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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.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)
static ConVar sv_lagcompensation_teleport_dist( "sv_lagcompensation_teleport_dist", "64", FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT, "How far a player got moved by game code before we can't lag compensate their position back" ); #define LAG_COMPENSATION_EPS_SQR ( 0.1f * 0.1f )
// Allow 4 units of error ( about 1 / 8 bbox width )
#define LAG_COMPENSATION_ERROR_EPS_SQR ( 4.0f * 4.0f )
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_showlagcompensation( "sv_showlagcompensation", "0", FCVAR_CHEAT, "Show lag compensated hitboxes whenever a player is lag compensated." );
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" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define MAX_LAYER_RECORDS (CBaseAnimatingOverlay::MAX_OVERLAYS)
struct LayerRecord { int m_sequence; float m_cycle; float m_weight; int m_order;
LayerRecord() { m_sequence = 0; m_cycle = 0; m_weight = 0; m_order = 0; }
LayerRecord( const LayerRecord& src ) { m_sequence = src.m_sequence; m_cycle = src.m_cycle; m_weight = src.m_weight; m_order = src.m_order; } };
struct LagRecord { public: LagRecord() { m_fFlags = 0; m_vecOrigin.Init(); m_vecAngles.Init(); m_vecMinsPreScaled.Init(); m_vecMaxsPreScaled.Init(); m_flSimulationTime = -1; m_masterSequence = 0; m_masterCycle = 0; }
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; 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; }
// 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; // 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; };
//
// 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 ), m_flTeleportDistanceSqr( 64 *64 ) { 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, CUserCmd *cmd ); void FinishLagCompensation( CBasePlayer *player );
bool IsCurrentlyDoingLagCompensation() const OVERRIDE { return m_isCurrentlyDoingCompensation; }
private: void BacktrackPlayer( CBasePlayer *player, float flTargetTime );
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
float m_flTeleportDistanceSqr;
bool m_isCurrentlyDoingCompensation; // Sentinel to prevent calling StartLagCompensation a second time before a Finish.
};
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; } m_flTeleportDistanceSqr = sv_lagcompensation_teleport_dist.GetFloat() * sv_lagcompensation_teleport_dist.GetFloat();
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
int 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_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(); }
//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 ) { Assert( !m_isCurrentlyDoingCompensation );
//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 ) );
m_isCurrentlyDoingCompensation = true;
// Get true latency
// correct is the amout of time we have to correct game time
float correct = 0.0f;
INetChannelInfo *nci = engine->GetPlayerNetInfo( player->entindex() );
if ( nci ) { // add network latency
correct+= nci->GetLatency( FLOW_OUTGOING ); }
// calc number of view interpolation ticks - 1
int lerpTicks = TIME_TO_TICKS( player->m_fLerpTime );
// add view interpolation latency see C_BaseEntity::GetInterpolationAmount()
correct += TICKS_TO_TIME( lerpTicks ); // check bouns [0,sv_maxunlag]
correct = clamp( correct, 0.0f, sv_maxunlag.GetFloat() );
// correct tick send by player
int targettick = cmd->tick_count - lerpTicks;
// calc difference between tick send by player and our latency based tick
float deltaTime = correct - TICKS_TO_TIME(gpGlobals->tickcount - targettick);
if ( fabs( deltaTime ) > 0.2f ) { // difference between cmd time and latency is too big > 200ms, use time correction based on latency
// DevMsg("StartLagCompensation: delta too big (%.3f)\n", deltaTime );
targettick = gpGlobals->tickcount - TIME_TO_TICKS( correct ); } // 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, TICKS_TO_TIME( targettick ) ); } }
void CLagCompensationManager::BacktrackPlayer( CBasePlayer *pPlayer, float flTargetTime ) { Vector org; Vector minsPreScaled; Vector maxsPreScaled; QAngle ang;
VPROF_BUDGET( "BacktrackPlayer", "CLagCompensationManager" ); int pl_index = pPlayer->entindex() - 1;
// get track history of this player
CUtlFixedLinkedList< LagRecord > *track = &m_PlayerTrack[ pl_index ];
// check if we have at leat one entry
if ( track->Count() <= 0 ) return;
int curr = track->Head();
LagRecord *prevRecord = NULL; LagRecord *record = NULL;
Vector prevOrg = pPlayer->GetLocalOrigin(); // Walk context looking for any invalidating event
while( track->IsValidIndex(curr) ) { // remember last record
prevRecord = record;
// get next record
record = &track->Element( curr );
if ( !(record->m_fFlags & LC_ALIVE) ) { // player most be alive, lost track
return; }
Vector delta = record->m_vecOrigin - prevOrg; if ( delta.Length2DSqr() > m_flTeleportDistanceSqr ) { // lost track, too much difference
return; }
// did we find a context smaller than target time ?
if ( record->m_flSimulationTime <= flTargetTime ) break; // hurra, stop
prevOrg = record->m_vecOrigin;
// go one step back
curr = track->Next( curr ); }
Assert( record );
if ( !record ) { if ( sv_unlag_debug.GetBool() ) { DevMsg( "No valid positions in history for BacktrackPlayer client ( %s )\n", pPlayer->GetPlayerName() ); }
return; // that should never happen
}
float frac = 0.0f; if ( prevRecord && (record->m_flSimulationTime < flTargetTime) && (record->m_flSimulationTime < prevRecord->m_flSimulationTime) ) { // we didn't find the exact time but have a valid previous record
// so interpolate between these two records;
Assert( prevRecord->m_flSimulationTime > record->m_flSimulationTime ); Assert( flTargetTime < prevRecord->m_flSimulationTime );
// calc fraction between both records
frac = ( flTargetTime - record->m_flSimulationTime ) / ( prevRecord->m_flSimulationTime - record->m_flSimulationTime );
Assert( frac > 0 && frac < 1 ); // should never extrapolate
ang = Lerp( frac, record->m_vecAngles, prevRecord->m_vecAngles ); org = Lerp( frac, record->m_vecOrigin, prevRecord->m_vecOrigin ); minsPreScaled = Lerp( frac, record->m_vecMinsPreScaled, prevRecord->m_vecMinsPreScaled ); maxsPreScaled = Lerp( frac, record->m_vecMaxsPreScaled, prevRecord->m_vecMaxsPreScaled ); } else { // we found the exact record or no other record to interpolate with
// just copy these values since they are the best we have
org = record->m_vecOrigin; ang = record->m_vecAngles; minsPreScaled = record->m_vecMinsPreScaled; maxsPreScaled = record->m_vecMaxsPreScaled; }
// See if this is still a valid position for us to teleport to
if ( sv_unlag_fixstuck.GetBool() ) { // Try to move to the wanted position from our current position.
trace_t tr; UTIL_TraceEntity( pPlayer, org, org, MASK_PLAYERSOLID, &tr ); if ( tr.startsolid || tr.allsolid ) { if ( sv_unlag_debug.GetBool() ) DevMsg( "WARNING: BackupPlayer trying to back player into a bad position - client %s\n", pPlayer->GetPlayerName() );
CBasePlayer *pHitPlayer = dynamic_cast<CBasePlayer *>( tr.m_pEnt );
// don't lag compensate the current player
if ( pHitPlayer && ( pHitPlayer != m_pCurrentPlayer ) ) { // If we haven't backtracked this player, do it now
// this deliberately ignores WantsLagCompensationOnEntity.
if ( !m_RestorePlayer.Get( pHitPlayer->entindex() - 1 ) ) { // prevent recursion - save a copy of m_RestorePlayer,
// pretend that this player is off-limits
int pl_index = pPlayer->entindex() - 1;
// Temp turn this flag on
m_RestorePlayer.Set( pl_index );
BacktrackPlayer( pHitPlayer, flTargetTime );
// Remove the temp flag
m_RestorePlayer.Clear( pl_index ); } }
// now trace us back as far as we can go
UTIL_TraceEntity( pPlayer, pPlayer->GetLocalOrigin(), org, MASK_PLAYERSOLID, &tr );
if ( tr.startsolid || tr.allsolid ) { // Our starting position is bogus
if ( sv_unlag_debug.GetBool() ) DevMsg( "Backtrack failed completely, bad starting position\n" ); } else { // We can get to a valid place, but not all the way to the target
Vector vPos; VectorLerp( pPlayer->GetLocalOrigin(), org, tr.fraction * g_flFractionScale, vPos ); // This is as close as we're going to get
org = vPos;
if ( sv_unlag_debug.GetBool() ) DevMsg( "Backtrack got most of the way\n" ); } } } // See if this represents a change for the player
int flags = 0; LagRecord *restore = &m_RestoreData[ pl_index ]; LagRecord *change = &m_ChangeData[ pl_index ];
QAngle angdiff = pPlayer->GetLocalAngles() - ang; Vector orgdiff = pPlayer->GetLocalOrigin() - org;
// Always remember the pristine simulation time in case we need to restore it.
restore->m_flSimulationTime = pPlayer->GetSimulationTime();
if ( angdiff.LengthSqr() > LAG_COMPENSATION_EPS_SQR ) { flags |= LC_ANGLES_CHANGED; restore->m_vecAngles = pPlayer->GetLocalAngles(); pPlayer->SetLocalAngles( ang ); change->m_vecAngles = ang; }
// Use absolute equality here
if ( minsPreScaled != pPlayer->CollisionProp()->OBBMinsPreScaled() || maxsPreScaled != pPlayer->CollisionProp()->OBBMaxsPreScaled() ) { flags |= LC_SIZE_CHANGED;
restore->m_vecMinsPreScaled = pPlayer->CollisionProp()->OBBMinsPreScaled(); restore->m_vecMaxsPreScaled = pPlayer->CollisionProp()->OBBMaxsPreScaled(); pPlayer->SetSize( minsPreScaled, maxsPreScaled ); change->m_vecMinsPreScaled = minsPreScaled; change->m_vecMaxsPreScaled = maxsPreScaled; }
// Note, do origin at end since it causes a relink into the k/d tree
if ( orgdiff.LengthSqr() > LAG_COMPENSATION_EPS_SQR ) { flags |= LC_ORIGIN_CHANGED; restore->m_vecOrigin = pPlayer->GetLocalOrigin(); pPlayer->SetLocalOrigin( org ); change->m_vecOrigin = org; }
// Sorry for the loss of the optimization for the case of people
// standing still, but you breathe even on the server.
// This is quicker than actually comparing all bazillion floats.
flags |= LC_ANIMATION_CHANGED; restore->m_masterSequence = pPlayer->GetSequence(); restore->m_masterCycle = pPlayer->GetCycle();
bool interpolationAllowed = false; if( prevRecord && (record->m_masterSequence == prevRecord->m_masterSequence) ) { // If the master state changes, all layers will be invalid too, so don't interp (ya know, interp barely ever happens anyway)
interpolationAllowed = true; } ////////////////////////
// First do the master settings
bool interpolatedMasters = false; if( frac > 0.0f && interpolationAllowed ) { interpolatedMasters = true; pPlayer->SetSequence( Lerp( frac, record->m_masterSequence, prevRecord->m_masterSequence ) ); pPlayer->SetCycle( Lerp( frac, record->m_masterCycle, prevRecord->m_masterCycle ) );
if( record->m_masterCycle > prevRecord->m_masterCycle ) { // the older record is higher in frame than the newer, it must have wrapped around from 1 back to 0
// add one to the newer so it is lerping from .9 to 1.1 instead of .9 to .1, for example.
float newCycle = Lerp( frac, record->m_masterCycle, prevRecord->m_masterCycle + 1 ); pPlayer->SetCycle(newCycle < 1 ? newCycle : newCycle - 1 );// and make sure .9 to 1.2 does not end up 1.05
} else { pPlayer->SetCycle( Lerp( frac, record->m_masterCycle, prevRecord->m_masterCycle ) ); } } if( !interpolatedMasters ) { pPlayer->SetSequence(record->m_masterSequence); pPlayer->SetCycle(record->m_masterCycle); }
////////////////////////
// Now do all the layers
int layerCount = pPlayer->GetNumAnimOverlays(); for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex ) { CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex); if( currentLayer ) { restore->m_layerRecords[layerIndex].m_cycle = currentLayer->m_flCycle; restore->m_layerRecords[layerIndex].m_order = currentLayer->m_nOrder; restore->m_layerRecords[layerIndex].m_sequence = currentLayer->m_nSequence; restore->m_layerRecords[layerIndex].m_weight = currentLayer->m_flWeight;
bool interpolated = false; if( (frac > 0.0f) && interpolationAllowed ) { LayerRecord &recordsLayerRecord = record->m_layerRecords[layerIndex]; LayerRecord &prevRecordsLayerRecord = prevRecord->m_layerRecords[layerIndex]; if( (recordsLayerRecord.m_order == prevRecordsLayerRecord.m_order) && (recordsLayerRecord.m_sequence == prevRecordsLayerRecord.m_sequence) ) { // We can't interpolate across a sequence or order change
interpolated = true; if( recordsLayerRecord.m_cycle > prevRecordsLayerRecord.m_cycle ) { // the older record is higher in frame than the newer, it must have wrapped around from 1 back to 0
// add one to the newer so it is lerping from .9 to 1.1 instead of .9 to .1, for example.
float newCycle = Lerp( frac, recordsLayerRecord.m_cycle, prevRecordsLayerRecord.m_cycle + 1 ); currentLayer->m_flCycle = newCycle < 1 ? newCycle : newCycle - 1;// and make sure .9 to 1.2 does not end up 1.05
} else { currentLayer->m_flCycle = Lerp( frac, recordsLayerRecord.m_cycle, prevRecordsLayerRecord.m_cycle ); } currentLayer->m_nOrder = recordsLayerRecord.m_order; currentLayer->m_nSequence = recordsLayerRecord.m_sequence; currentLayer->m_flWeight = Lerp( frac, recordsLayerRecord.m_weight, prevRecordsLayerRecord.m_weight ); } } if( !interpolated ) { //Either no interp, or interp failed. Just use record.
currentLayer->m_flCycle = record->m_layerRecords[layerIndex].m_cycle; currentLayer->m_nOrder = record->m_layerRecords[layerIndex].m_order; currentLayer->m_nSequence = record->m_layerRecords[layerIndex].m_sequence; currentLayer->m_flWeight = record->m_layerRecords[layerIndex].m_weight; } } } if ( !flags ) return; // we didn't change anything
if ( sv_lagflushbonecache.GetBool() ) pPlayer->InvalidateBoneCache();
/*char text[256]; Q_snprintf( text, sizeof(text), "time %.2f", flTargetTime );
pPlayer->DrawServerHitboxes( 10 ); NDebugOverlay::Text( org, text, false, 10 ); NDebugOverlay::EntityBounds( pPlayer, 255, 0, 0, 32, 10 ); */
m_RestorePlayer.Set( pl_index ); //remember that we changed this player
m_bNeedToRestore = true; // we changed at least one player
restore->m_fFlags = flags; // we need to restore these flags
change->m_fFlags = flags; // we have changed these flags
if( sv_showlagcompensation.GetInt() == 1 ) { pPlayer->DrawServerHitboxes(4, true); } }
void CLagCompensationManager::FinishLagCompensation( CBasePlayer *player ) { VPROF_BUDGET_FLAGS( "FinishLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING, BUDGETFLAG_CLIENT|BUDGETFLAG_SERVER );
m_pCurrentPlayer = NULL;
if ( !m_bNeedToRestore ) { m_isCurrentlyDoingCompensation = false; return; // no player was changed at all
}
// Iterate all active players
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { int pl_index = i - 1; if ( !m_RestorePlayer.Get( pl_index ) ) { // player wasn't changed by lag compensation
continue; }
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( !pPlayer ) { continue; }
LagRecord *restore = &m_RestoreData[ pl_index ]; LagRecord *change = &m_ChangeData[ pl_index ];
bool restoreSimulationTime = false;
if ( restore->m_fFlags & LC_SIZE_CHANGED ) { restoreSimulationTime = true; // see if simulation made any changes, if no, then do the restore, otherwise,
// leave new values in
if ( pPlayer->CollisionProp()->OBBMinsPreScaled() == change->m_vecMinsPreScaled && pPlayer->CollisionProp()->OBBMaxsPreScaled() == change->m_vecMaxsPreScaled ) { // Restore it
pPlayer->SetSize( restore->m_vecMinsPreScaled, restore->m_vecMaxsPreScaled ); } #ifdef STAGING_ONLY
else { Warning( "Should we really not restore the size?\n" ); } #endif
}
if ( restore->m_fFlags & LC_ANGLES_CHANGED ) { restoreSimulationTime = true;
if ( pPlayer->GetLocalAngles() == change->m_vecAngles ) { pPlayer->SetLocalAngles( restore->m_vecAngles ); } }
if ( restore->m_fFlags & LC_ORIGIN_CHANGED ) { restoreSimulationTime = true;
// Okay, let's see if we can do something reasonable with the change
Vector delta = pPlayer->GetLocalOrigin() - change->m_vecOrigin; // If it moved really far, just leave the player in the new spot!!!
if ( delta.Length2DSqr() < m_flTeleportDistanceSqr ) { RestorePlayerTo( pPlayer, restore->m_vecOrigin + delta ); } }
if( restore->m_fFlags & LC_ANIMATION_CHANGED ) { restoreSimulationTime = true;
pPlayer->SetSequence(restore->m_masterSequence); pPlayer->SetCycle(restore->m_masterCycle);
int layerCount = pPlayer->GetNumAnimOverlays(); for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex ) { CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex); if( currentLayer ) { currentLayer->m_flCycle = restore->m_layerRecords[layerIndex].m_cycle; currentLayer->m_nOrder = restore->m_layerRecords[layerIndex].m_order; currentLayer->m_nSequence = restore->m_layerRecords[layerIndex].m_sequence; currentLayer->m_flWeight = restore->m_layerRecords[layerIndex].m_weight; } } }
if ( restoreSimulationTime ) { pPlayer->SetSimulationTime( restore->m_flSimulationTime ); } }
m_isCurrentlyDoingCompensation = false; }
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