else
{
cl.moveflags = 0;
- cl.movevars_ticrate = (cls.demoplayback ? 1.0f : host_timescale.value) / bound(1.0f, cl_netfps.value, 1000.0f);
+ cl.movevars_ticrate = (cls.demoplayback ? 1.0f : host_timescale.value) / bound(10.0f, cl_netfps.value, 1000.0f);
cl.movevars_timescale = (cls.demoplayback ? 1.0f : host_timescale.value);
cl.movevars_gravity = sv_gravity.value;
cl.movevars_stopspeed = cl_movement_stopspeed.value;
usercmd_t *cmd;
sizebuf_t buf;
unsigned char data[1024];
- double packettime;
+ float packettime;
int msecdelta;
qbool quemove;
qbool important;
cl.movecmd[0] = cl.cmd;
// don't predict more than 200fps
- if (host.realtime >= cl.lastpackettime + 0.005)
+ if (cl.timesincepacket >= 0.005)
cl.movement_replay = true; // redo the prediction
// now decide whether to actually send this move
// (otherwise it is only for prediction)
+ // do not send 0ms packets because they mess up physics
+ if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
+ return;
+
// don't send too often or else network connections can get clogged by a
// high renderer framerate
- packettime = 1.0 / bound(1, cl_netfps.value, 1000);
+ packettime = 1.0f / bound(10.0f, cl_netfps.value, 1000.0f);
if (cl.movevars_timescale && cl.movevars_ticrate)
{
+ // try to ensure at least 1 packet per server frame
+ // and apply soft limit of 2, hard limit < 4 (packettime reduced further below)
float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
- packettime = min(packettime, maxtic);
+ packettime = bound(maxtic * 0.5f, packettime, maxtic);
}
+ // bones_was_here: reduce packettime to (largest multiple of realframetime) <= packettime
+ // prevents packet rates lower than cl_netfps or server frame rate
+ // eg: cl_netfps 60 and cl_maxfps 250 would otherwise send only 50 netfps
+ // with this line that config sends 62.5 netfps
+ // (this causes it to emit packets at a steady beat)
+ packettime = floor(packettime / (float)cl.realframetime) * (float)cl.realframetime;
- // do not send 0ms packets because they mess up physics
- if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
- return;
// always send if buttons changed or an impulse is pending
// even if it violates the rate limit!
important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
- // don't send too often (cl_netfps)
- if (!important && host.realtime < cl.lastpackettime + packettime)
+
+ // don't send too often (cl_netfps), allowing a small margin for float error
+ // bones_was_here: accumulate realframetime to prevent low packet rates
+ // previously with cl_maxfps == cl_netfps it did not send every frame as
+ // host.realtime - cl.lastpackettime was often well below (or above) packettime
+ if (!important && cl.timesincepacket < packettime * 0.99999f)
+ {
+ cl.timesincepacket += cl.realframetime;
return;
+ }
+
// don't choke the connection with packets (obey rate limit)
// it is important that this check be last, because it adds a new
// frame to the shownetgraph output and any cancelation after this
// we also still send if it is important
if (!NetConn_CanSend(cls.netcon) && !important)
return;
- // try to round off the lastpackettime to a multiple of the packet interval
- // (this causes it to emit packets at a steady beat)
- if (packettime > 0)
- cl.lastpackettime = floor(host.realtime / packettime) * packettime;
- else
- cl.lastpackettime = host.realtime;
+
+ // reset the packet timing accumulator
+ cl.timesincepacket = cl.realframetime;
buf.maxsize = sizeof(data);
buf.cursize = 0;