Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( PREDICTION_H )
#define PREDICTION_H
#ifdef _WIN32
#pragma once
#endif
#include "mathlib/vector.h"
#include "iprediction.h"
#include "c_baseplayer.h"
#include "cdll_bounded_cvars.h"
class CMoveData;
class CUserCmd;
//-----------------------------------------------------------------------------
// Purpose: Implements prediction in the client .dll
//-----------------------------------------------------------------------------
class CPrediction : public IPrediction
{
// Construction
public:
DECLARE_CLASS_GAMEROOT( CPrediction, IPrediction );
CPrediction( void );
virtual ~CPrediction( void );
virtual void Init( void );
virtual void Shutdown( void );
// Implement IPrediction
public:
virtual void Update
(
int startframe, // World update ( un-modded ) most recently received
bool validframe, // Is frame data valid
int incoming_acknowledged, // Last command acknowledged to have been run by server (un-modded)
int outgoing_command // Last command (most recent) sent to server (un-modded)
);
virtual void OnReceivedUncompressedPacket( void );
virtual void PreEntityPacketReceived( int commands_acknowledged, int current_world_update_packet );
virtual void PostEntityPacketReceived( void );
virtual void PostNetworkDataReceived( int commands_acknowledged );
virtual bool InPrediction( void ) const;
virtual bool IsFirstTimePredicted( void ) const;
#if !defined( NO_ENTITY_PREDICTION )
virtual int GetIncomingPacketNumber( void ) const;
#endif
float GetIdealPitch( void ) const
{
return m_flIdealPitch;
}
// The engine needs to be able to access a few predicted values
virtual void GetViewOrigin( Vector& org );
virtual void SetViewOrigin( Vector& org );
virtual void GetViewAngles( QAngle& ang );
virtual void SetViewAngles( QAngle& ang );
virtual void GetLocalViewAngles( QAngle& ang );
virtual void SetLocalViewAngles( QAngle& ang );
virtual void RunCommand( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper );
// Internal
protected:
virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move );
virtual void SetIdealPitch ( C_BasePlayer *player, const Vector& origin, const QAngle& angles, const Vector& viewheight );
void CheckError( int commands_acknowledged );
// Called before and after any movement processing
void StartCommand( C_BasePlayer *player, CUserCmd *cmd );
void FinishCommand( C_BasePlayer *player );
// Helpers to call pre and post think for player, and to call think if a think function is set
void RunPreThink( C_BasePlayer *player );
void RunThink (C_BasePlayer *ent, double frametime );
void RunPostThink( C_BasePlayer *player );
private:
virtual void _Update
(
bool received_new_world_update,
bool validframe, // Is frame data valid
int incoming_acknowledged, // Last command acknowledged to have been run by server (un-modded)
int outgoing_command // Last command (most recent) sent to server (un-modded)
);
// Actually does the prediction work, returns false if an error occurred
bool PerformPrediction( bool received_new_world_update, C_BasePlayer *localPlayer, int incoming_acknowledged, int outgoing_command );
void ShiftIntermediateDataForward( int slots_to_remove, int previous_last_slot );
void RestoreEntityToPredictedFrame( int predicted_frame );
int ComputeFirstCommandToExecute( bool received_new_world_update, int incoming_acknowledged, int outgoing_command );
void DumpEntity( C_BaseEntity *ent, int commands_acknowledged );
void ShutdownPredictables( void );
void ReinitPredictables( void );
void RemoveStalePredictedEntities( int last_command_packet );
void RestoreOriginalEntityState( void );
void RunSimulation( int current_command, float curtime, CUserCmd *cmd, C_BasePlayer *localPlayer );
void Untouch( void );
void StorePredictionResults( int predicted_frame );
bool ShouldDumpEntity( C_BaseEntity *ent );
void SmoothViewOnMovingPlatform( C_BasePlayer *pPlayer, Vector& offset );
#if !defined( NO_ENTITY_PREDICTION )
// Data
protected:
// Last object the player was standing on
CHandle< C_BaseEntity > m_hLastGround;
private:
bool m_bInPrediction;
bool m_bFirstTimePredicted;
bool m_bOldCLPredictValue;
bool m_bEnginePaused;
// Last network origin for local player
int m_nPreviousStartFrame;
int m_nCommandsPredicted;
int m_nServerCommandsAcknowledged;
int m_bPreviousAckHadErrors;
int m_nIncomingPacketNumber;
#endif
float m_flIdealPitch;
};
extern CPrediction *prediction;
#endif // PREDICTION_H