/* =========================================================================== 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. =========================================================================== */ #ifndef __USERCMDGEN_H__ #define __USERCMDGEN_H__ #include "../sys/sys_session.h" /* =============================================================================== Samples a set of user commands from player input. =============================================================================== */ // usercmd_t->button bits const int BUTTON_ATTACK = BIT( 0 ); const int BUTTON_RUN = BIT( 1 ); const int BUTTON_ZOOM = BIT( 2 ); const int BUTTON_SCORES = BIT( 3 ); const int BUTTON_USE = BIT( 4 ); const int BUTTON_JUMP = BIT( 5 ); const int BUTTON_CROUCH = BIT( 6 ); const int BUTTON_CHATTING = BIT( 7 ); // usercmd_t->impulse commands const int IMPULSE_0 = 0; // weap 0 const int IMPULSE_1 = 1; // weap 1 const int IMPULSE_2 = 2; // weap 2 const int IMPULSE_3 = 3; // weap 3 const int IMPULSE_4 = 4; // weap 4 const int IMPULSE_5 = 5; // weap 5 const int IMPULSE_6 = 6; // weap 6 const int IMPULSE_7 = 7; // weap 7 const int IMPULSE_8 = 8; // weap 8 const int IMPULSE_9 = 9; // weap 9 const int IMPULSE_10 = 10; // weap 10 const int IMPULSE_11 = 11; // weap 11 const int IMPULSE_12 = 12; // weap 12 const int IMPULSE_13 = 13; // weap reload const int IMPULSE_14 = 14; // weap next const int IMPULSE_15 = 15; // weap prev const int IMPULSE_16 = 16; // toggle flashlight on/off const int IMPULSE_18 = 18; // center view const int IMPULSE_19 = 19; // show PDA/SCORES const int IMPULSE_22 = 22; // spectate const int IMPULSE_25 = 25; // Envirosuit light const int IMPULSE_27 = 27; // Chainsaw const int IMPULSE_28 = 28; // quick 0 const int IMPULSE_29 = 29; // quick 1 const int IMPULSE_30 = 30; // quick 2 const int IMPULSE_31 = 31; // quick 3 class usercmd_t { public: usercmd_t() : forwardmove(), rightmove(), buttons(), clientGameMilliseconds( 0 ), serverGameMilliseconds( 0 ), fireCount( 0 ), mx(), my(), impulse(), impulseSequence(), pos( 0.0f, 0.0f, 0.0f ), speedSquared( 0.0f ) { angles[0] = 0; angles[1] = 0; angles[2] = 0; } // Syncronized short angles[3]; // view angles signed char forwardmove; // forward/backward movement signed char rightmove; // left/right movement byte buttons; // buttons int clientGameMilliseconds; // time this usercmd was sent from the client int serverGameMilliseconds; // interpolated server time this was applied on uint16 fireCount; // number of times we've fired // Not syncronized byte impulse; // impulse command byte impulseSequence; // incremented every time there's a new impulse short mx; // mouse delta x short my; // mouse delta y // Clients are authoritative on their positions idVec3 pos; float speedSquared; public: void Serialize( class idSerializer& s, const usercmd_t& base ); void ByteSwap(); // on big endian systems, byte swap the shorts and ints bool operator==( const usercmd_t& rhs ) const; }; typedef enum { INHIBIT_SESSION = 0, INHIBIT_ASYNC } inhibit_t; typedef enum { UB_NONE, UB_MOVEUP, UB_MOVEDOWN, UB_LOOKLEFT, UB_LOOKRIGHT, UB_MOVEFORWARD, UB_MOVEBACK, UB_LOOKUP, UB_LOOKDOWN, UB_MOVELEFT, UB_MOVERIGHT, UB_ATTACK, UB_SPEED, UB_ZOOM, UB_SHOWSCORES, UB_USE, UB_IMPULSE0, UB_IMPULSE1, UB_IMPULSE2, UB_IMPULSE3, UB_IMPULSE4, UB_IMPULSE5, UB_IMPULSE6, UB_IMPULSE7, UB_IMPULSE8, UB_IMPULSE9, UB_IMPULSE10, UB_IMPULSE11, UB_IMPULSE12, UB_IMPULSE13, UB_IMPULSE14, UB_IMPULSE15, UB_IMPULSE16, UB_IMPULSE17, UB_IMPULSE18, UB_IMPULSE19, UB_IMPULSE20, UB_IMPULSE21, UB_IMPULSE22, UB_IMPULSE23, UB_IMPULSE24, UB_IMPULSE25, UB_IMPULSE26, UB_IMPULSE27, UB_IMPULSE28, UB_IMPULSE29, UB_IMPULSE30, UB_IMPULSE31, UB_MAX_BUTTONS } usercmdButton_t; typedef struct { const char* string; usercmdButton_t button; } userCmdString_t; class idUsercmdGen { public: virtual ~idUsercmdGen() {} // Sets up all the cvars and console commands. virtual void Init() = 0; // Prepares for a new map. virtual void InitForNewMap() = 0; // Shut down. virtual void Shutdown() = 0; // Clears all key states and face straight. virtual void Clear() = 0; // Clears view angles. virtual void ClearAngles() = 0; // When the console is down or the menu is up, only emit default usercmd, so the player isn't moving around. // Each subsystem (session and game) may want an inhibit will OR the requests. virtual void InhibitUsercmd( inhibit_t subsystem, bool inhibit ) = 0; // Set a value that can safely be referenced by UsercmdInterrupt() for each key binding. virtual int CommandStringUsercmdData( const char* cmdString ) = 0; // Continuously modified, never reset. For full screen guis. virtual void MouseState( int* x, int* y, int* button, bool* down ) = 0; // Directly sample a button. virtual int ButtonState( int key ) = 0; // Directly sample a keystate. virtual int KeyState( int key ) = 0; // called at vsync time virtual void BuildCurrentUsercmd( int deviceNum ) = 0; // return the current usercmd virtual usercmd_t GetCurrentUsercmd() = 0; }; extern idUsercmdGen* usercmdGen; extern userCmdString_t userCmdStrings[]; /* ================================================ idUserCmdMgr ================================================ */ class idUserCmdMgr { public: idUserCmdMgr() { SetDefaults(); } void SetDefaults() { for( int i = 0; i < cmdBuffer.Num(); ++i ) { cmdBuffer[i].Zero(); } writeFrame.Zero(); readFrame.Memset( -1 ); } // Set to 128 for now // Temp fix for usercmds overflowing Correct fix is to process usercmds as they come in (like q3), rather then buffer them up. static const int USERCMD_BUFFER_SIZE = 128; //usercmd_t cmdBuffer[ USERCMD_BUFFER_SIZE ][ MAX_PLAYERS ]; id2DArray< usercmd_t, USERCMD_BUFFER_SIZE, MAX_PLAYERS >::type cmdBuffer; idArray< int, MAX_PLAYERS > writeFrame; //"where we write to next" idArray< int, MAX_PLAYERS > readFrame; //"the last frame we read" void PutUserCmdForPlayer( int playerIndex, const usercmd_t& cmd ) { cmdBuffer[ writeFrame[ playerIndex ] % USERCMD_BUFFER_SIZE ][ playerIndex ] = cmd; if( writeFrame[ playerIndex ] - readFrame[ playerIndex ] + 1 > USERCMD_BUFFER_SIZE ) { readFrame[ playerIndex ] = writeFrame[ playerIndex ] - USERCMD_BUFFER_SIZE / 2; // Set to middle of buffer as a temp fix until we can catch the client up correctly idLib::Printf( "PutUserCmdForPlayer: buffer overflow.\n" ); } writeFrame[ playerIndex ]++; } void ResetPlayer( int playerIndex ) { for( int i = 0; i < USERCMD_BUFFER_SIZE; i++ ) { memset( &cmdBuffer[i][playerIndex], 0, sizeof( usercmd_t ) ); } writeFrame[ playerIndex ] = 0; readFrame[ playerIndex ] = -1; } bool HasUserCmdForPlayer( int playerIndex, int buffer = 0 ) const { // return true if the last frame we read from (+ buffer) is < the last frame we wrote to // (remember writeFrame is where we write to *next*. readFrame is where we last read from last) bool hasCmd = ( readFrame[ playerIndex ] + buffer < writeFrame[playerIndex] - 1 ); return hasCmd; } bool HasUserCmdForClientTimeBuffer( int playerIndex, int millisecondBuffer ) { // return true if there is at least one command in addition to enough // commands to cover the buffer. if( millisecondBuffer == 0 ) { return HasUserCmdForPlayer( playerIndex ); } if( GetNumUnreadFrames( playerIndex ) < 2 ) { return false; } const int index = readFrame[ playerIndex ] + 1; const usercmd_t& firstCmd = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ]; const usercmd_t& lastCmd = NewestUserCmdForPlayer( playerIndex ); const int timeDelta = lastCmd.clientGameMilliseconds - firstCmd.clientGameMilliseconds; const bool isTimeGreaterThanBuffer = timeDelta > millisecondBuffer; return isTimeGreaterThanBuffer; } const usercmd_t& NewestUserCmdForPlayer( int playerIndex ) { int index = Max( writeFrame[ playerIndex ] - 1, 0 ); return cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ]; } const usercmd_t& GetUserCmdForPlayer( int playerIndex ) { //Get the next cmd we should process (not necessarily the newest) //Note we may have multiple reads for every write . //We want to: // A) never skip over a cmd (unless we call MakeReadPtrCurrentForPlayer() ). // B) never get ahead of the writeFrame //try to increment before reading (without this we may read the same input twice //and be a frame behind our writes in the case of) if( readFrame[ playerIndex ] < writeFrame[ playerIndex ] - 1 ) { readFrame[ playerIndex ]++; } //grab the next command in the readFrame buffer int index = readFrame[ playerIndex ]; usercmd_t& result = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ]; return result; } int GetNextUserCmdClientTime( int playerIndex ) const { if( !HasUserCmdForPlayer( playerIndex ) ) { return 0; } const int index = readFrame[ playerIndex ] + 1; const usercmd_t& cmd = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ]; return cmd.clientGameMilliseconds; } // Hack to let the player inject his position into the correct usercmd. usercmd_t& GetWritableUserCmdForPlayer( int playerIndex ) { //Get the next cmd we should process (not necessarily the newest) //Note we may have multiple reads for every write . //We want to: // A) never skip over a cmd (unless we call MakeReadPtrCurrentForPlayer() ). // B) never get ahead of the writeFrame //try to increment before reading (without this we may read the same input twice //and be a frame behind our writes in the case of) if( readFrame[ playerIndex ] < writeFrame[ playerIndex ] - 1 ) { readFrame[ playerIndex ]++; } //grab the next command in the readFrame buffer int index = readFrame[ playerIndex ]; usercmd_t& result = cmdBuffer[ index % USERCMD_BUFFER_SIZE ][ playerIndex ]; return result; } void MakeReadPtrCurrentForPlayer( int playerIndex ) { //forces us to the head of our read buffer. As if we have processed every cmd available to us and now HasUserCmdForPlayer() returns FALSE //Note we do -1 to point us to the last written cmd. //If a read before the next write, you will get the last write. (not garbage) //If a write is made before the next read, you *will* get the new write ( b/c GetUserCmdForPlayer pre increments) //After calling this, HasUserCmdForPlayer() will return FALSE; readFrame[ playerIndex ] = writeFrame[ playerIndex ] - 1; } void SkipBufferedCmdsForPlayer( int playerIndex ) { // Similar to MakeReadPtrCurrentForPlayer, except: // -After calling this, HasUserCmdForPlayer() will return TRUE iff there was >= 1 fresh cmd in the buffer // Also, If there are no fresh frames, we wont roll the readFrame back readFrame[ playerIndex ] = Max( readFrame[ playerIndex ], writeFrame[ playerIndex ] - 2 ); } int GetNumUnreadFrames( int playerIndex ) { return ( writeFrame[ playerIndex ] - 1 ) - readFrame[ playerIndex ]; } int GetPlayerCmds( int user, usercmd_t** buffer, const int bufferSize ) { // Fallback to getting cmds from the userCmdMgr int start = Max( writeFrame[user] - Min( bufferSize, USERCMD_BUFFER_SIZE ), 0 ); int numCmds = writeFrame[user] - start; for( int i = 0; i < numCmds; i++ ) { int index = ( start + i ) % USERCMD_BUFFER_SIZE; buffer[i] = &cmdBuffer[ index ][ user ]; } return numCmds; } }; #endif /* !__USERCMDGEN_H__ */