Fix up vrinputs frame times.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6289 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 51 additions and 13 deletions
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@ -1620,6 +1620,7 @@ static void CL_AccumlateInput(int plnum, float frametime/*extra contribution*/,
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float nscale = framemsecs?framemsecs / (framemsecs+cmd->msec):0;
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float oscale = 1 - nscale;
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unsigned int st;
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CL_BaseMove (newmoves, plnum);
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@ -1651,6 +1652,16 @@ static void CL_AccumlateInput(int plnum, float frametime/*extra contribution*/,
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}
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cmd->msec = framemsecs;
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if (cl.movesequence >= 1)
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{ //fix up the servertime value to make sure our msecs are actually correct.
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st = cl.outframes[(cl.movesequence-1)&UPDATE_MASK].cmd[plnum].servertime + (cmd->msec); //round it.
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if (abs((int)st-(int)cmd->servertime) < 50)
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{
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cmd->servertime = st;
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cmd->fservertime = (double)st/1000.0;
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}
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}
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// if we are spectator, try autocam
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// if (cl.spectator)
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Cam_Track(&cl.playerview[plnum], &cl_pendingcmd[plnum]);
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@ -1500,6 +1500,7 @@ void MSGQ2_WriteDeltaUsercmd (sizebuf_t *buf, const usercmd_t *from, const userc
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#define UC_RIGHT (1<<4)
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#define UC_BUTTONS (1<<5)
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#define UC_IMPULSE (1<<6)
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#define UC_UP (1<<7) //split from forward/right because its rare, and this avoids sending an extra byte.
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#define UC_ABSANG (1<<8) //angle values are shorts
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#define UC_BIGMOVES (1<<9) //fwd/left/up are shorts, rather than a fith.
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@ -1507,13 +1508,15 @@ void MSGQ2_WriteDeltaUsercmd (sizebuf_t *buf, const usercmd_t *from, const userc
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#define UC_CURSORFLDS (1<<11) //lots of data in one.
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#define UC_LIGHTLEV (1<<12)
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#define UC_VR_HEAD (1<<13)
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#define UC_VR_RIGHT (1<<14)
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#define UC_VR_LEFT (1<<15)
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//#define UC_UNUSED (1<<16)
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//#define UC_UNUSED (1<<17)
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//#define UC_UNUSED (1<<18)
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#define UC_MSEC_DEBUG (1<<18) //FIXME: temporary
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//#define UC_UNUSED (1<<19)
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//#define UC_UNUSED (1<<20)
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//#define UC_UNUSED (1<<21)
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//#define UC_UNUSED (1<<22)
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//#define UC_UNUSED (1<<23)
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@ -1521,11 +1524,12 @@ void MSGQ2_WriteDeltaUsercmd (sizebuf_t *buf, const usercmd_t *from, const userc
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//#define UC_UNUSED (1<<25)
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//#define UC_UNUSED (1<<26)
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//#define UC_UNUSED (1<<27)
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//#define UC_UNUSED (1<<28)
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//#define UC_UNUSED (1<<29)
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//#define UC_UNUSED (1<<30)
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//#define UC_UNUSED (1<<31)
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#define UC_UNSUPPORTED (~(UC_ANGLE1 | UC_ANGLE2 | UC_ANGLE3 | UC_FORWARD | UC_RIGHT | UC_BUTTONS | UC_IMPULSE | UC_UP | UC_ABSANG | UC_BIGMOVES | UC_WEAPON | UC_CURSORFLDS | UC_LIGHTLEV | UC_VR_HEAD | UC_VR_RIGHT | UC_VR_LEFT))
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#define UC_UNSUPPORTED (~(UC_ANGLE1 | UC_ANGLE2 | UC_ANGLE3 | UC_FORWARD | UC_RIGHT | UC_BUTTONS | UC_IMPULSE | UC_UP | UC_ABSANG | UC_BIGMOVES | UC_WEAPON | UC_CURSORFLDS | UC_LIGHTLEV | UC_VR_HEAD | UC_VR_RIGHT | UC_VR_LEFT | UC_MSEC_DEBUG))
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#define UC_VR_STATUS (1<<0)
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#define UC_VR_ANG (1<<1)
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@ -1651,10 +1655,17 @@ void MSGFTE_WriteDeltaUsercmd (sizebuf_t *buf, const short baseangles[3], const
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if (MSG_CompareVR(VRDEV_LEFT, from, cmd))
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bits |= UC_VR_LEFT;
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#ifdef _DEBUG
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if (developer.ival)
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bits |= UC_MSEC_DEBUG;
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#endif
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//NOTE: WriteUInt64 actually uses some length coding, so its not quite as bloated as it looks.
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MSG_WriteUInt64(buf, bits);
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MSG_WriteUInt64(buf, cmd->servertime-from->servertime);
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if (bits & UC_MSEC_DEBUG)
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MSG_WriteUInt64(buf, cmd->msec);
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for (i = 0; i < 3; i++)
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{
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if (bits & (UC_ANGLE1<<i))
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@ -1768,6 +1779,10 @@ void MSGFTE_ReadDeltaUsercmd (const usercmd_t *from, usercmd_t *cmd)
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*cmd = *from;
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cmd->servertime = from->servertime+MSG_ReadUInt64();
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cmd->fservertime = cmd->servertime/1000.0;
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if (bits & UC_MSEC_DEBUG)
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cmd->msec = MSG_ReadUInt64(); //for debugging only. only sent when developer 1, for now.
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else
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cmd->msec = 0; //no info...
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for (i = 0; i < 3; i++)
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{
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if (bits & (UC_ANGLE1<<i))
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@ -7986,10 +7986,11 @@ static double SVFTE_ExecuteClientMove(client_t *controller)
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unsigned int loss = (flags & VRM_LOSS)?MSG_ReadByte():0;
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double delay = (flags & VRM_DELAY)?MSG_ReadByte()/10000.0:0; //networked as 10ths of a millisecond.
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unsigned int numacks = (flags & VRM_ACKS)?MSG_ReadUInt64():0;
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usercmd_t old;
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usercmd_t oldcmd, newcmd;
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unsigned int seat, frame, a;
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qboolean ran;
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unsigned int dropsequence; //sequence<=this will be ignored as stale
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#define VRM_UNSUPPORTED (~(VRM_LOSS|VRM_DELAY|VRM_SEATS|VRM_FRAMES|VRM_ACKS))
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if (flags & VRM_UNSUPPORTED)
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@ -8021,7 +8022,7 @@ static double SVFTE_ExecuteClientMove(client_t *controller)
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if (!split)
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{ //err, they sent too many seats... assume we kicked one. swallow the extra data.
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for (frame = 0; frame < frames; frame++)
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MSGFTE_ReadDeltaUsercmd(&nullcmd, &old);
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MSGFTE_ReadDeltaUsercmd(&nullcmd, &newcmd);
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continue;
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}
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@ -8035,12 +8036,24 @@ static double SVFTE_ExecuteClientMove(client_t *controller)
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split->isindependant = !(sv_nqplayerphysics.ival || split->state < cs_spawned || SV_PlayerPhysicsQC || sv.paused || !sv.world.worldmodel || sv.world.worldmodel->loadstate != MLS_LOADED);
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ran = false;
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old = nullcmd;
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oldcmd = nullcmd;
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dropsequence = split->lastcmd.sequence;
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for (frame = 0; frame < frames; frame++)
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{
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MSGFTE_ReadDeltaUsercmd(&old, &split->lastcmd);
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split->lastcmd.sequence = controller->netchan.outgoing_sequence - (frames-frame-1);
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old = split->lastcmd;
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MSGFTE_ReadDeltaUsercmd(&oldcmd, &newcmd);
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newcmd.sequence = controller->netchan.outgoing_sequence - (frames-frame-1);
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oldcmd = newcmd;
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if (newcmd.sequence <= dropsequence)
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continue; //this one is a dupe.
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newcmd.msec = newcmd.servertime - split->lastcmd.servertime;
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if (oldcmd.msec && newcmd.msec != oldcmd.msec)
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if (sv_showpredloss.ival)
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Con_Printf("%s: %g -> %g\n", split->name, newcmd.msec, oldcmd.msec);
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split->lastcmd = newcmd;
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split->lastcmd.angles[0] += split->baseangles[0];
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split->lastcmd.angles[1] += split->baseangles[1];
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split->lastcmd.angles[2] += split->baseangles[2];
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@ -8054,10 +8067,6 @@ static double SVFTE_ExecuteClientMove(client_t *controller)
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if (split->state == cs_spawned)
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{
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//handle impulse here, doing it later might mean it got skipped entirely (nq physics often skips frames).
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if (split->lastcmd.impulse)
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split->edict->v->impulse = split->lastcmd.impulse;
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if (split->isindependant)
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{ //this protocol uses bigger timestamps instead of msecs
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unsigned int curtime = sv.time*1000;
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@ -8082,13 +8091,16 @@ static double SVFTE_ExecuteClientMove(client_t *controller)
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ran=true;
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}
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split->lastcmd.msec = split->lastcmd.servertime - split->lastruncmd;
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SV_RunCmd (&split->lastcmd, false);
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split->lastruncmd = split->lastcmd.servertime;
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}
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}
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else
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{
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//handle impulse here, doing it later might mean it got skipped entirely (nq physics often skips frames).
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if (split->lastcmd.impulse)
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split->edict->v->impulse = split->lastcmd.impulse;
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SV_SetEntityButtons(split->edict, split->lastcmd.buttons);
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split->lastcmd.buttons = 0;
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}
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