//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// // // Purpose: Manages the server moving things back in time to match up to where clients thought they were // when the client commited an action // // $NoKeywords: $ //=============================================================================// #ifndef _PLAYER_LAG_COMPENSATION_H_ #define _PLAYER_LAG_COMPENSATION_H_ #ifdef _WIN32 #pragma once #endif #include "igamesystem.h" #include "ilagcompensationmanager.h" #include "utllinkedlist.h" #define MAX_LAYER_RECORDS (CBaseAnimatingOverlay::MAX_OVERLAYS) struct LayerRecord { int m_sequence; float m_cycle; float m_weight; int m_order; LayerRecord() { Clear(); } LayerRecord( const LayerRecord& src ) { m_sequence = src.m_sequence; m_cycle = src.m_cycle; m_weight = src.m_weight; m_order = src.m_order; } void Clear() { m_sequence = 0; m_cycle = 0; m_weight = 0; m_order = 0; } }; struct LagRecord { public: LagRecord() { Clear(); } LagRecord( const LagRecord& src ) { m_fFlags = src.m_fFlags; m_vecOrigin = src.m_vecOrigin; m_vecAngles = src.m_vecAngles; m_vecMins = src.m_vecMins; m_vecMaxs = src.m_vecMaxs; m_flSimulationTime = src.m_flSimulationTime; 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 LagRecordList; //----------------------------------------------------------------------------- class CLagCompensationManager : public CAutoGameSystemPerFrame, public ILagCompensationManager { public: CLagCompensationManager( char const *name ) : CAutoGameSystemPerFrame( name ), m_CompensatedEntities( 0, 0, DefLessFunc( EHANDLE ) ), m_AdditionalEntities( 0, 0, DefLessFunc( EHANDLE ) ) { m_bNeedToRestore = false; m_weaponRange = 0.0f; m_isCurrentlyDoingCompensation = false; } // 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, LagCompensationType lagCompensationType, const Vector& weaponPos = vec3_origin, const QAngle &weaponAngles = vec3_angle, float weaponRange = 0.0f ); void FinishLagCompensation( CBasePlayer *player ); // Mappers can flag certain additional entities to lag compensate, this handles them virtual void AddAdditionalEntity( CBaseEntity *pEntity ); virtual void RemoveAdditionalEntity( CBaseEntity *pEntity ); void RecordDataIntoTrack( CBaseEntity *entity, LagRecordList *track, bool wantsAnims ); bool BacktrackEntity( CBaseEntity *entity, float flTargetTime, LagRecordList *track, LagRecord *restore, LagRecord *change, bool wantsAnims ); void RestoreEntityFromRecords( CBaseEntity *entity, LagRecord *restore, LagRecord *change, bool wantsAnims ); private: void ClearHistory() { FOR_EACH_MAP( m_CompensatedEntities, i ) { delete m_CompensatedEntities[ i ]; } m_CompensatedEntities.Purge(); } struct EntityLagData { EntityLagData() : m_bRestoreEntity( false ) { } // True if lag compensation altered entity data bool m_bRestoreEntity; // keep a list of lag records for each player LagRecordList m_LagRecords; // Entity data before we moved him back LagRecord m_RestoreData; // Entity data where we moved him back LagRecord m_ChangeData; }; CUtlMap< EHANDLE, EntityLagData * > m_CompensatedEntities; // True if at least one entity was changed bool m_bNeedToRestore; CBasePlayer *m_pCurrentPlayer; // The player we are doing lag compensation for LagCompensationType m_lagCompensationType; Vector m_weaponPos; QAngle m_weaponAngles; float m_weaponRange; bool m_isCurrentlyDoingCompensation; // Sentinel to prevent calling StartLagCompensation a second time before a Finish. // List of additional entities flagged by mappers for lag compensation (shouldn't be more than a few) CUtlRBTree< EHANDLE > m_AdditionalEntities; }; #endif