mirror of
https://git.code.sf.net/p/quake/quakeforge
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12c84046f3
This is an extremely extensive patch as it hits every cvar, and every usage of the cvars. Cvars no longer store the value they control, instead, they use a cexpr value object to reference the value and specify the value's type (currently, a null type is used for strings). Non-string cvars are passed through cexpr, allowing expressions in the cvars' settings. Also, cvars have returned to an enhanced version of the original (id quake) registration scheme. As a minor benefit, relevant code having direct access to the cvar-controlled variables is probably a slight optimization as it removed a pointer dereference, and the variables can be located for data locality. The static cvar descriptors are made private as an additional safety layer, though there's nothing stopping external modification via Cvar_FindVar (which is needed for adding listeners). While not used yet (partly due to working out the design), cvars can have a validation function. Registering a cvar allows a primary listener (and its data) to be specified: it will always be called first when the cvar is modified. The combination of proper listeners and direct access to the controlled variable greatly simplifies the more complex cvar interactions as much less null checking is required, and there's no need for one cvar's callback to call another's. nq-x11 is known to work at least well enough for the demos. More testing will come.
339 lines
8.1 KiB
C
339 lines
8.1 KiB
C
/*
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cl_input.c
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builds an intended movement command to send to the server
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/checksum.h"
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/input.h"
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#include "QF/keys.h"
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#include "QF/listener.h"
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#include "QF/msg.h"
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#include "QF/sys.h"
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#include "QF/teamplay.h"
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#include "QF/va.h"
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#include "QF/input/event.h"
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#include "compat.h"
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#include "client/input.h"
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#include "client/view.h"
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#include "qw/msg_ucmd.h"
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#include "qw/include/cl_cam.h"
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#include "qw/include/cl_demo.h"
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#include "qw/include/cl_input.h"
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#include "qw/include/cl_parse.h"
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#include "qw/include/client.h"
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#include "qw/include/host.h"
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int cl_nodelta;
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static cvar_t cl_nodelta_cvar = {
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.name = "cl_nodelta",
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.description =
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"Disable player delta compression. Set to 1 if you have a poor ISP and"
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" get many U_REMOVE warnings.",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &cl_nodelta },
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};
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int cl_maxnetfps;
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static cvar_t cl_maxnetfps_cvar = {
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.name = "cl_maxnetfps",
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.description =
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"Controls number of command packets sent per second. Default 0 is "
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"unlimited.",
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.default_value = "0",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_int, .value = &cl_maxnetfps },
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};
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int cl_spamimpulse;
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static cvar_t cl_spamimpulse_cvar = {
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.name = "cl_spamimpulse",
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.description =
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"Controls number of duplicate packets sent if an impulse is being "
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"sent. Default (id behavior) is 3.",
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.default_value = "3",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &cl_spamimpulse },
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};
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int in_impulse;
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static void
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IN_Impulse (void *data)
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{
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in_impulse = atoi (Cmd_Argv (1));
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if (Cmd_Argc () <= 2)
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return;
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Team_BestWeaponImpulse (); // HACK HACK HACK
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}
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/*
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CL_BaseMove
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Send the intended movement message to the server
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*/
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void
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CL_BaseMove (usercmd_t *cmd)
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{
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if (cls.state != ca_active) {
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return;
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}
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VectorCopy (cl.viewstate.player_angles, cl.movestate.angles);//FIXME
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CL_Input_BuildMove (host_frametime, &cl.movestate, &cl.viewstate);
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VectorCopy (cl.movestate.angles, cl.viewstate.player_angles);//FIXME
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memset (cmd, 0, sizeof (*cmd));
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cmd->forwardmove = cl.movestate.move[FORWARD];
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cmd->sidemove = cl.movestate.move[SIDE];
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cmd->upmove = cl.movestate.move[UP];
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VectorCopy (cl.movestate.angles, cmd->angles);
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}
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static int
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MakeChar (int i)
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{
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i &= ~3;
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if (i < -127 * 4)
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i = -127 * 4;
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if (i > 127 * 4)
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i = 127 * 4;
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return i;
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}
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static void
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CL_FinishMove (usercmd_t *cmd)
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{
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int ms, i;
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static double accum = 0.0;
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// always dump the first two message, because it may contain leftover
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// inputs from the last level
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if (++cl.movemessages <= 2)
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return;
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// figure button bits
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cmd->buttons |= IN_ButtonPressed (&in_attack) << 0;
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cmd->buttons |= IN_ButtonPressed (&in_jump) << 1;
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cmd->buttons |= IN_ButtonPressed (&in_use) << 2;
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// send milliseconds of time to apply the move
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accum += (host_frametime * 1000.0);
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ms = accum + 0.5;
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accum -= ms;
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if (ms > 250) {
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ms = 100; // time was unreasonable
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accum = 0.0;
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}
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cmd->msec = ms;
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VectorCopy (cl.viewstate.player_angles, cmd->angles);
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cmd->impulse = in_impulse;
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in_impulse = 0;
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// chop down so no extra bits are kept that the server wouldn't get
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cmd->forwardmove = MakeChar (cmd->forwardmove);
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cmd->sidemove = MakeChar (cmd->sidemove);
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cmd->upmove = MakeChar (cmd->upmove);
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for (i = 0; i < 3; i++)
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cmd->angles[i] = ((int) (cmd->angles[i] * (65536.0 / 360.0)) & 65535) *
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(360.0 / 65536.0);
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}
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static inline int
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pps_check (int dontdrop)
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{
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static float pps_balance = 0.0;
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static int dropcount = 0;
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pps_balance += host_frametime;
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// never drop more than 2 messages in a row -- that'll cause PL
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// and don't drop if one of the last two movemessages have an impulse
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if (pps_balance > 0.0 || dropcount >= 2 || dontdrop) {
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float pps;
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if (!(pps = cl_maxnetfps))
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pps = rate / 80.0;
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pps = bound (1, pps, 72);
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pps_balance -= 1.0 / pps;
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pps_balance = bound (-0.1, pps_balance, 0.1);
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dropcount = 0;
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return 1;
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} else {
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int i;
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// don't count this message when calculating PL
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i = cls.netchan.outgoing_sequence & UPDATE_MASK;
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cl.frames[i].receivedtime = -3;
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// drop this message
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cls.netchan.outgoing_sequence++;
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dropcount++;
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return 0;
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}
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}
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static inline void
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build_cmd (usercmd_t *cmd)
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{
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// get basic movement from keyboard, mouse, etc
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CL_BaseMove (cmd);
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// if we are spectator, try autocam
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if (cl.spectator)
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Cam_Track (cmd);
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CL_FinishMove (cmd);
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Cam_FinishMove (cmd);
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}
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void
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CL_SendCmd (void)
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{
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byte data[128];
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int checksumIndex, lost, seq_hash, frame;
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qboolean dontdrop; // FIXME: needed without cl_c2sImpulseBackup?
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sizebuf_t buf;
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usercmd_t *cmd, *oldcmd;
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if (cls.demoplayback && !cls.demoplayback2)
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return; // sendcmds come from the demo
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// save this command off for prediction
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frame = cls.netchan.outgoing_sequence & UPDATE_MASK;
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cmd = &cl.frames[frame].cmd;
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cl.frames[frame].senttime = realtime;
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cl.frames[frame].receivedtime = -1; // we haven't gotten a reply yet
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// seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
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seq_hash = cls.netchan.outgoing_sequence;
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build_cmd (cmd);
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if (cls.demoplayback2) {
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cls.netchan.outgoing_sequence++;
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return;
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}
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// send this and the previous cmds in the message, so
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// if the last packet was dropped, it can be recovered
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buf.maxsize = 128;
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buf.cursize = 0;
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buf.data = data;
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MSG_WriteByte (&buf, clc_move);
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// save the position for a checksum byte
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checksumIndex = buf.cursize;
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MSG_WriteByte (&buf, 0);
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// write our lossage percentage
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lost = CL_CalcNet ();
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MSG_WriteByte (&buf, (byte) lost);
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dontdrop = false;
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frame = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
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cmd = &cl.frames[frame].cmd;
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if (cl_spamimpulse >= 2)
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dontdrop = dontdrop || cmd->impulse;
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MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
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oldcmd = cmd;
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frame = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
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cmd = &cl.frames[frame].cmd;
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if (cl_spamimpulse >= 3)
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dontdrop = dontdrop || cmd->impulse;
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MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
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oldcmd = cmd;
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frame = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
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cmd = &cl.frames[frame].cmd;
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if (cl_spamimpulse >= 1)
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dontdrop = dontdrop || cmd->impulse;
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MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
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// calculate a checksum over the move commands
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buf.data[checksumIndex] =
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COM_BlockSequenceCRCByte (buf.data + checksumIndex + 1,
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buf.cursize - checksumIndex - 1, seq_hash);
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// request delta compression of entities
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if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP - 1)
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cl.validsequence = 0;
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if (cl.validsequence && !cl_nodelta && cls.state == ca_active
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&& !cls.demorecording) {
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cl.frames[frame].delta_sequence = cl.validsequence;
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MSG_WriteByte (&buf, clc_delta);
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MSG_WriteByte (&buf, cl.validsequence & 255);
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} else {
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cl.frames[frame].delta_sequence = -1;
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}
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if (cls.demorecording)
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CL_WriteDemoCmd (cmd);
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// deliver the message
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if (pps_check (dontdrop))
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Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
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}
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void
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CL_Init_Input (cbuf_t *cbuf)
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{
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CL_Input_Init (cbuf);
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Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
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"Call a game function or QuakeC function.");
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}
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void
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CL_Init_Input_Cvars (void)
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{
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CL_Input_Init_Cvars ();
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Cvar_Register (&cl_nodelta_cvar, 0, 0);
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Cvar_Register (&cl_maxnetfps_cvar, 0, 0);
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Cvar_Register (&cl_spamimpulse_cvar, 0, 0);
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}
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