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\r
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)\r
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)\r
-sv_clmovement_waitforinput 16 when a client does not send input for this many frames, force them to move anyway (unlike QuakeWorld)\r
+sv_clmovement_inputtimeout 0.2 when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld)\r
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!)\r
sv_cullentities_pvs 1 fast but loose culling of hidden entities\r
sv_cullentities_stats 0 displays stats on network entities culled by various methods for each client\r
// this is used by sv_clmovement_minping code
double clmovement_disabletimeout;
- // this is used by sv_clmvoement_waitforinput code
- int clmovement_skipphysicsframes;
+ // this is used by sv_clmovement_inputtimeout code
+ float clmovement_inputtimeout;
// spawn parms are carried from level to level
float spawn_parms[NUM_SPAWN_PARMS];
extern cvar_t sv_clmovement_enable;
extern cvar_t sv_clmovement_minping;
extern cvar_t sv_clmovement_minping_disabletime;
-extern cvar_t sv_clmovement_waitforinput;
+extern cvar_t sv_clmovement_inputtimeout;
extern cvar_t sv_cullentities_nevercullbmodels;
extern cvar_t sv_cullentities_pvs;
extern cvar_t sv_cullentities_stats;
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_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_waitforinput = {0, "sv_clmovement_waitforinput", "4", "when a client does not send input for this many frames, force them to move anyway (unlike QuakeWorld)"};
+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_t sv_cullentities_pvs = {0, "sv_cullentities_pvs", "1", "fast but loose culling of hidden entities"};
cvar_t sv_cullentities_stats = {0, "sv_cullentities_stats", "0", "displays stats on network entities culled by various methods for each client"};
Cvar_RegisterVariable (&sv_clmovement_enable);
Cvar_RegisterVariable (&sv_clmovement_minping);
Cvar_RegisterVariable (&sv_clmovement_minping_disabletime);
- Cvar_RegisterVariable (&sv_clmovement_waitforinput);
+ Cvar_RegisterVariable (&sv_clmovement_inputtimeout);
Cvar_RegisterVariable (&sv_cullentities_nevercullbmodels);
Cvar_RegisterVariable (&sv_cullentities_pvs);
Cvar_RegisterVariable (&sv_cullentities_stats);
}
// don't run physics here if running asynchronously
- if (host_client->clmovement_skipphysicsframes <= 0)
+ if (host_client->clmovement_inputtimeout <= 0)
{
SV_ClientThink();
//host_client->cmd.time = max(host_client->cmd.time, sv.time);
case MOVETYPE_WALK:
SV_RunThink (ent);
// don't run physics here if running asynchronously
- if (host_client->clmovement_skipphysicsframes <= 0)
+ if (host_client->clmovement_inputtimeout <= 0)
SV_WalkMove (ent);
break;
case MOVETYPE_TOSS:
// decrement the countdown variable used to decide when to go back to
// synchronous physics
- if (host_client->clmovement_skipphysicsframes > 0)
- host_client->clmovement_skipphysicsframes--;
+ if (host_client->clmovement_inputtimeout > sv.frametime)
+ host_client->clmovement_inputtimeout -= sv.frametime;
+ else
+ host_client->clmovement_inputtimeout = 0;
SV_CheckVelocity (ent);
if (ceil(max(sv_readmoves[sv_numreadmoves-1].receivetime - sv_readmoves[sv_numreadmoves-1].time, 0) * 1000.0) < sv_clmovement_minping.integer)
host_client->clmovement_disabletimeout = realtime + sv_clmovement_minping_disabletime.value / 1000.0;
// several conditions govern whether clientside movement prediction is allowed
- if (sv_readmoves[sv_numreadmoves-1].sequence && sv_clmovement_enable.integer && sv_clmovement_waitforinput.integer > 0 && host_client->clmovement_disabletimeout <= realtime && host_client->edict->fields.server->movetype == MOVETYPE_WALK && (!(val = PRVM_EDICTFIELDVALUE(host_client->edict, prog->fieldoffsets.disableclientprediction)) || !val->_float))
+ if (sv_readmoves[sv_numreadmoves-1].sequence && sv_clmovement_enable.integer && sv_clmovement_inputtimeout.value > 0 && host_client->clmovement_disabletimeout <= realtime && host_client->edict->fields.server->movetype == MOVETYPE_WALK && (!(val = PRVM_EDICTFIELDVALUE(host_client->edict, prog->fieldoffsets.disableclientprediction)) || !val->_float))
{
// process the moves in order and ignore old ones
// but always trust the latest move
// this is a new move
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.frametime * sv_clmovement_waitforinput.integer));
+ moveframetime = bound(0, move->time - host_client->cmd.time, min(0.1, sv_clmovement_inputtimeout.value));
//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;
// (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)
+ // determined by the sv_clmovement_inputtimeout cvar)
if (moveframetime <= 0)
continue;
oldframetime = prog->globals.server->frametime;
SV_Physics_ClientMove();
sv.frametime = oldframetime2;
prog->globals.server->frametime = oldframetime;
- host_client->clmovement_skipphysicsframes = sv_clmovement_waitforinput.integer;
+ host_client->clmovement_inputtimeout = sv_clmovement_inputtimeout.value;
}
}
}
// time
host_client->movesequence = 0;
// make sure that normal physics takes over immediately
- host_client->clmovement_skipphysicsframes = 0;
+ host_client->clmovement_inputtimeout = 0;
}
// calculate average ping time