Improved lag compensation for entities
This commit is contained in:
parent
87337859f4
commit
f696159421
20 changed files with 381 additions and 434 deletions
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@ -78,7 +78,7 @@ bool CLC_Move::WriteToBuffer( bf_write &buffer )
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buffer.WriteUBitLong( m_nNewCommands, NUM_NEW_COMMAND_BITS );
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buffer.WriteUBitLong( m_nBackupCommands, NUM_BACKUP_COMMAND_BITS );
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buffer.WriteWord( m_nLength );
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buffer.WriteLong( m_nLength );
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return buffer.WriteBits( m_DataOut.GetData(), m_nLength );
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}
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@ -89,7 +89,7 @@ bool CLC_Move::ReadFromBuffer( bf_read &buffer )
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m_nNewCommands = buffer.ReadUBitLong( NUM_NEW_COMMAND_BITS );
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m_nBackupCommands = buffer.ReadUBitLong( NUM_BACKUP_COMMAND_BITS );
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m_nLength = buffer.ReadWord();
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m_nLength = buffer.ReadLong();
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m_DataIn = buffer;
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return buffer.SeekRelative( m_nLength );
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}
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@ -91,7 +91,7 @@ void WriteConfig_f( ConVar *var, const char *pOldString );
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// If we get more than 250 messages in the incoming buffer queue, dump any above this #
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#define MAX_INCOMING_MESSAGES 250
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// Size of command send buffer
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#define MAX_CMD_BUFFER 0x10000
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#define MAX_CMD_BUFFER 0x100000
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CGlobalVarsBase g_ClientGlobalVariables( true );
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IVideoRecorder *g_pVideoRecorder = NULL;
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@ -106,7 +106,15 @@ public:
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C_BaseAnimating();
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~C_BaseAnimating();
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virtual C_BaseAnimating* GetBaseAnimating() { return this; }
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virtual C_BaseAnimating* GetBaseAnimating()
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{
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return this;
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}
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bool IsUsingClientSideAnimation()
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{
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return m_bClientSideAnimation;
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}
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bool UsesPowerOfTwoFrameBufferTexture( void );
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@ -690,7 +690,6 @@ IMPLEMENT_CLIENTCLASS_DT( C_CSPlayer, DT_CSPlayer, CCSPlayer )
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RecvPropInt( RECVINFO( m_iClass ) ),
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RecvPropInt( RECVINFO( m_ArmorValue ) ),
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RecvPropQAngles( RECVINFO( m_angEyeAngles ) ),
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RecvPropQAngles( RECVINFO( m_angRenderAngles ) ),
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RecvPropFloat( RECVINFO( m_flStamina ) ),
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RecvPropInt( RECVINFO( m_bHasDefuser ), 0, RecvProxy_HasDefuser ),
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RecvPropInt( RECVINFO( m_bNightVisionOn), 0, RecvProxy_NightVision ),
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@ -736,10 +735,8 @@ C_CSPlayer::C_CSPlayer() :
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m_iv_angRenderAngles( "C_CSPlayer::m_iv_angRenderAngles" )
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{
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m_angEyeAngles.Init();
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m_angRenderAngles.Init();
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AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
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// AddVar( &m_angRenderAngles, &m_iv_angRenderAngles, LATCH_SIMULATION_VAR );
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m_iLastAddonBits = m_iAddonBits = 0;
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m_iLastPrimaryAddon = m_iLastSecondaryAddon = WEAPON_NONE;
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@ -890,7 +887,7 @@ const QAngle& C_CSPlayer::GetRenderAngles()
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}
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else
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{
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return m_angRenderAngles;
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return BaseClass::GetRenderAngles();
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}
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}
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@ -2183,7 +2180,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
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C_AnimationLayer backupAnimLayers[C_BaseAnimatingOverlay::MAX_OVERLAYS];
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Vector vecBackupPosition = player->GetAbsOrigin();
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QAngle angBackupAngles = player->GetRenderAngles();
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QAngle angBackupAngles = player->GetAbsAngles();
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auto flOldCycle = player->GetCycle();
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auto iOldSequence = player->GetSequence();
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@ -2208,9 +2205,9 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
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event->GetFloat( "position_y" ),
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event->GetFloat( "position_z" ) ) );
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player->m_angRenderAngles = QAngle( event->GetFloat( "angle_x" ),
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player->SetAbsAngles( QAngle( event->GetFloat( "angle_x" ),
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event->GetFloat( "angle_y" ),
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event->GetFloat( "angle_z" ) );
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event->GetFloat( "angle_z" ) ) );
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const auto numposeparams = event->GetInt( "num_poseparams" );
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Assert( numposeparams == player->GetModelPtr()->GetNumPoseParameters() );
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@ -2314,17 +2311,19 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
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pos++;
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}
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if ( pRecord->m_angRenderAngles != player->m_angRenderAngles )
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auto angles = player->GetAbsAngles();
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if ( pRecord->m_angAbsRotation != angles )
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{
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char buffer[256];
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V_sprintf_safe( buffer,
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"angles: %f != %f, %f != %f, %f != %f",
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player->m_angRenderAngles.x,
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pRecord->m_angRenderAngles.x,
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player->m_angRenderAngles.y,
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pRecord->m_angRenderAngles.y,
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player->m_angRenderAngles.z,
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pRecord->m_angRenderAngles.z );
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angles.x,
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pRecord->m_angAbsRotation.x,
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angles.y,
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pRecord->m_angAbsRotation.y,
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angles.z,
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pRecord->m_angAbsRotation.z );
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NDebugOverlay::EntityTextAtPosition( pRecord->m_vecAbsOrigin, pos, buffer, flDuration );
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pos++;
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@ -2441,7 +2440,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
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player->m_nSequence = iOldSequence;
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player->m_flCycle = flOldCycle;
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player->SetAbsOrigin( vecBackupPosition );
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player->m_angRenderAngles = angBackupAngles;
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player->SetAbsAngles( angBackupAngles );
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for ( int i = 0; i < MAXSTUDIOPOSEPARAM; i++ )
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{
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@ -325,9 +325,7 @@ private:
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bool m_bHasHelmet;
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int m_iClass;
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int m_ArmorValue;
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public:
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QAngle m_angEyeAngles;
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QAngle m_angRenderAngles;
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private:
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bool m_bHasDefuser;
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float m_fNextThinkPushAway;
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@ -411,7 +409,7 @@ private:
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{
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int m_nAttackerTickBase;
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Vector m_vecAbsOrigin;
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QAngle m_angRenderAngles;
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QAngle m_angAbsRotation;
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float m_flSimulationTime;
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int m_nSequence;
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float m_flCycle;
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@ -1306,21 +1306,33 @@ void CInput::CreateMove ( int sequence_number, float input_sample_frametime, boo
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for ( int i = 0; i < MAX_EDICTS; i++ )
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{
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cmd->simulationdata[i].entityexists = false;
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cmd->simulationdata[i] = {};
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}
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// Send interpolated simulation time for lag compensation, let it also auto-vectorize this.
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for ( int i = 0; i < MAX_EDICTS; i++ )
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{
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auto pEntity = ClientEntityList().GetEnt( i );
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const auto pEntity = ClientEntityList().GetEnt( i );
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if ( !pEntity )
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{
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continue;
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}
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if ( pEntity->ShouldPredict() )
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{
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continue;
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}
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cmd->simulationdata[pEntity->index].sim_time = pEntity->m_flInterpolatedSimulationTime;
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auto pAnim = pEntity->GetBaseAnimating();
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if ( pAnim && !pAnim->IsUsingClientSideAnimation() )
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{
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cmd->simulationdata[pEntity->index].anim_time = pEntity->m_flAnimTime;
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}
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cmd->simulationdata[pEntity->index].entityexists = true;
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}
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@ -480,7 +480,7 @@ void CBaseAnimatingOverlay::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Q
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if ( m_pIk )
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{
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CIKContext auto_ik;
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auto_ik.Init( pStudioHdr, GetRenderAngles(), GetRenderOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
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auto_ik.Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
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boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
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}
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else
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@ -1670,7 +1670,7 @@ void CBaseAnimating::CalculateIKLocks( float currentTime )
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// FIXME: trace based on gravity or trace based on angles?
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Vector up;
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AngleVectors( GetRenderAngles(), NULL, NULL, &up );
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AngleVectors( GetAbsAngles(), NULL, NULL, &up );
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// FIXME: check number of slots?
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float minHeight = FLT_MAX;
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@ -1692,7 +1692,7 @@ void CBaseAnimating::CalculateIKLocks( float currentTime )
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Vector p1, p2;
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// adjust ground to original ground position
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estGround = (pTarget->est.pos - GetRenderOrigin());
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estGround = (pTarget->est.pos - GetAbsOrigin());
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estGround = estGround - (estGround * up) * up;
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estGround = GetAbsOrigin() + estGround + pTarget->est.floor * up;
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@ -1781,7 +1781,7 @@ void CBaseAnimating::CalculateIKLocks( float currentTime )
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else if (trace.DidHitNonWorldEntity())
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{
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pTarget->SetPos( trace.endpos );
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pTarget->SetAngles( GetRenderAngles() );
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pTarget->SetAngles( GetAbsAngles() );
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// only do this on forward tracking or commited IK ground rules
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if (pTarget->est.release < 0.1)
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@ -1815,7 +1815,7 @@ void CBaseAnimating::CalculateIKLocks( float currentTime )
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else
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{
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pTarget->SetPos( trace.endpos );
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pTarget->SetAngles( GetRenderAngles() );
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pTarget->SetAngles( GetAbsAngles() );
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pTarget->SetOnWorld( true );
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}
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}
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@ -2031,7 +2031,7 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
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// FIXME: pass this into Studio_BuildMatrices to skip transforms
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CBoneBitList boneComputed;
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m_iIKCounter++;
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m_pIk->Init( pStudioHdr, GetRenderAngles(), adjOrigin, gpGlobals->curtime, m_iIKCounter, boneMask );
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m_pIk->Init( pStudioHdr, GetAbsAngles(), adjOrigin, gpGlobals->curtime, m_iIKCounter, boneMask );
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GetSkeleton( pStudioHdr, pos, q, boneMask );
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UpdateIKLocks( gpGlobals->curtime );
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@ -2055,7 +2055,7 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
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{
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BuildMatricesWithBoneMerge(
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pStudioHdr,
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GetRenderAngles(),
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GetAbsAngles(),
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adjOrigin,
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pos,
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q,
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@ -2074,7 +2074,7 @@ void CBaseAnimating::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask )
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Studio_BuildMatrices(
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pStudioHdr,
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GetRenderAngles(),
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GetAbsAngles(),
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adjOrigin,
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pos,
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q,
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@ -3036,7 +3036,7 @@ void CBaseAnimating::GetSkeleton( CStudioHdr *pStudioHdr, Vector pos[], Quaterni
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if ( m_pIk )
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{
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CIKContext auto_ik;
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auto_ik.Init( pStudioHdr, GetRenderAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
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auto_ik.Init( pStudioHdr, GetAbsAngles(), GetAbsOrigin(), gpGlobals->curtime, m_iIKCounter, boneMask );
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boneSetup.CalcAutoplaySequences( pos, q, gpGlobals->curtime, &auto_ik );
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}
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else
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@ -426,8 +426,6 @@ public:
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bool IsCurrentlyTouching( void ) const;
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const Vector& GetAbsOrigin( void ) const;
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const QAngle& GetAbsAngles( void ) const;
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virtual const Vector& GetRenderOrigin( void ) const { return GetAbsOrigin(); }
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virtual const QAngle& GetRenderAngles( void ) const { return GetAbsAngles(); }
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SolidType_t GetSolid() const;
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int GetSolidFlags( void ) const;
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@ -302,7 +302,6 @@ IMPLEMENT_SERVERCLASS_ST( CCSPlayer, DT_CSPlayer )
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SendPropInt( SENDINFO( m_iClass ), Q_log2( CS_NUM_CLASSES )+1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_ArmorValue ), 8 ),
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SendPropQAngles(SENDINFO(m_angEyeAngles)),
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SendPropQAngles(SENDINFO(m_angRenderAngles)),
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SendPropBool( SENDINFO( m_bHasDefuser ) ),
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SendPropBool( SENDINFO( m_bNightVisionOn ) ), //send as int so we can use a RecvProxy on the client
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SendPropBool( SENDINFO( m_bHasNightVision ) ),
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@ -1164,7 +1163,7 @@ void CCSPlayer::Event_Killed( const CTakeDamageInfo &info )
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{
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if ( RandomInt( 0, 100 ) < 20 )
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{
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CHolidayGift::Create( WorldSpaceCenter(), GetRenderAngles(), EyeAngles(), GetAbsVelocity(), this );
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CHolidayGift::Create( WorldSpaceCenter(), GetAbsAngles(), EyeAngles(), GetAbsVelocity(), this );
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}
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}
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@ -1455,7 +1454,7 @@ void CCSPlayer::UpdateRadar()
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WRITE_SBITLONG( pPlayer->GetAbsOrigin().x/4, COORD_INTEGER_BITS-1 );
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WRITE_SBITLONG( pPlayer->GetAbsOrigin().y/4, COORD_INTEGER_BITS-1 );
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WRITE_SBITLONG( pPlayer->GetAbsOrigin().z/4, COORD_INTEGER_BITS-1 );
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WRITE_SBITLONG( AngleNormalize( pPlayer->GetRenderAngles().y ), 9 );
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WRITE_SBITLONG( AngleNormalize( pPlayer->GetAbsAngles().y ), 9 );
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}
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WRITE_BYTE( 0 ); // end marker
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@ -1584,7 +1583,8 @@ void CCSPlayer::PostThink()
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m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
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m_angRenderAngles = m_PlayerAnimState->GetRenderAngles();
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// Use the m_angRotation instead.
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SetAbsAngles( m_PlayerAnimState->GetRenderAngles() );
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// check if we need to apply a deafness DSP effect.
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if ((m_applyDeafnessTime != 0.0f) && (m_applyDeafnessTime <= gpGlobals->curtime))
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@ -2780,7 +2780,7 @@ void CCSPlayer::DropShield( void )
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#ifdef CS_SHIELD_ENABLED
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//Drop an item_defuser
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Vector vForward, vRight;
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AngleVectors( GetRenderAngles(), &vForward, &vRight, NULL );
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AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
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RemoveShield();
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@ -6719,7 +6719,7 @@ void CCSPlayer::DropWeapons( bool fromDeath, bool friendlyFire )
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{
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//Drop an item_defuser
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Vector vForward, vRight;
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AngleVectors( GetRenderAngles(), &vForward, &vRight, NULL );
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AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
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CBaseAnimating *pDefuser = (CBaseAnimating *)CBaseEntity::Create( "item_defuser", WorldSpaceCenter(), GetLocalAngles(), this );
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pDefuser->ApplyAbsVelocityImpulse( vForward * 200 + vRight * random->RandomFloat( -50, 50 ) );
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@ -288,8 +288,6 @@ public:
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virtual int GetNextObserverSearchStartPoint( bool bReverse );
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virtual const QAngle& GetRenderAngles( void ) const { return m_angRenderAngles; }
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// In shared code.
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public:
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@ -816,7 +814,6 @@ public:
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// Copyed from EyeAngles() so we can send it to the client.
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CNetworkQAngle( m_angEyeAngles );
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CNetworkQAngle( m_angRenderAngles );
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bool m_bVCollisionInitted;
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@ -7,11 +7,15 @@
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#ifndef ILAGCOMPENSATIONMANAGER_H
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#define ILAGCOMPENSATIONMANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "platform.h"
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class CBasePlayer;
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class CBaseEntity;
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class CUserCmd;
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//-----------------------------------------------------------------------------
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@ -23,8 +27,6 @@ public:
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// Called during player movement to set up/restore after lag compensation
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virtual void StartLagCompensation( CBasePlayer* player, CUserCmd* cmd ) = 0;
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virtual void FinishLagCompensation( CBasePlayer* player ) = 0;
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virtual void BacktrackPlayer( CBasePlayer *player, CUserCmd *cmd ) = 0;
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virtual void TrackPlayerData( CBasePlayer *pPlayer ) = 0;
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};
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extern ILagCompensationManager *lagcompensation;
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@ -746,12 +746,17 @@ static void NormalizeAngles( QAngle& angles )
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}
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}
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bool CBasePlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits )
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bool CBasePlayer::WantsLagCompensationOnEntity( const CBaseEntity *pEntity, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits )
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{
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// Team members shouldn't be adjusted unless friendly fire is on.
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if ( !friendlyfire.GetInt() && pPlayer->GetTeamNumber() == GetTeamNumber() )
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if ( !friendlyfire.GetInt() && pEntity->GetTeamNumber() == GetTeamNumber() )
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return false;
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if ( pEntity->GetOwnerEntity() == this )
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{
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return false;
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}
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// NOTE: Do not check for this, it is possible to knife from behind in CS:S
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// Vector vShootPosition = Weapon_ShootPosition();
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// const Vector &vHisOrigin = pPlayer->GetAbsOrigin();
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@ -7929,12 +7934,12 @@ void CMovementSpeedMod::InputSpeedMod(inputdata_t &data)
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// If HL2_DLL is defined, then baseflex.cpp already sends these.
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#ifndef HL2_DLL
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SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 0), -1, 0, -32.0, 32.0f),
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SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 1), -1, 0, -32.0, 32.0f),
|
||||
SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 2), -1, 0, 0.0f, 256.0f),
|
||||
SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 0)),
|
||||
SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 1)),
|
||||
SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 2)),
|
||||
#endif
|
||||
|
||||
SendPropFloat ( SENDINFO(m_flFriction), 8, SPROP_ROUNDDOWN, 0.0f, 4.0f),
|
||||
SendPropFloat ( SENDINFO(m_flFriction) ),
|
||||
|
||||
SendPropArray3 ( SENDINFO_ARRAY3(m_iAmmo), SendPropInt( SENDINFO_ARRAY(m_iAmmo), -1, SPROP_VARINT | SPROP_UNSIGNED ) ),
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
#include "baseentity.h"
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
@ -282,7 +283,7 @@ public:
|
|||
// Returns true if this player wants pPlayer to be moved back in time when this player runs usercmds.
|
||||
// Saves a lot of overhead on the server if we can cull out entities that don't need to lag compensate
|
||||
// (like team members, entities out of our PVS, etc).
|
||||
virtual bool WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits );
|
||||
virtual bool WantsLagCompensationOnEntity( const CBaseEntity *pEntity, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits );
|
||||
|
||||
virtual void Spawn( void );
|
||||
virtual void Activate( void );
|
||||
|
|
|
@ -308,8 +308,12 @@ void CPlayerMove::RunPostThink( CBasePlayer *player )
|
|||
{
|
||||
VPROF( "CPlayerMove::RunPostThink" );
|
||||
|
||||
lagcompensation->StartLagCompensation( player, player->GetCurrentCommand() );
|
||||
|
||||
// Run post-think
|
||||
player->PostThink();
|
||||
|
||||
lagcompensation->FinishLagCompensation( player );
|
||||
}
|
||||
|
||||
void CommentarySystem_PePlayerRunCommand( CBasePlayer *player, CUserCmd *ucmd );
|
||||
|
@ -467,6 +471,4 @@ void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper
|
|||
{
|
||||
player->m_nTickBase++;
|
||||
}
|
||||
|
||||
lagcompensation->TrackPlayerData( player );
|
||||
}
|
||||
|
|
|
@ -6,9 +6,6 @@
|
|||
//=============================================================================//
|
||||
|
||||
#include "cbase.h"
|
||||
#ifdef CSTRIKE_DLL
|
||||
#include "cs_player.h"
|
||||
#endif
|
||||
#include "icvar.h"
|
||||
#include "player.h"
|
||||
#include "shareddefs.h"
|
||||
|
@ -34,9 +31,10 @@
|
|||
#define LC_ANIMATION_CHANGED ( 1 << 11 )
|
||||
#define LC_POSE_PARAMS_CHANGED ( 1 << 12 )
|
||||
#define LC_ENCD_CONS_CHANGED ( 1 << 13 )
|
||||
#define LC_ANIM_OVERS_CHANGED ( 1 << 14 )
|
||||
|
||||
// Default to 1 second max.
|
||||
#define MAX_TICKS_SAVED 1000
|
||||
#define MAX_TICKS_SAVED 1024
|
||||
|
||||
ConVar sv_unlag( "sv_unlag", "1", FCVAR_DEVELOPMENTONLY, "Enables player lag compensation" );
|
||||
// Enable by default to avoid some bugs.
|
||||
|
@ -53,84 +51,11 @@ struct LayerRecord
|
|||
float m_weight;
|
||||
int m_order;
|
||||
int m_flags;
|
||||
|
||||
LayerRecord()
|
||||
{
|
||||
m_sequence = 0;
|
||||
m_cycle = 0;
|
||||
m_weight = 0;
|
||||
m_order = 0;
|
||||
m_flags = 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct LagRecord
|
||||
{
|
||||
public:
|
||||
LagRecord()
|
||||
{
|
||||
m_fFlags = LC_NONE;
|
||||
m_vecOrigin.Init();
|
||||
m_vecAngles.Init();
|
||||
m_vecMinsPreScaled.Init();
|
||||
m_vecMaxsPreScaled.Init();
|
||||
m_flSimulationTime = -1;
|
||||
m_flAnimTime = -1;
|
||||
m_masterSequence = 0;
|
||||
m_masterCycle = 0;
|
||||
|
||||
for ( int layerIndex = 0; layerIndex < MAX_LAYER_RECORDS; ++layerIndex )
|
||||
{
|
||||
m_layerRecords[layerIndex] = {};
|
||||
}
|
||||
|
||||
for ( int i = 0; i < MAXSTUDIOPOSEPARAM; i++ )
|
||||
{
|
||||
m_poseParameters[i] = 0;
|
||||
}
|
||||
|
||||
for ( int i = 0; i < MAXSTUDIOBONECTRLS; i++ )
|
||||
{
|
||||
m_encodedControllers[i] = 0;
|
||||
}
|
||||
#ifdef CSTRIKE_DLL
|
||||
m_angRenderAngles.Init();
|
||||
#endif
|
||||
}
|
||||
|
||||
LagRecord( const LagRecord& src )
|
||||
{
|
||||
m_fFlags = src.m_fFlags;
|
||||
m_vecOrigin = src.m_vecOrigin;
|
||||
m_vecAngles = src.m_vecAngles;
|
||||
m_vecMinsPreScaled = src.m_vecMinsPreScaled;
|
||||
m_vecMaxsPreScaled = src.m_vecMaxsPreScaled;
|
||||
m_flSimulationTime = src.m_flSimulationTime;
|
||||
m_flAnimTime = src.m_flAnimTime;
|
||||
|
||||
for ( int layerIndex = 0; layerIndex < MAX_LAYER_RECORDS; ++layerIndex )
|
||||
{
|
||||
m_layerRecords[layerIndex] = src.m_layerRecords[layerIndex];
|
||||
}
|
||||
|
||||
m_masterSequence = src.m_masterSequence;
|
||||
m_masterCycle = src.m_masterCycle;
|
||||
|
||||
for ( int i = 0; i < MAXSTUDIOPOSEPARAM; i++ )
|
||||
{
|
||||
m_poseParameters[i] = src.m_poseParameters[i];
|
||||
}
|
||||
|
||||
for ( int i = 0; i < MAXSTUDIOBONECTRLS; i++ )
|
||||
{
|
||||
m_encodedControllers[i] = src.m_encodedControllers[i];
|
||||
}
|
||||
|
||||
#ifdef CSTRIKE_DLL
|
||||
m_angRenderAngles = src.m_angRenderAngles;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Did player die this frame
|
||||
int m_fFlags;
|
||||
|
||||
|
@ -149,9 +74,6 @@ struct LagRecord
|
|||
float m_masterCycle;
|
||||
float m_poseParameters[MAXSTUDIOPOSEPARAM];
|
||||
float m_encodedControllers[MAXSTUDIOBONECTRLS];
|
||||
#ifdef CSTRIKE_DLL
|
||||
QAngle m_angRenderAngles;
|
||||
#endif
|
||||
};
|
||||
|
||||
//
|
||||
|
@ -163,28 +85,28 @@ ConVar sv_unlag_debug( "sv_unlag_debug", "0" );
|
|||
|
||||
float g_flFractionScale = 0.95;
|
||||
|
||||
static void RestorePlayerTo( CBasePlayer* pPlayer, const Vector& vWantedPos )
|
||||
static void RestorePlayerTo( CBaseEntity* pEntity, const Vector& vWantedPos )
|
||||
{
|
||||
// Try to move to the wanted position from our current position.
|
||||
trace_t tr;
|
||||
VPROF_BUDGET( "RestorePlayerTo", "CLagCompensationManager" );
|
||||
UTIL_TraceEntity( pPlayer, vWantedPos, vWantedPos, MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
|
||||
UTIL_TraceEntity( pEntity, vWantedPos, vWantedPos, MASK_PLAYERSOLID, pEntity->GetRefEHandle().Get(), COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
|
||||
if ( tr.startsolid || tr.allsolid )
|
||||
{
|
||||
if ( sv_unlag_debug.GetBool() )
|
||||
{
|
||||
DevMsg( "RestorePlayerTo() could not restore player position for client \"%s\" ( %.1f %.1f %.1f )\n",
|
||||
pPlayer->GetPlayerName(),
|
||||
DevMsg( "RestorePlayerTo() could not restore player position for client \"%i\" ( %.1f %.1f %.1f )\n",
|
||||
pEntity->entindex(),
|
||||
vWantedPos.x,
|
||||
vWantedPos.y,
|
||||
vWantedPos.z );
|
||||
}
|
||||
|
||||
UTIL_TraceEntity( pPlayer,
|
||||
pPlayer->GetAbsOrigin(),
|
||||
UTIL_TraceEntity( pEntity,
|
||||
pEntity->GetAbsOrigin(),
|
||||
vWantedPos,
|
||||
MASK_PLAYERSOLID,
|
||||
pPlayer,
|
||||
pEntity->GetRefEHandle().Get(),
|
||||
COLLISION_GROUP_PLAYER_MOVEMENT,
|
||||
&tr );
|
||||
if ( tr.startsolid || tr.allsolid )
|
||||
|
@ -200,8 +122,8 @@ static void RestorePlayerTo( CBasePlayer* pPlayer, const Vector& vWantedPos )
|
|||
{
|
||||
// We can get to a valid place, but not all the way back to where we were.
|
||||
Vector vPos;
|
||||
VectorLerp( pPlayer->GetAbsOrigin(), vWantedPos, tr.fraction * g_flFractionScale, vPos );
|
||||
UTIL_SetOrigin( pPlayer, vPos, true );
|
||||
VectorLerp( pEntity->GetAbsOrigin(), vWantedPos, tr.fraction * g_flFractionScale, vPos );
|
||||
UTIL_SetOrigin( pEntity, vPos, true );
|
||||
|
||||
if ( sv_unlag_debug.GetBool() )
|
||||
{
|
||||
|
@ -212,7 +134,7 @@ static void RestorePlayerTo( CBasePlayer* pPlayer, const Vector& vWantedPos )
|
|||
else
|
||||
{
|
||||
// Cool, the player can go back to whence he came.
|
||||
UTIL_SetOrigin( pPlayer, tr.endpos, true );
|
||||
UTIL_SetOrigin( pEntity, tr.endpos, true );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -228,12 +150,12 @@ class CLagCompensationManager : public CAutoGameSystemPerFrame,
|
|||
}
|
||||
|
||||
// IServerSystem stuff
|
||||
virtual void Shutdown()
|
||||
void Shutdown() override
|
||||
{
|
||||
ClearHistory();
|
||||
}
|
||||
|
||||
virtual void LevelShutdownPostEntity()
|
||||
void LevelShutdownPostEntity() override
|
||||
{
|
||||
ClearHistory();
|
||||
}
|
||||
|
@ -241,12 +163,10 @@ class CLagCompensationManager : public CAutoGameSystemPerFrame,
|
|||
// ILagCompensationManager stuff
|
||||
|
||||
// Called during player movement to set up/restore after lag compensation
|
||||
void StartLagCompensation( CBasePlayer* player, CUserCmd* cmd );
|
||||
void FinishLagCompensation( CBasePlayer* player );
|
||||
virtual void TrackPlayerData( CBasePlayer* pPlayer );
|
||||
|
||||
private:
|
||||
void BacktrackPlayer( CBasePlayer* player, CUserCmd* cmd );
|
||||
void StartLagCompensation( CBasePlayer* player, CUserCmd* cmd ) override;
|
||||
void FinishLagCompensation( CBasePlayer* player ) override;
|
||||
void TrackEntities( void );
|
||||
inline void BacktrackEntity( CBaseEntity* pEntity, int loopIndex, CUserCmd* cmd );
|
||||
|
||||
void ClearHistory()
|
||||
{
|
||||
|
@ -256,11 +176,16 @@ class CLagCompensationManager : public CAutoGameSystemPerFrame,
|
|||
}
|
||||
}
|
||||
|
||||
void FrameUpdatePostEntityThink() override
|
||||
{
|
||||
TrackEntities();
|
||||
}
|
||||
|
||||
// keep a list of lag records for each entities
|
||||
CUtlCircularBuffer< LagRecord, MAX_TICKS_SAVED > m_EntityTrack[MAX_EDICTS];
|
||||
|
||||
// Scratchpad for determining what needs to be restored
|
||||
CBitVec< MAX_EDICTS > m_RestorePlayer;
|
||||
CBitVec< MAX_EDICTS > m_RestoreEntity;
|
||||
bool m_bNeedToRestore;
|
||||
|
||||
LagRecord m_RestoreData[MAX_EDICTS]; // entities data before we moved him back
|
||||
|
@ -273,40 +198,72 @@ ILagCompensationManager* lagcompensation = &g_LagCompensationManager;
|
|||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Called once per frame after all entities have had a chance to think
|
||||
//-----------------------------------------------------------------------------
|
||||
void CLagCompensationManager::TrackPlayerData( CBasePlayer* pPlayer )
|
||||
void CLagCompensationManager::TrackEntities()
|
||||
{
|
||||
if ( ( gpGlobals->maxClients <= 1 ) || !sv_unlag.GetBool() )
|
||||
LagRecord record;
|
||||
|
||||
if ( !sv_unlag.GetBool() )
|
||||
{
|
||||
ClearHistory();
|
||||
return;
|
||||
}
|
||||
|
||||
VPROF_BUDGET( "TrackPlayerData", "CLagCompensationManager" );
|
||||
VPROF_BUDGET( "TrackEntities", "CLagCompensationManager" );
|
||||
|
||||
// remove all records before that time:
|
||||
auto track = &m_EntityTrack[pPlayer->entindex()];
|
||||
|
||||
// add new record to player track
|
||||
LagRecord record;
|
||||
|
||||
record.m_fFlags = LC_NONE;
|
||||
if ( pPlayer->IsAlive() )
|
||||
for ( int i = 0; i < MAX_EDICTS; i++ )
|
||||
{
|
||||
record.m_fFlags |= LC_ALIVE;
|
||||
CBaseEntity* pEntity = UTIL_EntityByIndex( i );
|
||||
|
||||
if ( !pEntity )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
record.m_flSimulationTime = pPlayer->GetSimulationTime();
|
||||
record.m_flAnimTime = pPlayer->GetAnimTime();
|
||||
record.m_vecAngles = pPlayer->GetAbsAngles();
|
||||
record.m_vecOrigin = pPlayer->GetAbsOrigin();
|
||||
record.m_vecMinsPreScaled = pPlayer->CollisionProp()->OBBMinsPreScaled();
|
||||
record.m_vecMaxsPreScaled = pPlayer->CollisionProp()->OBBMaxsPreScaled();
|
||||
// remove all records before that time:
|
||||
auto track = &m_EntityTrack[i];
|
||||
|
||||
int layerCount = pPlayer->GetNumAnimOverlays();
|
||||
// add new record to player track
|
||||
|
||||
record.m_fFlags = LC_NONE;
|
||||
record.m_flSimulationTime = pEntity->GetSimulationTime();
|
||||
record.m_flAnimTime = pEntity->GetAnimTime();
|
||||
record.m_vecAngles = pEntity->GetAbsAngles();
|
||||
record.m_vecOrigin = pEntity->GetAbsOrigin();
|
||||
record.m_vecMinsPreScaled = pEntity->CollisionProp()->OBBMinsPreScaled();
|
||||
record.m_vecMaxsPreScaled = pEntity->CollisionProp()->OBBMaxsPreScaled();
|
||||
|
||||
auto pAnim = dynamic_cast< CBaseAnimating* >( pEntity );
|
||||
|
||||
if ( pAnim )
|
||||
{
|
||||
record.m_masterSequence = pAnim->GetSequence();
|
||||
record.m_masterCycle = pAnim->GetCycle();
|
||||
|
||||
CStudioHdr* hdr = pAnim->GetModelPtr();
|
||||
|
||||
if ( hdr )
|
||||
{
|
||||
for ( int paramIndex = 0; paramIndex < hdr->GetNumPoseParameters(); paramIndex++ )
|
||||
{
|
||||
record.m_poseParameters[paramIndex] = pAnim->GetPoseParameterArray()[paramIndex];
|
||||
}
|
||||
|
||||
for ( int boneIndex = 0; boneIndex < hdr->GetNumBoneControllers(); boneIndex++ )
|
||||
{
|
||||
record.m_encodedControllers[boneIndex] = pAnim->GetBoneControllerArray()[boneIndex];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto pAnimOverlay = dynamic_cast< CBaseAnimatingOverlay* >( pEntity );
|
||||
|
||||
if ( pAnimOverlay )
|
||||
{
|
||||
int layerCount = pAnimOverlay->GetNumAnimOverlays();
|
||||
|
||||
for ( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
|
||||
{
|
||||
CAnimationLayer* currentLayer = pPlayer->GetAnimOverlay( layerIndex );
|
||||
CAnimationLayer* currentLayer = pAnimOverlay->GetAnimOverlay( layerIndex );
|
||||
if ( currentLayer )
|
||||
{
|
||||
record.m_layerRecords[layerIndex].m_cycle = currentLayer->m_flCycle;
|
||||
|
@ -316,49 +273,20 @@ void CLagCompensationManager::TrackPlayerData( CBasePlayer* pPlayer )
|
|||
record.m_layerRecords[layerIndex].m_flags = currentLayer->m_fFlags;
|
||||
}
|
||||
}
|
||||
|
||||
record.m_masterSequence = pPlayer->GetSequence();
|
||||
record.m_masterCycle = pPlayer->GetCycle();
|
||||
|
||||
CStudioHdr* hdr = pPlayer->GetModelPtr();
|
||||
|
||||
if ( hdr )
|
||||
{
|
||||
for ( int paramIndex = 0; paramIndex < hdr->GetNumPoseParameters(); paramIndex++ )
|
||||
{
|
||||
record.m_poseParameters[paramIndex] = pPlayer->GetPoseParameterArray()[paramIndex];
|
||||
}
|
||||
}
|
||||
|
||||
if ( hdr )
|
||||
{
|
||||
for ( int boneIndex = 0; boneIndex < hdr->GetNumBoneControllers(); boneIndex++ )
|
||||
{
|
||||
record.m_encodedControllers[boneIndex] = pPlayer->GetBoneControllerArray()[boneIndex];
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef CSTRIKE_DLL
|
||||
const auto csPlayer = ToCSPlayer( pPlayer );
|
||||
|
||||
if ( csPlayer )
|
||||
{
|
||||
record.m_angRenderAngles = csPlayer->m_angRenderAngles;
|
||||
}
|
||||
#endif
|
||||
|
||||
track->Push( record );
|
||||
}
|
||||
}
|
||||
|
||||
// Called during player movement to set up/restore after lag compensation
|
||||
void CLagCompensationManager::StartLagCompensation( CBasePlayer* player, CUserCmd* cmd )
|
||||
{
|
||||
// Assume no players need to be restored
|
||||
m_RestorePlayer.ClearAll();
|
||||
m_RestoreEntity.ClearAll();
|
||||
m_bNeedToRestore = false;
|
||||
|
||||
if ( !player->m_bLagCompensation // Player not wanting lag compensation
|
||||
|| ( gpGlobals->maxClients <= 1 ) // no lag compensation in single player
|
||||
|| !sv_unlag.GetBool() // disabled by server admin
|
||||
|| player->IsBot() // not for bots
|
||||
|| player->IsObserver() // not for spectators
|
||||
|
@ -374,56 +302,62 @@ void CLagCompensationManager::StartLagCompensation( CBasePlayer* player, CUserCm
|
|||
|
||||
// Iterate all active players
|
||||
const CBitVec< MAX_EDICTS >* pEntityTransmitBits = engine->GetEntityTransmitBitsForClient( player->entindex() - 1 );
|
||||
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
CBasePlayer* pPlayer = UTIL_PlayerByIndex( i );
|
||||
|
||||
if ( !pPlayer )
|
||||
for ( int i = 0; i < MAX_EDICTS; i++ )
|
||||
{
|
||||
CBaseEntity* pEntity = UTIL_EntityByIndex( i );
|
||||
|
||||
if ( !pEntity )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Don't lag compensate yourself you loser...
|
||||
if ( player == pPlayer )
|
||||
if ( player->entindex() == pEntity->entindex() )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Custom checks for if things should lag compensate (based on things like what team the player is on).
|
||||
if ( !player->WantsLagCompensationOnEntity( pPlayer, cmd, pEntityTransmitBits ) )
|
||||
if ( !player->WantsLagCompensationOnEntity( pEntity, cmd, pEntityTransmitBits ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Move other player back in time
|
||||
BacktrackPlayer( pPlayer, cmd );
|
||||
BacktrackEntity( pEntity, i, cmd );
|
||||
}
|
||||
}
|
||||
|
||||
void CLagCompensationManager::BacktrackPlayer( CBasePlayer* pPlayer, CUserCmd* cmd )
|
||||
inline void CLagCompensationManager::BacktrackEntity( CBaseEntity* pEntity, int loopindex, CUserCmd* cmd )
|
||||
{
|
||||
VPROF_BUDGET( "BacktrackPlayer", "CLagCompensationManager" );
|
||||
VPROF_BUDGET( "BacktrackEntity", "CLagCompensationManager" );
|
||||
|
||||
Vector org;
|
||||
Vector minsPreScaled;
|
||||
Vector maxsPreScaled;
|
||||
QAngle ang;
|
||||
#ifdef CSTRIKE_DLL
|
||||
QAngle renderAngles;
|
||||
#endif
|
||||
|
||||
LagRecord* prevRecordSim;
|
||||
LagRecord* recordSim;
|
||||
LagRecord* recordAnim;
|
||||
|
||||
#ifdef CSTRIKE_DLL
|
||||
auto csPlayer = ToCSPlayer( pPlayer );
|
||||
#endif
|
||||
|
||||
int pl_index = pPlayer->entindex();
|
||||
int pl_index = loopindex;
|
||||
|
||||
float flTargetSimTime = cmd->simulationdata[pl_index].sim_time;
|
||||
float flTargetAnimTime = cmd->simulationdata[pl_index].anim_time;
|
||||
|
||||
// Somehow the client didn't care.
|
||||
if (flTargetSimTime == 0)
|
||||
{
|
||||
if ( sv_unlag_debug.GetBool() )
|
||||
{
|
||||
DevMsg( "Client has refused to lag compensate this entity, probably already predicted ( %i )\n", pEntity->entindex() );
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// get track history of this player
|
||||
auto track = &m_EntityTrack[pl_index];
|
||||
bool foundSim = false;
|
||||
|
@ -438,11 +372,6 @@ void CLagCompensationManager::BacktrackPlayer( CBasePlayer* pPlayer, CUserCmd* c
|
|||
break;
|
||||
}
|
||||
|
||||
if ( !( recordSim->m_fFlags & LC_ALIVE ) )
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if ( flTargetSimTime == recordSim->m_flSimulationTime )
|
||||
{
|
||||
foundSim = true;
|
||||
|
@ -457,33 +386,14 @@ void CLagCompensationManager::BacktrackPlayer( CBasePlayer* pPlayer, CUserCmd* c
|
|||
}
|
||||
}
|
||||
|
||||
for ( int i = 0; i < MAX_TICKS_SAVED; i++ )
|
||||
{
|
||||
recordAnim = track->Get( i );
|
||||
|
||||
if ( !recordAnim )
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if ( recordAnim->m_flAnimTime == flTargetAnimTime )
|
||||
{
|
||||
foundAnim = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Assert( recordAnim );
|
||||
Assert( recordSim );
|
||||
|
||||
if ( !foundAnim || !foundSim )
|
||||
if ( !foundSim )
|
||||
{
|
||||
if ( sv_unlag_debug.GetBool() )
|
||||
{
|
||||
DevMsg( "No valid positions in history for BacktrackPlayer client ( %s )\n", pPlayer->GetPlayerName() );
|
||||
DevMsg( "No valid simulation in history for BacktrackPlayer client ( %i )\n", pEntity->entindex() );
|
||||
}
|
||||
|
||||
return; // that should never happen
|
||||
return;
|
||||
}
|
||||
|
||||
float fracSim = 0.0f;
|
||||
|
@ -522,40 +432,31 @@ void CLagCompensationManager::BacktrackPlayer( CBasePlayer* pPlayer, CUserCmd* c
|
|||
LagRecord* restore = &m_RestoreData[pl_index];
|
||||
LagRecord* change = &m_ChangeData[pl_index];
|
||||
|
||||
QAngle angdiff = pPlayer->GetAbsAngles() - ang;
|
||||
Vector orgdiff = pPlayer->GetAbsOrigin() - org;
|
||||
QAngle angdiff = pEntity->GetAbsAngles() - ang;
|
||||
Vector orgdiff = pEntity->GetAbsOrigin() - org;
|
||||
|
||||
// Always remember the pristine simulation time in case we need to restore it.
|
||||
restore->m_flSimulationTime = pPlayer->GetSimulationTime();
|
||||
restore->m_flAnimTime = pPlayer->GetAnimTime();
|
||||
|
||||
#ifdef CSTRIKE_DLL
|
||||
if ( csPlayer )
|
||||
{
|
||||
renderAngles = recordAnim->m_angRenderAngles;
|
||||
restore->m_angRenderAngles = csPlayer->m_angRenderAngles;
|
||||
csPlayer->m_angRenderAngles = renderAngles;
|
||||
}
|
||||
#endif
|
||||
restore->m_flSimulationTime = pEntity->GetSimulationTime();
|
||||
restore->m_flAnimTime = pEntity->GetAnimTime();
|
||||
|
||||
if ( angdiff.LengthSqr() > 0.0f )
|
||||
{
|
||||
flags |= LC_ANGLES_CHANGED;
|
||||
restore->m_vecAngles = pPlayer->GetAbsAngles();
|
||||
pPlayer->SetAbsAngles( ang );
|
||||
restore->m_vecAngles = pEntity->GetAbsAngles();
|
||||
pEntity->SetAbsAngles( ang );
|
||||
change->m_vecAngles = ang;
|
||||
}
|
||||
|
||||
// Use absolute equality here
|
||||
if ( minsPreScaled != pPlayer->CollisionProp()->OBBMinsPreScaled()
|
||||
|| maxsPreScaled != pPlayer->CollisionProp()->OBBMaxsPreScaled() )
|
||||
if ( minsPreScaled != pEntity->CollisionProp()->OBBMinsPreScaled()
|
||||
|| maxsPreScaled != pEntity->CollisionProp()->OBBMaxsPreScaled() )
|
||||
{
|
||||
flags |= LC_SIZE_CHANGED;
|
||||
|
||||
restore->m_vecMinsPreScaled = pPlayer->CollisionProp()->OBBMinsPreScaled();
|
||||
restore->m_vecMaxsPreScaled = pPlayer->CollisionProp()->OBBMaxsPreScaled();
|
||||
restore->m_vecMinsPreScaled = pEntity->CollisionProp()->OBBMinsPreScaled();
|
||||
restore->m_vecMaxsPreScaled = pEntity->CollisionProp()->OBBMaxsPreScaled();
|
||||
|
||||
pPlayer->SetSize( minsPreScaled, maxsPreScaled );
|
||||
pEntity->SetSize( minsPreScaled, maxsPreScaled );
|
||||
|
||||
change->m_vecMinsPreScaled = minsPreScaled;
|
||||
change->m_vecMaxsPreScaled = maxsPreScaled;
|
||||
|
@ -565,27 +466,130 @@ void CLagCompensationManager::BacktrackPlayer( CBasePlayer* pPlayer, CUserCmd* c
|
|||
if ( orgdiff.LengthSqr() > 0.0f )
|
||||
{
|
||||
flags |= LC_ORIGIN_CHANGED;
|
||||
restore->m_vecOrigin = pPlayer->GetAbsOrigin();
|
||||
pPlayer->SetAbsOrigin( org );
|
||||
restore->m_vecOrigin = pEntity->GetAbsOrigin();
|
||||
pEntity->SetAbsOrigin( org );
|
||||
change->m_vecOrigin = org;
|
||||
}
|
||||
|
||||
auto pAnim = pEntity->GetBaseAnimating();
|
||||
|
||||
auto Finish = [&]()
|
||||
{
|
||||
if ( !flags )
|
||||
{
|
||||
return; // we didn't change anything
|
||||
}
|
||||
|
||||
// Set lag compensated player's times
|
||||
pEntity->SetSimulationTime( flTargetSimTime );
|
||||
pEntity->SetAnimTime( flTargetAnimTime );
|
||||
|
||||
if ( sv_lagflushbonecache.GetBool() )
|
||||
{
|
||||
if ( pAnim )
|
||||
{
|
||||
pAnim->InvalidateBoneCache();
|
||||
}
|
||||
}
|
||||
|
||||
m_RestoreEntity.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
|
||||
};
|
||||
|
||||
// Somehow the client didn't care.
|
||||
if (flTargetAnimTime == 0)
|
||||
{
|
||||
if ( sv_unlag_debug.GetBool() && !pAnim )
|
||||
{
|
||||
DevMsg( "Client has no anim time info ( %i )\n", pEntity->entindex() );
|
||||
}
|
||||
|
||||
Finish();
|
||||
return;
|
||||
}
|
||||
|
||||
if ( pAnim )
|
||||
{
|
||||
for ( int i = 0; i < MAX_TICKS_SAVED; i++ )
|
||||
{
|
||||
recordAnim = track->Get( i );
|
||||
|
||||
if ( !recordAnim )
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if ( recordAnim->m_flAnimTime == flTargetAnimTime )
|
||||
{
|
||||
foundAnim = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( !foundAnim )
|
||||
{
|
||||
if ( sv_unlag_debug.GetBool() )
|
||||
{
|
||||
DevMsg( "Can't lag compensate, no history for animation fpr client entity ( %i )\n", pEntity->entindex() );
|
||||
}
|
||||
|
||||
Finish();
|
||||
return;
|
||||
}
|
||||
|
||||
auto pAnimOverlay = dynamic_cast< CBaseAnimatingOverlay* >( pEntity );
|
||||
|
||||
if ( pAnim && foundAnim )
|
||||
{
|
||||
// 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();
|
||||
restore->m_masterSequence = pAnim->GetSequence();
|
||||
restore->m_masterCycle = pAnim->GetCycle();
|
||||
|
||||
pPlayer->SetSequence( recordAnim->m_masterSequence );
|
||||
pPlayer->SetCycle( recordAnim->m_masterCycle );
|
||||
pAnim->SetSequence( recordAnim->m_masterSequence );
|
||||
pAnim->SetCycle( recordAnim->m_masterCycle );
|
||||
|
||||
// Now do pose parameters
|
||||
CStudioHdr* hdr = pAnim->GetModelPtr();
|
||||
|
||||
if ( hdr )
|
||||
{
|
||||
for ( int paramIndex = 0; paramIndex < hdr->GetNumPoseParameters(); paramIndex++ )
|
||||
{
|
||||
restore->m_poseParameters[paramIndex] = pAnim->GetPoseParameterArray()[paramIndex];
|
||||
float poseParameter = recordAnim->m_poseParameters[paramIndex];
|
||||
|
||||
pAnim->SetPoseParameterRaw( paramIndex, poseParameter );
|
||||
}
|
||||
|
||||
flags |= LC_POSE_PARAMS_CHANGED;
|
||||
|
||||
for ( int encIndex = 0; encIndex < hdr->GetNumBoneControllers(); encIndex++ )
|
||||
{
|
||||
restore->m_encodedControllers[encIndex] = pAnim->GetBoneControllerArray()[encIndex];
|
||||
float encodedController = recordAnim->m_encodedControllers[encIndex];
|
||||
|
||||
pAnim->SetBoneControllerRaw( encIndex, encodedController );
|
||||
}
|
||||
|
||||
flags |= LC_ENCD_CONS_CHANGED;
|
||||
}
|
||||
}
|
||||
|
||||
if ( pAnimOverlay && foundAnim )
|
||||
{
|
||||
////////////////////////
|
||||
// Now do all the layers
|
||||
int layerCount = pPlayer->GetNumAnimOverlays();
|
||||
int layerCount = pAnimOverlay->GetNumAnimOverlays();
|
||||
|
||||
for ( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
|
||||
{
|
||||
CAnimationLayer* currentLayer = pPlayer->GetAnimOverlay( layerIndex );
|
||||
CAnimationLayer* currentLayer = pAnimOverlay->GetAnimOverlay( layerIndex );
|
||||
if ( currentLayer )
|
||||
{
|
||||
restore->m_layerRecords[layerIndex].m_cycle = currentLayer->m_flCycle;
|
||||
|
@ -602,52 +606,10 @@ void CLagCompensationManager::BacktrackPlayer( CBasePlayer* pPlayer, CUserCmd* c
|
|||
}
|
||||
}
|
||||
|
||||
flags |= LC_POSE_PARAMS_CHANGED;
|
||||
|
||||
// Now do pose parameters
|
||||
CStudioHdr* hdr = pPlayer->GetModelPtr();
|
||||
if ( hdr )
|
||||
{
|
||||
for ( int paramIndex = 0; paramIndex < hdr->GetNumPoseParameters(); paramIndex++ )
|
||||
{
|
||||
restore->m_poseParameters[paramIndex] = pPlayer->GetPoseParameterArray()[paramIndex];
|
||||
float poseParameter = recordAnim->m_poseParameters[paramIndex];
|
||||
|
||||
pPlayer->SetPoseParameterRaw( paramIndex, poseParameter );
|
||||
}
|
||||
flags |= LC_ANIM_OVERS_CHANGED;
|
||||
}
|
||||
|
||||
flags |= LC_ENCD_CONS_CHANGED;
|
||||
|
||||
if ( hdr )
|
||||
{
|
||||
for ( int encIndex = 0; encIndex < hdr->GetNumBoneControllers(); encIndex++ )
|
||||
{
|
||||
restore->m_encodedControllers[encIndex] = pPlayer->GetBoneControllerArray()[encIndex];
|
||||
float encodedController = recordAnim->m_encodedControllers[encIndex];
|
||||
|
||||
pPlayer->SetBoneControllerRaw( encIndex, encodedController );
|
||||
}
|
||||
}
|
||||
|
||||
if ( !flags )
|
||||
{
|
||||
return; // we didn't change anything
|
||||
}
|
||||
|
||||
// Set lag compensated player's times
|
||||
pPlayer->SetSimulationTime( flTargetSimTime );
|
||||
pPlayer->SetAnimTime( flTargetAnimTime );
|
||||
|
||||
if ( sv_lagflushbonecache.GetBool() )
|
||||
{
|
||||
pPlayer->InvalidateBoneCache();
|
||||
}
|
||||
|
||||
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
|
||||
Finish();
|
||||
}
|
||||
|
||||
void CLagCompensationManager::FinishLagCompensation( CBasePlayer* player )
|
||||
|
@ -662,16 +624,16 @@ void CLagCompensationManager::FinishLagCompensation( CBasePlayer* player )
|
|||
}
|
||||
|
||||
// Iterate all active players
|
||||
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
for ( int i = 0; i < MAX_EDICTS; i++ )
|
||||
{
|
||||
if ( !m_RestorePlayer.Get( i ) )
|
||||
if ( !m_RestoreEntity.Get( i ) )
|
||||
{
|
||||
// player wasn't changed by lag compensation
|
||||
continue;
|
||||
}
|
||||
|
||||
CBasePlayer* pPlayer = UTIL_PlayerByIndex( i );
|
||||
if ( !pPlayer )
|
||||
CBaseEntity* pEntity = UTIL_EntityByIndex( i );
|
||||
if ( !pEntity )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
@ -679,58 +641,61 @@ void CLagCompensationManager::FinishLagCompensation( CBasePlayer* player )
|
|||
LagRecord* restore = &m_RestoreData[i];
|
||||
LagRecord* change = &m_ChangeData[i];
|
||||
|
||||
#ifdef CSTRIKE_DLL
|
||||
auto csPlayer = ToCSPlayer( pPlayer );
|
||||
|
||||
if ( csPlayer )
|
||||
{
|
||||
csPlayer->m_angRenderAngles = restore->m_angRenderAngles;
|
||||
}
|
||||
#endif
|
||||
|
||||
if ( restore->m_fFlags & LC_SIZE_CHANGED )
|
||||
{
|
||||
// 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
|
||||
pEntity->SetSize( restore->m_vecMinsPreScaled, restore->m_vecMaxsPreScaled );
|
||||
}
|
||||
|
||||
if ( restore->m_fFlags & LC_ANGLES_CHANGED )
|
||||
{
|
||||
if ( pPlayer->GetAbsAngles() == change->m_vecAngles )
|
||||
{
|
||||
pPlayer->SetAbsAngles( restore->m_vecAngles );
|
||||
}
|
||||
pEntity->SetAbsAngles( restore->m_vecAngles );
|
||||
}
|
||||
|
||||
if ( restore->m_fFlags & LC_ORIGIN_CHANGED )
|
||||
{
|
||||
// Okay, let's see if we can do something reasonable with the change
|
||||
Vector delta = pPlayer->GetAbsOrigin() - change->m_vecOrigin;
|
||||
|
||||
RestorePlayerTo( pPlayer, restore->m_vecOrigin + delta );
|
||||
pEntity->SetAbsOrigin( restore->m_vecOrigin );
|
||||
}
|
||||
|
||||
auto pAnim = dynamic_cast< CBaseAnimating* >( pEntity );
|
||||
auto pAnimOverlay = dynamic_cast< CBaseAnimatingOverlay* >( pEntity );
|
||||
|
||||
if ( pAnim )
|
||||
{
|
||||
if ( restore->m_fFlags & LC_ANIMATION_CHANGED )
|
||||
{
|
||||
pPlayer->SetSequence( restore->m_masterSequence );
|
||||
pPlayer->SetCycle( restore->m_masterCycle );
|
||||
pAnim->SetSequence( restore->m_masterSequence );
|
||||
pAnim->SetCycle( restore->m_masterCycle );
|
||||
}
|
||||
|
||||
CStudioHdr* hdr = pAnim->GetModelPtr();
|
||||
|
||||
if ( hdr )
|
||||
{
|
||||
if ( restore->m_fFlags & LC_POSE_PARAMS_CHANGED )
|
||||
{
|
||||
for ( int paramIndex = 0; paramIndex < hdr->GetNumPoseParameters(); paramIndex++ )
|
||||
{
|
||||
pAnim->SetPoseParameterRaw( paramIndex, restore->m_poseParameters[paramIndex] );
|
||||
}
|
||||
}
|
||||
|
||||
if ( restore->m_fFlags & LC_ENCD_CONS_CHANGED )
|
||||
{
|
||||
for ( int encIndex = 0; encIndex < hdr->GetNumBoneControllers(); encIndex++ )
|
||||
{
|
||||
pAnim->SetBoneControllerRaw( encIndex, restore->m_encodedControllers[encIndex] );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( restore->m_fFlags & LC_ANIM_OVERS_CHANGED && pAnimOverlay )
|
||||
{
|
||||
int layerCount = pAnimOverlay->GetNumAnimOverlays();
|
||||
|
||||
int layerCount = pPlayer->GetNumAnimOverlays();
|
||||
for ( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
|
||||
{
|
||||
CAnimationLayer* currentLayer = pPlayer->GetAnimOverlay( layerIndex );
|
||||
CAnimationLayer* currentLayer = pAnimOverlay->GetAnimOverlay( layerIndex );
|
||||
if ( currentLayer )
|
||||
{
|
||||
currentLayer->m_flCycle = restore->m_layerRecords[layerIndex].m_cycle;
|
||||
|
@ -742,31 +707,7 @@ void CLagCompensationManager::FinishLagCompensation( CBasePlayer* player )
|
|||
}
|
||||
}
|
||||
|
||||
CStudioHdr* hdr = pPlayer->GetModelPtr();
|
||||
|
||||
if ( restore->m_fFlags & LC_POSE_PARAMS_CHANGED )
|
||||
{
|
||||
if ( hdr )
|
||||
{
|
||||
for ( int paramIndex = 0; paramIndex < hdr->GetNumPoseParameters(); paramIndex++ )
|
||||
{
|
||||
pPlayer->SetPoseParameterRaw( paramIndex, restore->m_poseParameters[paramIndex] );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( restore->m_fFlags & LC_ENCD_CONS_CHANGED )
|
||||
{
|
||||
if ( hdr )
|
||||
{
|
||||
for ( int encIndex = 0; encIndex < hdr->GetNumBoneControllers(); encIndex++ )
|
||||
{
|
||||
pPlayer->SetBoneControllerRaw( encIndex, restore->m_encodedControllers[encIndex] );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pPlayer->SetSimulationTime( restore->m_flSimulationTime );
|
||||
pPlayer->SetAnimTime( restore->m_flAnimTime );
|
||||
pEntity->SetSimulationTime( restore->m_flSimulationTime );
|
||||
pEntity->SetAnimTime( restore->m_flAnimTime );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -542,8 +542,8 @@ void CCSPlayer::FireBullet(
|
|||
QAngle angles[MAXSTUDIOBONES];
|
||||
int indexes[MAXSTUDIOBONES];
|
||||
|
||||
auto angle = lagPlayer->GetRenderAngles();
|
||||
auto position = lagPlayer->GetRenderOrigin();
|
||||
auto angle = lagPlayer->GetAbsAngles();
|
||||
auto position = lagPlayer->GetAbsOrigin();
|
||||
|
||||
event->SetFloat( "position_x", position.x );
|
||||
event->SetFloat( "position_y", position.y );
|
||||
|
|
|
@ -297,11 +297,6 @@ void FX_FireBullets(
|
|||
pPlayer->StartNewBulletGroup();
|
||||
#endif
|
||||
|
||||
#if !defined (CLIENT_DLL)
|
||||
// Move other players back to history positions based on local player's lag
|
||||
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
|
||||
#endif
|
||||
|
||||
RandomSeed( iSeed ); // init random system with this seed
|
||||
|
||||
// Get accuracy displacement
|
||||
|
@ -340,8 +335,8 @@ void FX_FireBullets(
|
|||
|
||||
C_CSPlayer::HitboxRecord record;
|
||||
|
||||
record.m_vecAbsOrigin = lagPlayer->GetRenderOrigin();
|
||||
record.m_angRenderAngles = lagPlayer->m_angRenderAngles;
|
||||
record.m_vecAbsOrigin = lagPlayer->GetAbsOrigin();
|
||||
record.m_angAbsRotation = lagPlayer->GetAbsAngles();
|
||||
|
||||
record.m_nAttackerTickBase = pPlayer->m_nTickBase;
|
||||
record.m_flSimulationTime = lagPlayer->m_flInterpolatedSimulationTime;
|
||||
|
@ -393,10 +388,6 @@ void FX_FireBullets(
|
|||
x0 + x1[iBullet], y0 + y1[iBullet] );
|
||||
}
|
||||
|
||||
#if !defined (CLIENT_DLL)
|
||||
lagcompensation->FinishLagCompensation( pPlayer );
|
||||
#endif
|
||||
|
||||
EndGroupingSounds();
|
||||
}
|
||||
|
||||
|
|
|
@ -235,14 +235,7 @@ void CKnife::SecondaryAttack()
|
|||
CCSPlayer *pPlayer = GetPlayerOwner();
|
||||
if ( pPlayer && !pPlayer->m_bIsDefusing && !CSGameRules()->IsFreezePeriod() )
|
||||
{
|
||||
#if !defined (CLIENT_DLL)
|
||||
// Move other players back to history positions based on local player's lag
|
||||
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
|
||||
#endif
|
||||
SwingOrStab( true );
|
||||
#if !defined (CLIENT_DLL)
|
||||
lagcompensation->FinishLagCompensation( pPlayer );
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
|
2
wscript
2
wscript
|
@ -547,7 +547,7 @@ def configure(conf):
|
|||
'/arch:SSE' if conf.env.DEST_CPU == 'x86' else '/arch:AVX',
|
||||
'/GF',
|
||||
'/Gy',
|
||||
'/fp:fast',
|
||||
'/fp:precise',
|
||||
'/Zc:forScope',
|
||||
'/Zc:wchar_t',
|
||||
'/GR',
|
||||
|
|
Loading…
Reference in a new issue