extern cvar_t sv_clmovement_minping;
extern cvar_t sv_clmovement_minping_disabletime;
extern cvar_t sv_clmovement_inputtimeout;
+extern cvar_t sv_clmovement_maxnetfps;
extern cvar_t sv_cullentities_nevercullbmodels;
extern cvar_t sv_cullentities_pvs;
extern cvar_t sv_cullentities_stats;
cvar_t sv_checkforpacketsduringsleep = {0, "sv_checkforpacketsduringsleep", "0", "uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets"};
cvar_t sv_clmovement_enable = {0, "sv_clmovement_enable", "1", "whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players"};
cvar_t sv_clmovement_minping = {0, "sv_clmovement_minping", "0", "if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)"};
+cvar_t sv_clmovement_maxnetfps = {0, "sv_clmovement_maxnetfps", "80", "max amount of movement packets to accept per second"};
cvar_t sv_clmovement_minping_disabletime = {0, "sv_clmovement_minping_disabletime", "1000", "when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)"};
cvar_t sv_clmovement_inputtimeout = {0, "sv_clmovement_inputtimeout", "0.2", "when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)"};
cvar_t sv_cullentities_nevercullbmodels = {0, "sv_cullentities_nevercullbmodels", "0", "if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)"};
Cvar_RegisterVariable (&sv_areagrid_mingridsize);
Cvar_RegisterVariable (&sv_checkforpacketsduringsleep);
Cvar_RegisterVariable (&sv_clmovement_enable);
+ Cvar_RegisterVariable (&sv_clmovement_maxnetfps);
Cvar_RegisterVariable (&sv_clmovement_minping);
Cvar_RegisterVariable (&sv_clmovement_minping_disabletime);
Cvar_RegisterVariable (&sv_clmovement_inputtimeout);
move->time = bound(sv.time - 1, move->time, sv.time); // prevent slowhack/speedhack combos
move->time = max(move->time, host_client->cmd.time); // prevent backstepping of time
moveframetime = bound(0, move->time - host_client->cmd.time, min(0.1, sv_clmovement_inputtimeout.value));
+
+ // discard (treat like lost) moves with too low distance from
+ // the previous one to prevent hacks using float inaccuracy
+ // clients will see this as packet loss in the netgraph
+ if(sv_clmovement_maxnetfps.value > 0)
+ if(moveframetime < 1 / sv_clmovement_maxnetfps.value)
+ continue;
+
//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;