270 lines
8.7 KiB
C++
270 lines
8.7 KiB
C++
#include "cbase.h"
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#include "asw_lag_compensation.h"
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#include "asw_player.h"
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#include "asw_marine.h"
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#include "inetchannelinfo.h"
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#include "ai_basenpc.h"
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#include "asw_game_resource.h"
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#include "asw_marine_resource.h"
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#include "asw_lag_compensation.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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CUtlVector<CASW_Lag_Compensation*> g_LagCompensatingEntities;
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bool CASW_Lag_Compensation::s_bInLagCompensation = false;
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CBasePlayer* CASW_Lag_Compensation::s_pLagCompensatingPlayer = NULL;
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ConVar asw_alien_unlag("asw_alien_unlag", "1", 0, "Unlag alien positions by player's ping");
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extern ConVar sv_maxunlag;
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extern ConVar sv_showlagcompensation;
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CASW_Lag_Compensation::CASW_Lag_Compensation()
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{
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g_LagCompensatingEntities.AddToTail(this);
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m_iPositionHistoryTail = 0;
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for (int i=0;i<ASW_LAG_NUM_POSITION_HISTORY_SAMPLES;i++)
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{
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m_vecPositionHistory[i] = Vector(0,0,0);
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m_fPositionHistoryTime[i] = 0;
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}
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m_vecRealPosition = Vector(0,0,0);
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m_bSetRealPosition = false;
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m_fRealSimulationTime = 0;
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m_hOwnerEntity = NULL;
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}
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CASW_Lag_Compensation::~CASW_Lag_Compensation()
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{
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g_LagCompensatingEntities.FindAndRemove(this);
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}
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void CASW_Lag_Compensation::Init(CBaseAnimating *pOwner)
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{
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m_hOwnerEntity = pOwner;
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}
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CAI_BaseNPC *CASW_Lag_Compensation::GetOwnerNPC()
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{
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if ( !m_hOwnerEntity.Get() || !m_hOwnerEntity->IsNPC() )
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return NULL;
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return static_cast<CAI_BaseNPC*>( m_hOwnerEntity.Get() );
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}
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void CASW_Lag_Compensation::StorePositionHistory()
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{
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if ( !m_hOwnerEntity.Get() || !asw_alien_unlag.GetBool() )
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return;
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if ( GetOwnerNPC() && GetOwnerNPC()->GetSleepState() != AISS_AWAKE )
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return;
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if (gpGlobals->curtime - m_fPositionHistoryTime[m_iPositionHistoryTail] < ASW_LAG_MIN_SAMPLE_TIME_DIFFERENCE)
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return;
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m_iPositionHistoryTail++;
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if ( m_iPositionHistoryTail >= ASW_LAG_NUM_POSITION_HISTORY_SAMPLES)
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m_iPositionHistoryTail = 0;
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m_vecPositionHistory[m_iPositionHistoryTail] = m_hOwnerEntity->GetAbsOrigin();
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m_fPositionHistoryTime[m_iPositionHistoryTail] = gpGlobals->curtime;
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}
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const Vector& CASW_Lag_Compensation::GetLaggedPosition( const float fLaggedTime )
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{
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if ( !m_hOwnerEntity.Get() )
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return vec3_origin;
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if ( GetOwnerNPC() && GetOwnerNPC()->GetSleepState() != AISS_AWAKE )
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return m_hOwnerEntity->GetAbsOrigin();
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int iCurrentIndex = m_iPositionHistoryTail;
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int iChosenIndex = -1;
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for (int i=0;i<ASW_LAG_NUM_POSITION_HISTORY_SAMPLES;i++) // go through all our history samples and find the oldest one that's just past the lagged time requested
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{
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if (m_fPositionHistoryTime[iCurrentIndex] == 0) // this isn't a real index
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{
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break;
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}
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iChosenIndex = iCurrentIndex; // it's a real sample, so we might use this one
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if (m_fPositionHistoryTime[iCurrentIndex] <= fLaggedTime) // if the sample is behind our lagged time, then stop, we'll use this one
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{
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break;
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}
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iCurrentIndex--; // count the index back
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if (iCurrentIndex == -1) // loop around if we need to
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iCurrentIndex = ASW_LAG_NUM_POSITION_HISTORY_SAMPLES-1;
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}
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static Vector vecResult;
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vecResult = m_hOwnerEntity->GetAbsOrigin();
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if (iChosenIndex != -1) // if we found an index, then work out what % of the movement we need to do based on the difference between now and the lagged time
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{
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const float base = (gpGlobals->curtime - m_fPositionHistoryTime[iChosenIndex]);
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if (base <= 0) // if our only sample is 'now' then we can't do any lag compensation
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return vecResult;
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const float fFraction = (gpGlobals->curtime - fLaggedTime) / base;
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vecResult = m_hOwnerEntity->GetAbsOrigin() +
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(m_vecPositionHistory[iChosenIndex] - m_hOwnerEntity->GetAbsOrigin()) * fFraction;
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}
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return vecResult;
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}
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void CASW_Lag_Compensation::MoveToLaggedPosition(const float fLaggedTime)
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{
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if ( !m_hOwnerEntity.Get() )
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return;
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if ( GetOwnerNPC() && GetOwnerNPC()->GetSleepState() != AISS_AWAKE )
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return;
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int iCurrentIndex = m_iPositionHistoryTail;
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int iChosenIndex = -1;
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for (int i=0;i<ASW_LAG_NUM_POSITION_HISTORY_SAMPLES;i++) // go through all our history samples and find the oldest one that's just past the lagged time requested
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{
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if (m_fPositionHistoryTime[iCurrentIndex] == 0) // this isn't a real index
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{
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break;
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}
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iChosenIndex = iCurrentIndex; // it's a real sample, so we might use this one
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if (m_fPositionHistoryTime[iCurrentIndex] <= fLaggedTime) // if the sample is behind our lagged time, then stop, we'll use this one
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{
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break;
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}
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iCurrentIndex--; // count the index back
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if (iCurrentIndex == -1) // loop around if we need to
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iCurrentIndex = ASW_LAG_NUM_POSITION_HISTORY_SAMPLES-1;
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}
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if (iChosenIndex != -1) // if we found an index, then work out what % of the movement we need to do based on the difference between now and the lagged time
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{
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const float base = (gpGlobals->curtime - m_fPositionHistoryTime[iChosenIndex]);
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if (base <= 0) // if our only sample is 'now' then we can't do any lag compensation
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return;
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const float fFraction = (gpGlobals->curtime - fLaggedTime) / base;
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m_vecRealPosition = m_hOwnerEntity->GetAbsOrigin(); // store our real position, so we can restore it once lag compensation is done
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m_fRealSimulationTime = m_hOwnerEntity->GetSimulationTime();
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const Vector vecNewPos = m_vecRealPosition +
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(m_vecPositionHistory[iChosenIndex] - m_vecRealPosition) * fFraction;
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m_bSetRealPosition = true;
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if (asw_alien_unlag.GetInt() < 2)
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{
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m_hOwnerEntity->SetAbsOrigin(vecNewPos); // move us to the lagged position
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}
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}
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}
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void CASW_Lag_Compensation::UndoLaggedPosition()
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{
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if (m_bSetRealPosition && m_hOwnerEntity.Get())
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{
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m_hOwnerEntity->SetAbsOrigin(m_vecRealPosition);
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m_hOwnerEntity->SetSimulationTime(m_fRealSimulationTime);
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m_bSetRealPosition = false;
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}
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}
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Vector CASW_Lag_Compensation::GetLagCompensationOffset()
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{
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if (!m_bSetRealPosition)
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return vec3_origin;
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return m_vecRealPosition - m_hOwnerEntity->GetAbsOrigin();
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}
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void CASW_Lag_Compensation::AllowLagCompensation(CBasePlayer *player)
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{
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s_pLagCompensatingPlayer = player;
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}
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void CASW_Lag_Compensation::RequestLagCompensation(CASW_Player *player, const CUserCmd *cmd )
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{
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if (player != s_pLagCompensatingPlayer)
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return;
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if ( !player
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|| !player->m_bLagCompensation // Player not wanting lag compensation
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|| (gpGlobals->maxClients <= 1) // no lag compensation in single player
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|| !asw_alien_unlag.GetBool() // disabled by server admin
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|| player->IsBot() // not for bots
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//|| player->IsObserver() // not for spectators
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)
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return;
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if (s_bInLagCompensation)
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{
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return;
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}
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s_bInLagCompensation = true;
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// Get true latency
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// correct is the amout of time we have to correct game time
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float correct = 0.0f;
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INetChannelInfo *nci = engine->GetPlayerNetInfo( player->entindex() );
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if ( nci )
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{
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// add network latency
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correct+= nci->GetLatency( FLOW_OUTGOING );
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}
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// calc number of view interpolation ticks - 1
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int lerpTicks = TIME_TO_TICKS( player->m_fLerpTime );
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// add view interpolation latency see C_BaseEntity::GetInterpolationAmount()
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correct += TICKS_TO_TIME( lerpTicks );
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// check bouns [0,sv_maxunlag]
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correct = clamp( correct, 0.0f, sv_maxunlag.GetFloat() );
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// correct tick send by player
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int targettick = cmd->tick_count - lerpTicks;
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// calc difference between tick send by player and our latency based tick
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float deltaTime = correct - TICKS_TO_TIME(gpGlobals->tickcount - targettick);
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if ( fabs( deltaTime ) > 0.2f )
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{
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// difference between cmd time and latency is too big > 200ms, use time correction based on latency
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// DevMsg("StartLagCompensation: delta too big (%.3f)\n", deltaTime );
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targettick = gpGlobals->tickcount - TIME_TO_TICKS( correct );
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}
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// check the player has enough lag to warrant doing the work of lag compensation
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const float fLaggedTime = TICKS_TO_TIME( targettick );
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if (gpGlobals->curtime - fLaggedTime < ASW_MIN_LAG_TIME)
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return;
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CASW_Marine *pMarine = player->GetMarine();
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for (int i=0;i<g_LagCompensatingEntities.Count();i++)
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{
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if ( g_LagCompensatingEntities[i]->m_hOwnerEntity.Get() == pMarine ) // don't lag compensate my own marine
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continue;
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g_LagCompensatingEntities[i]->MoveToLaggedPosition( fLaggedTime );
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if( sv_showlagcompensation.GetInt() == 1)
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{
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CBaseAnimating *pAnim = g_LagCompensatingEntities[i]->m_hOwnerEntity.Get();
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if (pAnim)
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pAnim->DrawServerHitboxes(4, true);
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}
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}
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}
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void CASW_Lag_Compensation::FinishLagCompensation()
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{
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if (!s_bInLagCompensation)
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{
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return;
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}
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s_bInLagCompensation = false;
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s_pLagCompensatingPlayer = NULL;
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for (int i=0;i<g_LagCompensatingEntities.Count();i++)
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{
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g_LagCompensatingEntities[i]->UndoLaggedPosition();
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}
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} |