//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef GLOBALVARS_BASE_H #define GLOBALVARS_BASE_H #ifdef _WIN32 #pragma once #endif class CSaveRestoreData; //----------------------------------------------------------------------------- // Purpose: Global variables used by shared code //----------------------------------------------------------------------------- class CGlobalVarsBase { public: CGlobalVarsBase( bool bIsClient ); // This can be used to filter debug output or to catch the client or server in the act. bool IsClient() const; // for encoding m_flSimulationTime, m_flAnimTime int GetNetworkBase( int nTick, int nEntity ); public: // Absolute time (per frame still - Use Plat_FloatTime() for a high precision real time // perf clock, but not that it doesn't obey host_timescale/host_framerate) float realtime; // Absolute frame counter - continues to increase even if game is paused int framecount; // Non-paused frametime float absoluteframetime; // Current time // // On the client, this (along with tickcount) takes a different meaning based on what // piece of code you're in: // // - While receiving network packets (like in PreDataUpdate/PostDataUpdate and proxies), // this is set to the SERVER TICKCOUNT for that packet. There is no interval between // the server ticks. // [server_current_Tick * tick_interval] // // - While rendering, this is the exact client clock // [client_current_tick * tick_interval + interpolation_amount] // // - During prediction, this is based on the client's current tick: // [client_current_tick * tick_interval] float curtime; // Time spent on last server or client frame (has nothing to do with think intervals) float frametime; // current maxplayers setting int maxClients; // Simulation ticks - does not increase when game is paused int tickcount; // Simulation tick interval float interval_per_tick; // interpolation amount ( client-only ) based on fraction of next tick which has elapsed float interpolation_amount; int simTicksThisFrame; int network_protocol; // current saverestore data CSaveRestoreData *pSaveData; private: // Set to true in client code. bool m_bClient; // 100 (i.e., tickcount is rounded down to this base and then the "delta" from this base is networked int nTimestampNetworkingBase; // 32 (entindex() % nTimestampRandomizeWindow ) is subtracted from gpGlobals->tickcount to set the networking basis, prevents // all of the entities from forcing a new PackedEntity on the same tick (i.e., prevents them from getting lockstepped on this) int nTimestampRandomizeWindow; }; inline int CGlobalVarsBase::GetNetworkBase( int nTick, int nEntity ) { int nEntityMod = nEntity % nTimestampRandomizeWindow; int nBaseTick = nTimestampNetworkingBase * (int)( ( nTick - nEntityMod ) / nTimestampNetworkingBase ); return nBaseTick; } inline CGlobalVarsBase::CGlobalVarsBase( bool bIsClient ) : m_bClient( bIsClient ), nTimestampNetworkingBase( 100 ), nTimestampRandomizeWindow( 32 ) { } inline bool CGlobalVarsBase::IsClient() const { return m_bClient; } #endif // GLOBALVARS_BASE_H