//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #if !defined( PREDICTION_H ) #define PREDICTION_H #ifdef _WIN32 #pragma once #endif #include "mathlib/vector.h" #include "iprediction.h" #include "c_baseplayer.h" #include "cdll_bounded_cvars.h" class CMoveData; class CUserCmd; class CPDumpPanel; //----------------------------------------------------------------------------- // Purpose: Implements prediction in the client .dll //----------------------------------------------------------------------------- class CPrediction : public IPrediction { // Construction public: DECLARE_CLASS_GAMEROOT( CPrediction, IPrediction ); CPrediction( void ); virtual ~CPrediction( void ); virtual void Init( void ); virtual void Shutdown( void ); // Implement IPrediction public: virtual void Update ( int startframe, // World update ( un-modded ) most recently received bool validframe, // Is frame data valid int incoming_acknowledged, // Last command acknowledged to have been run by server (un-modded) int outgoing_command // Last command (most recent) sent to server (un-modded) ); virtual void OnReceivedUncompressedPacket( void ); virtual void PreEntityPacketReceived( int commands_acknowledged, int current_world_update_packet ); virtual void PostEntityPacketReceived( void ); virtual void PostNetworkDataReceived( int commands_acknowledged ); virtual bool InPrediction( void ) const; virtual bool IsFirstTimePredicted( void ) const; #if !defined( NO_ENTITY_PREDICTION ) virtual int GetIncomingPacketNumber( void ) const; #endif float GetIdealPitch( int nSlot ) const { if ( nSlot == -1 ) { Assert( 0 ); return 0.0f; } return m_Split[ nSlot ].m_flIdealPitch; } // The engine needs to be able to access a few predicted values virtual void GetViewOrigin( Vector& org ); virtual void SetViewOrigin( Vector& org ); virtual void GetViewAngles( QAngle& ang ); virtual void SetViewAngles( QAngle& ang ); virtual void GetLocalViewAngles( QAngle& ang ); virtual void SetLocalViewAngles( QAngle& ang ); virtual void CheckMovingGround( C_BasePlayer *player, double frametime ); virtual void RunCommand( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper ); float GetSavedTime() const; // Internal protected: virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move ); virtual void SetIdealPitch ( int nSlot, C_BasePlayer *player, const Vector& origin, const QAngle& angles, const Vector& viewheight ); virtual void CheckError( int nSlot, C_BasePlayer *player, int commands_acknowledged ); // Called before and after any movement processing void StartCommand( C_BasePlayer *player, CUserCmd *cmd ); void FinishCommand( C_BasePlayer *player ); // Helpers to call pre and post think for player, and to call think if a think function is set void RunPreThink( C_BasePlayer *player ); void RunThink (C_BasePlayer *ent, double frametime ); void RunPostThink( C_BasePlayer *player ); private: virtual void _Update ( int nSlot, bool received_new_world_update, bool validframe, // Is frame data valid int incoming_acknowledged, // Last command acknowledged to have been run by server (un-modded) int outgoing_command // Last command (most recent) sent to server (un-modded) ); // Actually does the prediction work, returns false if an error occurred bool PerformPrediction( int nSlot, C_BasePlayer *localPlayer, bool received_new_world_update, int incoming_acknowledged, int outgoing_command ); void ShiftIntermediateDataForward( int nSlot, int slots_to_remove, int previous_last_slot ); void RestoreEntityToPredictedFrame( int nSlot, int predicted_frame ); int ComputeFirstCommandToExecute( int nSlot, bool received_new_world_update, int incoming_acknowledged, int outgoing_command ); void DumpEntity( C_BaseEntity *ent, int commands_acknowledged ); void ShutdownPredictables( void ); void ReinitPredictables( void ); void RemoveStalePredictedEntities( int nSlot, int last_command_packet ); void RestoreOriginalEntityState( int nSlot ); void RunSimulation( int current_command, float curtime, CUserCmd *cmd, C_BasePlayer *localPlayer ); void Untouch( int nSlot ); void StorePredictionResults( int nSlot, int predicted_frame ); bool ShouldDumpEntity( C_BaseEntity *ent ); void SmoothViewOnMovingPlatform( C_BasePlayer *pPlayer, Vector& offset ); void ResetSimulationTick(); void ShowPredictionListEntry( int listRow, int showlist, C_BaseEntity *ent, int &totalsize, int &totalsize_intermediate ); void FinishPredictionList( int listRow, int showlist, int totalsize, int totalsize_intermediate ); void CheckPredictConvar(); #if !defined( NO_ENTITY_PREDICTION ) // Data protected: // Last object the player was standing on CHandle< C_BaseEntity > m_hLastGround; private: bool m_bInPrediction; bool m_bOldCLPredictValue; bool m_bEnginePaused; int m_nPreviousStartFrame; int m_nIncomingPacketNumber; float m_flLastServerWorldTimeStamp; // Last network origin for local player struct Split_t { Split_t() { m_bFirstTimePredicted = false; m_nCommandsPredicted = 0; m_nServerCommandsAcknowledged = 0; m_bPreviousAckHadErrors = false; m_flIdealPitch = 0.0f; } bool m_bFirstTimePredicted; int m_nCommandsPredicted; int m_nServerCommandsAcknowledged; int m_bPreviousAckHadErrors; float m_flIdealPitch; }; Split_t m_Split[ MAX_SPLITSCREEN_PLAYERS ]; #endif CGlobalVarsBase m_SavedVars; bool m_bPlayerOriginTypedescriptionSearched; CUtlVector< const typedescription_t * > m_PlayerOriginTypeDescription; // A vector in cases where the .x, .y, and .z are separately listed CPDumpPanel *m_pPDumpPanel; }; extern CPrediction *prediction; #endif // PREDICTION_H