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461 lines
14 KiB
461 lines
14 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "player.h" |
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#include "usercmd.h" |
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#include "igamemovement.h" |
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#include "mathlib/mathlib.h" |
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#include "client.h" |
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#include "player_command.h" |
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#include "movehelper_server.h" |
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#include "iservervehicle.h" |
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#include "tier0/vprof.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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extern IGameMovement *g_pGameMovement; |
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extern CMoveData *g_pMoveData; // This is a global because it is subclassed by each game. |
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extern ConVar sv_noclipduringpause; |
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ConVar sv_maxusrcmdprocessticks_warning( "sv_maxusrcmdprocessticks_warning", "-1", FCVAR_NONE, "Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled" ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CPlayerMove::CPlayerMove( void ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: We're about to run this usercmd for the specified player. We can set up groupinfo and masking here, etc. |
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// This is the time to examine the usercmd for anything extra. This call happens even if think does not. |
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// Input : *player - |
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// *cmd - |
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//----------------------------------------------------------------------------- |
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void CPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd ) |
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{ |
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VPROF( "CPlayerMove::StartCommand" ); |
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#if !defined( NO_ENTITY_PREDICTION ) |
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CPredictableId::ResetInstanceCounters(); |
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#endif |
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player->m_pCurrentCommand = cmd; |
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CBaseEntity::SetPredictionRandomSeed( cmd ); |
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CBaseEntity::SetPredictionPlayer( player ); |
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#if defined (HL2_DLL) |
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// pull out backchannel data and move this out |
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int i; |
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for (i = 0; i < cmd->entitygroundcontact.Count(); i++) |
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{ |
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int entindex = cmd->entitygroundcontact[i].entindex; |
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CBaseEntity *pEntity = CBaseEntity::Instance( engine->PEntityOfEntIndex( entindex) ); |
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if (pEntity) |
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{ |
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CBaseAnimating *pAnimating = pEntity->GetBaseAnimating(); |
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if (pAnimating) |
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{ |
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pAnimating->SetIKGroundContactInfo( cmd->entitygroundcontact[i].minheight, cmd->entitygroundcontact[i].maxheight ); |
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} |
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} |
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} |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: We've finished running a user's command |
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// Input : *player - |
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//----------------------------------------------------------------------------- |
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void CPlayerMove::FinishCommand( CBasePlayer *player ) |
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{ |
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VPROF( "CPlayerMove::FinishCommand" ); |
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player->m_pCurrentCommand = NULL; |
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CBaseEntity::SetPredictionRandomSeed( NULL ); |
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CBaseEntity::SetPredictionPlayer( NULL ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Checks if the player is standing on a moving entity and adjusts velocity and |
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// basevelocity appropriately |
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// Input : *player - |
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// frametime - |
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//----------------------------------------------------------------------------- |
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void CPlayerMove::CheckMovingGround( CBasePlayer *player, double frametime ) |
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{ |
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VPROF( "CPlayerMove::CheckMovingGround()" ); |
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CBaseEntity *groundentity; |
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if ( player->GetFlags() & FL_ONGROUND ) |
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{ |
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groundentity = player->GetGroundEntity(); |
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if ( groundentity && ( groundentity->GetFlags() & FL_CONVEYOR) ) |
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{ |
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Vector vecNewVelocity; |
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groundentity->GetGroundVelocityToApply( vecNewVelocity ); |
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if ( player->GetFlags() & FL_BASEVELOCITY ) |
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{ |
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vecNewVelocity += player->GetBaseVelocity(); |
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} |
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player->SetBaseVelocity( vecNewVelocity ); |
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player->AddFlag( FL_BASEVELOCITY ); |
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} |
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} |
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if ( !( player->GetFlags() & FL_BASEVELOCITY ) ) |
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{ |
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// Apply momentum (add in half of the previous frame of velocity first) |
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player->ApplyAbsVelocityImpulse( (1.0 + ( frametime * 0.5 )) * player->GetBaseVelocity() ); |
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player->SetBaseVelocity( vec3_origin ); |
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} |
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player->RemoveFlag( FL_BASEVELOCITY ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Prepares for running movement |
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// Input : *player - |
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// *ucmd - |
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// *pHelper - |
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// *move - |
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// time - |
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//----------------------------------------------------------------------------- |
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void CPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) |
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{ |
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VPROF( "CPlayerMove::SetupMove" ); |
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// Allow sound, etc. to be created by movement code |
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move->m_bFirstRunOfFunctions = true; |
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move->m_bGameCodeMovedPlayer = false; |
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if ( player->GetPreviouslyPredictedOrigin() != player->GetAbsOrigin() ) |
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{ |
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move->m_bGameCodeMovedPlayer = true; |
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} |
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// Prepare the usercmd fields |
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move->m_nImpulseCommand = ucmd->impulse; |
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move->m_vecViewAngles = ucmd->viewangles; |
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CBaseEntity *pMoveParent = player->GetMoveParent(); |
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if (!pMoveParent) |
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{ |
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move->m_vecAbsViewAngles = move->m_vecViewAngles; |
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} |
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else |
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{ |
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matrix3x4_t viewToParent, viewToWorld; |
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AngleMatrix( move->m_vecViewAngles, viewToParent ); |
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ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld ); |
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MatrixAngles( viewToWorld, move->m_vecAbsViewAngles ); |
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} |
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move->m_nButtons = ucmd->buttons; |
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// Ingore buttons for movement if at controls |
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if ( player->GetFlags() & FL_ATCONTROLS ) |
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{ |
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move->m_flForwardMove = 0; |
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move->m_flSideMove = 0; |
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move->m_flUpMove = 0; |
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} |
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else |
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{ |
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move->m_flForwardMove = ucmd->forwardmove; |
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move->m_flSideMove = ucmd->sidemove; |
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move->m_flUpMove = ucmd->upmove; |
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} |
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// Prepare remaining fields |
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move->m_flClientMaxSpeed = player->m_flMaxspeed; |
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move->m_nOldButtons = player->m_Local.m_nOldButtons; |
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move->m_vecAngles = player->pl.v_angle; |
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move->m_vecVelocity = player->GetAbsVelocity(); |
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move->m_nPlayerHandle = player; |
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move->SetAbsOrigin( player->GetAbsOrigin() ); |
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// Copy constraint information |
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if ( player->m_hConstraintEntity.Get() ) |
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move->m_vecConstraintCenter = player->m_hConstraintEntity.Get()->GetAbsOrigin(); |
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else |
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move->m_vecConstraintCenter = player->m_vecConstraintCenter; |
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move->m_flConstraintRadius = player->m_flConstraintRadius; |
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move->m_flConstraintWidth = player->m_flConstraintWidth; |
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move->m_flConstraintSpeedFactor = player->m_flConstraintSpeedFactor; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Finishes running movement |
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// Input : *player - |
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// *move - |
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// *ucmd - |
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// time - |
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//----------------------------------------------------------------------------- |
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void CPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) |
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{ |
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VPROF( "CPlayerMove::FinishMove" ); |
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// NOTE: Don't copy this. the movement code modifies its local copy but is not expecting to be authoritative |
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//player->m_flMaxspeed = move->m_flClientMaxSpeed; |
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player->SetAbsOrigin( move->GetAbsOrigin() ); |
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player->SetAbsVelocity( move->m_vecVelocity ); |
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player->SetPreviouslyPredictedOrigin( move->GetAbsOrigin() ); |
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player->m_Local.m_nOldButtons = move->m_nButtons; |
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// Convert final pitch to body pitch |
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float pitch = move->m_vecAngles[ PITCH ]; |
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if ( pitch > 180.0f ) |
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{ |
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pitch -= 360.0f; |
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} |
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pitch = clamp( pitch, -90.f, 90.f ); |
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move->m_vecAngles[ PITCH ] = pitch; |
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player->SetBodyPitch( pitch ); |
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player->SetLocalAngles( move->m_vecAngles ); |
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// The class had better not have changed during the move!! |
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if ( player->m_hConstraintEntity ) |
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Assert( move->m_vecConstraintCenter == player->m_hConstraintEntity.Get()->GetAbsOrigin() ); |
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else |
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Assert( move->m_vecConstraintCenter == player->m_vecConstraintCenter ); |
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Assert( move->m_flConstraintRadius == player->m_flConstraintRadius ); |
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Assert( move->m_flConstraintWidth == player->m_flConstraintWidth ); |
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Assert( move->m_flConstraintSpeedFactor == player->m_flConstraintSpeedFactor ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called before player thinks |
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// Input : *player - |
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// thinktime - |
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//----------------------------------------------------------------------------- |
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void CPlayerMove::RunPreThink( CBasePlayer *player ) |
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{ |
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VPROF( "CPlayerMove::RunPreThink" ); |
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// Run think functions on the player |
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VPROF_SCOPE_BEGIN( "player->PhysicsRunThink()" ); |
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if ( !player->PhysicsRunThink() ) |
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return; |
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VPROF_SCOPE_END(); |
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VPROF_SCOPE_BEGIN( "g_pGameRules->PlayerThink( player )" ); |
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// Called every frame to let game rules do any specific think logic for the player |
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g_pGameRules->PlayerThink( player ); |
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VPROF_SCOPE_END(); |
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VPROF_SCOPE_BEGIN( "player->PreThink()" ); |
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player->PreThink(); |
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VPROF_SCOPE_END(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Runs the PLAYER's thinking code if time. There is some play in the exact time the think |
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// function will be called, because it is called before any movement is done |
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// in a frame. Not used for pushmove objects, because they must be exact. |
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// Returns false if the entity removed itself. |
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// Input : *ent - |
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// frametime - |
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// clienttimebase - |
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// Output : void CPlayerMove::RunThink |
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//----------------------------------------------------------------------------- |
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void CPlayerMove::RunThink (CBasePlayer *player, double frametime ) |
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{ |
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VPROF( "CPlayerMove::RunThink" ); |
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int thinktick = player->GetNextThinkTick(); |
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if ( thinktick <= 0 || thinktick > player->m_nTickBase ) |
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return; |
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//gpGlobals->curtime = thinktime; |
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player->SetNextThink( TICK_NEVER_THINK ); |
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// Think |
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player->Think(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called after player movement |
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// Input : *player - |
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// thinktime - |
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// frametime - |
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//----------------------------------------------------------------------------- |
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void CPlayerMove::RunPostThink( CBasePlayer *player ) |
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{ |
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VPROF( "CPlayerMove::RunPostThink" ); |
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// Run post-think |
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player->PostThink(); |
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} |
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void CommentarySystem_PePlayerRunCommand( CBasePlayer *player, CUserCmd *ucmd ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Runs movement commands for the player |
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// Input : *player - |
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// *ucmd - |
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// *moveHelper - |
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// Output : void CPlayerMove::RunCommand |
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//----------------------------------------------------------------------------- |
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void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper ) |
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{ |
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const float playerCurTime = player->m_nTickBase * TICK_INTERVAL; |
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const float playerFrameTime = player->m_bGamePaused ? 0 : TICK_INTERVAL; |
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const float flTimeAllowedForProcessing = player->ConsumeMovementTimeForUserCmdProcessing( playerFrameTime ); |
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if ( !player->IsBot() && ( flTimeAllowedForProcessing < playerFrameTime ) ) |
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{ |
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// Make sure that the activity in command is erased because player cheated or dropped too many packets |
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double dblWarningFrequencyThrottle = sv_maxusrcmdprocessticks_warning.GetFloat(); |
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if ( dblWarningFrequencyThrottle >= 0 ) |
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{ |
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static double s_dblLastWarningTime = 0; |
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double dblTimeNow = Plat_FloatTime(); |
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if ( !s_dblLastWarningTime || ( dblTimeNow - s_dblLastWarningTime >= dblWarningFrequencyThrottle ) ) |
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{ |
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s_dblLastWarningTime = dblTimeNow; |
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Warning( "sv_maxusrcmdprocessticks_warning at server tick %u: Ignored client %s usrcmd (%.6f < %.6f)!\n", gpGlobals->tickcount, player->GetPlayerName(), flTimeAllowedForProcessing, playerFrameTime ); |
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} |
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} |
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return; // Don't process this command |
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} |
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StartCommand( player, ucmd ); |
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// Set globals appropriately |
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gpGlobals->curtime = playerCurTime; |
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gpGlobals->frametime = playerFrameTime; |
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// Prevent hacked clients from sending us invalid view angles to try to get leaf server code to crash |
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if ( !ucmd->viewangles.IsValid() || !IsEntityQAngleReasonable(ucmd->viewangles) ) |
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{ |
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ucmd->viewangles = vec3_angle; |
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} |
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// Add and subtract buttons we're forcing on the player |
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ucmd->buttons |= player->m_afButtonForced; |
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ucmd->buttons &= ~player->m_afButtonDisabled; |
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if ( player->m_bGamePaused ) |
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{ |
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// If no clipping and cheats enabled and noclipduring game enabled, then leave |
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// forwardmove and angles stuff in usercmd |
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if ( player->GetMoveType() == MOVETYPE_NOCLIP && |
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sv_cheats->GetBool() && |
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sv_noclipduringpause.GetBool() ) |
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{ |
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gpGlobals->frametime = TICK_INTERVAL; |
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} |
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} |
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/* |
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// TODO: We can check whether the player is sending more commands than elapsed real time |
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cmdtimeremaining -= ucmd->msec; |
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if ( cmdtimeremaining < 0 ) |
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{ |
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// return; |
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} |
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*/ |
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g_pGameMovement->StartTrackPredictionErrors( player ); |
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CommentarySystem_PePlayerRunCommand( player, ucmd ); |
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// Do weapon selection |
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if ( ucmd->weaponselect != 0 ) |
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{ |
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CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) ); |
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if ( weapon ) |
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{ |
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VPROF( "player->SelectItem()" ); |
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player->SelectItem( weapon->GetName(), ucmd->weaponsubtype ); |
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} |
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} |
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IServerVehicle *pVehicle = player->GetVehicle(); |
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// Latch in impulse. |
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if ( ucmd->impulse ) |
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{ |
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// Discard impulse commands unless the vehicle allows them. |
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// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example. |
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if ( !pVehicle || player->UsingStandardWeaponsInVehicle() ) |
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{ |
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player->m_nImpulse = ucmd->impulse; |
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} |
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} |
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// Update player input button states |
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VPROF_SCOPE_BEGIN( "player->UpdateButtonState" ); |
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player->UpdateButtonState( ucmd->buttons ); |
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VPROF_SCOPE_END(); |
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CheckMovingGround( player, TICK_INTERVAL ); |
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g_pMoveData->m_vecOldAngles = player->pl.v_angle; |
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// Copy from command to player unless game .dll has set angle using fixangle |
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if ( player->pl.fixangle == FIXANGLE_NONE ) |
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{ |
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player->pl.v_angle = ucmd->viewangles; |
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} |
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else if( player->pl.fixangle == FIXANGLE_RELATIVE ) |
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{ |
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player->pl.v_angle = ucmd->viewangles + player->pl.anglechange; |
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} |
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// Call standard client pre-think |
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RunPreThink( player ); |
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// Call Think if one is set |
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RunThink( player, TICK_INTERVAL ); |
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// Setup input. |
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SetupMove( player, ucmd, moveHelper, g_pMoveData ); |
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// Let the game do the movement. |
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if ( !pVehicle ) |
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{ |
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VPROF( "g_pGameMovement->ProcessMovement()" ); |
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Assert( g_pGameMovement ); |
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g_pGameMovement->ProcessMovement( player, g_pMoveData ); |
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} |
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else |
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{ |
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VPROF( "pVehicle->ProcessMovement()" ); |
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pVehicle->ProcessMovement( player, g_pMoveData ); |
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} |
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// Copy output |
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FinishMove( player, ucmd, g_pMoveData ); |
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// Let server invoke any needed impact functions |
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VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" ); |
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moveHelper->ProcessImpacts(); |
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VPROF_SCOPE_END(); |
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RunPostThink( player ); |
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g_pGameMovement->FinishTrackPredictionErrors( player ); |
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FinishCommand( player ); |
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// Let time pass |
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if ( gpGlobals->frametime > 0 ) |
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{ |
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player->m_nTickBase++; |
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} |
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}
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