From 79e332ad14e7ec9dbd2702a2d28127f7600f0678 Mon Sep 17 00:00:00 2001 From: havoc Date: Mon, 10 Mar 2008 02:06:32 +0000 Subject: [PATCH] replaced cl.movement_queue with direct use of cl.movecmd array, this saves a little memory but mostly it simplifies some logic reworked much of the prediction system now extrapolates latest movement gathered instead of interpolating between the last two moves sent, this reduces visual latency by 50-99ms and deals better (but not perfectly) with mismatched framerates like cl_maxfps 30 and cl_netfps 20 git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8208 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_input.c | 440 +++++++++++++++++++++++++--------------------------- cl_main.c | 6 +- cl_parse.c | 2 +- client.h | 22 ++- clvm_cmds.c | 20 ++- 5 files changed, 235 insertions(+), 255 deletions(-) diff --git a/cl_input.c b/cl_input.c index 352e4133..0b9176f6 100644 --- a/cl_input.c +++ b/cl_input.c @@ -665,49 +665,6 @@ void CL_UpdatePrydonCursor(void) cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL); } -void CL_ClientMovement_ExpireOldMoves(void) -{ - int i; - int n; - // remove stale queue items - n = cl.movement_numqueue; - cl.movement_numqueue = 0; - if (cls.servermovesequence) - { - for (i = 0;i < n;i++) - { - if (cl.movement_queue[i].sequence > cls.servermovesequence) - cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i]; - else - cl.movement_replay_canjump = cl.movement_queue[i].canjump; - } - } -} - -void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch) -{ - // if time has not advanced, do nothing - if (cl.movecmd[0].msec <= 0) - return; - // add to input queue if there is room - if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]))) - { - // add to input queue - cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence; - cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time; - cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001; - VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles); - cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove; - cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove; - cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove; - cl.movement_queue[cl.movement_numqueue].jump = buttonjump; - cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch; - cl.movement_numqueue++; - } - - cl.movement_replay = true; -} - typedef enum waterlevel_e { WATERLEVEL_NONE, @@ -738,7 +695,7 @@ typedef struct cl_clientmovement_state_s float waterjumptime; // user command - client_movementqueue_t q; + usercmd_t cmd; } cl_clientmovement_state_t; @@ -792,7 +749,7 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s) CL_ClientMovement_Unstick(s); // set crouched - if (s->q.crouch) + if (s->cmd.crouch) { // wants to crouch, this always works.. if (!s->crouched) @@ -862,7 +819,7 @@ void CL_ClientMovement_Move(cl_clientmovement_state_t *s) trace_t trace3; CL_ClientMovement_UpdateStatus(s); VectorCopy(s->velocity, primalvelocity); - for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++) + for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++) { VectorMA(s->origin, t, s->velocity, neworigin); trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false); @@ -919,12 +876,12 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) // water jump only in certain situations // this mimics quakeworld code - if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180) + if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180) { vec3_t forward; vec3_t yawangles; vec3_t spot; - VectorSet(yawangles, 0, s->q.viewangles[1], 0); + VectorSet(yawangles, 0, s->cmd.viewangles[1], 0); AngleVectors(yawangles, forward, NULL, NULL); VectorMA(s->origin, 24, forward, spot); spot[2] += 8; @@ -937,12 +894,12 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) s->velocity[2] = 310; s->waterjumptime = 2; s->onground = false; - s->q.canjump = false; + s->cmd.canjump = false; } } } - if (!VectorLength2(s->q.move)) + if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove)) { // drift towards bottom VectorSet(wishvel, 0, 0, -60); @@ -954,9 +911,9 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) vec3_t right; vec3_t up; // calculate movement vector - AngleVectors(s->q.viewangles, forward, right, up); + AngleVectors(s->cmd.viewangles, forward, right, up); VectorSet(up, 0, 0, 1); - VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel); + VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel); } // split wishvel into wishspeed and wishdir @@ -973,7 +930,7 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) if (s->waterjumptime <= 0) { // water friction - f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel; + f = 1 - s->cmd.frametime * cl.movevars_waterfriction * s->waterlevel; f = bound(0, f, 1); VectorScale(s->velocity, f, s->velocity); @@ -981,12 +938,12 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) f = wishspeed - DotProduct(s->velocity, wishdir); if (f > 0) { - f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f); + f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f); VectorMA(s->velocity, f, wishdir, s->velocity); } // holding jump button swims upward slowly - if (s->q.jump) + if (s->cmd.jump) { if (s->watertype & SUPERCONTENTS_LAVA) s->velocity[2] = 50; @@ -1022,22 +979,22 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s) // jump if on ground with jump button pressed but only if it has been // released at least once since the last jump - if (s->q.jump) + if (s->cmd.jump) { - if (s->onground && (s->q.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing" + if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing" { s->velocity[2] += cl.movevars_jumpvelocity; s->onground = false; - s->q.canjump = false; + s->cmd.canjump = false; } } else - s->q.canjump = true; + s->cmd.canjump = true; // calculate movement vector - VectorSet(yawangles, 0, s->q.viewangles[1], 0); + VectorSet(yawangles, 0, s->cmd.viewangles[1], 0); AngleVectors(yawangles, forward, right, up); - VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel); + VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel); // split wishvel into wishspeed and wishdir wishspeed = VectorLength(wishvel); @@ -1072,16 +1029,16 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s) friction *= cl.movevars_edgefriction; } // apply ground friction - f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1); + f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1); f = max(f, 0); VectorScale(s->velocity, f, s->velocity); addspeed = wishspeed - DotProduct(s->velocity, wishdir); if (addspeed > 0) { - accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed); + accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed); VectorMA(s->velocity, accelspeed, wishdir, s->velocity); } - s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime; + s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime; if (cls.protocol == PROTOCOL_QUAKEWORLD) s->velocity[2] = 0; if (VectorLength2(s->velocity)) @@ -1115,16 +1072,16 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s) f = wishspeed - vel_straight; if(f > 0) - vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw; + vel_straight += min(f, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * cl.movevars_airaccel_qw; if(wishspeed > 0) - vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw); + vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw); - VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend); + VectorM(1 - (s->cmd.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend); VectorMA(vel_perpend, vel_straight, wishdir, s->velocity); s->velocity[2] += vel_z; } - s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime; + s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime; CL_ClientMovement_Move(s); } } @@ -1132,9 +1089,9 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s) void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s) { //Con_Printf(" %f", frametime); - if (!s->q.jump) - s->q.canjump = true; - s->waterjumptime -= s->q.frametime; + if (!s->cmd.jump) + s->cmd.canjump = true; + s->waterjumptime -= s->cmd.frametime; CL_ClientMovement_UpdateStatus(s); if (s->waterlevel >= WATERLEVEL_SWIMMING) CL_ClientMovement_Physics_Swim(s); @@ -1195,11 +1152,11 @@ void CL_UpdateMoveVars(void) void CL_ClientMovement_Replay(void) { int i; - qboolean canjump; - double totalmovetime; + double totalmovemsec; cl_clientmovement_state_t s; - CL_ClientMovement_ExpireOldMoves(); + if (cl.movement_predicted && !cl.movement_replay) + return; // set up starting state for the series of moves memset(&s, 0, sizeof(s)); @@ -1208,11 +1165,12 @@ void CL_ClientMovement_Replay(void) s.crouched = true; // will be updated on first move //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]); - totalmovetime = 0; - for (i = 0;i < cl.movement_numqueue - 1;i++) - totalmovetime += cl.movement_queue[i].frametime; - cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission); - //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission); + totalmovemsec = 0; + for (i = 0;i < CL_MAX_USERCMDS;i++) + if (cl.movecmd[i].sequence > cls.servermovesequence) + totalmovemsec += cl.movecmd[i].msec; + cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission); + //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission); if (cl.movement_predicted) { //Con_Printf("%ims\n", cl.movecmd[0].msec); @@ -1220,48 +1178,44 @@ void CL_ClientMovement_Replay(void) // replay the input queue to predict current location // note: this relies on the fact there's always one queue item at the end - canjump = cl.movement_replay_canjump; - for (i = 0;i < cl.movement_numqueue;i++) + // find how many are still valid + for (i = 0;i < CL_MAX_USERCMDS;i++) + if (cl.movecmd[i].sequence <= cls.servermovesequence) + break; + // now walk them in oldest to newest order + for (i--;i >= 0;i--) { - s.q = cl.movement_queue[i]; - s.q.canjump = canjump; + s.cmd = cl.movecmd[i]; + if (i < CL_MAX_USERCMDS - 1) + s.cmd.canjump = cl.movecmd[i+1].canjump; // if a move is more than 50ms, do it as two moves (matching qwsv) - if (s.q.frametime > 0.05) + //Con_Printf("%i ", s.cmd.msec); + if (s.cmd.frametime > 0.05) { - s.q.frametime *= 0.5; + s.cmd.frametime /= 2; CL_ClientMovement_PlayerMove(&s); } CL_ClientMovement_PlayerMove(&s); - canjump = cl.movement_queue[i].canjump = s.q.canjump; + cl.movecmd[i].canjump = s.cmd.canjump; } + //Con_Printf("\n"); } else { // get the first movement queue entry to know whether to crouch and such - s.q = cl.movement_queue[0]; + s.cmd = cl.movecmd[0]; } CL_ClientMovement_UpdateStatus(&s); - if (cl.movement_replay) + if (cls.demoplayback) // for bob, speedometer + VectorCopy(cl.mvelocity[0], cl.movement_velocity); + else { cl.movement_replay = false; - // update interpolation timestamps if time has passed - if (cl.movement_time[0] != cl.movecmd[0].time) - { - cl.movement_time[1] = cl.movement_time[0]; - cl.movement_time[0] = cl.movecmd[0].time; - cl.movement_time[2] = cl.movecmd[0].time;//time; - VectorCopy(cl.movement_origin, cl.movement_oldorigin); - //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin); - //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0); - } - // update the interpolation target position and velocity VectorCopy(s.origin, cl.movement_origin); VectorCopy(s.velocity, cl.movement_velocity); } - else if(cls.demoplayback) // for bob, speedometer - VectorCopy(cl.mvelocity[0], cl.movement_velocity); // update the onground flag if appropriate if (cl.movement_predicted) @@ -1345,18 +1299,25 @@ usercmd_t nullcmd; // for delta compression of qw moves void CL_SendMove(void) { int i, j, packetloss; + int checksumindex; int bits; + int maxusercmds; + usercmd_t *cmd; sizebuf_t buf; unsigned char data[1024]; double packettime; int msecdelta; - CL_ClientMovement_ExpireOldMoves(); - // if playing a demo, do nothing if (!cls.netcon) return; + // we build up cl.movecmd[0] and then decide whether to send or not + // the prediction code will use this command even though it has not been + // sent yet + cl.cmd.time = cl.time; + cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence; + // set button bits // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button bits = 0; @@ -1386,39 +1347,90 @@ void CL_SendMove(void) if (cl.cmd.cursor_screen[1] <= -1) bits |= 32; if (cl.cmd.cursor_screen[1] >= 1) bits |= 64; - // don't send too often or else network connections can get clogged by a high renderer framerate + // set buttons and impulse + cl.cmd.buttons = bits; + cl.cmd.impulse = in_impulse; + + // set viewangles + VectorCopy(cl.viewangles, cl.cmd.viewangles); + + msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000)); + cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255); + // ridiculous value rejection (matches qw) + if (cl.cmd.msec > 250) + cl.cmd.msec = 100; + cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0); + + cl.cmd.predicted = cl_movement.integer; + + // movement is set by input code (forwardmove/sidemove/upmove) + // always dump the first two moves, because they may contain leftover inputs from the last level + if (cl.cmd.sequence <= 2) + cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0; + + cl.cmd.jump = (cl.cmd.buttons & 2) != 0; + cl.cmd.crouch = 0; + switch (cls.protocol) + { + case PROTOCOL_QUAKEWORLD: + case PROTOCOL_QUAKE: + case PROTOCOL_QUAKEDP: + case PROTOCOL_NEHAHRAMOVIE: + case PROTOCOL_NEHAHRABJP: + case PROTOCOL_NEHAHRABJP2: + case PROTOCOL_NEHAHRABJP3: + case PROTOCOL_DARKPLACES1: + case PROTOCOL_DARKPLACES2: + case PROTOCOL_DARKPLACES3: + case PROTOCOL_DARKPLACES4: + case PROTOCOL_DARKPLACES5: + break; + case PROTOCOL_DARKPLACES6: + case PROTOCOL_DARKPLACES7: + // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific + cl.cmd.crouch = (cl.cmd.buttons & 16) != 0; + break; + case PROTOCOL_UNKNOWN: + break; + } + + cl.movecmd[0] = cl.cmd; + + // don't predict more than 200fps + if (realtime >= cl.lastpackettime + 0.005) + cl.movement_replay = true; // redo the prediction + + // now decide whether to actually send this move + // (otherwise it is only for prediction) + + // 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); // send input every frame in singleplayer if (cl.islocalgame) packettime = 0; - // send the current interpolation time - cl.cmd.time = cl.time; - cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence; - if (realtime < cl.lastpackettime + packettime && (!cl_netimmediatebuttons.integer || (bits == cl.cmd.buttons && in_impulse == cl.cmd.impulse))) - return; + // always send if buttons changed or an impulse is pending + // even if it violates the rate limit! + if (!cl_netimmediatebuttons.integer || (cl.movecmd[0].buttons == cl.movecmd[1].buttons && !cl.movecmd[0].impulse)) + { + // don't choke the connection with packets (obey rate limit) + if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame) + return; + // don't send too often (cl_netfps) + if (realtime < cl.lastpackettime + packettime) + return; + } // try to round off the lastpackettime to a multiple of the packet interval - // (this causes it to emit packets at a steady beat, and takes advantage - // of the time drift compensation in the cl.time code) + // (this causes it to emit packets at a steady beat) if (packettime > 0) cl.lastpackettime = floor(realtime / packettime) * packettime; else cl.lastpackettime = realtime; - // set the flag indicating that we sent a packet recently - cl.movement_needupdate = false; buf.maxsize = sizeof(data); buf.cursize = 0; buf.data = data; - // conditions for sending a move: - // if the move advances time or if the game is paused (in which case time - // is not advancing) - // don't send a new input packet if the connection is still saturated from - // the last one (or chat messages, etc) - // note: this behavior comes from QW - if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame) - return; - // send the movement message // PROTOCOL_QUAKE clc_move = 16 bytes total // PROTOCOL_QUAKEDP clc_move = 16 bytes total @@ -1435,95 +1447,46 @@ void CL_SendMove(void) // set prydon cursor info CL_UpdatePrydonCursor(); - // set buttons and impulse - cl.cmd.buttons = bits; - cl.cmd.impulse = in_impulse; - - // clear button 'click' states - in_attack.state &= ~2; - in_jump.state &= ~2; - in_button3.state &= ~2; - in_button4.state &= ~2; - in_button5.state &= ~2; - in_button6.state &= ~2; - in_button7.state &= ~2; - in_button8.state &= ~2; - in_use.state &= ~2; - in_button9.state &= ~2; - in_button10.state &= ~2; - in_button11.state &= ~2; - in_button12.state &= ~2; - in_button13.state &= ~2; - in_button14.state &= ~2; - in_button15.state &= ~2; - in_button16.state &= ~2; - - // clear impulse - in_impulse = 0; - - // movement is set by input code (forwardmove/sidemove/upmove) - - // set viewangles - VectorCopy(cl.viewangles, cl.cmd.viewangles); - - msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000)); - cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255); - // ridiculous value rejection (matches qw) - if (cl.cmd.msec > 250) - cl.cmd.msec = 100; - - cl.cmd.predicted = cl_movement.integer; - - // always dump the first two messages, because they may contain leftover inputs from the last level - if (cl.cmd.sequence <= 2) - cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0; - - // update the cl.movecmd array which holds the most recent moves - for (i = CL_MAX_USERCMDS - 1;i >= 1;i--) - cl.movecmd[i] = cl.movecmd[i-1]; - cl.movecmd[0] = cl.cmd; - - if (cls.protocol == PROTOCOL_QUAKEWORLD) + if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) { - int checksumindex; - - CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false); - - MSG_WriteByte(&buf, qw_clc_move); - // save the position for a checksum byte - checksumindex = buf.cursize; - MSG_WriteByte(&buf, 0); - // packet loss percentage - for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++) - if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET) - packetloss++; - packetloss = packetloss * 100 / NETGRAPH_PACKETS; - MSG_WriteByte(&buf, packetloss); - // write most recent 3 moves - QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]); - QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]); - QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]); - // calculate the checksum - buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence); - // if delta compression history overflows, request no delta - if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1) - cl.qw_validsequence = 0; - // request delta compression if appropriate - if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording) + switch (cls.protocol) { - cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence; - MSG_WriteByte(&buf, qw_clc_delta); - MSG_WriteByte(&buf, cl.qw_validsequence & 255); - } - else - cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1; - } - else if (cls.signon == SIGNONS) - { - if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE || cls.protocol == PROTOCOL_NEHAHRABJP || cls.protocol == PROTOCOL_NEHAHRABJP2 || cls.protocol == PROTOCOL_NEHAHRABJP3) - { - CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false); - + case PROTOCOL_QUAKEWORLD: + MSG_WriteByte(&buf, qw_clc_move); + // save the position for a checksum byte + checksumindex = buf.cursize; + MSG_WriteByte(&buf, 0); + // packet loss percentage + for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++) + if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET) + packetloss++; + packetloss = packetloss * 100 / NETGRAPH_PACKETS; + MSG_WriteByte(&buf, packetloss); + // write most recent 3 moves + QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]); + QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]); + QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]); + // calculate the checksum + buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence); + // if delta compression history overflows, request no delta + if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1) + cl.qw_validsequence = 0; + // request delta compression if appropriate + if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording) + { + cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence; + MSG_WriteByte(&buf, qw_clc_delta); + MSG_WriteByte(&buf, cl.qw_validsequence & 255); + } + else + cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1; + break; + case PROTOCOL_QUAKE: + case PROTOCOL_QUAKEDP: + case PROTOCOL_NEHAHRAMOVIE: + case PROTOCOL_NEHAHRABJP: + case PROTOCOL_NEHAHRABJP2: + case PROTOCOL_NEHAHRABJP3: // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time @@ -1537,11 +1500,9 @@ void CL_SendMove(void) // 2 bytes MSG_WriteByte (&buf, cl.movecmd[0].buttons); MSG_WriteByte (&buf, cl.movecmd[0].impulse); - } - else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3) - { - CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false); - + break; + case PROTOCOL_DARKPLACES2: + case PROTOCOL_DARKPLACES3: // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time @@ -1555,11 +1516,10 @@ void CL_SendMove(void) // 2 bytes MSG_WriteByte (&buf, cl.movecmd[0].buttons); MSG_WriteByte (&buf, cl.movecmd[0].impulse); - } - else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5) - { - CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false); - + break; + case PROTOCOL_DARKPLACES1: + case PROTOCOL_DARKPLACES4: + case PROTOCOL_DARKPLACES5: // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time @@ -1573,15 +1533,8 @@ void CL_SendMove(void) // 2 bytes MSG_WriteByte (&buf, cl.movecmd[0].buttons); MSG_WriteByte (&buf, cl.movecmd[0].impulse); - } - else if (cls.signon == SIGNONS) - { - int maxusercmds; - usercmd_t *cmd; - - // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific - CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0); - + case PROTOCOL_DARKPLACES6: + case PROTOCOL_DARKPLACES7: // set the maxusercmds variable to limit how many should be sent maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS); // when movement prediction is off, there's not much point in repeating old input as it will just be ignored @@ -1625,6 +1578,9 @@ void CL_SendMove(void) MSG_WriteFloat (&buf, cmd->cursor_impact[2]); MSG_WriteShort (&buf, cmd->cursor_entitynumber); } + break; + case PROTOCOL_UNKNOWN: + break; } } @@ -1662,6 +1618,34 @@ void CL_SendMove(void) if (buf.cursize || cls.netcon->message.cursize) NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false); + // update the cl.movecmd array which holds the most recent moves, + // because we now need a new slot for the next input + for (i = CL_MAX_USERCMDS - 1;i >= 1;i--) + cl.movecmd[i] = cl.movecmd[i-1]; + cl.movecmd[0].msec = 0; + cl.movecmd[0].frametime = 0; + + // clear button 'click' states + in_attack.state &= ~2; + in_jump.state &= ~2; + in_button3.state &= ~2; + in_button4.state &= ~2; + in_button5.state &= ~2; + in_button6.state &= ~2; + in_button7.state &= ~2; + in_button8.state &= ~2; + in_use.state &= ~2; + in_button9.state &= ~2; + in_button10.state &= ~2; + in_button11.state &= ~2; + in_button12.state &= ~2; + in_button13.state &= ~2; + in_button14.state &= ~2; + in_button15.state &= ~2; + in_button16.state &= ~2; + // clear impulse + in_impulse = 0; + if (cls.netcon->message.overflowed) { Con_Print("CL_SendMove: lost server connection\n"); diff --git a/cl_main.c b/cl_main.c index 7e25568b..d6e8ed12 100644 --- a/cl_main.c +++ b/cl_main.c @@ -946,11 +946,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat interpolate = false; if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0])) { - lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]); - lerp = bound(0, lerp, 1); - if (!interpolate) - lerp = 1; - VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin); + VectorCopy(cl.movement_origin, origin); VectorSet(angles, 0, cl.viewangles[1], 0); } else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) diff --git a/cl_parse.c b/cl_parse.c index 495c0dcd..e002e600 100644 --- a/cl_parse.c +++ b/cl_parse.c @@ -2960,7 +2960,7 @@ static void CL_NetworkTimeReceived(double newtime) } // this packet probably contains a player entity update, so we will need // to update the prediction - cl.movement_needupdate = true; + cl.movement_replay = true; // this may get updated later in parsing by svc_clientdata cl.onground = false; // if true the cl.viewangles are interpolated from cl.mviewangles[] diff --git a/client.h b/client.h index 3a5a5635..b71c2639 100644 --- a/client.h +++ b/client.h @@ -27,9 +27,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // LordHavoc: 256 dynamic lights #define MAX_DLIGHTS 256 -// this is the maximum number of input packets that can be lost without a -// misprediction -#define CL_MAX_USERCMDS 16 +// this is the maximum number of input packets that can be predicted +#define CL_MAX_USERCMDS 256 // flags for rtlight rendering #define LIGHTFLAG_NORMALMODE 1 @@ -358,12 +357,18 @@ typedef struct usercmd_s double time; double receivetime; - int msec; // for qw moves + int msec; // for predicted moves int buttons; int impulse; int sequence; qboolean applied; // if false we're still accumulating a move qboolean predicted; // if true the sequence should be sent as 0 + + // derived properties + double frametime; + qboolean canjump; + qboolean jump; + qboolean crouch; } usercmd_t; typedef struct lightstyle_s @@ -794,18 +799,9 @@ typedef struct client_state_s qboolean movement_predicted; // if true the CL_ClientMovement_Replay function will update origin, etc qboolean movement_replay; - // this is set true by svc_time parsing and causes a new movement to be - // queued for prediction purposes - qboolean movement_needupdate; - // timestamps of latest two predicted moves for interpolation - double movement_time[4]; // simulated data (this is valid even if cl.movement is false) vec3_t movement_origin; - vec3_t movement_oldorigin; vec3_t movement_velocity; - // queue of proposed moves - int movement_numqueue; - client_movementqueue_t movement_queue[256]; // whether the replay should allow a jump at the first sequence qboolean movement_replay_canjump; diff --git a/clvm_cmds.c b/clvm_cmds.c index 08c0e59f..e43ce894 100644 --- a/clvm_cmds.c +++ b/clvm_cmds.c @@ -1079,14 +1079,17 @@ static void VM_CL_getinputstate (void) int i, frame; VM_SAFEPARMCOUNT(1, VM_CL_getinputstate); frame = (int)PRVM_G_FLOAT(OFS_PARM0); - for (i = 0;i < cl.movement_numqueue;i++) - if (cl.movement_queue[i].sequence == frame) + for (i = 0;i < CL_MAX_USERCMDS;i++) + { + if (cl.movecmd[i].sequence == frame) { - VectorCopy(cl.movement_queue[i].viewangles, prog->globals.client->input_angles); - //prog->globals.client->input_buttons = cl.movement_queue[i].//FIXME - VectorCopy(cl.movement_queue[i].move, prog->globals.client->input_movevalues); - prog->globals.client->input_timelength = cl.movement_queue[i].frametime; - if(cl.movement_queue[i].crouch) + VectorCopy(cl.movecmd[i].viewangles, prog->globals.client->input_angles); + prog->globals.client->input_buttons = cl.movecmd[i].buttons; // FIXME: this should not be directly exposed to csqc (translation layer needed?) + prog->globals.client->input_movevalues[0] = cl.movecmd[i].forwardmove; + prog->globals.client->input_movevalues[1] = cl.movecmd[i].sidemove; + prog->globals.client->input_movevalues[2] = cl.movecmd[i].upmove; + prog->globals.client->input_timelength = cl.movecmd[i].frametime; + if(cl.movecmd[i].crouch) { VectorCopy(cl.playercrouchmins, prog->globals.client->pmove_mins); VectorCopy(cl.playercrouchmaxs, prog->globals.client->pmove_maxs); @@ -1097,6 +1100,7 @@ static void VM_CL_getinputstate (void) VectorCopy(cl.playerstandmaxs, prog->globals.client->pmove_maxs); } } + } } //#346 void(float sens) setsensitivityscaler (EXT_CSQC) @@ -2304,7 +2308,7 @@ void VM_CL_R_RenderScene (void) CL_UpdateViewEntities(); // now draw stuff! R_RenderView(); - + polys->num_vertices = polys->num_triangles = 0; } -- 2.39.2