Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "usercmd.h"
#include "igamemovement.h"
#include "mathlib/mathlib.h"
#include "client.h"
#include "player_command.h"
#include "movehelper_server.h"
#include "iservervehicle.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IGameMovement *g_pGameMovement;
extern CMoveData *g_pMoveData; // This is a global because it is subclassed by each game.
extern ConVar sv_noclipduringpause;
ConVar sv_maxusrcmdprocessticks_warning( "sv_maxusrcmdprocessticks_warning", "-1", FCVAR_NONE, "Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled" );
static ConVar sv_maxusrcmdprocessticks_holdaim( "sv_maxusrcmdprocessticks_holdaim", "1", FCVAR_CHEAT, "Hold client aim for multiple server sim ticks when client-issued usrcmd contains multiple actions (0: off; 1: hold this server tick; 2+: hold multiple ticks)" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerMove::CPlayerMove( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: We're about to run this usercmd for the specified player. We can set up groupinfo and masking here, etc.
// This is the time to examine the usercmd for anything extra. This call happens even if think does not.
// Input : *player -
// *cmd -
//-----------------------------------------------------------------------------
void CPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd )
{
VPROF( "CPlayerMove::StartCommand" );
#if !defined( NO_ENTITY_PREDICTION )
CPredictableId::ResetInstanceCounters();
#endif
player->m_pCurrentCommand = cmd;
CBaseEntity::SetPredictionRandomSeed( cmd );
CBaseEntity::SetPredictionPlayer( player );
#if defined (HL2_DLL)
// pull out backchannel data and move this out
int i;
for (i = 0; i < cmd->entitygroundcontact.Count(); i++)
{
int entindex = cmd->entitygroundcontact[i].entindex;
CBaseEntity *pEntity = CBaseEntity::Instance( engine->PEntityOfEntIndex( entindex) );
if (pEntity)
{
CBaseAnimating *pAnimating = pEntity->GetBaseAnimating();
if (pAnimating)
{
pAnimating->SetIKGroundContactInfo( cmd->entitygroundcontact[i].minheight, cmd->entitygroundcontact[i].maxheight );
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: We've finished running a user's command
// Input : *player -
//-----------------------------------------------------------------------------
void CPlayerMove::FinishCommand( CBasePlayer *player )
{
VPROF( "CPlayerMove::FinishCommand" );
player->m_pCurrentCommand = NULL;
CBaseEntity::SetPredictionRandomSeed( NULL );
CBaseEntity::SetPredictionPlayer( NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Checks if the player is standing on a moving entity and adjusts velocity and
// basevelocity appropriately
// Input : *player -
// frametime -
//-----------------------------------------------------------------------------
void CPlayerMove::CheckMovingGround( CBasePlayer *player, double frametime )
{
VPROF( "CPlayerMove::CheckMovingGround()" );
CBaseEntity *groundentity;
if ( player->GetFlags() & FL_ONGROUND )
{
groundentity = player->GetGroundEntity();
if ( groundentity && ( groundentity->GetFlags() & FL_CONVEYOR) )
{
Vector vecNewVelocity;
groundentity->GetGroundVelocityToApply( vecNewVelocity );
if ( player->GetFlags() & FL_BASEVELOCITY )
{
vecNewVelocity += player->GetBaseVelocity();
}
player->SetBaseVelocity( vecNewVelocity );
player->AddFlag( FL_BASEVELOCITY );
}
}
if ( !( player->GetFlags() & FL_BASEVELOCITY ) )
{
// Apply momentum (add in half of the previous frame of velocity first)
player->ApplyAbsVelocityImpulse( (1.0 + ( frametime * 0.5 )) * player->GetBaseVelocity() );
player->SetBaseVelocity( vec3_origin );
}
player->RemoveFlag( FL_BASEVELOCITY );
}
//-----------------------------------------------------------------------------
// Purpose: Prepares for running movement
// Input : *player -
// *ucmd -
// *pHelper -
// *move -
// time -
//-----------------------------------------------------------------------------
void CPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
VPROF( "CPlayerMove::SetupMove" );
// Allow sound, etc. to be created by movement code
move->m_bFirstRunOfFunctions = true;
move->m_bGameCodeMovedPlayer = false;
if ( player->GetPreviouslyPredictedOrigin() != player->GetAbsOrigin() )
{
move->m_bGameCodeMovedPlayer = true;
}
// Prepare the usercmd fields
move->m_nImpulseCommand = ucmd->impulse;
move->m_vecViewAngles = ucmd->viewangles;
CBaseEntity *pMoveParent = player->GetMoveParent();
if (!pMoveParent)
{
move->m_vecAbsViewAngles = move->m_vecViewAngles;
}
else
{
matrix3x4_t viewToParent, viewToWorld;
AngleMatrix( move->m_vecViewAngles, viewToParent );
ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld );
MatrixAngles( viewToWorld, move->m_vecAbsViewAngles );
}
move->m_nButtons = ucmd->buttons;
// Ingore buttons for movement if at controls
if ( player->GetFlags() & FL_ATCONTROLS )
{
move->m_flForwardMove = 0;
move->m_flSideMove = 0;
move->m_flUpMove = 0;
}
else
{
move->m_flForwardMove = ucmd->forwardmove;
move->m_flSideMove = ucmd->sidemove;
move->m_flUpMove = ucmd->upmove;
}
// Prepare remaining fields
move->m_flClientMaxSpeed = player->m_flMaxspeed;
move->m_nOldButtons = player->m_Local.m_nOldButtons;
move->m_flOldForwardMove = player->m_Local.m_flOldForwardMove;
move->m_vecAngles = player->pl.v_angle;
move->m_vecVelocity = player->GetAbsVelocity();
move->m_nPlayerHandle = player;
move->SetAbsOrigin( player->GetAbsOrigin() );
// Copy constraint information
if ( player->m_hConstraintEntity.Get() )
move->m_vecConstraintCenter = player->m_hConstraintEntity.Get()->GetAbsOrigin();
else
move->m_vecConstraintCenter = player->m_vecConstraintCenter;
move->m_flConstraintRadius = player->m_flConstraintRadius;
move->m_flConstraintWidth = player->m_flConstraintWidth;
move->m_flConstraintSpeedFactor = player->m_flConstraintSpeedFactor;
}
//-----------------------------------------------------------------------------
// Purpose: Finishes running movement
// Input : *player -
// *move -
// *ucmd -
// time -
//-----------------------------------------------------------------------------
void CPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
VPROF( "CPlayerMove::FinishMove" );
// NOTE: Don't copy this. the movement code modifies its local copy but is not expecting to be authoritative
//player->m_flMaxspeed = move->m_flClientMaxSpeed;
player->SetAbsOrigin( move->GetAbsOrigin() );
player->SetAbsVelocity( move->m_vecVelocity );
player->SetPreviouslyPredictedOrigin( move->GetAbsOrigin() );
player->m_Local.m_nOldButtons = move->m_nButtons;
// Convert final pitch to body pitch
float pitch = move->m_vecAngles[ PITCH ];
if ( pitch > 180.0f )
{
pitch -= 360.0f;
}
pitch = clamp( pitch, -90.f, 90.f );
move->m_vecAngles[ PITCH ] = pitch;
player->SetBodyPitch( pitch );
player->SetLocalAngles( move->m_vecAngles );
// The class had better not have changed during the move!!
if ( player->m_hConstraintEntity )
Assert( move->m_vecConstraintCenter == player->m_hConstraintEntity.Get()->GetAbsOrigin() );
else
Assert( move->m_vecConstraintCenter == player->m_vecConstraintCenter );
Assert( move->m_flConstraintRadius == player->m_flConstraintRadius );
Assert( move->m_flConstraintWidth == player->m_flConstraintWidth );
Assert( move->m_flConstraintSpeedFactor == player->m_flConstraintSpeedFactor );
}
//-----------------------------------------------------------------------------
// Purpose: Called before player thinks
// Input : *player -
// thinktime -
//-----------------------------------------------------------------------------
void CPlayerMove::RunPreThink( CBasePlayer *player )
{
VPROF( "CPlayerMove::RunPreThink" );
// Run think functions on the player
VPROF_SCOPE_BEGIN( "player->PhysicsRunThink()" );
if ( !player->PhysicsRunThink() )
return;
VPROF_SCOPE_END();
VPROF_SCOPE_BEGIN( "g_pGameRules->PlayerThink( player )" );
// Called every frame to let game rules do any specific think logic for the player
g_pGameRules->PlayerThink( player );
VPROF_SCOPE_END();
VPROF_SCOPE_BEGIN( "player->PreThink()" );
player->PreThink();
VPROF_SCOPE_END();
}
//-----------------------------------------------------------------------------
// Purpose: Runs the PLAYER's thinking code if time. There is some play in the exact time the think
// function will be called, because it is called before any movement is done
// in a frame. Not used for pushmove objects, because they must be exact.
// Returns false if the entity removed itself.
// Input : *ent -
// frametime -
// clienttimebase -
// Output : void CPlayerMove::RunThink
//-----------------------------------------------------------------------------
void CPlayerMove::RunThink (CBasePlayer *player, double frametime )
{
VPROF( "CPlayerMove::RunThink" );
int thinktick = player->GetNextThinkTick();
if ( thinktick <= 0 || thinktick > player->m_nTickBase )
return;
//gpGlobals->curtime = thinktime;
player->SetNextThink( TICK_NEVER_THINK );
// Think
player->Think();
}
//-----------------------------------------------------------------------------
// Purpose: Called after player movement
// Input : *player -
// thinktime -
// frametime -
//-----------------------------------------------------------------------------
void CPlayerMove::RunPostThink( CBasePlayer *player )
{
VPROF( "CPlayerMove::RunPostThink" );
// Run post-think
player->PostThink();
}
void CommentarySystem_PePlayerRunCommand( CBasePlayer *player, CUserCmd *ucmd );
//-----------------------------------------------------------------------------
// Purpose: Runs movement commands for the player
// Input : *player -
// *ucmd -
// *moveHelper -
// Output : void CPlayerMove::RunCommand
//-----------------------------------------------------------------------------
void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
{
const float playerCurTime = player->m_nTickBase * TICK_INTERVAL;
const float playerFrameTime = player->m_bGamePaused ? 0 : TICK_INTERVAL;
const float flTimeAllowedForProcessing = player->ConsumeMovementTimeForUserCmdProcessing( playerFrameTime );
if ( !player->IsBot() && ( flTimeAllowedForProcessing < playerFrameTime ) )
{
// Make sure that the activity in command is erased because player cheated or dropped too many packets
double dblWarningFrequencyThrottle = sv_maxusrcmdprocessticks_warning.GetFloat();
if ( dblWarningFrequencyThrottle >= 0 )
{
static double s_dblLastWarningTime = 0;
double dblTimeNow = Plat_FloatTime();
if ( !s_dblLastWarningTime || ( dblTimeNow - s_dblLastWarningTime >= dblWarningFrequencyThrottle ) )
{
s_dblLastWarningTime = dblTimeNow;
Warning( "sv_maxusrcmdprocessticks_warning at server tick %u: Ignored client %s usrcmd (%.6f < %.6f)!\n", gpGlobals->tickcount, player->GetPlayerName(), flTimeAllowedForProcessing, playerFrameTime );
}
}
return; // Don't process this command
}
StartCommand( player, ucmd );
// Set globals appropriately
gpGlobals->curtime = playerCurTime;
gpGlobals->frametime = playerFrameTime;
// Prevent hacked clients from sending us invalid view angles to try to get leaf server code to crash
if ( !ucmd->viewangles.IsValid() || !IsEntityQAngleReasonable(ucmd->viewangles) )
{
ucmd->viewangles = vec3_angle;
}
// Add and subtract buttons we're forcing on the player
ucmd->buttons |= player->m_afButtonForced;
ucmd->buttons &= ~player->m_afButtonDisabled;
if ( player->m_bGamePaused )
{
// If no clipping and cheats enabled and noclipduring game enabled, then leave
// forwardmove and angles stuff in usercmd
if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
sv_cheats->GetBool() &&
sv_noclipduringpause.GetBool() )
{
gpGlobals->frametime = TICK_INTERVAL;
}
}
/*
// TODO: We can check whether the player is sending more commands than elapsed real time
cmdtimeremaining -= ucmd->msec;
if ( cmdtimeremaining < 0 )
{
// return;
}
*/
g_pGameMovement->StartTrackPredictionErrors( player );
CommentarySystem_PePlayerRunCommand( player, ucmd );
// Do weapon selection
if ( ucmd->weaponselect != 0 )
{
CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
if ( weapon )
{
VPROF( "player->SelectItem()" );
player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
}
}
IServerVehicle *pVehicle = player->GetVehicle();
// Latch in impulse.
if ( ucmd->impulse )
{
// Discard impulse commands unless the vehicle allows them.
// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
{
player->m_nImpulse = ucmd->impulse;
}
}
// Update player input button states
VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
player->UpdateButtonState( ucmd->buttons );
VPROF_SCOPE_END();
CheckMovingGround( player, TICK_INTERVAL );
g_pMoveData->m_vecOldAngles = player->pl.v_angle;
// Copy from command to player unless game .dll has set angle using fixangle
if ( player->pl.fixangle == FIXANGLE_NONE )
{
player->pl.v_angle = ucmd->viewangles;
}
else if( player->pl.fixangle == FIXANGLE_RELATIVE )
{
player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
}
// Call standard client pre-think
RunPreThink( player );
// Call Think if one is set
RunThink( player, TICK_INTERVAL );
// Setup input.
SetupMove( player, ucmd, moveHelper, g_pMoveData );
// Let the game do the movement.
if ( !pVehicle )
{
VPROF( "g_pGameMovement->ProcessMovement()" );
Assert( g_pGameMovement );
g_pGameMovement->ProcessMovement( player, g_pMoveData );
}
else
{
VPROF( "pVehicle->ProcessMovement()" );
pVehicle->ProcessMovement( player, g_pMoveData );
}
// Copy output
FinishMove( player, ucmd, g_pMoveData );
// If we have to restore the view angle then do so right now
if ( !player->IsBot() && ( gpGlobals->tickcount - player->GetLockViewanglesTickNumber() < sv_maxusrcmdprocessticks_holdaim.GetInt() ) )
{
player->pl.v_angle = player->GetLockViewanglesData();
}
// Let server invoke any needed impact functions
VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
moveHelper->ProcessImpacts();
VPROF_SCOPE_END();
RunPostThink( player );
g_pGameMovement->FinishTrackPredictionErrors( player );
FinishCommand( player );
// Let time pass
if ( gpGlobals->frametime > 0 )
{
player->m_nTickBase++;
}
}