css_enhanced_waf/game/server/player_lagcompensation.cpp
Kamay Xutax 854991ab8c Fixed lag compensation for animations
The problem is that we still trust the client, although now we have a
good base to start with; The key difference here is that we don't need
to use anymore the cs player animestate client side anymore
because server side values are used

There are minor bugs like fire effect but they can be fixed
2024-07-11 02:12:51 +02:00

787 lines
24 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "icvar.h"
#include "usercmd.h"
#include "igamesystem.h"
#include "ilagcompensationmanager.h"
#include "inetchannelinfo.h"
#include "utllinkedlist.h"
#include "BaseAnimatingOverlay.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define LC_NONE 0
#define LC_ALIVE (1<<0)
#define LC_ORIGIN_CHANGED (1<<8)
#define LC_ANGLES_CHANGED (1<<9)
#define LC_SIZE_CHANGED (1<<10)
#define LC_ANIMATION_CHANGED (1<<11)
#define LC_POSE_PARAMS_CHANGED (1<<12)
#define LC_ENCD_CONS_CHANGED (1<<13)
ConVar sv_unlag( "sv_unlag", "1", FCVAR_DEVELOPMENTONLY, "Enables player lag compensation" );
ConVar sv_maxunlag( "sv_maxunlag", "1.0", FCVAR_DEVELOPMENTONLY, "Maximum lag compensation in seconds", true, 0.0f, true, 1.0f );
ConVar sv_lagflushbonecache( "sv_lagflushbonecache", "1", FCVAR_DEVELOPMENTONLY, "Flushes entity bone cache on lag compensation" );
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" );
ConVar sv_showhitboxes( "sv_showhitboxes", "-1");
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
struct LagRecord
{
public:
LagRecord()
{
m_fFlags = 0;
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 i = 0; i < MAX_LAYER_RECORDS; i++)
{
m_poseParameters[i] = -1;
}
for (int i = 0; i < MAX_ENCODED_CONTROLLERS; i++)
{
m_encodedControllers[i] = -1;
}
}
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 < MAX_LAYER_RECORDS; i++)
{
m_poseParameters[i] = src.m_poseParameters[i];
}
for (int i = 0; i < MAX_LAYER_RECORDS; i++)
{
m_encodedControllers[i] = src.m_encodedControllers[i];
}
}
// Did player die this frame
int m_fFlags;
// Player position, orientation and bbox
Vector m_vecOrigin;
QAngle m_vecAngles;
Vector m_vecMinsPreScaled;
Vector m_vecMaxsPreScaled;
float m_flSimulationTime;
float m_flAnimTime;
// Player animation details, so we can get the legs in the right spot.
LayerRecord m_layerRecords[MAX_LAYER_RECORDS];
int m_masterSequence;
float m_masterCycle;
float m_poseParameters[MAX_POSE_PARAMETERS];
float m_encodedControllers[MAX_ENCODED_CONTROLLERS];
};
//
// Try to take the player from his current origin to vWantedPos.
// If it can't get there, leave the player where he is.
//
ConVar sv_unlag_debug( "sv_unlag_debug", "0", FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY );
float g_flFractionScale = 0.95;
static void RestorePlayerTo( CBasePlayer *pPlayer, 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 );
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(), vWantedPos.x, vWantedPos.y, vWantedPos.z );
}
UTIL_TraceEntity( pPlayer, pPlayer->GetLocalOrigin(), vWantedPos, MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
if ( tr.startsolid || tr.allsolid )
{
// In this case, the guy got stuck back wherever we lag compensated him to. Nasty.
if ( sv_unlag_debug.GetBool() )
DevMsg( " restore failed entirely\n" );
}
else
{
// We can get to a valid place, but not all the way back to where we were.
Vector vPos;
VectorLerp( pPlayer->GetLocalOrigin(), vWantedPos, tr.fraction * g_flFractionScale, vPos );
UTIL_SetOrigin( pPlayer, vPos, true );
if ( sv_unlag_debug.GetBool() )
DevMsg( " restore got most of the way\n" );
}
}
else
{
// Cool, the player can go back to whence he came.
UTIL_SetOrigin( pPlayer, tr.endpos, true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CLagCompensationManager : public CAutoGameSystemPerFrame, public ILagCompensationManager
{
public:
CLagCompensationManager( char const *name ) : CAutoGameSystemPerFrame( name )
{
}
// IServerSystem stuff
virtual void Shutdown()
{
ClearHistory();
}
virtual void LevelShutdownPostEntity()
{
ClearHistory();
}
// called after entities think
virtual void FrameUpdatePostEntityThink();
// ILagCompensationManager stuff
// Called during player movement to set up/restore after lag compensation
void StartLagCompensation( CBasePlayer *player, CUserCmd *cmd );
void FinishLagCompensation( CBasePlayer *player );
private:
virtual void BacktrackPlayer( CBasePlayer *player, CUserCmd *cmd );
void ClearHistory()
{
for ( int i=0; i<MAX_PLAYERS; i++ )
m_PlayerTrack[i].Purge();
}
// keep a list of lag records for each player
CUtlFixedLinkedList< LagRecord > m_PlayerTrack[ MAX_PLAYERS ];
// Scratchpad for determining what needs to be restored
CBitVec<MAX_PLAYERS> m_RestorePlayer;
bool m_bNeedToRestore;
LagRecord m_RestoreData[ MAX_PLAYERS ]; // player data before we moved him back
LagRecord m_ChangeData[ MAX_PLAYERS ]; // player data where we moved him back
CBasePlayer *m_pCurrentPlayer; // The player we are doing lag compensation for
};
static CLagCompensationManager g_LagCompensationManager( "CLagCompensationManager" );
ILagCompensationManager *lagcompensation = &g_LagCompensationManager;
//-----------------------------------------------------------------------------
// Purpose: Called once per frame after all entities have had a chance to think
//-----------------------------------------------------------------------------
void CLagCompensationManager::FrameUpdatePostEntityThink()
{
if ( (gpGlobals->maxClients <= 1) || !sv_unlag.GetBool() )
{
ClearHistory();
return;
}
VPROF_BUDGET( "FrameUpdatePostEntityThink", "CLagCompensationManager" );
// remove all records before that time:
int flDeadtime = gpGlobals->curtime - sv_maxunlag.GetFloat();
// Iterate all active players
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
CUtlFixedLinkedList< LagRecord > *track = &m_PlayerTrack[i-1];
if ( !pPlayer )
{
if ( track->Count() > 0 )
{
track->RemoveAll();
}
continue;
}
Assert( track->Count() < 1000 ); // insanity check
// remove tail records that are too old
intp tailIndex = track->Tail();
while ( track->IsValidIndex( tailIndex ) )
{
LagRecord &tail = track->Element( tailIndex );
// if tail is within limits, stop
if ( tail.m_flSimulationTime >= flDeadtime )
break;
// remove tail, get new tail
track->Remove( tailIndex );
tailIndex = track->Tail();
}
// check if head has same simulation time
if ( track->Count() > 0 )
{
LagRecord &head = track->Element( track->Head() );
// check if player changed simulation time since last time updated
if ( head.m_flSimulationTime >= pPlayer->GetSimulationTime() )
continue; // don't add new entry for same or older time
}
// add new record to player track
LagRecord &record = track->Element( track->AddToHead() );
record.m_fFlags = 0;
if ( pPlayer->IsAlive() )
{
record.m_fFlags |= LC_ALIVE;
}
record.m_flSimulationTime = pPlayer->GetSimulationTime();
record.m_flAnimTime = pPlayer->GetAnimTime();
record.m_vecAngles = pPlayer->GetLocalAngles();
record.m_vecOrigin = pPlayer->GetLocalOrigin();
record.m_vecMinsPreScaled = pPlayer->CollisionProp()->OBBMinsPreScaled();
record.m_vecMaxsPreScaled = pPlayer->CollisionProp()->OBBMaxsPreScaled();
int layerCount = pPlayer->GetNumAnimOverlays();
for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
{
CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex);
if( currentLayer )
{
record.m_layerRecords[layerIndex].m_cycle = currentLayer->m_flCycle;
record.m_layerRecords[layerIndex].m_order = currentLayer->m_nOrder;
record.m_layerRecords[layerIndex].m_sequence = currentLayer->m_nSequence;
record.m_layerRecords[layerIndex].m_weight = currentLayer->m_flWeight;
}
}
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->GetPoseParameter( paramIndex );
}
}
if( hdr )
{
for( int paramIndex = 0; paramIndex < hdr->GetNumBoneControllers(); paramIndex++ )
{
record.m_encodedControllers[paramIndex] = pPlayer->GetBoneController( paramIndex );
}
}
}
//Clear the current player.
m_pCurrentPlayer = NULL;
}
// Called during player movement to set up/restore after lag compensation
void CLagCompensationManager::StartLagCompensation( CBasePlayer *player, CUserCmd *cmd )
{
//DONT LAG COMP AGAIN THIS FRAME IF THERES ALREADY ONE IN PROGRESS
//IF YOU'RE HITTING THIS THEN IT MEANS THERES A CODE BUG
if ( m_pCurrentPlayer )
{
Assert( m_pCurrentPlayer == NULL );
Warning( "Trying to start a new lag compensation session while one is already active!\n" );
return;
}
// Assume no players need to be restored
m_RestorePlayer.ClearAll();
m_bNeedToRestore = false;
m_pCurrentPlayer = player;
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
)
return;
// NOTE: Put this here so that it won't show up in single player mode.
VPROF_BUDGET( "StartLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING );
Q_memset( m_RestoreData, 0, sizeof( m_RestoreData ) );
Q_memset( m_ChangeData, 0, sizeof( m_ChangeData ) );
// 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 )
{
continue;
}
// Don't lag compensate yourself you loser...
if ( player == pPlayer )
{
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 ) )
continue;
// Move other player back in time
BacktrackPlayer( pPlayer, cmd );
}
}
void CLagCompensationManager::BacktrackPlayer( CBasePlayer *pPlayer, CUserCmd *cmd )
{
Vector org;
Vector minsPreScaled;
Vector maxsPreScaled;
QAngle ang;
VPROF_BUDGET( "BacktrackPlayer", "CLagCompensationManager" );
int pl_index = pPlayer->entindex() - 1;
float flTargetSimulationTime = cmd->simulationtimes[pl_index + 1];
auto animationData = &cmd->animationdata[pl_index + 1];
// get track history of this player
CUtlFixedLinkedList< LagRecord > *trackSim = &m_PlayerTrack[ pl_index ];
// check if we have at leat one entry
if ( trackSim->Count() <= 0 )
return;
intp currSim = trackSim->Head();
LagRecord *prevRecordSim = NULL;
LagRecord *recordSim = NULL;
Vector prevOrg = pPlayer->GetLocalOrigin();
// Walk context looking for any invalidating event
while( trackSim->IsValidIndex(currSim) )
{
// remember last record
prevRecordSim = recordSim;
// get next record
recordSim = &trackSim->Element( currSim );
if ( !(recordSim->m_fFlags & LC_ALIVE) )
{
// player most be alive, lost track
return;
}
// TODO: do proper teleportation checks.
// did we find a context smaller than target time ?
if ( recordSim->m_flSimulationTime <= flTargetSimulationTime )
break; // hurra, stop
prevOrg = recordSim->m_vecOrigin;
// go one step back
currSim = trackSim->Next( currSim );
}
Assert( recordSim );
if ( !recordSim )
{
if ( sv_unlag_debug.GetBool() )
{
DevMsg( "No valid positions in history for BacktrackPlayer client ( %s )\n", pPlayer->GetPlayerName() );
}
return; // that should never happen
}
float fracSim = 0.0f;
if ( prevRecordSim &&
(recordSim->m_flSimulationTime < flTargetSimulationTime) &&
(recordSim->m_flSimulationTime < prevRecordSim->m_flSimulationTime) )
{
// we didn't find the exact time but have a valid previous record
// so interpolate between these two records;
Assert( prevRecordSim->m_flSimulationTime > recordSim->m_flSimulationTime );
Assert( flTargetSimulationTime < prevRecordSim->m_flSimulationTime );
// calc fraction between both records
fracSim = ( flTargetSimulationTime - recordSim->m_flSimulationTime ) /
( prevRecordSim->m_flSimulationTime - recordSim->m_flSimulationTime );
Assert( fracSim > 0 && fracSim < 1 ); // should never extrapolate
ang = Lerp( fracSim, recordSim->m_vecAngles, prevRecordSim->m_vecAngles );
org = Lerp( fracSim, recordSim->m_vecOrigin, prevRecordSim->m_vecOrigin );
minsPreScaled = Lerp( fracSim, recordSim->m_vecMinsPreScaled, prevRecordSim->m_vecMinsPreScaled );
maxsPreScaled = Lerp( fracSim, recordSim->m_vecMaxsPreScaled, prevRecordSim->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 = recordSim->m_vecOrigin;
ang = recordSim->m_vecAngles;
minsPreScaled = recordSim->m_vecMinsPreScaled;
maxsPreScaled = recordSim->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, cmd );
// 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();
restore->m_flAnimTime = pPlayer->GetAnimTime();
if ( angdiff.LengthSqr() > 0.0f )
{
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() > 0.0f )
{
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();
pPlayer->SetSequence(animationData->m_masterSequence);
pPlayer->SetCycle(animationData->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;
currentLayer->m_flCycle = animationData->m_layerRecords[layerIndex].m_cycle;
currentLayer->m_nOrder = animationData->m_layerRecords[layerIndex].m_order;
currentLayer->m_nSequence = animationData->m_layerRecords[layerIndex].m_sequence;
currentLayer->m_flWeight = animationData->m_layerRecords[layerIndex].m_weight;
}
}
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->GetPoseParameter(paramIndex);
float poseParameter = animationData->m_poseParameters[paramIndex];
pPlayer->SetPoseParameterRaw( paramIndex, poseParameter );
}
}
flags |= LC_ENCD_CONS_CHANGED;
if( hdr )
{
for( int paramIndex = 0; paramIndex < hdr->GetNumBoneControllers(); paramIndex++ )
{
restore->m_encodedControllers[paramIndex] = pPlayer->GetBoneController(paramIndex);
float encodedController = animationData->m_encodedControllers[paramIndex];
pPlayer->SetBoneControllerRaw( paramIndex, encodedController );
}
}
if ( !flags )
return; // we didn't change anything
// Set lag compensated player's times
pPlayer->SetSimulationTime(flTargetSimulationTime);
pPlayer->SetAnimTime(animationData->m_flAnimTime);
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
static ConVar *sv_showplayerhitboxes = g_pCVar->FindVar("sv_showplayerhitboxes");
if (sv_showhitboxes.GetInt() == pPlayer->entindex())
pPlayer->DrawServerHitboxes(0.0f, true);
}
void CLagCompensationManager::FinishLagCompensation( CBasePlayer *player )
{
VPROF_BUDGET_FLAGS( "FinishLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING, BUDGETFLAG_CLIENT|BUDGETFLAG_SERVER );
m_pCurrentPlayer = NULL;
if ( !m_bNeedToRestore )
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 ];
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
}
if ( restore->m_fFlags & LC_ANGLES_CHANGED )
{
if ( pPlayer->GetLocalAngles() == change->m_vecAngles )
{
pPlayer->SetLocalAngles( 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->GetLocalOrigin() - change->m_vecOrigin;
RestorePlayerTo( pPlayer, restore->m_vecOrigin + delta );
}
if( restore->m_fFlags & LC_ANIMATION_CHANGED )
{
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( restore->m_fFlags & LC_POSE_PARAMS_CHANGED )
{
CStudioHdr *hdr = pPlayer->GetModelPtr();
if( hdr )
{
for( int paramIndex = 0; paramIndex < hdr->GetNumPoseParameters(); paramIndex++ )
{
pPlayer->SetPoseParameter( paramIndex, restore->m_poseParameters[paramIndex] );
}
}
}
if( restore->m_fFlags & LC_ENCD_CONS_CHANGED )
{
CStudioHdr *hdr = pPlayer->GetModelPtr();
if( hdr )
{
for( int paramIndex = 0; paramIndex < hdr->GetNumBoneControllers(); paramIndex++ )
{
pPlayer->SetBoneController( paramIndex, restore->m_encodedControllers[paramIndex] );
}
}
}
pPlayer->SetSimulationTime( restore->m_flSimulationTime );
pPlayer->SetAnimTime(restore->m_flAnimTime);
}
}