GetCycle();
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}
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//Clear the current player.
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m_pCurrentPlayer = NULL;
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}
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// Called during player movement to set up/restore after lag compensation
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void CLagCompensationManager::StartLagCompensation( CBasePlayer *player, CUserCmd *cmd )
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{
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Assert( !m_isCurrentlyDoingCompensation );
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//DONT LAG COMP AGAIN THIS FRAME IF THERES ALREADY ONE IN PROGRESS
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//IF YOU'RE HITTING THIS THEN IT MEANS THERES A CODE BUG
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if ( m_pCurrentPlayer )
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{
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Assert( m_pCurrentPlayer == NULL );
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Warning( "Trying to start a new lag compensation session while one is already active!\n" );
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return;
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}
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// Assume no players need to be restored
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m_RestorePlayer.ClearAll();
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m_bNeedToRestore = false;
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m_pCurrentPlayer = player;
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if ( !player->m_bLagCompensation // Player not wanting lag compensation
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|| (gpGlobals->maxClients <= 1) // no lag compensation in single player
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|| !sv_unlag.GetBool() // disabled by server admin
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|| player->IsBot() // not for bots
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|| player->IsObserver() // not for spectators
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)
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return;
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// NOTE: Put this here so that it won't show up in single player mode.
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VPROF_BUDGET( "StartLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING );
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Q_memset( m_RestoreData, 0, sizeof( m_RestoreData ) );
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Q_memset( m_ChangeData, 0, sizeof( m_ChangeData ) );
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m_isCurrentlyDoingCompensation = true;
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// Get true latency
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// correct is the amout of time we have to correct game time
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float correct = 0.0f;
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INetChannelInfo *nci = engine->GetPlayerNetInfo( player->entindex() );
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if ( nci )
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{
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// add network latency
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correct+= nci->GetLatency( FLOW_OUTGOING );
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}
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// calc number of view interpolation ticks - 1
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int lerpTicks = TIME_TO_TICKS( player->m_fLerpTime );
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// add view interpolation latency see C_BaseEntity::GetInterpolationAmount()
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correct += TICKS_TO_TIME( lerpTicks );
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// check bouns [0,sv_maxunlag]
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correct = clamp( correct, 0.0f, sv_maxunlag.GetFloat() );
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// correct tick send by player
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int targettick = cmd->tick_count - lerpTicks;
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// calc difference between tick send by player and our latency based tick
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float deltaTime = correct - TICKS_TO_TIME(gpGlobals->tickcount - targettick);
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if ( fabs( deltaTime ) > 0.2f )
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{
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// difference between cmd time and latency is too big > 200ms, use time correction based on latency
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// DevMsg("StartLagCompensation: delta too big (%.3f)\n", deltaTime );
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targettick = gpGlobals->tickcount - TIME_TO_TICKS( correct );
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}
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// Iterate all active players
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const CBitVec<MAX_EDICTS> *pEntityTransmitBits = engine->GetEntityTransmitBitsForClient( player->entindex() - 1 );
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for ( int i = 1; i <= gpGlobals->maxClients; i++ )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
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if ( !pPlayer )
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{
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continue;
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}
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// Don't lag compensate yourself you loser...
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if ( player == pPlayer )
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{
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continue;
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}
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// Custom checks for if things should lag compensate (based on things like what team the player is on).
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if ( !player->WantsLagCompensationOnEntity( pPlayer, cmd, pEntityTransmitBits ) )
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continue;
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// Move other player back in time
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BacktrackPlayer( pPlayer, TICKS_TO_TIME( targettick ) );
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}
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}
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void CLagCompensationManager::BacktrackPlayer( CBasePlayer *pPlayer, float flTargetTime )
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{
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Vector org;
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Vector minsPreScaled;
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Vector maxsPreScaled;
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QAngle ang;
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VPROF_BUDGET( "BacktrackPlayer", "CLagCompensationManager" );
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int pl_index = pPlayer->entindex() - 1;
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// get track history of this player
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CUtlFixedLinkedList< LagRecord > *track = &m_PlayerTrack[ pl_index ];
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// check if we have at leat one entry
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if ( track->Count() <= 0 )
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return;
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int curr = track->Head();
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LagRecord *prevRecord = NULL;
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LagRecord *record = NULL;
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Vector prevOrg = pPlayer->GetLocalOrigin();
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// Walk context looking for any invalidating event
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while( track->IsValidIndex(curr) )
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{
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// remember last record
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prevRecord = record;
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// get next record
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record = &track->Element( curr );
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if ( !(record->m_fFlags & LC_ALIVE) )
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{
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// player most be alive, lost track
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return;
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}
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Vector delta = record->m_vecOrigin - prevOrg;
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if ( delta.Length2DSqr() > m_flTeleportDistanceSqr )
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{
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// lost track, too much difference
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return;
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}
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// did we find a context smaller than target time ?
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if ( record->m_flSimulationTime <= flTargetTime )
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break; // hurra, stop
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prevOrg = record->m_vecOrigin;
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// go one step back
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curr = track->Next( curr );
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}
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Assert( record );
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if ( !record )
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{
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if ( sv_unlag_debug.GetBool() )
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{
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DevMsg( "No valid positions in history for BacktrackPlayer client ( %s )\n", pPlayer->GetPlayerName() );
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}
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return; // that should never happen
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}
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float frac = 0.0f;
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if ( prevRecord &&
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(record->m_flSimulationTime < flTargetTime) &&
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(record->m_flSimulationTime < prevRecord->m_flSimulationTime) )
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{
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// we didn't find the exact time but have a valid previous record
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// so interpolate between these two records;
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Assert( prevRecord->m_flSimulationTime > record->m_flSimulationTime );
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Assert( flTargetTime < prevRecord->m_flSimulationTime );
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// calc fraction between both records
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frac = ( flTargetTime - record->m_flSimulationTime ) /
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( prevRecord->m_flSimulationTime - record->m_flSimulationTime );
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Assert( frac > 0 && frac < 1 ); // should never extrapolate
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ang = Lerp( frac, record->m_vecAngles, prevRecord->m_vecAngles );
|
|
org = Lerp( frac, record->m_vecOrigin, prevRecord->m_vecOrigin );
|
|
minsPreScaled = Lerp( frac, record->m_vecMinsPreScaled, prevRecord->m_vecMinsPreScaled );
|
|
maxsPreScaled = Lerp( frac, record->m_vecMaxsPreScaled, prevRecord->m_vecMaxsPreScaled );
|
|
}
|
|
else
|
|
{
|
|
// we found the exact record or no other record to interpolate with
|
|
// just copy these values since they are the best we have
|
|
org = record->m_vecOrigin;
|
|
ang = record->m_vecAngles;
|
|
minsPreScaled = record->m_vecMinsPreScaled;
|
|
maxsPreScaled = record->m_vecMaxsPreScaled;
|
|
}
|
|
|
|
// See if this is still a valid position for us to teleport to
|
|
if ( sv_unlag_fixstuck.GetBool() )
|
|
{
|
|
// Try to move to the wanted position from our current position.
|
|
trace_t tr;
|
|
UTIL_TraceEntity( pPlayer, org, org, MASK_PLAYERSOLID, &tr );
|
|
if ( tr.startsolid || tr.allsolid )
|
|
{
|
|
if ( sv_unlag_debug.GetBool() )
|
|
DevMsg( "WARNING: BackupPlayer trying to back player into a bad position - client %s\n", pPlayer->GetPlayerName() );
|
|
|
|
CBasePlayer *pHitPlayer = dynamic_cast<CBasePlayer *>( tr.m_pEnt );
|
|
|
|
// don't lag compensate the current player
|
|
if ( pHitPlayer && ( pHitPlayer != m_pCurrentPlayer ) )
|
|
{
|
|
// If we haven't backtracked this player, do it now
|
|
// this deliberately ignores WantsLagCompensationOnEntity.
|
|
if ( !m_RestorePlayer.Get( pHitPlayer->entindex() - 1 ) )
|
|
{
|
|
// prevent recursion - save a copy of m_RestorePlayer,
|
|
// pretend that this player is off-limits
|
|
int pl_index = pPlayer->entindex() - 1;
|
|
|
|
// Temp turn this flag on
|
|
m_RestorePlayer.Set( pl_index );
|
|
|
|
BacktrackPlayer( pHitPlayer, flTargetTime );
|
|
|
|
// Remove the temp flag
|
|
m_RestorePlayer.Clear( pl_index );
|
|
}
|
|
}
|
|
|
|
// now trace us back as far as we can go
|
|
UTIL_TraceEntity( pPlayer, pPlayer->GetLocalOrigin(), org, MASK_PLAYERSOLID, &tr );
|
|
|
|
if ( tr.startsolid || tr.allsolid )
|
|
{
|
|
// Our starting position is bogus
|
|
|
|
if ( sv_unlag_debug.GetBool() )
|
|
DevMsg( "Backtrack failed completely, bad starting position\n" );
|
|
}
|
|
else
|
|
{
|
|
// We can get to a valid place, but not all the way to the target
|
|
Vector vPos;
|
|
VectorLerp( pPlayer->GetLocalOrigin(), org, tr.fraction * g_flFractionScale, vPos );
|
|
|
|
// This is as close as we're going to get
|
|
org = vPos;
|
|
|
|
if ( sv_unlag_debug.GetBool() )
|
|
DevMsg( "Backtrack got most of the way\n" );
|
|
}
|
|
}
|
|
}
|
|
|
|
// See if this represents a change for the player
|
|
int flags = 0;
|
|
LagRecord *restore = &m_RestoreData[ pl_index ];
|
|
LagRecord *change = &m_ChangeData[ pl_index ];
|
|
|
|
QAngle angdiff = pPlayer->GetLocalAngles() - ang;
|
|
Vector orgdiff = pPlayer->GetLocalOrigin() - org;
|
|
|
|
// Always remember the pristine simulation time in case we need to restore it.
|
|
restore->m_flSimulationTime = pPlayer->GetSimulationTime();
|
|
|
|
if ( angdiff.LengthSqr() > LAG_COMPENSATION_EPS_SQR )
|
|
{
|
|
flags |= LC_ANGLES_CHANGED;
|
|
restore->m_vecAngles = pPlayer->GetLocalAngles();
|
|
pPlayer->SetLocalAngles( ang );
|
|
change->m_vecAngles = ang;
|
|
}
|
|
|
|
// Use absolute equality here
|
|
if ( minsPreScaled != pPlayer->CollisionProp()->OBBMinsPreScaled() || maxsPreScaled != pPlayer->CollisionProp()->OBBMaxsPreScaled() )
|
|
{
|
|
flags |= LC_SIZE_CHANGED;
|
|
|
|
restore->m_vecMinsPreScaled = pPlayer->CollisionProp()->OBBMinsPreScaled();
|
|
restore->m_vecMaxsPreScaled = pPlayer->CollisionProp()->OBBMaxsPreScaled();
|
|
|
|
pPlayer->SetSize( minsPreScaled, maxsPreScaled );
|
|
|
|
change->m_vecMinsPreScaled = minsPreScaled;
|
|
change->m_vecMaxsPreScaled = maxsPreScaled;
|
|
}
|
|
|
|
// Note, do origin at end since it causes a relink into the k/d tree
|
|
if ( orgdiff.LengthSqr() > LAG_COMPENSATION_EPS_SQR )
|
|
{
|
|
flags |= LC_ORIGIN_CHANGED;
|
|
restore->m_vecOrigin = pPlayer->GetLocalOrigin();
|
|
pPlayer->SetLocalOrigin( org );
|
|
change->m_vecOrigin = org;
|
|
}
|
|
|
|
// Sorry for the loss of the optimization for the case of people
|
|
// standing still, but you breathe even on the server.
|
|
// This is quicker than actually comparing all bazillion floats.
|
|
flags |= LC_ANIMATION_CHANGED;
|
|
restore->m_masterSequence = pPlayer->GetSequence();
|
|
restore->m_masterCycle = pPlayer->GetCycle();
|
|
|
|
bool interpolationAllowed = false;
|
|
if( prevRecord && (record->m_masterSequence == prevRecord->m_masterSequence) )
|
|
{
|
|
// If the master state changes, all layers will be invalid too, so don't interp (ya know, interp barely ever happens anyway)
|
|
interpolationAllowed = true;
|
|
}
|
|
|
|
////////////////////////
|
|
// First do the master settings
|
|
bool interpolatedMasters = false;
|
|
if( frac > 0.0f && interpolationAllowed )
|
|
{
|
|
interpolatedMasters = true;
|
|
pPlayer->SetSequence( Lerp( frac, record->m_masterSequence, prevRecord->m_masterSequence ) );
|
|
pPlayer->SetCycle( Lerp( frac, record->m_masterCycle, prevRecord->m_masterCycle ) );
|
|
|
|
if( record->m_masterCycle > prevRecord->m_masterCycle )
|
|
{
|
|
// the older record is higher in frame than the newer, it must have wrapped around from 1 back to 0
|
|
// add one to the newer so it is lerping from .9 to 1.1 instead of .9 to .1, for example.
|
|
float newCycle = Lerp( frac, record->m_masterCycle, prevRecord->m_masterCycle + 1 );
|
|
pPlayer->SetCycle(newCycle < 1 ? newCycle : newCycle - 1 );// and make sure .9 to 1.2 does not end up 1.05
|
|
}
|
|
else
|
|
{
|
|
pPlayer->SetCycle( Lerp( frac, record->m_masterCycle, prevRecord->m_masterCycle ) );
|
|
}
|
|
}
|
|
if( !interpolatedMasters )
|
|
{
|
|
pPlayer->SetSequence(record->m_masterSequence);
|
|
pPlayer->SetCycle(record->m_masterCycle);
|
|
}
|
|
|
|
////////////////////////
|
|
// Now do all the layers
|
|
int layerCount = pPlayer->GetNumAnimOverlays();
|
|
for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
|
|
{
|
|
CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex);
|
|
if( currentLayer )
|
|
{
|
|
restore->m_layerRecords[layerIndex].m_cycle = currentLayer->m_flCycle;
|
|
restore->m_layerRecords[layerIndex].m_order = currentLayer->m_nOrder;
|
|
restore->m_layerRecords[layerIndex].m_sequence = currentLayer->m_nSequence;
|
|
restore->m_layerRecords[layerIndex].m_weight = currentLayer->m_flWeight;
|
|
|
|
bool interpolated = false;
|
|
if( (frac > 0.0f) && interpolationAllowed )
|
|
{
|
|
LayerRecord &recordsLayerRecord = record->m_layerRecords[layerIndex];
|
|
LayerRecord &prevRecordsLayerRecord = prevRecord->m_layerRecords[layerIndex];
|
|
if( (recordsLayerRecord.m_order == prevRecordsLayerRecord.m_order)
|
|
&& (recordsLayerRecord.m_sequence == prevRecordsLayerRecord.m_sequence)
|
|
)
|
|
{
|
|
// We can't interpolate across a sequence or order change
|
|
interpolated = true;
|
|
if( recordsLayerRecord.m_cycle > prevRecordsLayerRecord.m_cycle )
|
|
{
|
|
// the older record is higher in frame than the newer, it must have wrapped around from 1 back to 0
|
|
// add one to the newer so it is lerping from .9 to 1.1 instead of .9 to .1, for example.
|
|
float newCycle = Lerp( frac, recordsLayerRecord.m_cycle, prevRecordsLayerRecord.m_cycle + 1 );
|
|
currentLayer->m_flCycle = newCycle < 1 ? newCycle : newCycle - 1;// and make sure .9 to 1.2 does not end up 1.05
|
|
}
|
|
else
|
|
{
|
|
currentLayer->m_flCycle = Lerp( frac, recordsLayerRecord.m_cycle, prevRecordsLayerRecord.m_cycle );
|
|
}
|
|
currentLayer->m_nOrder = recordsLayerRecord.m_order;
|
|
currentLayer->m_nSequence = recordsLayerRecord.m_sequence;
|
|
currentLayer->m_flWeight = Lerp( frac, recordsLayerRecord.m_weight, prevRecordsLayerRecord.m_weight );
|
|
}
|
|
}
|
|
if( !interpolated )
|
|
{
|
|
//Either no interp, or interp failed. Just use record.
|
|
currentLayer->m_flCycle = record->m_layerRecords[layerIndex].m_cycle;
|
|
currentLayer->m_nOrder = record->m_layerRecords[layerIndex].m_order;
|
|
currentLayer->m_nSequence = record->m_layerRecords[layerIndex].m_sequence;
|
|
currentLayer->m_flWeight = record->m_layerRecords[layerIndex].m_weight;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !flags )
|
|
return; // we didn't change anything
|
|
|
|
if ( sv_lagflushbonecache.GetBool() )
|
|
pPlayer->InvalidateBoneCache();
|
|
|
|
/*char text[256]; Q_snprintf( text, sizeof(text), "time %.2f", flTargetTime );
|
|
pPlayer->DrawServerHitboxes( 10 );
|
|
NDebugOverlay::Text( org, text, false, 10 );
|
|
NDebugOverlay::EntityBounds( pPlayer, 255, 0, 0, 32, 10 ); */
|
|
|
|
m_RestorePlayer.Set( pl_index ); //remember that we changed this player
|
|
m_bNeedToRestore = true; // we changed at least one player
|
|
restore->m_fFlags = flags; // we need to restore these flags
|
|
change->m_fFlags = flags; // we have changed these flags
|
|
|
|
if( sv_showlagcompensation.GetInt() == 1 )
|
|
{
|
|
pPlayer->DrawServerHitboxes(4, true);
|
|
}
|
|
}
|
|
|
|
|
|
void CLagCompensationManager::FinishLagCompensation( CBasePlayer *player )
|
|
{
|
|
VPROF_BUDGET_FLAGS( "FinishLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING, BUDGETFLAG_CLIENT|BUDGETFLAG_SERVER );
|
|
|
|
m_pCurrentPlayer = NULL;
|
|
|
|
if ( !m_bNeedToRestore )
|
|
{
|
|
m_isCurrentlyDoingCompensation = false;
|
|
return; // no player was changed at all
|
|
}
|
|
|
|
// Iterate all active players
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
int pl_index = i - 1;
|
|
|
|
if ( !m_RestorePlayer.Get( pl_index ) )
|
|
{
|
|
// player wasn't changed by lag compensation
|
|
continue;
|
|
}
|
|
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
|
if ( !pPlayer )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
LagRecord *restore = &m_RestoreData[ pl_index ];
|
|
LagRecord *change = &m_ChangeData[ pl_index ];
|
|
|
|
bool restoreSimulationTime = false;
|
|
|
|
if ( restore->m_fFlags & LC_SIZE_CHANGED )
|
|
{
|
|
restoreSimulationTime = true;
|
|
|
|
// see if simulation made any changes, if no, then do the restore, otherwise,
|
|
// leave new values in
|
|
if ( pPlayer->CollisionProp()->OBBMinsPreScaled() == change->m_vecMinsPreScaled &&
|
|
pPlayer->CollisionProp()->OBBMaxsPreScaled() == change->m_vecMaxsPreScaled )
|
|
{
|
|
// Restore it
|
|
pPlayer->SetSize( restore->m_vecMinsPreScaled, restore->m_vecMaxsPreScaled );
|
|
}
|
|
#ifdef STAGING_ONLY
|
|
else
|
|
{
|
|
Warning( "Should we really not restore the size?\n" );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if ( restore->m_fFlags & LC_ANGLES_CHANGED )
|
|
{
|
|
restoreSimulationTime = true;
|
|
|
|
if ( pPlayer->GetLocalAngles() == change->m_vecAngles )
|
|
{
|
|
pPlayer->SetLocalAngles( restore->m_vecAngles );
|
|
}
|
|
}
|
|
|
|
if ( restore->m_fFlags & LC_ORIGIN_CHANGED )
|
|
{
|
|
restoreSimulationTime = true;
|
|
|
|
// Okay, let's see if we can do something reasonable with the change
|
|
Vector delta = pPlayer->GetLocalOrigin() - change->m_vecOrigin;
|
|
|
|
// If it moved really far, just leave the player in the new spot!!!
|
|
if ( delta.Length2DSqr() < m_flTeleportDistanceSqr )
|
|
{
|
|
RestorePlayerTo( pPlayer, restore->m_vecOrigin + delta );
|
|
}
|
|
}
|
|
|
|
if( restore->m_fFlags & LC_ANIMATION_CHANGED )
|
|
{
|
|
restoreSimulationTime = true;
|
|
|
|
pPlayer->SetSequence(restore->m_masterSequence);
|
|
pPlayer->SetCycle(restore->m_masterCycle);
|
|
|
|
int layerCount = pPlayer->GetNumAnimOverlays();
|
|
for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
|
|
{
|
|
CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex);
|
|
if( currentLayer )
|
|
{
|
|
currentLayer->m_flCycle = restore->m_layerRecords[layerIndex].m_cycle;
|
|
currentLayer->m_nOrder = restore->m_layerRecords[layerIndex].m_order;
|
|
currentLayer->m_nSequence = restore->m_layerRecords[layerIndex].m_sequence;
|
|
currentLayer->m_flWeight = restore->m_layerRecords[layerIndex].m_weight;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( restoreSimulationTime )
|
|
{
|
|
pPlayer->SetSimulationTime( restore->m_flSimulationTime );
|
|
}
|
|
}
|
|
|
|
m_isCurrentlyDoingCompensation = false;
|
|
}
|
|
|
|
|