mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
639 lines
22 KiB
C++
639 lines
22 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Common_local.h"
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idCVar net_clientMaxPrediction( "net_clientMaxPrediction", "5000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "maximum number of milliseconds a client can predict ahead of server." );
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idCVar net_snapRate( "net_snapRate", "100", CVAR_SYSTEM | CVAR_INTEGER, "How many milliseconds between sending snapshots" );
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idCVar net_ucmdRate( "net_ucmdRate", "40", CVAR_SYSTEM | CVAR_INTEGER, "How many milliseconds between sending usercmds" );
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idCVar net_debug_snapShotTime( "net_debug_snapShotTime", "0", CVAR_BOOL | CVAR_ARCHIVE, "" );
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idCVar com_forceLatestSnap( "com_forceLatestSnap", "0", CVAR_BOOL, "" );
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// Enables effective snap rate: dynamically adjust the client snap rate based on:
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// -client FPS
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// -server FPS (interpolated game time received / interval it was received over)
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// -local buffered time (leave a cushion to absorb spikes, slow down when infront of it, speed up when behind it) ie: net_minBufferedSnapPCT_Static
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idCVar net_effectiveSnapRateEnable( "net_effectiveSnapRateEnable", "1", CVAR_BOOL, "Dynamically adjust client snaprate");
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idCVar net_effectiveSnapRateDebug( "net_effectiveSnapRateDebug", "0", CVAR_BOOL, "Debug");
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// Min buffered snapshot time to keep as a percentage of the effective snaprate
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// -ie we want to keep 50% of the amount of time difference between last two snaps.
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// -we need to scale this because we may get throttled at the snaprate may change
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// -Acts as a buffer to absorb spikes
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idCVar net_minBufferedSnapPCT_Static( "net_minBufferedSnapPCT_Static", "1.0", CVAR_FLOAT, "Min amount of snapshot buffer time we want need to buffer");
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idCVar net_maxBufferedSnapMS( "net_maxBufferedSnapMS", "336", CVAR_INTEGER, "Max time to allow for interpolation cushion");
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idCVar net_minBufferedSnapWinPCT_Static( "net_minBufferedSnapWinPCT_Static", "1.0", CVAR_FLOAT, "Min amount of snapshot buffer time we want need to buffer");
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// Factor at which we catch speed up interpolation if we fall behind our optimal interpolation window
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// -This is a static factor. We may experiment with a dynamic one that would be faster the farther you are from the ideal window
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idCVar net_interpolationCatchupRate( "net_interpolationCatchupRate", "1.3", CVAR_FLOAT, "Scale interpolationg rate when we fall behind");
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idCVar net_interpolationFallbackRate( "net_interpolationFallbackRate", "0.95", CVAR_FLOAT, "Scale interpolationg rate when we fall behind");
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idCVar net_interpolationBaseRate( "net_interpolationBaseRate", "1.0", CVAR_FLOAT, "Scale interpolationg rate when we fall behind");
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// Enabled a dynamic ideal snap buffer window: we will scale the distance and size
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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");
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// These values are used instead if net_optimalDynamic is 0 (don't scale by actual snap rate/interval)
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idCVar net_optimalSnapWindow( "net_optimalSnapWindow", "112", CVAR_FLOAT, "");
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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");
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// 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)
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// this is a percentage of the total cushion time.
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idCVar net_interpolationSlowdownStart( "net_interpolationSlowdownStart", "0.5", CVAR_FLOAT, "Scale interpolation rate when we fall behind");
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// Extrapolation is now disabled
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idCVar net_maxExtrapolationInMS( "net_maxExtrapolationInMS", "0", CVAR_INTEGER, "Max time in MS that extrapolation is allowed to occur.");
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static const int SNAP_USERCMDS = 8192;
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/*
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===============
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idCommonLocal::IsMultiplayer
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===============
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*/
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bool idCommonLocal::IsMultiplayer() {
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idLobbyBase & lobby = session->GetPartyLobbyBase();
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return ( ( ( lobby.GetMatchParms().matchFlags & MATCH_ONLINE ) != 0 ) && ( session->GetState() > idSession::IDLE ) );
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}
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/*
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===============
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idCommonLocal::IsServer
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===============
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*/
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bool idCommonLocal::IsServer() {
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return IsMultiplayer() && session->GetActingGameStateLobbyBase().IsHost();
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}
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/*
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===============
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idCommonLocal::IsClient
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===============
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*/
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bool idCommonLocal::IsClient() {
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return IsMultiplayer() && session->GetActingGameStateLobbyBase().IsPeer();
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}
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/*
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===============
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idCommonLocal::SendSnapshots
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===============
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*/
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int idCommonLocal::GetSnapRate() {
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return net_snapRate.GetInteger();
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}
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/*
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===============
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idCommonLocal::SendSnapshots
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===============
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*/
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void idCommonLocal::SendSnapshots() {
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if ( !mapSpawned ) {
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return;
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}
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int currentTime = Sys_Milliseconds();
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if ( currentTime < nextSnapshotSendTime ) {
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return;
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}
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idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
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if ( !lobby.IsHost() ) {
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return;
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}
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if ( !lobby.HasActivePeers() ) {
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return;
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}
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idSnapShot ss;
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game->ServerWriteSnapshot( ss );
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session->SendSnapshot( ss );
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nextSnapshotSendTime = MSEC_ALIGN_TO_FRAME( currentTime + net_snapRate.GetInteger() );
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}
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/*
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===============
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idCommonLocal::NetReceiveSnapshot
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===============
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*/
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void idCommonLocal::NetReceiveSnapshot( class idSnapShot & ss ) {
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ss.SetRecvTime( Sys_Milliseconds() );
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// 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.
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if ( writeSnapshotIndex - readSnapshotIndex >= RECEIVE_SNAPSHOT_BUFFER_SIZE ) {
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idLib::Printf( "Overwritting oldest snapshot %d with new snapshot %d\n", readSnapshotIndex, writeSnapshotIndex );
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assert( writeSnapshotIndex % RECEIVE_SNAPSHOT_BUFFER_SIZE == readSnapshotIndex % RECEIVE_SNAPSHOT_BUFFER_SIZE );
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ProcessNextSnapshot();
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}
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receivedSnaps[ writeSnapshotIndex % RECEIVE_SNAPSHOT_BUFFER_SIZE ] = ss;
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writeSnapshotIndex++;
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// Force read the very first 2 snapshots
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if ( readSnapshotIndex < 2 ) {
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ProcessNextSnapshot();
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}
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}
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/*
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===============
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idCommonLocal::SendUsercmd
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===============
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*/
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void idCommonLocal::SendUsercmds( int localClientNum ) {
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if ( !mapSpawned ) {
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return;
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}
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int currentTime = Sys_Milliseconds();
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if ( currentTime < nextUsercmdSendTime ) {
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return;
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}
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idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
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if ( lobby.IsHost() ) {
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return;
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}
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// We always send the last NUM_USERCMD_SEND usercmds
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// Which may result in duplicate usercmds being sent in the case of a low net_ucmdRate
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// But the LZW compressor means the extra usercmds are not large and the redundancy can smooth packet loss
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byte buffer[idPacketProcessor::MAX_FINAL_PACKET_SIZE];
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idBitMsg msg( buffer, sizeof( buffer ) );
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idSerializer ser( msg, true );
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usercmd_t empty;
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usercmd_t * last = ∅
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usercmd_t * cmdBuffer[NUM_USERCMD_SEND];
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const int numCmds = userCmdMgr.GetPlayerCmds( localClientNum, cmdBuffer, NUM_USERCMD_SEND );
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msg.WriteByte( numCmds );
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for ( int i = 0; i < numCmds; i++ ) {
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cmdBuffer[i]->Serialize( ser, *last );
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last = cmdBuffer[i];
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}
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session->SendUsercmds( msg );
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nextUsercmdSendTime = MSEC_ALIGN_TO_FRAME( currentTime + net_ucmdRate.GetInteger() );
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}
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/*
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===============
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idCommonLocal::NetReceiveUsercmds
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===============
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*/
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void idCommonLocal::NetReceiveUsercmds( int peer, idBitMsg & msg ) {
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int clientNum = Game()->MapPeerToClient( peer );
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if ( clientNum == -1 ) {
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idLib::Warning( "NetReceiveUsercmds: Could not find client for peer %d", peer );
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return;
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}
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NetReadUsercmds( clientNum, msg );
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}
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/*
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===============
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idCommonLocal::NetReceiveReliable
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===============
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*/
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void idCommonLocal::NetReceiveReliable( int peer, int type, idBitMsg & msg ) {
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int clientNum = Game()->MapPeerToClient( peer );
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// Only servers care about the client num. Band-aid for problems related to the host's peerIndex being -1 on clients.
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if ( common->IsServer() && clientNum == -1 ) {
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idLib::Warning( "NetReceiveReliable: Could not find client for peer %d", peer );
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return;
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}
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const byte * msgData = msg.GetReadData() + msg.GetReadCount();
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int msgSize = msg.GetRemainingData();
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reliableMsg_t & reliable = reliableQueue.Alloc();
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reliable.client = clientNum;
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reliable.type = type;
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reliable.dataSize = msgSize;
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reliable.data = (byte *)Mem_Alloc( msgSize, TAG_NETWORKING );
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memcpy( reliable.data, msgData, msgSize );
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}
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/*
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========================
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idCommonLocal::ProcessSnapshot
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========================
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*/
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void idCommonLocal::ProcessSnapshot( idSnapShot & ss ) {
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int time = Sys_Milliseconds();
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snapTime = time;
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snapPrevious = snapCurrent;
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snapCurrent.serverTime = ss.GetTime();
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snapRate = snapCurrent.serverTime - snapPrevious.serverTime;
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static int lastReceivedLocalTime = 0;
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int timeSinceLastSnap = ( time - lastReceivedLocalTime );
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if ( net_debug_snapShotTime.GetBool() ) {
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idLib::Printf( "^2ProcessSnapshot. delta serverTime: %d delta localTime: %d \n", ( snapCurrent.serverTime-snapPrevious.serverTime ), timeSinceLastSnap );
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}
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lastReceivedLocalTime = time;
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/* JAF ?
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for ( int i = 0; i < MAX_PLAYERS; i++ ) {
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idBitMsg msg;
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if ( ss.GetObjectMsgByID( idSession::SS_PLAYER + i, msg ) ) {
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if ( msg.GetSize() == 0 ) {
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snapCurrent.players[ i ].valid = false;
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continue;
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}
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idSerializer ser( msg, false );
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SerializePlayer( ser, snapCurrent.players[ i ] );
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snapCurrent.players[ i ].valid = true;
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extern idCVar com_drawSnapshots;
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if ( com_drawSnapshots.GetInteger() == 3 ) {
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console->AddSnapObject( "players", msg.GetSize(), ss.CompareObject( &oldss, idSession::SS_PLAYER + i ) );
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}
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}
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}
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*/
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// Read usercmds from other players
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for ( int p = 0; p < MAX_PLAYERS; p++ ) {
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if ( p == game->GetLocalClientNum() ) {
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continue;
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}
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idBitMsg msg;
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if ( ss.GetObjectMsgByID( SNAP_USERCMDS + p, msg ) ) {
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NetReadUsercmds( p, msg );
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}
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}
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// 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.
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int oldTime = Game()->GetServerGameTimeMs();
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Game()->SetServerGameTimeMs( snapCurrent.serverTime );
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Game()->ClientReadSnapshot( ss ); //, &oldss );
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// Restore server game time
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Game()->SetServerGameTimeMs( oldTime );
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snapTimeDelta = ss.GetRecvTime() - oldss.GetRecvTime();
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oldss = ss;
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}
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/*
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========================
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idCommonLocal::NetReadUsercmds
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========================
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*/
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void idCommonLocal::NetReadUsercmds( int clientNum, idBitMsg & msg ) {
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if ( clientNum == -1 ) {
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idLib::Warning( "NetReadUsercmds: Trying to read commands from invalid clientNum %d", clientNum );
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return;
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}
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// TODO: This shouldn't actually happen. Figure out why it does.
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// Seen on clients when another client leaves a match.
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if ( msg.GetReadData() == NULL ) {
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return;
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}
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idSerializer ser( msg, false );
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usercmd_t fakeCmd;
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usercmd_t * base = &fakeCmd;
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usercmd_t lastCmd;
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bool gotNewCmd = false;
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idStaticList< usercmd_t, NUM_USERCMD_RELAY > newCmdBuffer;
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usercmd_t baseCmd = userCmdMgr.NewestUserCmdForPlayer( clientNum );
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int curMilliseconds = baseCmd.clientGameMilliseconds;
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const int numCmds = msg.ReadByte();
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for ( int i = 0; i < numCmds; i++ ) {
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usercmd_t newCmd;
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newCmd.Serialize( ser, *base );
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lastCmd = newCmd;
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base = &lastCmd;
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int newMilliseconds = newCmd.clientGameMilliseconds;
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if ( newMilliseconds > curMilliseconds ) {
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if ( verify( i < NUM_USERCMD_RELAY ) ) {
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newCmdBuffer.Append( newCmd );
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gotNewCmd = true;
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curMilliseconds = newMilliseconds;
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}
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}
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}
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// Push the commands into the buffer.
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for ( int i = 0; i < newCmdBuffer.Num(); ++i ) {
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userCmdMgr.PutUserCmdForPlayer( clientNum, newCmdBuffer[i] );
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}
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}
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/*
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========================
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idCommonLocal::ProcessNextSnapshot
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========================
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*/
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void idCommonLocal::ProcessNextSnapshot() {
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if ( readSnapshotIndex == writeSnapshotIndex ) {
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idLib::Printf("No snapshots to process.\n");
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return; // No snaps to process
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}
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ProcessSnapshot( receivedSnaps[ readSnapshotIndex % RECEIVE_SNAPSHOT_BUFFER_SIZE ] );
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readSnapshotIndex++;
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}
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/*
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========================
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idCommonLocal::CalcSnapTimeBuffered
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Return the amount of game time left of buffered snapshots
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totalBufferedTime - total amount of snapshot time (includng what we've already past in current interpolate)
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totalRecvTime - total real time (sys_milliseconds) all of totalBufferedTime was received over
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========================
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*/
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int idCommonLocal::CalcSnapTimeBuffered( int & totalBufferedTime, int & totalRecvTime ) {
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totalBufferedTime = snapRate;
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totalRecvTime = snapTimeDelta;
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// oldSS = last ss we deserialized
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int lastBuffTime = oldss.GetTime();
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int lastRecvTime = oldss.GetRecvTime();
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// receivedSnaps[readSnapshotIndex % RECEIVE_SNAPSHOT_BUFFER_SIZE] = next buffered snapshot we haven't processed yet (might not exist)
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for ( int i = readSnapshotIndex; i < writeSnapshotIndex; i++ ) {
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int buffTime = receivedSnaps[i % RECEIVE_SNAPSHOT_BUFFER_SIZE].GetTime();
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int recvTime = receivedSnaps[i % RECEIVE_SNAPSHOT_BUFFER_SIZE].GetRecvTime();
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totalBufferedTime += buffTime - lastBuffTime;
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totalRecvTime += recvTime - lastRecvTime;
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lastRecvTime = recvTime;
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lastBuffTime = buffTime;
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}
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totalRecvTime = Max( 1, totalRecvTime );
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totalRecvTime = static_cast<float>( initialBaseTicksPerSec ) * static_cast<float>( totalRecvTime / 1000.0f ); // convert realMS to gameMS
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// remove time we've already interpolated over
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int timeLeft = totalBufferedTime - Min< int >( snapRate, snapCurrentTime );
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//idLib::Printf( "CalcSnapTimeBuffered. timeLeft: %d totalRecvTime: %d, totalTimeBuffered: %d\n", timeLeft, totalRecvTime, totalBufferedTime );
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return timeLeft;
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}
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/*
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========================
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idCommonLocal::InterpolateSnapshot
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========================
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*/
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void idCommonLocal::InterpolateSnapshot( netTimes_t & prev, netTimes_t & next, float fraction, bool predict ) {
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int serverTime = Lerp( prev.serverTime, next.serverTime, fraction );
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Game()->SetServerGameTimeMs( serverTime ); // Set the global server time to the interpolated time of the server
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Game()->SetInterpolation( fraction, serverTime, prev.serverTime, next.serverTime );
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//Game()->RunFrame( &userCmdMgr, &ret, true );
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}
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/*
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========================
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idCommonLocal::RunNetworkSnapshotFrame
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========================
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*/
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void idCommonLocal::RunNetworkSnapshotFrame() {
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// Process any reliable messages we've received
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for ( int i = 0; i < reliableQueue.Num(); i++ ) {
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game->ProcessReliableMessage( reliableQueue[i].client, reliableQueue[i].type, idBitMsg( (const byte *)reliableQueue[i].data, reliableQueue[i].dataSize ) );
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Mem_Free( reliableQueue[i].data );
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}
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reliableQueue.Clear();
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// abuse the game timing to time presentable thinking on clients
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time_gameFrame = Sys_Microseconds();
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time_maxGameFrame = 0;
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count_numGameFrames = 0;
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if ( snapPrevious.serverTime >= 0 ) {
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int msec_interval = 1 + idMath::Ftoi( (float)initialBaseTicksPerSec );
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static int clientTimeResidual = 0;
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static int lastTime = Sys_Milliseconds();
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int currentTime = Sys_Milliseconds();
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int deltaFrameTime = idMath::ClampInt( 1, 33, currentTime - lastTime );
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clientTimeResidual += idMath::ClampInt( 0, 50, currentTime - lastTime );
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lastTime = currentTime;
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extern idCVar com_fixedTic;
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if ( com_fixedTic.GetBool() ) {
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clientTimeResidual = 0;
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}
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do {
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// 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<float>( initialBaseTicksPerSec ) * static_cast<float>( 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;
|
|
}
|