Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "usercmd.h"
#include "igamesystem.h"
#include "ilagcompensationmanager.h"
#include "inetchannelinfo.h"
#include "utllinkedlist.h"
#include "BaseAnimatingOverlay.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define LC_NONE 0
#define LC_ALIVE (1<<0)
#define LC_ORIGIN_CHANGED (1<<8)
#define LC_ANGLES_CHANGED (1<<9)
#define LC_SIZE_CHANGED (1<<10)
#define LC_ANIMATION_CHANGED (1<<11)
static ConVar sv_lagcompensation_teleport_dist( "sv_lagcompensation_teleport_dist", "64", FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT, "How far a player got moved by game code before we can't lag compensate their position back" );
#define LAG_COMPENSATION_EPS_SQR ( 0.1f * 0.1f )
// Allow 4 units of error ( about 1 / 8 bbox width )
#define LAG_COMPENSATION_ERROR_EPS_SQR ( 4.0f * 4.0f )
ConVar sv_unlag( "sv_unlag", "1", FCVAR_DEVELOPMENTONLY, "Enables player lag compensation" );
ConVar sv_maxunlag( "sv_maxunlag", "1.0", FCVAR_DEVELOPMENTONLY, "Maximum lag compensation in seconds", true, 0.0f, true, 1.0f );
ConVar sv_lagflushbonecache( "sv_lagflushbonecache", "1", FCVAR_DEVELOPMENTONLY, "Flushes entity bone cache on lag compensation" );
ConVar sv_showlagcompensation( "sv_showlagcompensation", "0", FCVAR_CHEAT, "Show lag compensated hitboxes whenever a player is lag compensated." );
ConVar sv_unlag_fixstuck( "sv_unlag_fixstuck", "0", FCVAR_DEVELOPMENTONLY, "Disallow backtracking a player for lag compensation if it will cause them to become stuck" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define MAX_LAYER_RECORDS (CBaseAnimatingOverlay::MAX_OVERLAYS)
struct LayerRecord
{
int m_sequence;
float m_cycle;
float m_weight;
int m_order;
LayerRecord()
{
m_sequence = 0;
m_cycle = 0;
m_weight = 0;
m_order = 0;
}
LayerRecord( const LayerRecord& src )
{
m_sequence = src.m_sequence;
m_cycle = src.m_cycle;
m_weight = src.m_weight;
m_order = src.m_order;
}
};
struct LagRecord
{
public:
LagRecord()
{
m_fFlags = 0;
m_vecOrigin.Init();
m_vecAngles.Init();
m_vecMinsPreScaled.Init();
m_vecMaxsPreScaled.Init();
m_flSimulationTime = -1;
m_masterSequence = 0;
m_masterCycle = 0;
}
LagRecord( const LagRecord& src )
{
m_fFlags = src.m_fFlags;
m_vecOrigin = src.m_vecOrigin;
m_vecAngles = src.m_vecAngles;
m_vecMinsPreScaled = src.m_vecMinsPreScaled;
m_vecMaxsPreScaled = src.m_vecMaxsPreScaled;
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;
}
// Did player die this frame
int m_fFlags;
// Player position, orientation and bbox
Vector m_vecOrigin;
QAngle m_vecAngles;
Vector m_vecMinsPreScaled;
Vector m_vecMaxsPreScaled;
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;
};
//
// Try to take the player from his current origin to vWantedPos.
// If it can't get there, leave the player where he is.
//
ConVar sv_unlag_debug( "sv_unlag_debug", "0", FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY );
float g_flFractionScale = 0.95;
static void RestorePlayerTo( CBasePlayer *pPlayer, const Vector &vWantedPos )
{
// Try to move to the wanted position from our current position.
trace_t tr;
VPROF_BUDGET( "RestorePlayerTo", "CLagCompensationManager" );
UTIL_TraceEntity( pPlayer, vWantedPos, vWantedPos, MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
if ( tr.startsolid || tr.allsolid )
{
if ( sv_unlag_debug.GetBool() )
{
DevMsg( "RestorePlayerTo() could not restore player position for client \"%s\" ( %.1f %.1f %.1f )\n",
pPlayer->GetPlayerName(), vWantedPos.x, vWantedPos.y, vWantedPos.z );
}
UTIL_TraceEntity( pPlayer, pPlayer->GetLocalOrigin(), vWantedPos, MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
if ( tr.startsolid || tr.allsolid )
{
// In this case, the guy got stuck back wherever we lag compensated him to. Nasty.
if ( sv_unlag_debug.GetBool() )
DevMsg( " restore failed entirely\n" );
}
else
{
// We can get to a valid place, but not all the way back to where we were.
Vector vPos;
VectorLerp( pPlayer->GetLocalOrigin(), vWantedPos, tr.fraction * g_flFractionScale, vPos );
UTIL_SetOrigin( pPlayer, vPos, true );
if ( sv_unlag_debug.GetBool() )
DevMsg( " restore got most of the way\n" );
}
}
else
{
// Cool, the player can go back to whence he came.
UTIL_SetOrigin( pPlayer, tr.endpos, true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CLagCompensationManager : public CAutoGameSystemPerFrame, public ILagCompensationManager
{
public:
CLagCompensationManager( char const *name ) : CAutoGameSystemPerFrame( name ), m_flTeleportDistanceSqr( 64 *64 )
{
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, CUserCmd *cmd );
void FinishLagCompensation( CBasePlayer *player );
bool IsCurrentlyDoingLagCompensation() const OVERRIDE { return m_isCurrentlyDoingCompensation; }
private:
void BacktrackPlayer( CBasePlayer *player, float flTargetTime );
void ClearHistory()
{
for ( int i=0; i<MAX_PLAYERS; i++ )
m_PlayerTrack[i].Purge();
}
// keep a list of lag records for each player
CUtlFixedLinkedList< LagRecord > m_PlayerTrack[ MAX_PLAYERS ];
// Scratchpad for determining what needs to be restored
CBitVec<MAX_PLAYERS> m_RestorePlayer;
bool m_bNeedToRestore;
LagRecord m_RestoreData[ MAX_PLAYERS ]; // player data before we moved him back
LagRecord m_ChangeData[ MAX_PLAYERS ]; // player data where we moved him back
CBasePlayer *m_pCurrentPlayer; // The player we are doing lag compensation for
float m_flTeleportDistanceSqr;
bool m_isCurrentlyDoingCompensation; // Sentinel to prevent calling StartLagCompensation a second time before a Finish.
};
static CLagCompensationManager g_LagCompensationManager( "CLagCompensationManager" );
ILagCompensationManager *lagcompensation = &g_LagCompensationManager;
//-----------------------------------------------------------------------------
// Purpose: Called once per frame after all entities have had a chance to think
//-----------------------------------------------------------------------------
void CLagCompensationManager::FrameUpdatePostEntityThink()
{
if ( (gpGlobals->maxClients <= 1) || !sv_unlag.GetBool() )
{
ClearHistory();
return;
}
m_flTeleportDistanceSqr = sv_lagcompensation_teleport_dist.GetFloat() * sv_lagcompensation_teleport_dist.GetFloat();
VPROF_BUDGET( "FrameUpdatePostEntityThink", "CLagCompensationManager" );
// remove all records before that time:
int flDeadtime = gpGlobals->curtime - sv_maxunlag.GetFloat();
// Iterate all active players
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
CUtlFixedLinkedList< LagRecord > *track = &m_PlayerTrack[i-1];
if ( !pPlayer )
{
if ( track->Count() > 0 )
{
track->RemoveAll();
}
continue;
}
Assert( track->Count() < 1000 ); // insanity check
// remove tail records that are too old
int tailIndex = track->Tail();
while ( track->IsValidIndex( tailIndex ) )
{
LagRecord &tail = track->Element( tailIndex );
// if tail is within limits, stop
if ( tail.m_flSimulationTime >= flDeadtime )
break;
// remove tail, get new tail
track->Remove( tailIndex );
tailIndex = track->Tail();
}
// check if head has same simulation time
if ( track->Count() > 0 )
{
LagRecord &head = track->Element( track->Head() );
// check if player changed simulation time since last time updated
if ( head.m_flSimulationTime >= pPlayer->GetSimulationTime() )
continue; // don't add new entry for same or older time
}
// add new record to player track
LagRecord &record = track->Element( track->AddToHead() );
record.m_fFlags = 0;
if ( pPlayer->IsAlive() )
{
record.m_fFlags |= LC_ALIVE;
}
record.m_flSimulationTime = pPlayer->GetSimulationTime();
record.m_vecAngles = pPlayer->GetLocalAngles();
record.m_vecOrigin = pPlayer->GetLocalOrigin();
record.m_vecMinsPreScaled = pPlayer->CollisionProp()->OBBMinsPreScaled();
record.m_vecMaxsPreScaled = pPlayer->CollisionProp()->OBBMaxsPreScaled();
int layerCount = pPlayer->GetNumAnimOverlays();
for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
{
CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex);
if( currentLayer )
{
record.m_layerRecords[layerIndex].m_cycle = currentLayer->m_flCycle;
record.m_layerRecords[layerIndex].m_order = currentLayer->m_nOrder;
record.m_layerRecords[layerIndex].m_sequence = currentLayer->m_nSequence;
record.m_layerRecords[layerIndex].m_weight = currentLayer->m_flWeight;
}
}
record.m_masterSequence = pPlayer->GetSequence();
record.m_masterCycle = pPlayer->GetCycle();
}
//Clear the current player.
m_pCurrentPlayer = NULL;
}
// Called during player movement to set up/restore after lag compensation
void CLagCompensationManager::StartLagCompensation( CBasePlayer *player, CUserCmd *cmd )
{
Assert( !m_isCurrentlyDoingCompensation );
//DONT LAG COMP AGAIN THIS FRAME IF THERES ALREADY ONE IN PROGRESS
//IF YOU'RE HITTING THIS THEN IT MEANS THERES A CODE BUG
if ( m_pCurrentPlayer )
{
Assert( m_pCurrentPlayer == NULL );
Warning( "Trying to start a new lag compensation session while one is already active!\n" );
return;
}
// Assume no players need to be restored
m_RestorePlayer.ClearAll();
m_bNeedToRestore = false;
m_pCurrentPlayer = player;
if ( !player->m_bLagCompensation // Player not wanting lag compensation
|| (gpGlobals->maxClients <= 1) // no lag compensation in single player
|| !sv_unlag.GetBool() // disabled by server admin
|| player->IsBot() // not for bots
|| player->IsObserver() // not for spectators
)
return;
// NOTE: Put this here so that it won't show up in single player mode.
VPROF_BUDGET( "StartLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING );
Q_memset( m_RestoreData, 0, sizeof( m_RestoreData ) );
Q_memset( m_ChangeData, 0, sizeof( m_ChangeData ) );
m_isCurrentlyDoingCompensation = true;
// Get true latency
// correct is the amout of time we have to correct game time
float correct = 0.0f;
INetChannelInfo *nci = engine->GetPlayerNetInfo( player->entindex() );
if ( nci )
{
// add network latency
correct+= nci->GetLatency( FLOW_OUTGOING );
}
// calc number of view interpolation ticks - 1
int lerpTicks = TIME_TO_TICKS( player->m_fLerpTime );
// add view interpolation latency see C_BaseEntity::GetInterpolationAmount()
correct += TICKS_TO_TIME( lerpTicks );
// check bouns [0,sv_maxunlag]
correct = clamp( correct, 0.0f, sv_maxunlag.GetFloat() );
// correct tick send by player
int targettick = cmd->tick_count - lerpTicks;
// calc difference between tick send by player and our latency based tick
float deltaTime = correct - TICKS_TO_TIME(gpGlobals->tickcount - targettick);
if ( fabs( deltaTime ) > 0.2f )
{
// difference between cmd time and latency is too big > 200ms, use time correction based on latency
// DevMsg("StartLagCompensation: delta too big (%.3f)\n", deltaTime );
targettick = gpGlobals->tickcount - TIME_TO_TICKS( correct );
}
// Iterate all active players
const CBitVec<MAX_EDICTS> *pEntityTransmitBits = engine->GetEntityTransmitBitsForClient( player->entindex() - 1 );
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
{
continue;
}
// Don't lag compensate yourself you loser...
if ( player == pPlayer )
{
continue;
}
// Custom checks for if things should lag compensate (based on things like what team the player is on).
if ( !player->WantsLagCompensationOnEntity( pPlayer, cmd, pEntityTransmitBits ) )
continue;
// Move other player back in time
BacktrackPlayer( pPlayer, TICKS_TO_TIME( targettick ) );
}
}
void CLagCompensationManager::BacktrackPlayer( CBasePlayer *pPlayer, float flTargetTime )
{
Vector org;
Vector minsPreScaled;
Vector maxsPreScaled;
QAngle ang;
VPROF_BUDGET( "BacktrackPlayer", "CLagCompensationManager" );
int pl_index = pPlayer->entindex() - 1;
// get track history of this player
CUtlFixedLinkedList< LagRecord > *track = &m_PlayerTrack[ pl_index ];
// check if we have at leat one entry
if ( track->Count() <= 0 )
return;
int curr = track->Head();
LagRecord *prevRecord = NULL;
LagRecord *record = NULL;
Vector prevOrg = pPlayer->GetLocalOrigin();
// Walk context looking for any invalidating event
while( track->IsValidIndex(curr) )
{
// remember last record
prevRecord = record;
// get next record
record = &track->Element( curr );
if ( !(record->m_fFlags & LC_ALIVE) )
{
// player most be alive, lost track
return;
}
Vector delta = record->m_vecOrigin - prevOrg;
if ( delta.Length2DSqr() > m_flTeleportDistanceSqr )
{
// lost track, too much difference
return;
}
// did we find a context smaller than target time ?
if ( record->m_flSimulationTime <= flTargetTime )
break; // hurra, stop
prevOrg = record->m_vecOrigin;
// go one step back
curr = track->Next( curr );
}
Assert( record );
if ( !record )
{
if ( sv_unlag_debug.GetBool() )
{
DevMsg( "No valid positions in history for BacktrackPlayer client ( %s )\n", pPlayer->GetPlayerName() );
}
return; // that should never happen
}
float frac = 0.0f;
if ( prevRecord &&
(record->m_flSimulationTime < flTargetTime) &&
(record->m_flSimulationTime < prevRecord->m_flSimulationTime) )
{
// we didn't find the exact time but have a valid previous record
// so interpolate between these two records;
Assert( prevRecord->m_flSimulationTime > record->m_flSimulationTime );
Assert( flTargetTime < prevRecord->m_flSimulationTime );
// calc fraction between both records
frac = ( flTargetTime - record->m_flSimulationTime ) /
( prevRecord->m_flSimulationTime - record->m_flSimulationTime );
Assert( frac > 0 && frac < 1 ); // should never extrapolate
ang = Lerp( frac, record->m_vecAngles, prevRecord->m_vecAngles );
org = Lerp( frac, record->m_vecOrigin, prevRecord->m_vecOrigin );
minsPreScaled = Lerp( frac, record->m_vecMinsPreScaled, prevRecord->m_vecMinsPreScaled );
maxsPreScaled = Lerp( frac, record->m_vecMaxsPreScaled, prevRecord->m_vecMaxsPreScaled );
}
else
{
// we found the exact record or no other record to interpolate with
// just copy these values since they are the best we have
org = record->m_vecOrigin;
ang = record->m_vecAngles;
minsPreScaled = record->m_vecMinsPreScaled;
maxsPreScaled = record->m_vecMaxsPreScaled;
}
// See if this is still a valid position for us to teleport to
if ( sv_unlag_fixstuck.GetBool() )
{
// Try to move to the wanted position from our current position.
trace_t tr;
UTIL_TraceEntity( pPlayer, org, org, MASK_PLAYERSOLID, &tr );
if ( tr.startsolid || tr.allsolid )
{
if ( sv_unlag_debug.GetBool() )
DevMsg( "WARNING: BackupPlayer trying to back player into a bad position - client %s\n", pPlayer->GetPlayerName() );
CBasePlayer *pHitPlayer = dynamic_cast<CBasePlayer *>( tr.m_pEnt );
// don't lag compensate the current player
if ( pHitPlayer && ( pHitPlayer != m_pCurrentPlayer ) )
{
// If we haven't backtracked this player, do it now
// this deliberately ignores WantsLagCompensationOnEntity.
if ( !m_RestorePlayer.Get( pHitPlayer->entindex() - 1 ) )
{
// prevent recursion - save a copy of m_RestorePlayer,
// pretend that this player is off-limits
int pl_index = pPlayer->entindex() - 1;
// Temp turn this flag on
m_RestorePlayer.Set( pl_index );
BacktrackPlayer( pHitPlayer, flTargetTime );
// Remove the temp flag
m_RestorePlayer.Clear( pl_index );
}
}
// now trace us back as far as we can go
UTIL_TraceEntity( pPlayer, pPlayer->GetLocalOrigin(), org, MASK_PLAYERSOLID, &tr );
if ( tr.startsolid || tr.allsolid )
{
// Our starting position is bogus
if ( sv_unlag_debug.GetBool() )
DevMsg( "Backtrack failed completely, bad starting position\n" );
}
else
{
// We can get to a valid place, but not all the way to the target
Vector vPos;
VectorLerp( pPlayer->GetLocalOrigin(), org, tr.fraction * g_flFractionScale, vPos );
// This is as close as we're going to get
org = vPos;
if ( sv_unlag_debug.GetBool() )
DevMsg( "Backtrack got most of the way\n" );
}
}
}
// See if this represents a change for the player
int flags = 0;
LagRecord *restore = &m_RestoreData[ pl_index ];
LagRecord *change = &m_ChangeData[ pl_index ];
QAngle angdiff = pPlayer->GetLocalAngles() - ang;
Vector orgdiff = pPlayer->GetLocalOrigin() - org;
// Always remember the pristine simulation time in case we need to restore it.
restore->m_flSimulationTime = pPlayer->GetSimulationTime();
if ( angdiff.LengthSqr() > LAG_COMPENSATION_EPS_SQR )
{
flags |= LC_ANGLES_CHANGED;
restore->m_vecAngles = pPlayer->GetLocalAngles();
pPlayer->SetLocalAngles( ang );
change->m_vecAngles = ang;
}
// Use absolute equality here
if ( minsPreScaled != pPlayer->CollisionProp()->OBBMinsPreScaled() || maxsPreScaled != pPlayer->CollisionProp()->OBBMaxsPreScaled() )
{
flags |= LC_SIZE_CHANGED;
restore->m_vecMinsPreScaled = pPlayer->CollisionProp()->OBBMinsPreScaled();
restore->m_vecMaxsPreScaled = pPlayer->CollisionProp()->OBBMaxsPreScaled();
pPlayer->SetSize( minsPreScaled, maxsPreScaled );
change->m_vecMinsPreScaled = minsPreScaled;
change->m_vecMaxsPreScaled = maxsPreScaled;
}
// Note, do origin at end since it causes a relink into the k/d tree
if ( orgdiff.LengthSqr() > LAG_COMPENSATION_EPS_SQR )
{
flags |= LC_ORIGIN_CHANGED;
restore->m_vecOrigin = pPlayer->GetLocalOrigin();
pPlayer->SetLocalOrigin( org );
change->m_vecOrigin = org;
}
// Sorry for the loss of the optimization for the case of people
// standing still, but you breathe even on the server.
// This is quicker than actually comparing all bazillion floats.
flags |= LC_ANIMATION_CHANGED;
restore->m_masterSequence = pPlayer->GetSequence();
restore->m_masterCycle = pPlayer->GetCycle();
bool interpolationAllowed = false;
if( prevRecord && (record->m_masterSequence == prevRecord->m_masterSequence) )
{
// If the master state changes, all layers will be invalid too, so don't interp (ya know, interp barely ever happens anyway)
interpolationAllowed = true;
}
////////////////////////
// First do the master settings
bool interpolatedMasters = false;
if( frac > 0.0f && interpolationAllowed )
{
interpolatedMasters = true;
pPlayer->SetSequence( Lerp( frac, record->m_masterSequence, prevRecord->m_masterSequence ) );
pPlayer->SetCycle( Lerp( frac, record->m_masterCycle, prevRecord->m_masterCycle ) );
if( record->m_masterCycle > prevRecord->m_masterCycle )
{
// the older record is higher in frame than the newer, it must have wrapped around from 1 back to 0
// add one to the newer so it is lerping from .9 to 1.1 instead of .9 to .1, for example.
float newCycle = Lerp( frac, record->m_masterCycle, prevRecord->m_masterCycle + 1 );
pPlayer->SetCycle(newCycle < 1 ? newCycle : newCycle - 1 );// and make sure .9 to 1.2 does not end up 1.05
}
else
{
pPlayer->SetCycle( Lerp( frac, record->m_masterCycle, prevRecord->m_masterCycle ) );
}
}
if( !interpolatedMasters )
{
pPlayer->SetSequence(record->m_masterSequence);
pPlayer->SetCycle(record->m_masterCycle);
}
////////////////////////
// Now do all the layers
int layerCount = pPlayer->GetNumAnimOverlays();
for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
{
CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex);
if( currentLayer )
{
restore->m_layerRecords[layerIndex].m_cycle = currentLayer->m_flCycle;
restore->m_layerRecords[layerIndex].m_order = currentLayer->m_nOrder;
restore->m_layerRecords[layerIndex].m_sequence = currentLayer->m_nSequence;
restore->m_layerRecords[layerIndex].m_weight = currentLayer->m_flWeight;
bool interpolated = false;
if( (frac > 0.0f) && interpolationAllowed )
{
LayerRecord &recordsLayerRecord = record->m_layerRecords[layerIndex];
LayerRecord &prevRecordsLayerRecord = prevRecord->m_layerRecords[layerIndex];
if( (recordsLayerRecord.m_order == prevRecordsLayerRecord.m_order)
&& (recordsLayerRecord.m_sequence == prevRecordsLayerRecord.m_sequence)
)
{
// We can't interpolate across a sequence or order change
interpolated = true;
if( recordsLayerRecord.m_cycle > prevRecordsLayerRecord.m_cycle )
{
// the older record is higher in frame than the newer, it must have wrapped around from 1 back to 0
// add one to the newer so it is lerping from .9 to 1.1 instead of .9 to .1, for example.
float newCycle = Lerp( frac, recordsLayerRecord.m_cycle, prevRecordsLayerRecord.m_cycle + 1 );
currentLayer->m_flCycle = newCycle < 1 ? newCycle : newCycle - 1;// and make sure .9 to 1.2 does not end up 1.05
}
else
{
currentLayer->m_flCycle = Lerp( frac, recordsLayerRecord.m_cycle, prevRecordsLayerRecord.m_cycle );
}
currentLayer->m_nOrder = recordsLayerRecord.m_order;
currentLayer->m_nSequence = recordsLayerRecord.m_sequence;
currentLayer->m_flWeight = Lerp( frac, recordsLayerRecord.m_weight, prevRecordsLayerRecord.m_weight );
}
}
if( !interpolated )
{
//Either no interp, or interp failed. Just use record.
currentLayer->m_flCycle = record->m_layerRecords[layerIndex].m_cycle;
currentLayer->m_nOrder = record->m_layerRecords[layerIndex].m_order;
currentLayer->m_nSequence = record->m_layerRecords[layerIndex].m_sequence;
currentLayer->m_flWeight = record->m_layerRecords[layerIndex].m_weight;
}
}
}
if ( !flags )
return; // we didn't change anything
if ( sv_lagflushbonecache.GetBool() )
pPlayer->InvalidateBoneCache();
/*char text[256]; Q_snprintf( text, sizeof(text), "time %.2f", flTargetTime );
pPlayer->DrawServerHitboxes( 10 );
NDebugOverlay::Text( org, text, false, 10 );
NDebugOverlay::EntityBounds( pPlayer, 255, 0, 0, 32, 10 ); */
m_RestorePlayer.Set( pl_index ); //remember that we changed this player
m_bNeedToRestore = true; // we changed at least one player
restore->m_fFlags = flags; // we need to restore these flags
change->m_fFlags = flags; // we have changed these flags
if( sv_showlagcompensation.GetInt() == 1 )
{
pPlayer->DrawServerHitboxes(4, true);
}
}
void CLagCompensationManager::FinishLagCompensation( CBasePlayer *player )
{
VPROF_BUDGET_FLAGS( "FinishLagCompensation", VPROF_BUDGETGROUP_OTHER_NETWORKING, BUDGETFLAG_CLIENT|BUDGETFLAG_SERVER );
m_pCurrentPlayer = NULL;
if ( !m_bNeedToRestore )
{
m_isCurrentlyDoingCompensation = false;
return; // no player was changed at all
}
// Iterate all active players
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
int pl_index = i - 1;
if ( !m_RestorePlayer.Get( pl_index ) )
{
// player wasn't changed by lag compensation
continue;
}
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer )
{
continue;
}
LagRecord *restore = &m_RestoreData[ pl_index ];
LagRecord *change = &m_ChangeData[ pl_index ];
bool restoreSimulationTime = false;
if ( restore->m_fFlags & LC_SIZE_CHANGED )
{
restoreSimulationTime = true;
// see if simulation made any changes, if no, then do the restore, otherwise,
// leave new values in
if ( pPlayer->CollisionProp()->OBBMinsPreScaled() == change->m_vecMinsPreScaled &&
pPlayer->CollisionProp()->OBBMaxsPreScaled() == change->m_vecMaxsPreScaled )
{
// Restore it
pPlayer->SetSize( restore->m_vecMinsPreScaled, restore->m_vecMaxsPreScaled );
}
#ifdef STAGING_ONLY
else
{
Warning( "Should we really not restore the size?\n" );
}
#endif
}
if ( restore->m_fFlags & LC_ANGLES_CHANGED )
{
restoreSimulationTime = true;
if ( pPlayer->GetLocalAngles() == change->m_vecAngles )
{
pPlayer->SetLocalAngles( restore->m_vecAngles );
}
}
if ( restore->m_fFlags & LC_ORIGIN_CHANGED )
{
restoreSimulationTime = true;
// Okay, let's see if we can do something reasonable with the change
Vector delta = pPlayer->GetLocalOrigin() - change->m_vecOrigin;
// If it moved really far, just leave the player in the new spot!!!
if ( delta.Length2DSqr() < m_flTeleportDistanceSqr )
{
RestorePlayerTo( pPlayer, restore->m_vecOrigin + delta );
}
}
if( restore->m_fFlags & LC_ANIMATION_CHANGED )
{
restoreSimulationTime = true;
pPlayer->SetSequence(restore->m_masterSequence);
pPlayer->SetCycle(restore->m_masterCycle);
int layerCount = pPlayer->GetNumAnimOverlays();
for( int layerIndex = 0; layerIndex < layerCount; ++layerIndex )
{
CAnimationLayer *currentLayer = pPlayer->GetAnimOverlay(layerIndex);
if( currentLayer )
{
currentLayer->m_flCycle = restore->m_layerRecords[layerIndex].m_cycle;
currentLayer->m_nOrder = restore->m_layerRecords[layerIndex].m_order;
currentLayer->m_nSequence = restore->m_layerRecords[layerIndex].m_sequence;
currentLayer->m_flWeight = restore->m_layerRecords[layerIndex].m_weight;
}
}
}
if ( restoreSimulationTime )
{
pPlayer->SetSimulationTime( restore->m_flSimulationTime );
}
}
m_isCurrentlyDoingCompensation = false;
}