diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/prediction.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/prediction.cpp')
| -rw-r--r-- | mp/src/game/client/prediction.cpp | 1834 |
1 files changed, 1834 insertions, 0 deletions
diff --git a/mp/src/game/client/prediction.cpp b/mp/src/game/client/prediction.cpp new file mode 100644 index 00000000..0c61e68a --- /dev/null +++ b/mp/src/game/client/prediction.cpp @@ -0,0 +1,1834 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "prediction.h"
+#include "igamemovement.h"
+#include "prediction_private.h"
+#include "ivrenderview.h"
+#include "iinput.h"
+#include "usercmd.h"
+#include <vgui_controls/Controls.h>
+#include <vgui/ISurface.h>
+#include <vgui/IScheme.h>
+#include "hud.h"
+#include "iclientvehicle.h"
+#include "in_buttons.h"
+#include "con_nprint.h"
+#include "hud_pdump.h"
+#include "datacache/imdlcache.h"
+
+#ifdef HL2_CLIENT_DLL
+#include "c_basehlplayer.h"
+#endif
+
+#include "tier0/vprof.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
+
+#if !defined( NO_ENTITY_PREDICTION )
+
+ConVar cl_predictweapons ( "cl_predictweapons","1", FCVAR_USERINFO | FCVAR_NOT_CONNECTED, "Perform client side prediction of weapon effects." );
+ConVar cl_lagcompensation ( "cl_lagcompensation","1", FCVAR_USERINFO | FCVAR_NOT_CONNECTED, "Perform server side lag compensation of weapon firing events." );
+ConVar cl_showerror ( "cl_showerror", "0", 0, "Show prediction errors, 2 for above plus detailed field deltas." );
+
+static ConVar cl_idealpitchscale ( "cl_idealpitchscale", "0.8", FCVAR_ARCHIVE );
+static ConVar cl_predictionlist ( "cl_predictionlist", "0", FCVAR_CHEAT, "Show which entities are predicting\n" );
+
+static ConVar cl_predictionentitydump( "cl_pdump", "-1", FCVAR_CHEAT, "Dump info about this entity to screen." );
+static ConVar cl_predictionentitydumpbyclass( "cl_pclass", "", FCVAR_CHEAT, "Dump entity by prediction classname." );
+static ConVar cl_pred_optimize( "cl_pred_optimize", "2", 0, "Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)." );
+
+#endif
+
+extern IGameMovement *g_pGameMovement;
+extern CMoveData *g_pMoveData;
+
+void COM_Log( char *pszFile, const char *fmt, ...);
+typedescription_t *FindFieldByName( const char *fieldname, datamap_t *dmap );
+
+#if !defined( NO_ENTITY_PREDICTION )
+//-----------------------------------------------------------------------------
+// Purpose: For debugging, find predictable by classname
+// Input : *classname -
+// Output : static C_BaseEntity
+//-----------------------------------------------------------------------------
+static C_BaseEntity *FindPredictableByGameClass( const char *classname )
+{
+ // Walk backward due to deletion from UtlVector
+ int c = predictables->GetPredictableCount();
+ int i;
+ for ( i = 0; i < c; i++ )
+ {
+ C_BaseEntity *ent = predictables->GetPredictable( i );
+ if ( !ent )
+ continue;
+
+ // Don't do anything to truly predicted things (like player and weapons )
+ if ( !FClassnameIs( ent, classname ) )
+ continue;
+
+ return ent;
+ }
+
+ return NULL;
+}
+#endif
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CPrediction::CPrediction( void )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ m_bInPrediction = false;
+ m_bFirstTimePredicted = false;
+
+ m_nIncomingPacketNumber = 0;
+ m_flIdealPitch = 0.0f;
+
+ m_nPreviousStartFrame = -1;
+
+ m_nCommandsPredicted = 0;
+ m_nServerCommandsAcknowledged = 0;
+ m_bPreviousAckHadErrors = false;
+#endif
+}
+
+CPrediction::~CPrediction( void )
+{
+}
+
+void CPrediction::Init( void )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ m_bOldCLPredictValue = cl_predict->GetInt();
+#endif
+}
+
+void CPrediction::Shutdown( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CPrediction::CheckError( int commands_acknowledged )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ C_BasePlayer *player;
+ Vector origin;
+ Vector delta;
+ float len;
+ static int pos = 0;
+
+ // Not in the game yet
+ if ( !engine->IsInGame() )
+ return;
+
+ // Not running prediction
+ if ( !cl_predict->GetInt() )
+ return;
+
+ player = C_BasePlayer::GetLocalPlayer();
+ if ( !player )
+ return;
+
+ // Not predictable yet (flush entity packet?)
+ if ( !player->IsIntermediateDataAllocated() )
+ return;
+
+ origin = player->GetNetworkOrigin();
+
+ const void *slot = player->GetPredictedFrame( commands_acknowledged - 1 );
+ if ( !slot )
+ return;
+
+ // Find the origin field in the database
+ typedescription_t *td = FindFieldByName( "m_vecNetworkOrigin", player->GetPredDescMap() );
+ Assert( td );
+ if ( !td )
+ return;
+
+ Vector predicted_origin;
+
+ memcpy( (Vector *)&predicted_origin, (Vector *)( (byte *)slot + td->fieldOffset[ PC_DATA_PACKED ] ), sizeof( Vector ) );
+
+ // Compare what the server returned with what we had predicted it to be
+ VectorSubtract ( predicted_origin, origin, delta );
+
+ len = VectorLength( delta );
+ if (len > MAX_PREDICTION_ERROR )
+ {
+ // A teleport or something, clear out error
+ len = 0;
+ }
+ else
+ {
+ if ( len > MIN_PREDICTION_EPSILON )
+ {
+ player->NotePredictionError( delta );
+
+ if ( cl_showerror.GetInt() >= 1 )
+ {
+ con_nprint_t np;
+ np.fixed_width_font = true;
+ np.color[0] = 1.0f;
+ np.color[1] = 0.95f;
+ np.color[2] = 0.7f;
+ np.index = 20 + ( ++pos % 20 );
+ np.time_to_live = 2.0f;
+
+ engine->Con_NXPrintf( &np, "pred error %6.3f units (%6.3f %6.3f %6.3f)", len, delta.x, delta.y, delta.z );
+ }
+ }
+ }
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPrediction::ShutdownPredictables( void )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ // Transfer intermediate data from other predictables
+ int c = predictables->GetPredictableCount();
+ int i;
+
+ int shutdown_count = 0;
+ int release_count = 0;
+
+ for ( i = c - 1; i >= 0 ; i-- )
+ {
+ C_BaseEntity *ent = predictables->GetPredictable( i );
+ if ( !ent )
+ continue;
+
+ // Shutdown predictables
+ if ( ent->GetPredictable() )
+ {
+ ent->ShutdownPredictable();
+ shutdown_count++;
+ }
+ // Otherwise, release client created entities
+ else
+ {
+ ent->Release();
+ release_count++;
+ }
+ }
+
+ if ( ( release_count > 0 ) ||
+ ( shutdown_count > 0 ) )
+ {
+ Msg( "Shutdown %i predictable entities and %i client-created entities\n",
+ shutdown_count,
+ release_count );
+ }
+
+ // All gone now...
+ Assert( predictables->GetPredictableCount() == 0 );
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPrediction::ReinitPredictables( void )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ // Go through all entities and init any eligible ones
+ int i;
+ int c = ClientEntityList().GetHighestEntityIndex();
+ for ( i = 0; i <= c; i++ )
+ {
+ C_BaseEntity *e = ClientEntityList().GetBaseEntity( i );
+ if ( !e )
+ continue;
+
+ if ( e->GetPredictable() )
+ continue;
+
+ e->CheckInitPredictable( "ReinitPredictables" );
+ }
+
+ Msg( "Reinitialized %i predictable entities\n",
+ predictables->GetPredictableCount() );
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPrediction::OnReceivedUncompressedPacket( void )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ m_nCommandsPredicted = 0;
+ m_nServerCommandsAcknowledged = 0;
+ m_nPreviousStartFrame = -1;
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : commands_acknowledged -
+// current_world_update_packet -
+// Output : void CPrediction::PreEntityPacketReceived
+//-----------------------------------------------------------------------------
+void CPrediction::PreEntityPacketReceived ( int commands_acknowledged, int current_world_update_packet )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+#if defined( _DEBUG )
+ char sz[ 32 ];
+ Q_snprintf( sz, sizeof( sz ), "preentitypacket%d", commands_acknowledged );
+ PREDICTION_TRACKVALUECHANGESCOPE( sz );
+#endif
+ VPROF( "CPrediction::PreEntityPacketReceived" );
+
+ // Cache off incoming packet #
+ m_nIncomingPacketNumber = current_world_update_packet;
+
+ // Don't screw up memory of current player from history buffers if not filling in history buffers
+ // during prediction!!!
+ if ( !cl_predict->GetInt() )
+ {
+ ShutdownPredictables();
+ return;
+ }
+
+ C_BasePlayer *current = C_BasePlayer::GetLocalPlayer();
+ // No local player object?
+ if ( !current )
+ return;
+
+ // Transfer intermediate data from other predictables
+ int c = predictables->GetPredictableCount();
+ int i;
+ for ( i = 0; i < c; i++ )
+ {
+ C_BaseEntity *ent = predictables->GetPredictable( i );
+ if ( !ent )
+ continue;
+
+ if ( !ent->GetPredictable() )
+ continue;
+
+ ent->PreEntityPacketReceived( commands_acknowledged );
+ }
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called for every packet received( could be multiple times per frame)
+//-----------------------------------------------------------------------------
+void CPrediction::PostEntityPacketReceived( void )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ PREDICTION_TRACKVALUECHANGESCOPE( "postentitypacket" );
+ VPROF( "CPrediction::PostEntityPacketReceived" );
+
+ // Don't screw up memory of current player from history buffers if not filling in history buffers
+ // during prediction!!!
+ if ( !cl_predict->GetInt() )
+ return;
+
+ C_BasePlayer *current = C_BasePlayer::GetLocalPlayer();
+ // No local player object?
+ if ( !current )
+ return;
+
+ // Transfer intermediate data from other predictables
+ int c = predictables->GetPredictableCount();
+ int i;
+ for ( i = 0; i < c; i++ )
+ {
+ C_BaseEntity *ent = predictables->GetPredictable( i );
+ if ( !ent )
+ continue;
+
+ if ( !ent->GetPredictable() )
+ continue;
+
+ ent->PostEntityPacketReceived();
+ }
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *ent -
+// Output : static bool
+//-----------------------------------------------------------------------------
+bool CPrediction::ShouldDumpEntity( C_BaseEntity *ent )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ int dump_entity = cl_predictionentitydump.GetInt();
+ if ( dump_entity != -1 )
+ {
+ bool dump = false;
+ if ( ent->entindex() == -1 )
+ {
+ dump = ( dump_entity == ent->entindex() ) ? true : false;
+ }
+ else
+ {
+ dump = ( ent->entindex() == dump_entity ) ? true : false;
+ }
+
+ if ( !dump )
+ {
+ return false;
+ }
+ }
+ else
+ {
+ if ( cl_predictionentitydumpbyclass.GetString()[ 0 ] == 0 )
+ return false;
+
+ if ( !FClassnameIs( ent, cl_predictionentitydumpbyclass.GetString() ) )
+ return false;
+ }
+ return true;
+#else
+ return false;
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called at the end of the frame if any packets were received
+// Input : error_check -
+// last_predicted -
+//-----------------------------------------------------------------------------
+void CPrediction::PostNetworkDataReceived( int commands_acknowledged )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::PostNetworkDataReceived" );
+
+ bool error_check = ( commands_acknowledged > 0 ) ? true : false;
+#if defined( _DEBUG )
+ char sz[ 32 ];
+ Q_snprintf( sz, sizeof( sz ), "postnetworkdata%d", commands_acknowledged );
+ PREDICTION_TRACKVALUECHANGESCOPE( sz );
+#endif
+#ifndef _XBOX
+ CPDumpPanel *dump = GetPDumpPanel();
+#endif
+ //Msg( "%i/%i ack %i commands/slot\n",
+ // gpGlobals->framecount,
+ // gpGlobals->tickcount,
+ // commands_acknowledged - 1 );
+
+ m_nServerCommandsAcknowledged += commands_acknowledged;
+ m_bPreviousAckHadErrors = false;
+
+ bool entityDumped = false;
+
+ C_BasePlayer *current = C_BasePlayer::GetLocalPlayer();
+ // No local player object?
+ if ( !current )
+ return;
+
+ // Don't screw up memory of current player from history buffers if not filling in history buffers
+ // during prediction!!!
+ if ( cl_predict->GetInt() )
+ {
+ int showlist = cl_predictionlist.GetInt();
+ int totalsize = 0;
+ int totalsize_intermediate = 0;
+
+ con_nprint_t np;
+ np.fixed_width_font = true;
+ np.color[0] = 0.8f;
+ np.color[1] = 1.0f;
+ np.color[2] = 1.0f;
+ np.time_to_live = 2.0f;
+
+ // Transfer intermediate data from other predictables
+ int c = predictables->GetPredictableCount();
+ int i;
+ for ( i = 0; i < c; i++ )
+ {
+ C_BaseEntity *ent = predictables->GetPredictable( i );
+ if ( !ent )
+ continue;
+
+ if ( ent->GetPredictable() )
+ {
+ if ( ent->PostNetworkDataReceived( m_nServerCommandsAcknowledged ) )
+ {
+ m_bPreviousAckHadErrors = true;
+ }
+ }
+
+ if ( showlist )
+ {
+ char sz[ 32 ];
+ if ( ent->entindex() == -1 )
+ {
+ Q_snprintf( sz, sizeof( sz ), "handle %u", (unsigned int)ent->GetClientHandle().ToInt() );
+ }
+ else
+ {
+ Q_snprintf( sz, sizeof( sz ), "%i", ent->entindex() );
+ }
+
+ np.index = i;
+
+ if ( showlist >= 2 )
+ {
+ int size = GetClassMap().GetClassSize( ent->GetClassname() );
+ int intermediate_size = ent->GetIntermediateDataSize() * ( MULTIPLAYER_BACKUP + 1 );
+
+ engine->Con_NXPrintf( &np, "%15s %30s (%5i / %5i bytes): %15s",
+ sz,
+ ent->GetClassname(),
+ size,
+ intermediate_size,
+ ent->GetPredictable() ? "predicted" : "client created" );
+
+ totalsize += size;
+ totalsize_intermediate += intermediate_size;
+ }
+ else
+ {
+ engine->Con_NXPrintf( &np, "%15s %30s: %15s",
+ sz,
+ ent->GetClassname(),
+ ent->GetPredictable() ? "predicted" : "client created" );
+ }
+ }
+#ifndef _XBOX
+ if ( error_check &&
+ !entityDumped &&
+ dump &&
+ ShouldDumpEntity( ent ) )
+ {
+ entityDumped = true;
+ dump->DumpEntity( ent, m_nServerCommandsAcknowledged );
+ }
+#endif
+ }
+
+ if ( showlist >= 2 )
+ {
+ np.index = i++;
+ char sz1[32];
+ char sz2[32];
+
+ Q_strncpy( sz1, Q_pretifymem( (float)totalsize ), sizeof( sz1 ) );
+ Q_strncpy( sz2, Q_pretifymem( (float)totalsize_intermediate ), sizeof( sz2 ) );
+
+ engine->Con_NXPrintf( &np, "%15s %27s (%s / %s) %14s",
+ "totals:",
+ "",
+ sz1,
+ sz2,
+ "" );
+ }
+
+ // Zero out rest of list
+ if ( showlist )
+ {
+ while ( i < 20 )
+ {
+ engine->Con_NPrintf( i, "" );
+ i++;
+ }
+ }
+
+ if ( error_check )
+ {
+ CheckError( m_nServerCommandsAcknowledged );
+ }
+ }
+
+ // Can also look at regular entities
+#ifndef _XBOX
+ int dumpentindex = cl_predictionentitydump.GetInt();
+ if ( dump && error_check && !entityDumped && dumpentindex != -1 )
+ {
+ int last_entity = ClientEntityList().GetHighestEntityIndex();
+ if ( dumpentindex >= 0 && dumpentindex <= last_entity )
+ {
+ C_BaseEntity *ent = ClientEntityList().GetBaseEntity( dumpentindex );
+ if ( ent )
+ {
+ dump->DumpEntity( ent, m_nServerCommandsAcknowledged );
+ entityDumped = true;
+ }
+ }
+ }
+#endif
+ if ( cl_predict->GetBool() != m_bOldCLPredictValue )
+ {
+ if ( !m_bOldCLPredictValue )
+ {
+ ReinitPredictables();
+ }
+
+ m_nCommandsPredicted = 0;
+ m_nServerCommandsAcknowledged = 0;
+ m_nPreviousStartFrame = -1;
+ }
+
+ m_bOldCLPredictValue = cl_predict->GetInt();
+
+#ifndef _XBOX
+ if ( dump && error_check && !entityDumped )
+ {
+ dump->Clear();
+ }
+#endif
+#endif
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Prepare for running prediction code
+// Input : *ucmd -
+// *from -
+// *pHelper -
+// &moveInput -
+//-----------------------------------------------------------------------------
+void CPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::SetupMove" );
+
+ move->m_bFirstRunOfFunctions = IsFirstTimePredicted();
+
+ move->m_nPlayerHandle = player->GetClientHandle();
+ move->m_vecVelocity = player->GetAbsVelocity();
+ move->SetAbsOrigin( player->GetNetworkOrigin() );
+ move->m_vecOldAngles = move->m_vecAngles;
+ move->m_nOldButtons = player->m_Local.m_nOldButtons;
+ move->m_flClientMaxSpeed = player->m_flMaxspeed;
+
+ move->m_vecAngles = ucmd->viewangles;
+ move->m_vecViewAngles = ucmd->viewangles;
+ move->m_nImpulseCommand = ucmd->impulse;
+ move->m_nButtons = ucmd->buttons;
+
+ 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 );
+ }
+
+
+ // 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;
+ }
+
+ IClientVehicle *pVehicle = player->GetVehicle();
+ if (pVehicle)
+ {
+ pVehicle->SetupMove( player, ucmd, pHelper, move );
+ }
+
+ // Copy constraint information
+ if ( player->m_hConstraintEntity )
+ move->m_vecConstraintCenter = player->m_hConstraintEntity->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;
+
+#ifdef HL2_CLIENT_DLL
+ // Convert to HL2 data.
+ C_BaseHLPlayer *pHLPlayer = static_cast<C_BaseHLPlayer*>( player );
+ Assert( pHLPlayer );
+
+ CHLMoveData *pHLMove = static_cast<CHLMoveData*>( move );
+ Assert( pHLMove );
+
+ pHLMove->m_bIsSprinting = pHLPlayer->IsSprinting();
+#endif
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Finish running prediction code
+// Input : &move -
+// *to -
+//-----------------------------------------------------------------------------
+void CPrediction::FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::FinishMove" );
+
+ player->m_RefEHandle = move->m_nPlayerHandle;
+
+ player->m_vecVelocity = move->m_vecVelocity;
+
+ player->m_vecNetworkOrigin = move->GetAbsOrigin();
+
+ player->m_Local.m_nOldButtons = move->m_nButtons;
+
+
+ // 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;
+
+ m_hLastGround = player->GetGroundEntity();
+
+ player->SetLocalOrigin( move->GetAbsOrigin() );
+
+ IClientVehicle *pVehicle = player->GetVehicle();
+ if (pVehicle)
+ {
+ pVehicle->FinishMove( player, ucmd, move );
+ }
+
+ // Sanity checks
+ if ( player->m_hConstraintEntity )
+ Assert( move->m_vecConstraintCenter == player->m_hConstraintEntity->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 );
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called before any movement processing
+// Input : *player -
+// *cmd -
+//-----------------------------------------------------------------------------
+void CPrediction::StartCommand( C_BasePlayer *player, CUserCmd *cmd )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::StartCommand" );
+
+ CPredictableId::ResetInstanceCounters();
+
+ player->m_pCurrentCommand = cmd;
+ C_BaseEntity::SetPredictionRandomSeed( cmd );
+ C_BaseEntity::SetPredictionPlayer( player );
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called after any movement processing
+// Input : *player -
+//-----------------------------------------------------------------------------
+void CPrediction::FinishCommand( C_BasePlayer *player )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::FinishCommand" );
+
+ player->m_pCurrentCommand = NULL;
+ C_BaseEntity::SetPredictionRandomSeed( NULL );
+ C_BaseEntity::SetPredictionPlayer( NULL );
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called before player thinks
+// Input : *player -
+// thinktime -
+//-----------------------------------------------------------------------------
+void CPrediction::RunPreThink( C_BasePlayer *player )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::RunPreThink" );
+
+ // Run think functions on the player
+ if ( !player->PhysicsRunThink() )
+ return;
+
+ // Called every frame to let game rules do any specific think logic for the player
+ // FIXME: Do we need to set up a client side version of the gamerules???
+ // g_pGameRules->PlayerThink( player );
+
+ player->PreThink();
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// 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 CPrediction::RunThink (C_BasePlayer *player, double frametime )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::RunThink" );
+
+ int thinktick = player->GetNextThinkTick();
+
+ if ( thinktick <= 0 || thinktick > player->m_nTickBase )
+ return;
+
+ player->SetNextThink( TICK_NEVER_THINK );
+
+ // Think
+ player->Think();
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Called after player movement
+// Input : *player -
+// thinktime -
+// frametime -
+//-----------------------------------------------------------------------------
+void CPrediction::RunPostThink( C_BasePlayer *player )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::RunPostThink" );
+
+ // Run post-think
+ player->PostThink();
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Predicts a single movement command for player
+// Input : *moveHelper -
+// *player -
+// *u -
+//-----------------------------------------------------------------------------
+void CPrediction::RunCommand( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::RunCommand" );
+#if defined( _DEBUG )
+ char sz[ 32 ];
+ Q_snprintf( sz, sizeof( sz ), "runcommand%04d", ucmd->command_number );
+ PREDICTION_TRACKVALUECHANGESCOPE( sz );
+#endif
+ StartCommand( player, ucmd );
+
+ // Set globals appropriately
+ gpGlobals->curtime = player->m_nTickBase * TICK_INTERVAL;
+ gpGlobals->frametime = m_bEnginePaused ? 0 : TICK_INTERVAL;
+
+ g_pGameMovement->StartTrackPredictionErrors( player );
+
+// TODO
+// TODO: Check for impulse predicted?
+
+ // Do weapon selection
+ if ( ucmd->weaponselect != 0 )
+ {
+ C_BaseCombatWeapon *weapon = dynamic_cast< C_BaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
+ if ( weapon )
+ {
+ player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
+ }
+ }
+
+ // Latch in impulse.
+ IClientVehicle *pVehicle = player->GetVehicle();
+ 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;
+ }
+ }
+
+ // Get button states
+ player->UpdateButtonState( ucmd->buttons );
+
+// TODO
+// CheckMovingGround( player, ucmd->frametime );
+
+// TODO
+// 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 )
+ {
+ player->SetLocalViewAngles( ucmd->viewangles );
+ }
+
+ // 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 );
+ }
+
+ // RUN MOVEMENT
+ if ( !pVehicle )
+ {
+ Assert( g_pGameMovement );
+ g_pGameMovement->ProcessMovement( player, g_pMoveData );
+ }
+ else
+ {
+ pVehicle->ProcessMovement( player, g_pMoveData );
+ }
+
+ FinishMove( player, ucmd, g_pMoveData );
+
+ RunPostThink( player );
+
+ g_pGameMovement->FinishTrackPredictionErrors( player );
+
+ FinishCommand( player );
+
+ if ( gpGlobals->frametime > 0 )
+ {
+ player->m_nTickBase++;
+ }
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: In the forward direction, creates rays straight down and determines the
+// height of the 'floor' hit for each forward test. Then, if the samples show that the
+// player is about to enter an up/down slope, sets *idealpitch to look up or down that slope
+// as appropriate
+//-----------------------------------------------------------------------------
+void CPrediction::SetIdealPitch ( C_BasePlayer *player, const Vector& origin, const QAngle& angles, const Vector& viewheight )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ Vector forward;
+ Vector top, bottom;
+ float floor_height[MAX_FORWARD];
+ int i, j;
+ int step, dir, steps;
+ trace_t tr;
+
+ if ( player->GetGroundEntity() == NULL )
+ return;
+
+ // Don't do this on the 360..
+ if ( IsX360() )
+ return;
+
+ AngleVectors( angles, &forward );
+ forward[2] = 0;
+
+ // Now move forward by 36, 48, 60, etc. units from the eye position and drop lines straight down
+ // 160 or so units to see what's below
+ for (i=0 ; i<MAX_FORWARD ; i++)
+ {
+ VectorMA( origin, (i+3)*12, forward, top );
+
+ top[2] += viewheight[ 2 ];
+
+ VectorCopy( top, bottom );
+
+ bottom[2] -= 160;
+
+ UTIL_TraceLine( top, bottom, MASK_SOLID, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
+
+ // looking at a wall, leave ideal the way it was
+ if ( tr.allsolid )
+ return;
+
+ // near a dropoff/ledge
+ if ( tr.fraction == 1 )
+ return;
+
+ floor_height[i] = top[2] + tr.fraction*( bottom[2] - top[2] );
+ }
+
+ dir = 0;
+ steps = 0;
+ for (j=1 ; j<i ; j++)
+ {
+ step = floor_height[j] - floor_height[j-1];
+ if (step > -ON_EPSILON && step < ON_EPSILON)
+ continue;
+
+ if (dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ) )
+ return; // mixed changes
+
+ steps++;
+ dir = step;
+ }
+
+ if (!dir)
+ {
+ m_flIdealPitch = 0;
+ return;
+ }
+
+ if (steps < 2)
+ return;
+ m_flIdealPitch = -dir * cl_idealpitchscale.GetFloat();
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Walk backward through predictables looking for ClientCreated entities
+// such as projectiles which were
+// 1) not actually ack'd by the server or
+// 2) were ack'd and made dormant and can now safely be removed
+// Input : last_command_packet -
+//-----------------------------------------------------------------------------
+void CPrediction::RemoveStalePredictedEntities( int sequence_number )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::RemoveStalePredictedEntities" );
+
+ int oldest_allowable_command = sequence_number;
+
+ // Walk backward due to deletion from UtlVector
+ int c = predictables->GetPredictableCount();
+ int i;
+ for ( i = c - 1; i >= 0; i-- )
+ {
+ C_BaseEntity *ent = predictables->GetPredictable( i );
+ if ( !ent )
+ continue;
+
+ // Don't do anything to truly predicted things (like player and weapons )
+ if ( ent->GetPredictable() )
+ continue;
+
+ // What's left should be things like projectiles that are just waiting to be "linked"
+ // to their server counterpart and deleted
+ Assert( ent->IsClientCreated() );
+ if ( !ent->IsClientCreated() )
+ continue;
+
+ // Snag the PredictionContext
+ PredictionContext *ctx = ent->m_pPredictionContext;
+ if ( !ctx )
+ {
+ continue;
+ }
+
+ // If it was ack'd then the server sent us the entity.
+ // Leave it unless it wasn't made dormant this frame, in
+ // which case it can be removed now
+ if ( ent->m_PredictableID.GetAcknowledged() )
+ {
+ // Hasn't become dormant yet!!!
+ if ( !ent->IsDormantPredictable() )
+ {
+ Assert( 0 );
+ continue;
+ }
+
+ // Still gets to live till next frame
+ if ( ent->BecameDormantThisPacket() )
+ continue;
+
+ C_BaseEntity *serverEntity = ctx->m_hServerEntity;
+ if ( serverEntity )
+ {
+ // Notify that it's going to go away
+ serverEntity->OnPredictedEntityRemove( true, ent );
+ }
+ }
+ else
+ {
+ // Check context to see if it's too old?
+ int command_entity_creation_happened = ctx->m_nCreationCommandNumber;
+ // Give it more time to live...not time to kill it yet
+ if ( command_entity_creation_happened > oldest_allowable_command )
+ continue;
+
+ // If the client predicted the KILLME flag it's possible
+ // that entity had such a short life that it actually
+ // never was sent to us. In that case, just let it die a silent death
+ if ( !ent->IsEFlagSet( EFL_KILLME ) )
+ {
+ if ( cl_showerror.GetInt() != 0 )
+ {
+ // It's bogus, server doesn't have a match, destroy it:
+ Msg( "Removing unack'ed predicted entity: %s created %s(%i) id == %s : %p\n",
+ ent->GetClassname(),
+ ctx->m_pszCreationModule,
+ ctx->m_nCreationLineNumber,
+ ent->m_PredictableID.Describe(),
+ ent );
+ }
+ }
+
+ // FIXME: Do we need an OnPredictedEntityRemove call with an "it's not valid"
+ // flag of some kind
+ }
+
+ // This will remove it from predictables list and will also free the entity, etc.
+ ent->Release();
+ }
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPrediction::RestoreOriginalEntityState( void )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::RestoreOriginalEntityState" );
+ PREDICTION_TRACKVALUECHANGESCOPE( "restore" );
+
+ Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
+
+ // Transfer intermediate data from other predictables
+ int pc = predictables->GetPredictableCount();
+ int p;
+ for ( p = 0; p < pc; p++ )
+ {
+ C_BaseEntity *ent = predictables->GetPredictable( p );
+ if ( !ent )
+ continue;
+
+ if ( ent->GetPredictable() )
+ {
+ ent->RestoreData( "RestoreOriginalEntityState", C_BaseEntity::SLOT_ORIGINALDATA, PC_EVERYTHING );
+ }
+ }
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : current_command -
+// curtime -
+// *cmd -
+// *tcmd -
+// *localPlayer -
+//-----------------------------------------------------------------------------
+void CPrediction::RunSimulation( int current_command, float curtime, CUserCmd *cmd, C_BasePlayer *localPlayer )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::RunSimulation" );
+
+ Assert( localPlayer );
+ C_CommandContext *ctx = localPlayer->GetCommandContext();
+ Assert( ctx );
+
+ ctx->needsprocessing = true;
+ ctx->cmd = *cmd;
+ ctx->command_number = current_command;
+
+ IPredictionSystem::SuppressEvents( !IsFirstTimePredicted() );
+
+ int i;
+
+ // Make sure simulation occurs at most once per entity per usercmd
+ for ( i = 0; i < predictables->GetPredictableCount(); i++ )
+ {
+ C_BaseEntity *entity = predictables->GetPredictable( i );
+ if ( entity )
+ {
+ entity->m_nSimulationTick = -1;
+ }
+ }
+
+ // Don't used cached numpredictables since entities can be created mid-prediction by the player
+ for ( i = 0; i < predictables->GetPredictableCount(); i++ )
+ {
+ // Always reset
+ gpGlobals->curtime = curtime;
+ gpGlobals->frametime = m_bEnginePaused ? 0 : TICK_INTERVAL;
+
+ C_BaseEntity *entity = predictables->GetPredictable( i );
+
+ if ( !entity )
+ continue;
+
+ bool islocal = ( localPlayer == entity ) ? true : false;
+
+ // Local player simulates first, if this assert fires then the predictables list isn't sorted
+ // correctly (or we started predicting C_World???)
+ if ( islocal )
+ {
+ Assert( i == 0 );
+ }
+
+ // Player can't be this so cull other entities here
+ if ( entity->GetFlags() & FL_STATICPROP )
+ {
+ continue;
+ }
+
+ // Player is not actually in the m_SimulatedByThisPlayer list, of course
+ if ( entity->IsPlayerSimulated() )
+ {
+ continue;
+ }
+
+ if ( AddDataChangeEvent( entity, DATA_UPDATE_DATATABLE_CHANGED, &entity->m_DataChangeEventRef ) )
+ {
+ entity->OnPreDataChanged( DATA_UPDATE_DATATABLE_CHANGED );
+ }
+
+ // Certain entities can be created locally and if so created, should be
+ // simulated until a network update arrives
+ if ( entity->IsClientCreated() )
+ {
+ // Only simulate these on new usercmds
+ if ( !IsFirstTimePredicted() )
+ continue;
+
+ entity->PhysicsSimulate();
+ }
+ else
+ {
+ entity->PhysicsSimulate();
+ }
+
+ // Don't update last networked data here!!!
+ entity->OnLatchInterpolatedVariables( LATCH_SIMULATION_VAR | LATCH_ANIMATION_VAR | INTERPOLATE_OMIT_UPDATE_LAST_NETWORKED );
+ }
+
+ // Always reset after running command
+ IPredictionSystem::SuppressEvents( false );
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPrediction::Untouch( void )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ int numpredictables = predictables->GetPredictableCount();
+
+ // Loop through all entities again, checking their untouch if flagged to do so
+ int i;
+ for ( i = 0; i < numpredictables; i++ )
+ {
+ C_BaseEntity *entity = predictables->GetPredictable( i );
+ if ( !entity )
+ continue;
+
+ if ( !entity->GetCheckUntouch() )
+ continue;
+
+ entity->PhysicsCheckForEntityUntouch();
+ }
+#endif
+}
+
+#if !defined( NO_ENTITY_PREDICTION )
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void InvalidateEFlagsRecursive( C_BaseEntity *pEnt, int nDirtyFlags, int nChildFlags = 0 )
+{
+ pEnt->AddEFlags( nDirtyFlags );
+ nDirtyFlags |= nChildFlags;
+ for (CBaseEntity *pChild = pEnt->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer())
+ {
+ InvalidateEFlagsRecursive( pChild, nDirtyFlags );
+ }
+}
+#endif
+
+void CPrediction::StorePredictionResults( int predicted_frame )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::StorePredictionResults" );
+ PREDICTION_TRACKVALUECHANGESCOPE( "save" );
+
+ int i;
+ int numpredictables = predictables->GetPredictableCount();
+
+ // Now save off all of the results
+ for ( i = 0; i < numpredictables; i++ )
+ {
+ C_BaseEntity *entity = predictables->GetPredictable( i );
+ if ( !entity )
+ continue;
+
+ // Certain entities can be created locally and if so created, should be
+ // simulated until a network update arrives
+ if ( !entity->GetPredictable() )
+ continue;
+
+ // FIXME: The lack of this call inexplicably actually creates prediction errors
+ InvalidateEFlagsRecursive( entity, EFL_DIRTY_ABSTRANSFORM | EFL_DIRTY_ABSVELOCITY | EFL_DIRTY_ABSANGVELOCITY );
+
+ entity->SaveData( "StorePredictionResults", predicted_frame, PC_EVERYTHING );
+ }
+#endif
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : slots_to_remove -
+// previous_last_slot -
+//-----------------------------------------------------------------------------
+void CPrediction::ShiftIntermediateDataForward( int slots_to_remove, int number_of_commands_run )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::ShiftIntermediateDataForward" );
+ PREDICTION_TRACKVALUECHANGESCOPE( "shift" );
+
+ C_BasePlayer *current = C_BasePlayer::GetLocalPlayer();
+ // No local player object?
+ if ( !current )
+ return;
+
+ // Don't screw up memory of current player from history buffers if not filling in history buffers
+ // during prediction!!!
+ if ( !cl_predict->GetInt() )
+ return;
+
+ int c = predictables->GetPredictableCount();
+ int i;
+ for ( i = 0; i < c; i++ )
+ {
+ C_BaseEntity *ent = predictables->GetPredictable( i );
+ if ( !ent )
+ continue;
+
+ if ( !ent->GetPredictable() )
+ continue;
+
+ ent->ShiftIntermediateDataForward( slots_to_remove, number_of_commands_run );
+ }
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : predicted_frame -
+//-----------------------------------------------------------------------------
+void CPrediction::RestoreEntityToPredictedFrame( int predicted_frame )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::RestoreEntityToPredictedFrame" );
+ PREDICTION_TRACKVALUECHANGESCOPE( "restoretopred" );
+
+ C_BasePlayer *current = C_BasePlayer::GetLocalPlayer();
+ // No local player object?
+ if ( !current )
+ return;
+
+ // Don't screw up memory of current player from history buffers if not filling in history buffers
+ // during prediction!!!
+ if ( !cl_predict->GetInt() )
+ return;
+
+ int c = predictables->GetPredictableCount();
+ int i;
+ for ( i = 0; i < c; i++ )
+ {
+ C_BaseEntity *ent = predictables->GetPredictable( i );
+ if ( !ent )
+ continue;
+
+ if ( !ent->GetPredictable() )
+ continue;
+
+ ent->RestoreData( "RestoreEntityToPredictedFrame", predicted_frame, PC_EVERYTHING );
+ }
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Computes starting destination for intermediate prediction data results and
+// does any fixups required by network optimization
+// Input : received_new_world_update -
+// incoming_acknowledged -
+// Output : int
+//-----------------------------------------------------------------------------
+int CPrediction::ComputeFirstCommandToExecute( bool received_new_world_update, int incoming_acknowledged, int outgoing_command )
+{
+ int destination_slot = 1;
+#if !defined( NO_ENTITY_PREDICTION )
+ int skipahead = 0;
+
+ // If we didn't receive a new update ( or we received an update that didn't ack any new CUserCmds --
+ // so for the player it should be just like receiving no update ), just jump right up to the very
+ // last command we created for this very frame since we probably wouldn't have had any errors without
+ // being notified by the server of such a case.
+ // NOTE: received_new_world_update only gets set to false if cl_pred_optimize >= 1
+ if ( !received_new_world_update || !m_nServerCommandsAcknowledged )
+ {
+ // this is where we would normally start
+ int start = incoming_acknowledged + 1;
+ // outgoing_command is where we really want to start
+ skipahead = MAX( 0, ( outgoing_command - start ) );
+ // Don't start past the last predicted command, though, or we'll get prediction errors
+ skipahead = MIN( skipahead, m_nCommandsPredicted );
+
+ // Always restore since otherwise we might start prediction using an "interpolated" value instead of a purely predicted value
+ RestoreEntityToPredictedFrame( skipahead - 1 );
+
+ //Msg( "%i/%i no world, skip to %i restore from slot %i\n",
+ // gpGlobals->framecount,
+ // gpGlobals->tickcount,
+ // skipahead,
+ // skipahead - 1 );
+ }
+ else
+ {
+ // Otherwise, there is a second optimization, wherein if we did receive an update, but no
+ // values differed (or were outside their epsilon) and the server actually acknowledged running
+ // one or more commands, then we can revert the entity to the predicted state from last frame,
+ // shift the # of commands worth of intermediate state off of front the intermediate state array, and
+ // only predict the usercmd from the latest render frame.
+ if ( cl_pred_optimize.GetInt() >= 2 &&
+ !m_bPreviousAckHadErrors &&
+ m_nCommandsPredicted > 0 &&
+ m_nServerCommandsAcknowledged <= m_nCommandsPredicted )
+ {
+ // Copy all of the previously predicted data back into entity so we can skip repredicting it
+ // This is the final slot that we previously predicted
+ RestoreEntityToPredictedFrame( m_nCommandsPredicted - 1 );
+
+ // Shift intermediate state blocks down by # of commands ack'd
+ ShiftIntermediateDataForward( m_nServerCommandsAcknowledged, m_nCommandsPredicted );
+
+ // Only predict new commands (note, this should be the same number that we could compute
+ // above based on outgoing_command - incoming_acknowledged - 1
+ skipahead = ( m_nCommandsPredicted - m_nServerCommandsAcknowledged );
+
+ //Msg( "%i/%i optimize2, skip to %i restore from slot %i\n",
+ // gpGlobals->framecount,
+ // gpGlobals->tickcount,
+ // skipahead,
+ // m_nCommandsPredicted - 1 );
+ }
+ else
+ {
+ if ( m_bPreviousAckHadErrors )
+ {
+ C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
+
+ // If an entity gets a prediction error, then we want to clear out its interpolated variables
+ // so we don't mix different samples at the same timestamps. We subtract 1 tick interval here because
+ // if we don't, we'll have 3 interpolation entries with the same timestamp as this predicted
+ // frame, so we won't be able to interpolate (which leads to jerky movement in the player when
+ // ANY entity like your gun gets a prediction error).
+ float flPrev = gpGlobals->curtime;
+ gpGlobals->curtime = pLocalPlayer->GetTimeBase() - TICK_INTERVAL;
+
+ for ( int i = 0; i < predictables->GetPredictableCount(); i++ )
+ {
+ C_BaseEntity *entity = predictables->GetPredictable( i );
+ if ( entity )
+ {
+ entity->ResetLatched();
+ }
+ }
+
+ gpGlobals->curtime = flPrev;
+ }
+ }
+ }
+
+ destination_slot += skipahead;
+
+ // Always reset these values now that we handled them
+ m_nCommandsPredicted = 0;
+ m_bPreviousAckHadErrors = false;
+ m_nServerCommandsAcknowledged = 0;
+#endif
+ return destination_slot;
+}
+
+//-----------------------------------------------------------------------------
+// Actually does the prediction work, returns false if an error occurred
+//-----------------------------------------------------------------------------
+bool CPrediction::PerformPrediction( bool received_new_world_update, C_BasePlayer *localPlayer,
+ int incoming_acknowledged, int outgoing_command )
+{
+ MDLCACHE_CRITICAL_SECTION();
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF( "CPrediction::PerformPrediction" );
+
+ // This makes sure , tahe we are allwoed to sample the world when it may not be ready to be sampled
+ Assert( C_BaseEntity::IsAbsQueriesValid() );
+ Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
+
+ m_bInPrediction = true;
+
+ // undo interpolation changes for entities we stand on
+ C_BaseEntity *entity = localPlayer->GetGroundEntity();
+
+ while ( entity && entity->entindex() > 0)
+ {
+ entity->MoveToLastReceivedPosition();
+ // undo changes for moveparents too
+ entity = entity->GetMoveParent();
+ }
+
+ // Start at command after last one server has processed and
+ // go until we get to targettime or we run out of new commands
+ int i = ComputeFirstCommandToExecute( received_new_world_update, incoming_acknowledged, outgoing_command );
+
+ //Msg( "%i/%i tickbase %i\n",
+ // gpGlobals->framecount,
+ // gpGlobals->tickcount,
+ // localPlayer->m_nTickBase );
+
+ //for ( int k = 1; k < i; k++ )
+ //{
+ // Msg( "%i/%i Skip final tick %i into slot %i\n",
+ // gpGlobals->framecount, gpGlobals->tickcount,
+ // localPlayer->m_nTickBase - i + k + 1,
+ // k - 1 );
+ //}
+
+ Assert( i >= 1 );
+ while ( true )
+ {
+ // Incoming_acknowledged is the last usercmd the server acknowledged having acted upon
+ int current_command = incoming_acknowledged + i;
+
+ // We've caught up to the current command.
+ if ( current_command > outgoing_command )
+ break;
+
+ if ( i >= MULTIPLAYER_BACKUP )
+ break;
+
+ CUserCmd *cmd = input->GetUserCmd( current_command );
+
+ if ( !cmd )
+ {
+ break;
+ }
+
+
+ // Is this the first time predicting this
+ m_bFirstTimePredicted = !cmd->hasbeenpredicted;
+
+ // Set globals appropriately
+ float curtime = ( localPlayer->m_nTickBase ) * TICK_INTERVAL;
+
+ RunSimulation( current_command, curtime, cmd, localPlayer );
+
+ gpGlobals->curtime = curtime;
+ gpGlobals->frametime = m_bEnginePaused ? 0 : TICK_INTERVAL;
+
+ // Call untouch on any entities no longer predicted to be touching
+ Untouch();
+
+ // Store intermediate data into appropriate slot
+ StorePredictionResults( i - 1 ); // Note that I starts at 1
+
+ m_nCommandsPredicted = i;
+
+ if ( current_command == outgoing_command )
+ {
+ localPlayer->m_nFinalPredictedTick = localPlayer->m_nTickBase;
+ }
+ /*
+ if ( 0 )
+ {
+ localPlayer->m_nFinalPredictedTick = localPlayer->m_nTickBase;
+ Msg( "%i/%i Latch final tick %i start == %i into slot %i\n",
+ gpGlobals->framecount, gpGlobals->tickcount,
+ localPlayer->m_nFinalPredictedTick,
+ localPlayer->m_nFinalPredictedTick - i,
+ i - 1 );
+ }
+ */
+
+ /*
+ Msg( "%i/%i Predicted command %i tickbase == %i first %s\n",
+ gpGlobals->framecount, gpGlobals->tickcount,
+ m_nCommandsPredicted,
+ localPlayer->m_nTickBase,
+ m_bFirstTimePredicted ? "yes" : "no" );
+ */
+
+ // Mark that we issued any needed sounds, of not done already
+ cmd->hasbeenpredicted = true;
+
+ // Copy the state over.
+ i++;
+ }
+
+// Msg( "%i : predicted %i commands forward, %i ack'd last frame, had errors %s\n",
+// gpGlobals->tickcount,
+// m_nCommandsPredicted,
+// m_nServerCommandsAcknowledged,
+// m_bPreviousAckHadErrors ? "true" : "false" );
+
+
+ m_bInPrediction = false;
+
+
+ // Somehow we looped past the end of the list (severe lag), don't predict at all
+ if ( i > MULTIPLAYER_BACKUP )
+ {
+ return false;
+ }
+#endif
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : startframe -
+// validframe -
+// incoming_acknowledged -
+// outgoing_command -
+//-----------------------------------------------------------------------------
+void CPrediction::Update( int startframe, bool validframe,
+ int incoming_acknowledged, int outgoing_command )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ VPROF_BUDGET( "CPrediction::Update", VPROF_BUDGETGROUP_PREDICTION );
+
+ m_bEnginePaused = engine->IsPaused();
+
+ bool received_new_world_update = true;
+
+ // Still starting at same frame, so make sure we don't do extra prediction ,etc.
+ if ( ( m_nPreviousStartFrame == startframe ) &&
+ cl_pred_optimize.GetBool() &&
+ cl_predict->GetInt() )
+ {
+ received_new_world_update = false;
+ }
+
+ m_nPreviousStartFrame = startframe;
+
+ // Save off current timer values, etc.
+ CGlobalVarsBase saveVars(true);
+ saveVars = *gpGlobals;
+
+ _Update( received_new_world_update, validframe, incoming_acknowledged, outgoing_command );
+
+ // Restore current timer values, etc.
+ *gpGlobals = saveVars;
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Do the dirty deed of predicting the local player
+//-----------------------------------------------------------------------------
+void CPrediction::_Update( bool received_new_world_update, bool validframe,
+ int incoming_acknowledged, int outgoing_command )
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
+ if ( !localPlayer )
+ return;
+
+ // Always using current view angles no matter what
+ // NOTE: ViewAngles are always interpreted as being *relative* to the player
+ QAngle viewangles;
+ engine->GetViewAngles( viewangles );
+ localPlayer->SetLocalAngles( viewangles );
+
+ if ( !validframe )
+ {
+ return;
+ }
+
+ // If we are not doing prediction, copy authoritative value into velocity and angle.
+ if ( !cl_predict->GetInt() )
+ {
+ // When not predicting, we at least must make sure the player
+ // view angles match the view angles...
+ localPlayer->SetLocalViewAngles( viewangles );
+ return;
+ }
+
+ // This is cheesy, but if we have entities that are parented to attachments on other entities, then
+ // it'll wind up needing to get a bone transform.
+ {
+ C_BaseAnimating::InvalidateBoneCaches();
+ C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, true );
+
+ // Remove any purely client predicted entities that were left "dangling" because the
+ // server didn't acknowledge them or which can now safely be removed
+ RemoveStalePredictedEntities( incoming_acknowledged );
+
+ // Restore objects back to "pristine" state from last network/world state update
+ if ( received_new_world_update )
+ {
+ RestoreOriginalEntityState();
+ }
+
+ if ( !PerformPrediction( received_new_world_update, localPlayer, incoming_acknowledged, outgoing_command ) )
+ return;
+ }
+
+ // Overwrite predicted angles with the actual view angles
+ localPlayer->SetLocalAngles( viewangles );
+
+ // This allows us to sample the world when it may not be ready to be sampled
+ Assert( C_BaseEntity::IsAbsQueriesValid() );
+
+ // FIXME: What about hierarchy here?!?
+ SetIdealPitch( localPlayer, localPlayer->GetLocalOrigin(), localPlayer->GetLocalAngles(), localPlayer->m_vecViewOffset );
+#endif
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CPrediction::IsFirstTimePredicted( void ) const
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ return m_bFirstTimePredicted;
+#else
+ return false;
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : org -
+//-----------------------------------------------------------------------------
+void CPrediction::GetViewOrigin( Vector& org )
+{
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ if ( !player )
+ {
+ org.Init();
+ }
+ else
+ {
+ org = player->GetLocalOrigin();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : org -
+//-----------------------------------------------------------------------------
+void CPrediction::SetViewOrigin( Vector& org )
+{
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ if ( !player )
+ return;
+
+ player->SetLocalOrigin( org );
+ player->m_vecNetworkOrigin = org;
+
+ player->m_iv_vecOrigin.Reset();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : ang -
+//-----------------------------------------------------------------------------
+void CPrediction::GetViewAngles( QAngle& ang )
+{
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ if ( !player )
+ {
+ ang.Init();
+ }
+ else
+ {
+ ang = player->GetLocalAngles();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : ang -
+//-----------------------------------------------------------------------------
+void CPrediction::SetViewAngles( QAngle& ang )
+{
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ if ( !player )
+ return;
+
+ player->SetViewAngles( ang );
+ player->m_iv_angRotation.Reset();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : ang -
+//-----------------------------------------------------------------------------
+void CPrediction::GetLocalViewAngles( QAngle& ang )
+{
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ if ( !player )
+ {
+ ang.Init();
+ }
+ else
+ {
+ ang = player->pl.v_angle;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : ang -
+//-----------------------------------------------------------------------------
+void CPrediction::SetLocalViewAngles( QAngle& ang )
+{
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ if ( !player )
+ return;
+
+ player->SetLocalViewAngles( ang );
+}
+
+#if !defined( NO_ENTITY_PREDICTION )
+//-----------------------------------------------------------------------------
+// Purpose: For determining that predicted creation entities are un-acked and should
+// be deleted
+// Output : int
+//-----------------------------------------------------------------------------
+int CPrediction::GetIncomingPacketNumber( void ) const
+{
+ return m_nIncomingPacketNumber;
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CPrediction::InPrediction( void ) const
+{
+#if !defined( NO_ENTITY_PREDICTION )
+ return m_bInPrediction;
+#else
+ return false;
+#endif
+}
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