quakeforge/qw/source/cl_input.c
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
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.
2022-04-24 19:15:22 +09:00

339 lines
8.1 KiB
C

/*
cl_input.c
builds an intended movement command to send to the server
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/checksum.h"
#include "QF/cmd.h"
#include "QF/console.h"
#include "QF/cvar.h"
#include "QF/input.h"
#include "QF/keys.h"
#include "QF/listener.h"
#include "QF/msg.h"
#include "QF/sys.h"
#include "QF/teamplay.h"
#include "QF/va.h"
#include "QF/input/event.h"
#include "compat.h"
#include "client/input.h"
#include "client/view.h"
#include "qw/msg_ucmd.h"
#include "qw/include/cl_cam.h"
#include "qw/include/cl_demo.h"
#include "qw/include/cl_input.h"
#include "qw/include/cl_parse.h"
#include "qw/include/client.h"
#include "qw/include/host.h"
int cl_nodelta;
static cvar_t cl_nodelta_cvar = {
.name = "cl_nodelta",
.description =
"Disable player delta compression. Set to 1 if you have a poor ISP and"
" get many U_REMOVE warnings.",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &cl_nodelta },
};
int cl_maxnetfps;
static cvar_t cl_maxnetfps_cvar = {
.name = "cl_maxnetfps",
.description =
"Controls number of command packets sent per second. Default 0 is "
"unlimited.",
.default_value = "0",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_int, .value = &cl_maxnetfps },
};
int cl_spamimpulse;
static cvar_t cl_spamimpulse_cvar = {
.name = "cl_spamimpulse",
.description =
"Controls number of duplicate packets sent if an impulse is being "
"sent. Default (id behavior) is 3.",
.default_value = "3",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &cl_spamimpulse },
};
int in_impulse;
static void
IN_Impulse (void *data)
{
in_impulse = atoi (Cmd_Argv (1));
if (Cmd_Argc () <= 2)
return;
Team_BestWeaponImpulse (); // HACK HACK HACK
}
/*
CL_BaseMove
Send the intended movement message to the server
*/
void
CL_BaseMove (usercmd_t *cmd)
{
if (cls.state != ca_active) {
return;
}
VectorCopy (cl.viewstate.player_angles, cl.movestate.angles);//FIXME
CL_Input_BuildMove (host_frametime, &cl.movestate, &cl.viewstate);
VectorCopy (cl.movestate.angles, cl.viewstate.player_angles);//FIXME
memset (cmd, 0, sizeof (*cmd));
cmd->forwardmove = cl.movestate.move[FORWARD];
cmd->sidemove = cl.movestate.move[SIDE];
cmd->upmove = cl.movestate.move[UP];
VectorCopy (cl.movestate.angles, cmd->angles);
}
static int
MakeChar (int i)
{
i &= ~3;
if (i < -127 * 4)
i = -127 * 4;
if (i > 127 * 4)
i = 127 * 4;
return i;
}
static void
CL_FinishMove (usercmd_t *cmd)
{
int ms, i;
static double accum = 0.0;
// always dump the first two message, because it may contain leftover
// inputs from the last level
if (++cl.movemessages <= 2)
return;
// figure button bits
cmd->buttons |= IN_ButtonPressed (&in_attack) << 0;
cmd->buttons |= IN_ButtonPressed (&in_jump) << 1;
cmd->buttons |= IN_ButtonPressed (&in_use) << 2;
// send milliseconds of time to apply the move
accum += (host_frametime * 1000.0);
ms = accum + 0.5;
accum -= ms;
if (ms > 250) {
ms = 100; // time was unreasonable
accum = 0.0;
}
cmd->msec = ms;
VectorCopy (cl.viewstate.player_angles, cmd->angles);
cmd->impulse = in_impulse;
in_impulse = 0;
// chop down so no extra bits are kept that the server wouldn't get
cmd->forwardmove = MakeChar (cmd->forwardmove);
cmd->sidemove = MakeChar (cmd->sidemove);
cmd->upmove = MakeChar (cmd->upmove);
for (i = 0; i < 3; i++)
cmd->angles[i] = ((int) (cmd->angles[i] * (65536.0 / 360.0)) & 65535) *
(360.0 / 65536.0);
}
static inline int
pps_check (int dontdrop)
{
static float pps_balance = 0.0;
static int dropcount = 0;
pps_balance += host_frametime;
// never drop more than 2 messages in a row -- that'll cause PL
// and don't drop if one of the last two movemessages have an impulse
if (pps_balance > 0.0 || dropcount >= 2 || dontdrop) {
float pps;
if (!(pps = cl_maxnetfps))
pps = rate / 80.0;
pps = bound (1, pps, 72);
pps_balance -= 1.0 / pps;
pps_balance = bound (-0.1, pps_balance, 0.1);
dropcount = 0;
return 1;
} else {
int i;
// don't count this message when calculating PL
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
cl.frames[i].receivedtime = -3;
// drop this message
cls.netchan.outgoing_sequence++;
dropcount++;
return 0;
}
}
static inline void
build_cmd (usercmd_t *cmd)
{
// get basic movement from keyboard, mouse, etc
CL_BaseMove (cmd);
// if we are spectator, try autocam
if (cl.spectator)
Cam_Track (cmd);
CL_FinishMove (cmd);
Cam_FinishMove (cmd);
}
void
CL_SendCmd (void)
{
byte data[128];
int checksumIndex, lost, seq_hash, frame;
qboolean dontdrop; // FIXME: needed without cl_c2sImpulseBackup?
sizebuf_t buf;
usercmd_t *cmd, *oldcmd;
if (cls.demoplayback && !cls.demoplayback2)
return; // sendcmds come from the demo
// save this command off for prediction
frame = cls.netchan.outgoing_sequence & UPDATE_MASK;
cmd = &cl.frames[frame].cmd;
cl.frames[frame].senttime = realtime;
cl.frames[frame].receivedtime = -1; // we haven't gotten a reply yet
// seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
seq_hash = cls.netchan.outgoing_sequence;
build_cmd (cmd);
if (cls.demoplayback2) {
cls.netchan.outgoing_sequence++;
return;
}
// send this and the previous cmds in the message, so
// if the last packet was dropped, it can be recovered
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
MSG_WriteByte (&buf, clc_move);
// save the position for a checksum byte
checksumIndex = buf.cursize;
MSG_WriteByte (&buf, 0);
// write our lossage percentage
lost = CL_CalcNet ();
MSG_WriteByte (&buf, (byte) lost);
dontdrop = false;
frame = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
cmd = &cl.frames[frame].cmd;
if (cl_spamimpulse >= 2)
dontdrop = dontdrop || cmd->impulse;
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
oldcmd = cmd;
frame = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
cmd = &cl.frames[frame].cmd;
if (cl_spamimpulse >= 3)
dontdrop = dontdrop || cmd->impulse;
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
oldcmd = cmd;
frame = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
cmd = &cl.frames[frame].cmd;
if (cl_spamimpulse >= 1)
dontdrop = dontdrop || cmd->impulse;
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
// calculate a checksum over the move commands
buf.data[checksumIndex] =
COM_BlockSequenceCRCByte (buf.data + checksumIndex + 1,
buf.cursize - checksumIndex - 1, seq_hash);
// request delta compression of entities
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP - 1)
cl.validsequence = 0;
if (cl.validsequence && !cl_nodelta && cls.state == ca_active
&& !cls.demorecording) {
cl.frames[frame].delta_sequence = cl.validsequence;
MSG_WriteByte (&buf, clc_delta);
MSG_WriteByte (&buf, cl.validsequence & 255);
} else {
cl.frames[frame].delta_sequence = -1;
}
if (cls.demorecording)
CL_WriteDemoCmd (cmd);
// deliver the message
if (pps_check (dontdrop))
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
}
void
CL_Init_Input (cbuf_t *cbuf)
{
CL_Input_Init (cbuf);
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
"Call a game function or QuakeC function.");
}
void
CL_Init_Input_Cvars (void)
{
CL_Input_Init_Cvars ();
Cvar_Register (&cl_nodelta_cvar, 0, 0);
Cvar_Register (&cl_maxnetfps_cvar, 0, 0);
Cvar_Register (&cl_spamimpulse_cvar, 0, 0);
}