diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/prediction.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/prediction.cpp')
| -rw-r--r-- | mp/src/game/client/prediction.cpp | 3668 |
1 files changed, 1834 insertions, 1834 deletions
diff --git a/mp/src/game/client/prediction.cpp b/mp/src/game/client/prediction.cpp index 0c61e68a..7e00732c 100644 --- a/mp/src/game/client/prediction.cpp +++ b/mp/src/game/client/prediction.cpp @@ -1,1834 +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
-}
+//========= 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 +} |