sqwarmed/sdk_src/game/server/player_lagcompensation.h

196 lines
5.1 KiB
C++

//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose: Manages the server moving things back in time to match up to where clients thought they were
// when the client commited an action
//
// $NoKeywords: $
//=============================================================================//
#ifndef _PLAYER_LAG_COMPENSATION_H_
#define _PLAYER_LAG_COMPENSATION_H_
#ifdef _WIN32
#pragma once
#endif
#include "igamesystem.h"
#include "ilagcompensationmanager.h"
#include "utllinkedlist.h"
#define MAX_LAYER_RECORDS (CBaseAnimatingOverlay::MAX_OVERLAYS)
struct LayerRecord
{
int m_sequence;
float m_cycle;
float m_weight;
int m_order;
LayerRecord()
{
Clear();
}
LayerRecord( const LayerRecord& src )
{
m_sequence = src.m_sequence;
m_cycle = src.m_cycle;
m_weight = src.m_weight;
m_order = src.m_order;
}
void Clear()
{
m_sequence = 0;
m_cycle = 0;
m_weight = 0;
m_order = 0;
}
};
struct LagRecord
{
public:
LagRecord()
{
Clear();
}
LagRecord( const LagRecord& src )
{
m_fFlags = src.m_fFlags;
m_vecOrigin = src.m_vecOrigin;
m_vecAngles = src.m_vecAngles;
m_vecMins = src.m_vecMins;
m_vecMaxs = src.m_vecMaxs;
m_flSimulationTime = src.m_flSimulationTime;
for( int layerIndex = 0; layerIndex < MAX_LAYER_RECORDS; ++layerIndex )
{
m_layerRecords[layerIndex] = src.m_layerRecords[layerIndex];
}
m_masterSequence = src.m_masterSequence;
m_masterCycle = src.m_masterCycle;
}
void Clear()
{
m_fFlags = 0;
m_vecOrigin.Init();
m_vecAngles.Init();
m_vecMins.Init();
m_vecMaxs.Init();
m_flSimulationTime = -1;
m_masterSequence = 0;
m_masterCycle = 0;
for( int layerIndex = 0; layerIndex < MAX_LAYER_RECORDS; ++layerIndex )
{
m_layerRecords[layerIndex].Clear();
}
}
// Did player die this frame
int m_fFlags;
// Player position, orientation and bbox
Vector m_vecOrigin;
QAngle m_vecAngles;
Vector m_vecMins;
Vector m_vecMaxs;
float m_flSimulationTime;
// Player animation details, so we can get the legs in the right spot.
LayerRecord m_layerRecords[MAX_LAYER_RECORDS];
int m_masterSequence;
float m_masterCycle;
};
typedef CUtlFixedLinkedList< LagRecord > LagRecordList;
//-----------------------------------------------------------------------------
class CLagCompensationManager : public CAutoGameSystemPerFrame, public ILagCompensationManager
{
public:
CLagCompensationManager( char const *name ) :
CAutoGameSystemPerFrame( name ),
m_CompensatedEntities( 0, 0, DefLessFunc( EHANDLE ) ),
m_AdditionalEntities( 0, 0, DefLessFunc( EHANDLE ) )
{
m_bNeedToRestore = false;
m_weaponRange = 0.0f;
m_isCurrentlyDoingCompensation = false;
}
// IServerSystem stuff
virtual void Shutdown()
{
ClearHistory();
}
virtual void LevelShutdownPostEntity()
{
ClearHistory();
}
// called after entities think
virtual void FrameUpdatePostEntityThink();
// ILagCompensationManager stuff
// Called during player movement to set up/restore after lag compensation
void StartLagCompensation( CBasePlayer *player, LagCompensationType lagCompensationType, const Vector& weaponPos = vec3_origin, const QAngle &weaponAngles = vec3_angle, float weaponRange = 0.0f );
void FinishLagCompensation( CBasePlayer *player );
// Mappers can flag certain additional entities to lag compensate, this handles them
virtual void AddAdditionalEntity( CBaseEntity *pEntity );
virtual void RemoveAdditionalEntity( CBaseEntity *pEntity );
void RecordDataIntoTrack( CBaseEntity *entity, LagRecordList *track, bool wantsAnims );
bool BacktrackEntity( CBaseEntity *entity, float flTargetTime, LagRecordList *track, LagRecord *restore, LagRecord *change, bool wantsAnims );
void RestoreEntityFromRecords( CBaseEntity *entity, LagRecord *restore, LagRecord *change, bool wantsAnims );
private:
void ClearHistory()
{
FOR_EACH_MAP( m_CompensatedEntities, i )
{
delete m_CompensatedEntities[ i ];
}
m_CompensatedEntities.Purge();
}
struct EntityLagData
{
EntityLagData() : m_bRestoreEntity( false )
{
}
// True if lag compensation altered entity data
bool m_bRestoreEntity;
// keep a list of lag records for each player
LagRecordList m_LagRecords;
// Entity data before we moved him back
LagRecord m_RestoreData;
// Entity data where we moved him back
LagRecord m_ChangeData;
};
CUtlMap< EHANDLE, EntityLagData * > m_CompensatedEntities;
// True if at least one entity was changed
bool m_bNeedToRestore;
CBasePlayer *m_pCurrentPlayer; // The player we are doing lag compensation for
LagCompensationType m_lagCompensationType;
Vector m_weaponPos;
QAngle m_weaponAngles;
float m_weaponRange;
bool m_isCurrentlyDoingCompensation; // Sentinel to prevent calling StartLagCompensation a second time before a Finish.
// List of additional entities flagged by mappers for lag compensation (shouldn't be more than a few)
CUtlRBTree< EHANDLE > m_AdditionalEntities;
};
#endif