Removed useless mdl critical cache call & sv_unlag can now be disabled for performance
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parent
5e41367327
commit
2e40751236
2 changed files with 34 additions and 89 deletions
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@ -2931,7 +2931,6 @@ void CClientShadowMgr::PreRender()
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unsigned short i = m_DirtyShadows.FirstInorder();
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while ( i != m_DirtyShadows.InvalidIndex() )
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{
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MDLCACHE_CRITICAL_SECTION();
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ClientShadowHandle_t& handle = m_DirtyShadows[ i ];
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Assert( m_Shadows.IsValidIndex( handle ) );
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UpdateProjectedTextureInternal( handle, false );
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@ -36,7 +36,7 @@
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// Default to 1 second max.
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#define MAX_TICKS_SAVED 1024
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ConVar sv_unlag( "sv_unlag", "1", FCVAR_DEVELOPMENTONLY, "Enables player lag compensation" );
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ConVar sv_unlag( "sv_unlag", "1", 0, "Enables entity lag compensation" );
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// Enable by default to avoid some bugs.
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ConVar sv_lagflushbonecache( "sv_lagflushbonecache", "1", 0, "Flushes entity bone cache on lag compensation" );
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@ -56,7 +56,7 @@ struct LayerRecord
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struct LagRecord
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{
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public:
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// Did player die this frame
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// Did entity die this frame
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int m_fFlags;
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// Player position, orientation and bbox
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@ -77,67 +77,12 @@ struct LagRecord
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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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// Try to take the entity from his current origin to vWantedPos.
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// If it can't get there, leave the entity where he is.
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//
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ConVar sv_unlag_debug( "sv_unlag_debug", "0" );
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float g_flFractionScale = 0.95;
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static void RestorePlayerTo( CBaseEntity* pEntity, 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( pEntity, vWantedPos, vWantedPos, MASK_PLAYERSOLID, pEntity->GetRefEHandle().Get(), 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 \"%i\" ( %.1f %.1f %.1f )\n",
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pEntity->entindex(),
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vWantedPos.x,
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vWantedPos.y,
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vWantedPos.z );
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}
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UTIL_TraceEntity( pEntity,
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pEntity->GetAbsOrigin(),
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vWantedPos,
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MASK_PLAYERSOLID,
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pEntity->GetRefEHandle().Get(),
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COLLISION_GROUP_PLAYER_MOVEMENT,
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&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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{
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DevMsg( " restore failed entirely\n" );
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}
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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( pEntity->GetAbsOrigin(), vWantedPos, tr.fraction * g_flFractionScale, vPos );
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UTIL_SetOrigin( pEntity, vPos, true );
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if ( sv_unlag_debug.GetBool() )
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{
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DevMsg( " restore got most of the way\n" );
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}
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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( pEntity, 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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@ -199,7 +144,7 @@ ILagCompensationManager* lagcompensation = &g_LagCompensationManager;
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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::TrackEntities()
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{
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{
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LagRecord record;
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if ( !sv_unlag.GetBool() )
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@ -222,7 +167,7 @@ void CLagCompensationManager::TrackEntities()
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// remove all records before that time:
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auto track = &m_EntityTrack[i];
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// add new record to player track
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// add new record to entity track
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record.m_fFlags = LC_NONE;
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record.m_flSimulationTime = pEntity->GetSimulationTime();
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@ -282,14 +227,14 @@ void CLagCompensationManager::TrackEntities()
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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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// Assume no players need to be restored
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// Assume no entities need to be restored
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m_RestoreEntity.ClearAll();
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m_bNeedToRestore = false;
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if ( !player->m_bLagCompensation // Player not wanting lag compensation
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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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if ( !player->m_bLagCompensation // Player not wanting lag compensation
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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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{
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return;
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@ -300,7 +245,7 @@ void CLagCompensationManager::StartLagCompensation( CBasePlayer* player, CUserCm
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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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// Iterate all active players
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// Iterate all active entities
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const CBitVec< MAX_EDICTS >* pEntityTransmitBits = engine->GetEntityTransmitBitsForClient( player->entindex() - 1 );
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for ( int i = 0; i < MAX_EDICTS; i++ )
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@ -318,13 +263,13 @@ void CLagCompensationManager::StartLagCompensation( CBasePlayer* player, CUserCm
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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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// Custom checks for if things should lag compensate (based on things like what team the entity is on).
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if ( !player->WantsLagCompensationOnEntity( pEntity, cmd, pEntityTransmitBits ) )
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{
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continue;
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}
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// Move other player back in time
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// Move other entity back in time
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BacktrackEntity( pEntity, i, cmd );
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}
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}
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@ -348,19 +293,20 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
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float flTargetAnimTime = cmd->simulationdata[pl_index].anim_time;
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// Somehow the client didn't care.
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if (flTargetSimTime == 0)
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if ( flTargetSimTime == 0 )
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{
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if ( sv_unlag_debug.GetBool() )
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{
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DevMsg( "Client has refused to lag compensate this entity, probably already predicted ( %i )\n", pEntity->entindex() );
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DevMsg( "Client has refused to lag compensate this entity, probably already predicted ( %i )\n",
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pEntity->entindex() );
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}
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return;
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}
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// get track history of this player
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auto track = &m_EntityTrack[pl_index];
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bool foundSim = false;
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// get track history of this entity
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auto track = &m_EntityTrack[pl_index];
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bool foundSim = false;
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bool foundAnim = false;
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for ( int i = 0; i < MAX_TICKS_SAVED; i++ )
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@ -380,7 +326,7 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
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if ( recordSim->m_flSimulationTime < flTargetSimTime )
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{
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foundSim = true;
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foundSim = true;
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prevRecordSim = track->Get( i - 1 );
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break;
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}
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@ -427,7 +373,7 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
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maxsPreScaled = recordSim->m_vecMaxsPreScaled;
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}
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// See if this represents a change for the player
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// See if this represents a change for the entity
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int flags = 0;
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LagRecord* restore = &m_RestoreData[pl_index];
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LagRecord* change = &m_ChangeData[pl_index];
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@ -437,8 +383,8 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
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// Always remember the pristine simulation time in case we need to restore it.
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restore->m_flSimulationTime = pEntity->GetSimulationTime();
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restore->m_flAnimTime = pEntity->GetAnimTime();
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restore->m_flAnimTime = pEntity->GetAnimTime();
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if ( angdiff.LengthSqr() > 0.0f )
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{
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flags |= LC_ANGLES_CHANGED;
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@ -480,7 +426,7 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
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return; // we didn't change anything
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}
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// Set lag compensated player's times
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// Set lag compensated entity's times
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pEntity->SetSimulationTime( flTargetSimTime );
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pEntity->SetAnimTime( flTargetAnimTime );
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@ -492,14 +438,14 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
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}
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}
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m_RestoreEntity.Set( pl_index ); // remember that we changed this player
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m_bNeedToRestore = true; // we changed at least one player
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m_RestoreEntity.Set( pl_index ); // remember that we changed this entity
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m_bNeedToRestore = true; // we changed at least one entity
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restore->m_fFlags = flags; // we need to restore these flags
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change->m_fFlags = flags; // we have changed these flags
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};
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// Somehow the client didn't care.
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if (flTargetAnimTime == 0)
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if ( flTargetAnimTime == 0 )
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{
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if ( sv_unlag_debug.GetBool() && !pAnim )
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{
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@ -566,7 +512,7 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
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pAnim->SetPoseParameterRaw( paramIndex, poseParameter );
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}
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flags |= LC_POSE_PARAMS_CHANGED;
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for ( int encIndex = 0; encIndex < hdr->GetNumBoneControllers(); encIndex++ )
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@ -576,7 +522,7 @@ inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int
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pAnim->SetBoneControllerRaw( encIndex, encodedController );
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}
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flags |= LC_ENCD_CONS_CHANGED;
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}
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}
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@ -620,15 +566,15 @@ void CLagCompensationManager::FinishLagCompensation( CBasePlayer* player )
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if ( !m_bNeedToRestore )
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{
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return; // no player was changed at all
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return; // no entities was changed at all
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}
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// Iterate all active players
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for ( int i = 0; i < MAX_EDICTS; i++ )
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// Iterate all active entities
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for ( int i = 0; i < MAX_EDICTS; i++ )
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{
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if ( !m_RestoreEntity.Get( i ) )
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{
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// player wasn't changed by lag compensation
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// entity wasn't changed by lag compensation
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continue;
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}
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