/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
#include "Common_local.h"
idCVar net_clientMaxPrediction( "net_clientMaxPrediction", "5000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "maximum number of milliseconds a client can predict ahead of server." );
idCVar net_snapRate( "net_snapRate", "100", CVAR_SYSTEM | CVAR_INTEGER, "How many milliseconds between sending snapshots" );
idCVar net_ucmdRate( "net_ucmdRate", "40", CVAR_SYSTEM | CVAR_INTEGER, "How many milliseconds between sending usercmds" );
idCVar net_debug_snapShotTime( "net_debug_snapShotTime", "0", CVAR_BOOL | CVAR_ARCHIVE, "" );
idCVar com_forceLatestSnap( "com_forceLatestSnap", "0", CVAR_BOOL, "" );
// Enables effective snap rate: dynamically adjust the client snap rate based on:
// -client FPS
// -server FPS (interpolated game time received / interval it was received over)
// -local buffered time (leave a cushion to absorb spikes, slow down when infront of it, speed up when behind it) ie: net_minBufferedSnapPCT_Static
idCVar net_effectiveSnapRateEnable( "net_effectiveSnapRateEnable", "1", CVAR_BOOL, "Dynamically adjust client snaprate");
idCVar net_effectiveSnapRateDebug( "net_effectiveSnapRateDebug", "0", CVAR_BOOL, "Debug");
// Min buffered snapshot time to keep as a percentage of the effective snaprate
// -ie we want to keep 50% of the amount of time difference between last two snaps.
// -we need to scale this because we may get throttled at the snaprate may change
// -Acts as a buffer to absorb spikes
idCVar net_minBufferedSnapPCT_Static( "net_minBufferedSnapPCT_Static", "1.0", CVAR_FLOAT, "Min amount of snapshot buffer time we want need to buffer");
idCVar net_maxBufferedSnapMS( "net_maxBufferedSnapMS", "336", CVAR_INTEGER, "Max time to allow for interpolation cushion");
idCVar net_minBufferedSnapWinPCT_Static( "net_minBufferedSnapWinPCT_Static", "1.0", CVAR_FLOAT, "Min amount of snapshot buffer time we want need to buffer");
// Factor at which we catch speed up interpolation if we fall behind our optimal interpolation window
// -This is a static factor. We may experiment with a dynamic one that would be faster the farther you are from the ideal window
idCVar net_interpolationCatchupRate( "net_interpolationCatchupRate", "1.3", CVAR_FLOAT, "Scale interpolationg rate when we fall behind");
idCVar net_interpolationFallbackRate( "net_interpolationFallbackRate", "0.95", CVAR_FLOAT, "Scale interpolationg rate when we fall behind");
idCVar net_interpolationBaseRate( "net_interpolationBaseRate", "1.0", CVAR_FLOAT, "Scale interpolationg rate when we fall behind");
// Enabled a dynamic ideal snap buffer window: we will scale the distance and size
idCVar net_optimalDynamic( "net_optimalDynamic", "1", CVAR_BOOL, "How fast to add to our optimal time buffer when we are playing snapshots faster than server is feeding them to us");
// These values are used instead if net_optimalDynamic is 0 (don't scale by actual snap rate/interval)
idCVar net_optimalSnapWindow( "net_optimalSnapWindow", "112", CVAR_FLOAT, "");
idCVar net_optimalSnapTime( "net_optimalSnapTime", "112", CVAR_FLOAT, "How fast to add to our optimal time buffer when we are playing snapshots faster than server is feeding them to us");
// this is at what percentage of being ahead of the interpolation buffer that we start slowing down (we ramp down from 1.0 to 0.0 starting here)
// this is a percentage of the total cushion time.
idCVar net_interpolationSlowdownStart( "net_interpolationSlowdownStart", "0.5", CVAR_FLOAT, "Scale interpolation rate when we fall behind");
// Extrapolation is now disabled
idCVar net_maxExtrapolationInMS( "net_maxExtrapolationInMS", "0", CVAR_INTEGER, "Max time in MS that extrapolation is allowed to occur.");
static const int SNAP_USERCMDS = 8192;
/*
===============
idCommonLocal::IsMultiplayer
===============
*/
bool idCommonLocal::IsMultiplayer() {
idLobbyBase & lobby = session->GetPartyLobbyBase();
return ( ( ( lobby.GetMatchParms().matchFlags & MATCH_ONLINE ) != 0 ) && ( session->GetState() > idSession::IDLE ) );
}
/*
===============
idCommonLocal::IsServer
===============
*/
bool idCommonLocal::IsServer() {
return IsMultiplayer() && session->GetActingGameStateLobbyBase().IsHost();
}
/*
===============
idCommonLocal::IsClient
===============
*/
bool idCommonLocal::IsClient() {
return IsMultiplayer() && session->GetActingGameStateLobbyBase().IsPeer();
}
/*
===============
idCommonLocal::SendSnapshots
===============
*/
int idCommonLocal::GetSnapRate() {
return net_snapRate.GetInteger();
}
/*
===============
idCommonLocal::SendSnapshots
===============
*/
void idCommonLocal::SendSnapshots() {
if ( !mapSpawned ) {
return;
}
int currentTime = Sys_Milliseconds();
if ( currentTime < nextSnapshotSendTime ) {
return;
}
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
if ( !lobby.IsHost() ) {
return;
}
if ( !lobby.HasActivePeers() ) {
return;
}
idSnapShot ss;
game->ServerWriteSnapshot( ss );
session->SendSnapshot( ss );
nextSnapshotSendTime = MSEC_ALIGN_TO_FRAME( currentTime + net_snapRate.GetInteger() );
}
/*
===============
idCommonLocal::NetReceiveSnapshot
===============
*/
void idCommonLocal::NetReceiveSnapshot( class idSnapShot & ss ) {
ss.SetRecvTime( Sys_Milliseconds() );
// If we are about to overwrite the oldest snap, then force a read, which will cause a pop on screen, but we have to do this.
if ( writeSnapshotIndex - readSnapshotIndex >= RECEIVE_SNAPSHOT_BUFFER_SIZE ) {
idLib::Printf( "Overwritting oldest snapshot %d with new snapshot %d\n", readSnapshotIndex, writeSnapshotIndex );
assert( writeSnapshotIndex % RECEIVE_SNAPSHOT_BUFFER_SIZE == readSnapshotIndex % RECEIVE_SNAPSHOT_BUFFER_SIZE );
ProcessNextSnapshot();
}
receivedSnaps[ writeSnapshotIndex % RECEIVE_SNAPSHOT_BUFFER_SIZE ] = ss;
writeSnapshotIndex++;
// Force read the very first 2 snapshots
if ( readSnapshotIndex < 2 ) {
ProcessNextSnapshot();
}
}
/*
===============
idCommonLocal::SendUsercmd
===============
*/
void idCommonLocal::SendUsercmds( int localClientNum ) {
if ( !mapSpawned ) {
return;
}
int currentTime = Sys_Milliseconds();
if ( currentTime < nextUsercmdSendTime ) {
return;
}
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
if ( lobby.IsHost() ) {
return;
}
// We always send the last NUM_USERCMD_SEND usercmds
// Which may result in duplicate usercmds being sent in the case of a low net_ucmdRate
// But the LZW compressor means the extra usercmds are not large and the redundancy can smooth packet loss
byte buffer[idPacketProcessor::MAX_FINAL_PACKET_SIZE];
idBitMsg msg( buffer, sizeof( buffer ) );
idSerializer ser( msg, true );
usercmd_t empty;
usercmd_t * last = ∅
usercmd_t * cmdBuffer[NUM_USERCMD_SEND];
const int numCmds = userCmdMgr.GetPlayerCmds( localClientNum, cmdBuffer, NUM_USERCMD_SEND );
msg.WriteByte( numCmds );
for ( int i = 0; i < numCmds; i++ ) {
cmdBuffer[i]->Serialize( ser, *last );
last = cmdBuffer[i];
}
session->SendUsercmds( msg );
nextUsercmdSendTime = MSEC_ALIGN_TO_FRAME( currentTime + net_ucmdRate.GetInteger() );
}
/*
===============
idCommonLocal::NetReceiveUsercmds
===============
*/
void idCommonLocal::NetReceiveUsercmds( int peer, idBitMsg & msg ) {
int clientNum = Game()->MapPeerToClient( peer );
if ( clientNum == -1 ) {
idLib::Warning( "NetReceiveUsercmds: Could not find client for peer %d", peer );
return;
}
NetReadUsercmds( clientNum, msg );
}
/*
===============
idCommonLocal::NetReceiveReliable
===============
*/
void idCommonLocal::NetReceiveReliable( int peer, int type, idBitMsg & msg ) {
int clientNum = Game()->MapPeerToClient( peer );
// Only servers care about the client num. Band-aid for problems related to the host's peerIndex being -1 on clients.
if ( common->IsServer() && clientNum == -1 ) {
idLib::Warning( "NetReceiveReliable: Could not find client for peer %d", peer );
return;
}
const byte * msgData = msg.GetReadData() + msg.GetReadCount();
int msgSize = msg.GetRemainingData();
reliableMsg_t & reliable = reliableQueue.Alloc();
reliable.client = clientNum;
reliable.type = type;
reliable.dataSize = msgSize;
reliable.data = (byte *)Mem_Alloc( msgSize, TAG_NETWORKING );
memcpy( reliable.data, msgData, msgSize );
}
/*
========================
idCommonLocal::ProcessSnapshot
========================
*/
void idCommonLocal::ProcessSnapshot( idSnapShot & ss ) {
int time = Sys_Milliseconds();
snapTime = time;
snapPrevious = snapCurrent;
snapCurrent.serverTime = ss.GetTime();
snapRate = snapCurrent.serverTime - snapPrevious.serverTime;
static int lastReceivedLocalTime = 0;
int timeSinceLastSnap = ( time - lastReceivedLocalTime );
if ( net_debug_snapShotTime.GetBool() ) {
idLib::Printf( "^2ProcessSnapshot. delta serverTime: %d delta localTime: %d \n", ( snapCurrent.serverTime-snapPrevious.serverTime ), timeSinceLastSnap );
}
lastReceivedLocalTime = time;
/* JAF ?
for ( int i = 0; i < MAX_PLAYERS; i++ ) {
idBitMsg msg;
if ( ss.GetObjectMsgByID( idSession::SS_PLAYER + i, msg ) ) {
if ( msg.GetSize() == 0 ) {
snapCurrent.players[ i ].valid = false;
continue;
}
idSerializer ser( msg, false );
SerializePlayer( ser, snapCurrent.players[ i ] );
snapCurrent.players[ i ].valid = true;
extern idCVar com_drawSnapshots;
if ( com_drawSnapshots.GetInteger() == 3 ) {
console->AddSnapObject( "players", msg.GetSize(), ss.CompareObject( &oldss, idSession::SS_PLAYER + i ) );
}
}
}
*/
// Read usercmds from other players
for ( int p = 0; p < MAX_PLAYERS; p++ ) {
if ( p == game->GetLocalClientNum() ) {
continue;
}
idBitMsg msg;
if ( ss.GetObjectMsgByID( SNAP_USERCMDS + p, msg ) ) {
NetReadUsercmds( p, msg );
}
}
// Set server game time here so that it accurately reflects the time when this frame was saved out, in case any serialize function needs it.
int oldTime = Game()->GetServerGameTimeMs();
Game()->SetServerGameTimeMs( snapCurrent.serverTime );
Game()->ClientReadSnapshot( ss ); //, &oldss );
// Restore server game time
Game()->SetServerGameTimeMs( oldTime );
snapTimeDelta = ss.GetRecvTime() - oldss.GetRecvTime();
oldss = ss;
}
/*
========================
idCommonLocal::NetReadUsercmds
========================
*/
void idCommonLocal::NetReadUsercmds( int clientNum, idBitMsg & msg ) {
if ( clientNum == -1 ) {
idLib::Warning( "NetReadUsercmds: Trying to read commands from invalid clientNum %d", clientNum );
return;
}
// TODO: This shouldn't actually happen. Figure out why it does.
// Seen on clients when another client leaves a match.
if ( msg.GetReadData() == NULL ) {
return;
}
idSerializer ser( msg, false );
usercmd_t fakeCmd;
usercmd_t * base = &fakeCmd;
usercmd_t lastCmd;
bool gotNewCmd = false;
idStaticList< usercmd_t, NUM_USERCMD_RELAY > newCmdBuffer;
usercmd_t baseCmd = userCmdMgr.NewestUserCmdForPlayer( clientNum );
int curMilliseconds = baseCmd.clientGameMilliseconds;
const int numCmds = msg.ReadByte();
for ( int i = 0; i < numCmds; i++ ) {
usercmd_t newCmd;
newCmd.Serialize( ser, *base );
lastCmd = newCmd;
base = &lastCmd;
int newMilliseconds = newCmd.clientGameMilliseconds;
if ( newMilliseconds > curMilliseconds ) {
if ( verify( i < NUM_USERCMD_RELAY ) ) {
newCmdBuffer.Append( newCmd );
gotNewCmd = true;
curMilliseconds = newMilliseconds;
}
}
}
// Push the commands into the buffer.
for ( int i = 0; i < newCmdBuffer.Num(); ++i ) {
userCmdMgr.PutUserCmdForPlayer( clientNum, newCmdBuffer[i] );
}
}
/*
========================
idCommonLocal::ProcessNextSnapshot
========================
*/
void idCommonLocal::ProcessNextSnapshot() {
if ( readSnapshotIndex == writeSnapshotIndex ) {
idLib::Printf("No snapshots to process.\n");
return; // No snaps to process
}
ProcessSnapshot( receivedSnaps[ readSnapshotIndex % RECEIVE_SNAPSHOT_BUFFER_SIZE ] );
readSnapshotIndex++;
}
/*
========================
idCommonLocal::CalcSnapTimeBuffered
Return the amount of game time left of buffered snapshots
totalBufferedTime - total amount of snapshot time (includng what we've already past in current interpolate)
totalRecvTime - total real time (sys_milliseconds) all of totalBufferedTime was received over
========================
*/
int idCommonLocal::CalcSnapTimeBuffered( int & totalBufferedTime, int & totalRecvTime ) {
totalBufferedTime = snapRate;
totalRecvTime = snapTimeDelta;
// oldSS = last ss we deserialized
int lastBuffTime = oldss.GetTime();
int lastRecvTime = oldss.GetRecvTime();
// receivedSnaps[readSnapshotIndex % RECEIVE_SNAPSHOT_BUFFER_SIZE] = next buffered snapshot we haven't processed yet (might not exist)
for ( int i = readSnapshotIndex; i < writeSnapshotIndex; i++ ) {
int buffTime = receivedSnaps[i % RECEIVE_SNAPSHOT_BUFFER_SIZE].GetTime();
int recvTime = receivedSnaps[i % RECEIVE_SNAPSHOT_BUFFER_SIZE].GetRecvTime();
totalBufferedTime += buffTime - lastBuffTime;
totalRecvTime += recvTime - lastRecvTime;
lastRecvTime = recvTime;
lastBuffTime = buffTime;
}
totalRecvTime = Max( 1, totalRecvTime );
totalRecvTime = static_cast( initialBaseTicksPerSec ) * static_cast( totalRecvTime / 1000.0f ); // convert realMS to gameMS
// remove time we've already interpolated over
int timeLeft = totalBufferedTime - Min< int >( snapRate, snapCurrentTime );
//idLib::Printf( "CalcSnapTimeBuffered. timeLeft: %d totalRecvTime: %d, totalTimeBuffered: %d\n", timeLeft, totalRecvTime, totalBufferedTime );
return timeLeft;
}
/*
========================
idCommonLocal::InterpolateSnapshot
========================
*/
void idCommonLocal::InterpolateSnapshot( netTimes_t & prev, netTimes_t & next, float fraction, bool predict ) {
int serverTime = Lerp( prev.serverTime, next.serverTime, fraction );
Game()->SetServerGameTimeMs( serverTime ); // Set the global server time to the interpolated time of the server
Game()->SetInterpolation( fraction, serverTime, prev.serverTime, next.serverTime );
//Game()->RunFrame( &userCmdMgr, &ret, true );
}
/*
========================
idCommonLocal::RunNetworkSnapshotFrame
========================
*/
void idCommonLocal::RunNetworkSnapshotFrame() {
// Process any reliable messages we've received
for ( int i = 0; i < reliableQueue.Num(); i++ ) {
game->ProcessReliableMessage( reliableQueue[i].client, reliableQueue[i].type, idBitMsg( (const byte *)reliableQueue[i].data, reliableQueue[i].dataSize ) );
Mem_Free( reliableQueue[i].data );
}
reliableQueue.Clear();
// abuse the game timing to time presentable thinking on clients
time_gameFrame = Sys_Microseconds();
time_maxGameFrame = 0;
count_numGameFrames = 0;
if ( snapPrevious.serverTime >= 0 ) {
int msec_interval = 1 + idMath::Ftoi( (float)initialBaseTicksPerSec );
static int clientTimeResidual = 0;
static int lastTime = Sys_Milliseconds();
int currentTime = Sys_Milliseconds();
int deltaFrameTime = idMath::ClampInt( 1, 33, currentTime - lastTime );
clientTimeResidual += idMath::ClampInt( 0, 50, currentTime - lastTime );
lastTime = currentTime;
extern idCVar com_fixedTic;
if ( com_fixedTic.GetBool() ) {
clientTimeResidual = 0;
}
do {
// If we are extrapolating and have fresher snapshots, then use the freshest one
while ( ( snapCurrentTime >= snapRate || com_forceLatestSnap.GetBool() ) && readSnapshotIndex < writeSnapshotIndex ) {
snapCurrentTime -= snapRate;
ProcessNextSnapshot();
}
// this only matters when running < 60 fps
// JAF Game()->GetRenderWorld()->UpdateDeferredPositions();
// Clamp the current time so that it doesn't fall outside of our extrapolation bounds
snapCurrentTime = idMath::ClampInt( 0, snapRate + Min( (int)snapRate, (int)net_maxExtrapolationInMS.GetInteger() ), snapCurrentTime );
if ( snapRate <= 0 ) {
idLib::Warning("snapRate <= 0. Resetting to 100");
snapRate = 100;
}
float fraction = (float)snapCurrentTime / (float)snapRate;
if ( !IsValid( fraction ) ) {
idLib::Warning("Interpolation Fraction invalid: snapCurrentTime %d / snapRate %d", (int)snapCurrentTime, (int)snapRate );
fraction = 0.0f;
}
InterpolateSnapshot( snapPrevious, snapCurrent, fraction, true );
// Default to a snap scale of 1
float snapRateScale = net_interpolationBaseRate.GetFloat();
snapTimeBuffered = CalcSnapTimeBuffered( totalBufferedTime, totalRecvTime );
effectiveSnapRate = static_cast< float > ( totalBufferedTime ) / static_cast< float > ( totalRecvTime );
if ( net_minBufferedSnapPCT_Static.GetFloat() > 0.0f ) {
optimalPCTBuffer = session->GetTitleStorageFloat( "net_minBufferedSnapPCT_Static", net_minBufferedSnapPCT_Static.GetFloat() );
}
// Calculate optimal amount of buffered time we want
if ( net_optimalDynamic.GetBool() ) {
optimalTimeBuffered = idMath::ClampInt( 0, net_maxBufferedSnapMS.GetInteger(), snapRate * optimalPCTBuffer );
optimalTimeBufferedWindow = snapRate * net_minBufferedSnapWinPCT_Static.GetFloat();
} else {
optimalTimeBuffered = net_optimalSnapTime.GetFloat();
optimalTimeBufferedWindow = net_optimalSnapWindow.GetFloat();
}
// Scale snapRate based on where we are in the buffer
if ( snapTimeBuffered <= optimalTimeBuffered ) {
if ( snapTimeBuffered <= idMath::FLT_SMALLEST_NON_DENORMAL ) {
snapRateScale = 0;
} else {
snapRateScale = net_interpolationFallbackRate.GetFloat();
// When we interpolate past our cushion of buffered snapshot, we want to slow smoothly slow the
// rate of interpolation. frac will go from 1.0 to 0.0 (if snapshots stop coming in).
float startSlowdown = ( net_interpolationSlowdownStart.GetFloat() * optimalTimeBuffered );
if ( startSlowdown > 0 && snapTimeBuffered < startSlowdown ) {
float frac = idMath::ClampFloat( 0.0f, 1.0f, snapTimeBuffered / startSlowdown );
if ( !IsValid( frac ) ) {
frac = 0.0f;
}
snapRateScale = Square( frac ) * snapRateScale;
if ( !IsValid( snapRateScale ) ) {
snapRateScale = 0.0f;
}
}
}
} else if ( snapTimeBuffered > optimalTimeBuffered + optimalTimeBufferedWindow ) {
// Go faster
snapRateScale = net_interpolationCatchupRate.GetFloat();
}
float delta_interpolate = (float)initialBaseTicksPerSec * snapRateScale;
if ( net_effectiveSnapRateEnable.GetBool() ) {
float deltaFrameGameMS = static_cast( initialBaseTicksPerSec ) * static_cast( deltaFrameTime / 1000.0f );
delta_interpolate = ( deltaFrameGameMS * snapRateScale * effectiveSnapRate ) + snapCurrentResidual;
if ( !IsValid( delta_interpolate ) ) {
delta_interpolate = 0.0f;
}
snapCurrentResidual = idMath::Frac( delta_interpolate ); // fixme: snapCurrentTime should just be a float, but would require changes in d4 too
if ( !IsValid( snapCurrentResidual ) ) {
snapCurrentResidual = 0.0f;
}
if ( net_effectiveSnapRateDebug.GetBool() ) {
idLib::Printf("%d/%.2f snapRateScale: %.2f effectiveSR: %.2f d.interp: %.2f snapTimeBuffered: %.2f res: %.2f\n", deltaFrameTime, deltaFrameGameMS, snapRateScale, effectiveSnapRate, delta_interpolate, snapTimeBuffered, snapCurrentResidual );
}
}
assert( IsValid( delta_interpolate ) );
int interpolate_interval = idMath::Ftoi( delta_interpolate );
snapCurrentTime += interpolate_interval; // advance interpolation time by the scaled interpolate_interval
clientTimeResidual -= msec_interval; // advance local client residual time (fixed step)
} while ( clientTimeResidual >= msec_interval );
if ( clientTimeResidual < 0 ) {
clientTimeResidual = 0;
}
}
time_gameFrame = Sys_Microseconds() - time_gameFrame;
}
/*
========================
idCommonLocal::ExecuteReliableMessages
========================
*/
void idCommonLocal::ExecuteReliableMessages() {
// Process any reliable messages we've received
for ( int i = 0; i < reliableQueue.Num(); i++ ) {
reliableMsg_t & reliable = reliableQueue[i];
game->ProcessReliableMessage( reliable.client, reliable.type, idBitMsg( (const byte *)reliable.data, reliable.dataSize ) );
Mem_Free( reliable.data );
}
reliableQueue.Clear();
}
/*
========================
idCommonLocal::ResetNetworkingState
========================
*/
void idCommonLocal::ResetNetworkingState() {
snapTime = 0;
snapTimeWrite = 0;
snapCurrentTime = 0;
snapCurrentResidual = 0.0f;
snapTimeBuffered = 0.0f;
effectiveSnapRate = 0.0f;
totalBufferedTime = 0;
totalRecvTime = 0;
readSnapshotIndex = 0;
writeSnapshotIndex = 0;
snapRate = 100000;
optimalTimeBuffered = 0.0f;
optimalPCTBuffer = 0.5f;
optimalTimeBufferedWindow = 0.0;
// Clear snapshot queue
for ( int i = 0; i < RECEIVE_SNAPSHOT_BUFFER_SIZE; i++ ) {
receivedSnaps[i].Clear();
}
userCmdMgr.SetDefaults();
snapCurrent.localTime = -1;
snapPrevious.localTime = -1;
snapCurrent.serverTime = -1;
snapPrevious.serverTime = -1;
// Make sure our current snap state is cleared so state from last game doesn't carry over into new game
oldss.Clear();
gameFrame = 0;
clientPrediction = 0;
nextUsercmdSendTime = 0;
nextSnapshotSendTime = 0;
}