SV_ReadClientMove
===================
*/
-qboolean SV_ReadClientMove (void)
+int sv_numreadmoves = 0;
+usercmd_t sv_readmoves[CL_MAX_USERCMDS];
+void SV_ReadClientMove (void)
{
- qboolean kickplayer = false;
int i;
-#ifdef NUM_PING_TIMES
- double total;
-#endif
- double moveframetime;
usercmd_t newmove;
usercmd_t *move = &newmove;
+ // reset stale client move state if a level change has occurred
+ if (host_client->cmd.receivetime > sv.time + 0.1 || !host_client->spawned)
+ {
+ memset(&host_client->cmd, 0, sizeof(host_client->cmd));
+ host_client->movesequence = 0;
+#ifdef NUM_PING_TIMES
+ for (i=0;i < NUM_PING_TIMES;i++)
+ host_client->ping_times[i] = 0;
+ host_client->num_pings = 0;
+#endif
+ host_client->ping = 0;
+ host_client->clmovement_disabletimeout = realtime + 0.1;
+ }
+
memset(move, 0, sizeof(*move));
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
}
- if (move->sequence && move->sequence <= host_client->movesequence && move->sequence >= host_client->movesequence - 16)
- {
- // repeat of old input (to fight packet loss)
- // the >= -16 check avoids frozen players after a level change
- return kickplayer;
- }
-
// if the previous move has not been applied yet, we need to accumulate
// the impulse/buttons from it
if (!host_client->cmd.applied)
move->buttons |= host_client->cmd.buttons;
}
- moveframetime = bound(0, move->time - host_client->cmd.time, 0.1);
- //Con_Printf("movesequence = %i (%i lost), moveframetime = %f\n", move->sequence, move->sequence ? move->sequence - host_client->movesequence - 1 : 0, moveframetime);
-
// disable clientside movement prediction in some cases
if (ceil((move->receivetime - move->time) * 1000.0) < sv_clmovement_minping.integer)
host_client->clmovement_disabletimeout = realtime + sv_clmovement_minping_disabletime.value / 1000.0;
if (!sv_clmovement_enable.integer || host_client->clmovement_disabletimeout > realtime)
move->sequence = 0;
- // calculate average ping time
- host_client->ping = move->receivetime - move->time;
+ // now store this move for later execution
+ // (we have to buffer the moves because of old ones being repeated)
+ if (sv_numreadmoves < CL_MAX_USERCMDS)
+ sv_readmoves[sv_numreadmoves++] = *move;
+}
+
+void SV_ExecuteClientMoves(void)
+{
+ int moveindex;
+ float moveframetime;
+ double oldframetime;
+ double oldframetime2;
#ifdef NUM_PING_TIMES
- host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = move->receivetime - move->time;
- host_client->num_pings++;
- for (i=0, total = 0;i < NUM_PING_TIMES;i++)
- total += host_client->ping_times[i];
- host_client->ping = total / NUM_PING_TIMES;
+ double total;
#endif
-
+ if (sv_numreadmoves < 1)
+ return;
// only start accepting input once the player is spawned
- if (host_client->spawned)
+ if (!host_client->spawned)
+ return;
+ if (sv_readmoves[sv_numreadmoves-1].sequence && sv_clmovement_enable.integer && sv_clmovement_waitforinput.integer > 0)
+ {
+ // process the moves in order and ignore old ones
+ // but always trust the latest move
+ // (this deals with bogus initial move sequences after level change,
+ // where the client will eventually catch up with the level change
+ // and reset its move sequence)
+ for (moveindex = 0;moveindex < sv_numreadmoves;moveindex++)
+ {
+ usercmd_t *move = sv_readmoves + moveindex;
+ if (host_client->cmd.sequence < move->sequence || moveindex == sv_numreadmoves - 1)
+ {
+ // this is a new move
+ moveframetime = bound(0, move->time - host_client->cmd.time, 0.1);
+ //Con_Printf("movesequence = %i (%i lost), moveframetime = %f\n", move->sequence, move->sequence ? move->sequence - host_client->movesequence - 1 : 0, moveframetime);
+ host_client->cmd = *move;
+ host_client->movesequence = move->sequence;
+
+ // if using prediction, we need to perform moves when packets are
+ // received, even if multiple occur in one frame
+ // (they can't go beyond the current time so there is no cheat issue
+ // with this approach, and if they don't send input for a while they
+ // start moving anyway, so the longest 'lagaport' possible is
+ // determined by the sv_clmovement_waitforinput cvar)
+ if (moveframetime <= 0)
+ continue;
+ oldframetime = prog->globals.server->frametime;
+ oldframetime2 = sv.frametime;
+ // update ping time for qc to see while executing this move
+ host_client->ping = host_client->cmd.receivetime - host_client->cmd.time;
+ // the server and qc frametime values must be changed temporarily
+ sv.frametime = moveframetime;
+ prog->globals.server->frametime = moveframetime;
+ SV_Physics_ClientEntity(host_client->edict);
+ sv.frametime = oldframetime2;
+ prog->globals.server->frametime = oldframetime;
+ host_client->clmovement_skipphysicsframes = sv_clmovement_waitforinput.integer;
+ }
+ }
+ }
+ else
{
- // at this point we know this input is new and should be stored
- host_client->cmd = *move;
- host_client->movesequence = move->sequence;
- // if using prediction, we need to perform moves when packets are
- // received, even if multiple occur in one frame
- // (they can't go beyond the current time so there is no cheat issue
- // with this approach, and if they don't send input for a while they
- // start moving anyway, so the longest 'lagaport' possible is
- // determined by the sv_clmovement_waitforinput cvar)
- if (host_client->movesequence && sv_clmovement_waitforinput.integer > 0 && moveframetime > 0)
+ // try to gather button bits from old moves, but only if their time is
+ // advancing (ones with the same timestamp can't be trusted)
+ for (moveindex = 0;moveindex < sv_numreadmoves-1;moveindex++)
{
- double oldframetime = prog->globals.server->frametime;
- double oldframetime2 = sv.frametime;
- // the server and qc frametime values must be changed temporarily
- sv.frametime = moveframetime;
- prog->globals.server->frametime = moveframetime;
- SV_Physics_ClientEntity(host_client->edict);
- sv.frametime = oldframetime2;
- prog->globals.server->frametime = oldframetime;
- host_client->clmovement_skipphysicsframes = sv_clmovement_waitforinput.integer;
+ usercmd_t *move = sv_readmoves + moveindex;
+ if (host_client->cmd.time < move->time)
+ {
+ sv_readmoves[sv_numreadmoves-1].buttons |= move->buttons;
+ if (move->impulse)
+ sv_readmoves[sv_numreadmoves-1].impulse = move->impulse;
+ }
}
+ // now copy the new move
+ host_client->cmd = sv_readmoves[sv_numreadmoves-1];
}
+ host_client->movesequence = host_client->cmd.sequence;
- return kickplayer;
+ // calculate average ping time
+ host_client->ping = host_client->cmd.receivetime - host_client->cmd.time;
+#ifdef NUM_PING_TIMES
+ host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = host_client->cmd.receivetime - host_client->cmd.time;
+ host_client->num_pings++;
+ for (i=0, total = 0;i < NUM_PING_TIMES;i++)
+ total += host_client->ping_times[i];
+ host_client->ping = total / NUM_PING_TIMES;
+#endif
}
void SV_ApplyClientMove (void)
char *s;
//MSG_BeginReading ();
+ sv_numreadmoves = 0;
for(;;)
{
if (cmd == -1)
{
// end of message
+ // apply the moves that were read this frame
+ SV_ExecuteClientMoves();
break;
}
return;
case clc_move:
- // if ReadClientMove returns true, the client tried to speed cheat
- if (SV_ReadClientMove ())
- SV_DropClient (false);
+ SV_ReadClientMove();
break;
case clc_ackdownloaddata: