diff options
Diffstat (limited to 'src/game/g_active.c')
-rw-r--r-- | src/game/g_active.c | 303 |
1 files changed, 300 insertions, 3 deletions
diff --git a/src/game/g_active.c b/src/game/g_active.c index a08d9e48..f4bad98c 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -267,6 +267,13 @@ void ClientImpacts( gentity_t *ent, pmove_t *pm ) other = &g_entities[ pm->touchents[ i ] ]; + // see G_UnlaggedDetectCollisions(), this is the inverse of that. + // if our movement is blocked by another player's real position, + // don't use the unlagged position for them because they are + // blocking or server-side Pmove() from reaching it + if( other->client && other->client->unlaggedCalc.used ) + other->client->unlaggedCalc.used = qfalse; + //charge attack if( ent->client->ps.weapon == WP_ALEVEL4 && ent->client->ps.stats[ STAT_MISC ] > 0 && @@ -954,6 +961,288 @@ void SendPendingPredictableEvents( playerState_t *ps ) /* ============== + G_UnlaggedStore + + Called on every server frame. Stores position data for the client at that + into client->unlaggedHist[] and the time into level.unlaggedTimes[]. + This data is used by G_UnlaggedCalc() +============== +*/ +void G_UnlaggedStore( void ) +{ + int i = 0; + gentity_t *ent; + unlagged_t *save; + + if( !g_unlagged.integer ) + return; + level.unlaggedIndex++; + if( level.unlaggedIndex >= MAX_UNLAGGED_MARKERS ) + level.unlaggedIndex = 0; + + level.unlaggedTimes[ level.unlaggedIndex ] = level.time; + + for( i = 0; i < level.maxclients; i++ ) + { + ent = &g_entities[ i ]; + save = &ent->client->unlaggedHist[ level.unlaggedIndex ]; + save->used = qfalse; + if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) ) + continue; + if( ent->client->pers.connected != CON_CONNECTED ) + continue; + VectorCopy( ent->r.mins, save->mins ); + VectorCopy( ent->r.maxs, save->maxs ); + VectorCopy( ent->s.pos.trBase, save->origin ); + save->used = qtrue; + } +} + +/* +============== + G_UnlaggedClear + + Mark all unlaggedHist[] markers for this client invalid. Useful for + preventing teleporting and death. +============== +*/ +void G_UnlaggedClear( gentity_t *ent ) +{ + int i; + + for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ ) + ent->client->unlaggedHist[ i ].used = qfalse; +} + +/* +============== + G_UnlaggedCalc + + Loops through all active clients and calculates their predicted position + for time then stores it in client->unlaggedCalc +============== +*/ +void G_UnlaggedCalc( int time, gentity_t *rewindEnt ) +{ + int i = 0; + gentity_t *ent; + int startIndex = level.unlaggedIndex; + int stopIndex = -1; + int frameMsec = 0; + float lerp = 0.5f; + + if( !g_unlagged.integer ) + return; + + // clear any calculated values from a previous run + for( i = 0; i < level.maxclients; i++ ) + { + ent = &g_entities[ i ]; + ent->client->unlaggedCalc.used = qfalse; + } + + for( i = 0; i < MAX_UNLAGGED_MARKERS; i++ ) + { + if( level.unlaggedTimes[ startIndex ] <= time ) + break; + stopIndex = startIndex; + if( --startIndex < 0 ) + startIndex = MAX_UNLAGGED_MARKERS - 1; + } + if( i == MAX_UNLAGGED_MARKERS ) + { + // if we searched all markers and the oldest one still isn't old enough + // just use the oldest marker with no lerping + lerp = 0.0f; + } + + // client is on the current frame, no need for unlagged + if( stopIndex == -1 ) + return; + + // lerp between two markers + frameMsec = level.unlaggedTimes[ stopIndex ] - + level.unlaggedTimes[ startIndex ]; + if( frameMsec > 0 ) + { + lerp = ( float )( time - level.unlaggedTimes[ startIndex ] ) + / ( float )frameMsec; + } + + for( i = 0; i < level.maxclients; i++ ) + { + ent = &g_entities[ i ]; + if( ent->s.number == rewindEnt->s.number ) + continue; + if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) ) + continue; + if( ent->client->pers.connected != CON_CONNECTED ) + continue; + if( !ent->client->unlaggedHist[ startIndex ].used ) + continue; + if( !ent->client->unlaggedHist[ stopIndex ].used ) + continue; + + // between two unlagged markers + VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].mins, + ent->client->unlaggedHist[ stopIndex ].mins, + ent->client->unlaggedCalc.mins ); + VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].maxs, + ent->client->unlaggedHist[ stopIndex ].maxs, + ent->client->unlaggedCalc.maxs ); + VectorLerp( lerp, ent->client->unlaggedHist[ startIndex ].origin, + ent->client->unlaggedHist[ stopIndex ].origin, + ent->client->unlaggedCalc.origin ); + + ent->client->unlaggedCalc.used = qtrue; + } +} + +/* +============== + G_UnlaggedOff + + Reverses the changes made to all active clients by G_UnlaggedOn() +============== +*/ +void G_UnlaggedOff( void ) +{ + int i = 0; + gentity_t *ent; + + if( !g_unlagged.integer ) + return; + + for( i = 0; i < level.maxclients; i++ ) + { + ent = &g_entities[ i ]; + if( !ent->client->unlaggedBackup.used ) + continue; + VectorCopy( ent->client->unlaggedBackup.mins, ent->r.mins ); + VectorCopy( ent->client->unlaggedBackup.maxs, ent->r.maxs ); + VectorCopy( ent->client->unlaggedBackup.origin, ent->r.currentOrigin ); + ent->client->unlaggedBackup.used = qfalse; + trap_LinkEntity( ent ); + } +} + +/* +============== + G_UnlaggedOn + + Called after G_UnlaggedCalc() to apply the calculated values to all active + clients. Once finished tracing, G_UnlaggedOff() must be called to restore + the clients' position data + + As an optimization, all clients that have an unlagged position that is + not touchable at "range" from "muzzle" will be ignored. This is required + to prevent a huge amount of trap_LinkEntity() calls per user cmd. +============== +*/ + +void G_UnlaggedOn( vec3_t muzzle, float range ) +{ + int i = 0; + gentity_t *ent; + unlagged_t *calc; + + if( !g_unlagged.integer ) + return; + + for( i = 0; i < level.maxclients; i++ ) + { + ent = &g_entities[ i ]; + calc = &ent->client->unlaggedCalc; + + if( !calc->used ) + continue; + if( ent->client->unlaggedBackup.used ) + continue; + if( !ent->r.linked || !( ent->r.contents & CONTENTS_BODY ) ) + continue; + if( VectorCompare( ent->r.currentOrigin, calc->origin ) ) + continue; + if( muzzle ) + { + float r1 = Distance( calc->origin, calc->maxs ); + float r2 = Distance( calc->origin, calc->mins ); + float maxRadius = ( r1 > r2 ) ? r1 : r2; + + if( Distance( muzzle, calc->origin ) > range + maxRadius ) + continue; + } + + // create a backup of the real positions + VectorCopy( ent->r.mins, ent->client->unlaggedBackup.mins ); + VectorCopy( ent->r.maxs, ent->client->unlaggedBackup.maxs ); + VectorCopy( ent->r.currentOrigin, ent->client->unlaggedBackup.origin ); + ent->client->unlaggedBackup.used = qtrue; + + // move the client to the calculated unlagged position + VectorCopy( calc->mins, ent->r.mins ); + VectorCopy( calc->maxs, ent->r.maxs ); + VectorCopy( calc->origin, ent->r.currentOrigin ); + trap_LinkEntity( ent ); + } +} +/* +============== + G_UnlaggedDetectCollisions + + cgame prediction will predict a client's own position all the way up to + the current time, but only updates other player's positions up to the + postition sent in the most recent snapshot. + + This allows player X to essentially "move through" the position of player Y + when player X's cmd is processed with Pmove() on the server. This is because + player Y was clipping player X's Pmove() on his client, but when the same + cmd is processed with Pmove on the server it is not clipped. + + Long story short (too late): don't use unlagged positions for players who + were blocking this player X's client-side Pmove(). This makes the assumption + that if player X's movement was blocked in the client he's going to still + be up against player Y when the Pmove() is run on the server with the + same cmd. + + NOTE: this must be called after Pmove() and G_UnlaggedCalc() +============== +*/ +static void G_UnlaggedDetectCollisions( gentity_t *ent ) +{ + unlagged_t *calc; + trace_t tr; + float r1, r2; + float range; + + if( !g_unlagged.integer ) + return; + + calc = &ent->client->unlaggedCalc; + + // if the client isn't moving, this is not necessary + if( VectorCompare( ent->client->oldOrigin, ent->client->ps.origin ) ) + return; + + range = Distance( ent->client->oldOrigin, ent->client->ps.origin ); + + // increase the range by the player's largest possible radius since it's + // the players bounding box that collides, not their origin + r1 = Distance( calc->origin, calc->mins ); + r2 = Distance( calc->origin, calc->maxs ); + range += ( r1 > r2 ) ? r1 : r2; + + G_UnlaggedOn( ent->client->oldOrigin, range ); + + trap_Trace(&tr, ent->client->oldOrigin, ent->r.mins, ent->r.maxs, + ent->client->ps.origin, ent->s.number, MASK_PLAYERSOLID ); + if( tr.entityNum >= 0 && tr.entityNum < MAX_CLIENTS ) + g_entities[ tr.entityNum ].client->unlaggedCalc.used = qfalse; + + G_UnlaggedOff( ); +} + +/* +============== ClientThink This will be called once for each client frame, which will @@ -1002,6 +1291,8 @@ void ClientThink_real( gentity_t *ent ) if( msec > 200 ) msec = 200; + client->unlaggedTime = ucmd->serverTime; + if( pmove_msec.integer < 8 ) trap_Cvar_Set( "pmove_msec", "8" ); else if( pmove_msec.integer > 33 ) @@ -1039,6 +1330,9 @@ void ClientThink_real( gentity_t *ent ) if( !ClientInactivityTimer( client ) ) return; + // calculate where ent is currently seeing all the other active clients + G_UnlaggedCalc( ent->client->unlaggedTime, ent ); + if( client->noclip ) client->ps.pm_type = PM_NOCLIP; else if( client->ps.stats[ STAT_HEALTH ] <= 0 ) @@ -1214,6 +1508,8 @@ void ClientThink_real( gentity_t *ent ) Pmove( &pm ); + G_UnlaggedDetectCollisions( ent ); + // save results of pmove if( ent->client->ps.eventSequence != oldEventSequence ) ent->eventTime = level.time; @@ -1239,6 +1535,9 @@ void ClientThink_real( gentity_t *ent ) ent->waterlevel = pm.waterlevel; ent->watertype = pm.watertype; + // touch other objects + ClientImpacts( ent, &pm ); + // execute client events ClientEvents( ent, oldEventSequence ); @@ -1249,9 +1548,6 @@ void ClientThink_real( gentity_t *ent ) VectorCopy( ent->client->ps.origin, ent->r.currentOrigin ); VectorCopy( ent->client->ps.origin, ent->s.origin ); - // touch other objects - ClientImpacts( ent, &pm ); - // save results of triggers and client events if( ent->client->ps.eventSequence != oldEventSequence ) ent->eventTime = level.time; @@ -1278,6 +1574,7 @@ void ClientThink_real( gentity_t *ent ) //prevent lerping client->ps.eFlags ^= EF_TELEPORT_BIT; client->ps.eFlags &= ~EF_NODRAW; + G_UnlaggedClear( ent ); //client leaves hovel client->ps.stats[ STAT_STATE ] &= ~SS_HOVELING; |