336 lines
11 KiB
C
336 lines
11 KiB
C
// Copyright (C) 2000-2001 Raven Software, Inc.
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//
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// g_antilag.c -- handles server side anti-lag
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#include "g_local.h"
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/*
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================
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G_UpdateClientAntiLag
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================
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*/
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void G_UpdateClientAntiLag ( gentity_t* ent )
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{
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int head;
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int newtime;
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head = ent->client->antilagHead;
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// If on a new frame snap the head up to the end of the last frame and
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// add a new head
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if ( ent->client->antilag[head].leveltime < level.time )
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{
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ent->client->antilag[head].time = level.previousTime;
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// Move to the next position
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if ( (++ent->client->antilagHead) > MAX_ANTILAG )
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{
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ent->client->antilagHead = 0;
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}
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head = ent->client->antilagHead;
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}
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// Bots only move once per frame
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if ( ent->r.svFlags & SVF_BOT )
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{
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newtime = level.time;
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}
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else
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{
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// calculate the actual server time
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newtime = level.previousTime + trap_Milliseconds() - level.frameStartTime;
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if ( newtime > level.time )
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{
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newtime = level.time;
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}
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else if ( newtime <= level.previousTime )
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{
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newtime = level.previousTime + 1;
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}
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}
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// Copy the clients current state into the antilag cache
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ent->client->antilag[head].leveltime = level.time;
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ent->client->antilag[head].time = newtime;
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VectorCopy ( ent->r.currentOrigin, ent->client->antilag[head].rOrigin );
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VectorCopy ( ent->r.currentAngles, ent->client->antilag[head].rAngles );
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VectorCopy ( ent->r.mins, ent->client->antilag[head].mins );
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VectorCopy ( ent->r.maxs, ent->client->antilag[head].maxs );
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VectorCopy ( ent->client->ghoulLegsAngles, ent->client->antilag[head].legsAngles );
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VectorCopy ( ent->client->ghoulLowerTorsoAngles, ent->client->antilag[head].lowerTorsoAngles );
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VectorCopy ( ent->client->ghoulUpperTorsoAngles, ent->client->antilag[head].upperTorsoAngles );
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VectorCopy ( ent->client->ghoulHeadAngles, ent->client->antilag[head].headAngles );
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ent->client->antilag[head].legsAnim = ent->s.legsAnim;
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ent->client->antilag[head].torsoAnim = ent->s.torsoAnim;
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ent->client->antilag[head].pm_flags = ent->client->ps.pm_flags;
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ent->client->antilag[head].leanTime = ent->client->ps.leanTime;
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}
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/*
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================
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G_UndoClientAntiLag
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================
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*/
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void G_UndoClientAntiLag ( gentity_t* ent )
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{
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// If the client isnt already in the past then
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// dont bother doing anything
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if ( ent->client->antilagUndo.leveltime != level.time )
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return;
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// Move the client back into reality by moving over the undo information
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VectorCopy ( ent->client->antilagUndo.rOrigin, ent->r.currentOrigin );
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VectorCopy ( ent->client->antilagUndo.rAngles, ent->r.currentAngles );
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VectorCopy ( ent->client->antilagUndo.mins, ent->r.mins );
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VectorCopy ( ent->client->antilagUndo.maxs, ent->r.maxs );
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VectorCopy ( ent->client->antilagUndo.legsAngles, ent->client->ghoulLegsAngles );
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VectorCopy ( ent->client->antilagUndo.lowerTorsoAngles, ent->client->ghoulLowerTorsoAngles );
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VectorCopy ( ent->client->antilagUndo.upperTorsoAngles, ent->client->ghoulUpperTorsoAngles );
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VectorCopy ( ent->client->antilagUndo.headAngles, ent->client->ghoulHeadAngles );
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ent->s.legsAnim = ent->client->antilagUndo.legsAnim;
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ent->s.torsoAnim = ent->client->antilagUndo.torsoAnim;
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ent->client->ps.pm_flags = ent->client->antilagUndo.pm_flags;
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ent->client->ps.leanTime = ent->client->antilagUndo.leanTime;
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// Mark the undo information so it cant be used again
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ent->client->antilagUndo.leveltime = 0;
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}
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/*
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================
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G_ApplyClientAntiLag
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================
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*/
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void G_ApplyClientAntiLag ( gentity_t* ent, int time )
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{
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float lerp;
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int from;
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int to;
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// Find the two pieces of history information that sandwitch the
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// time we are looking for
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from = ent->client->antilagHead;
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to = ent->client->antilagHead;
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do
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{
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if ( ent->client->antilag[from].time <= time )
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{
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break;
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}
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to = from;
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from--;
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if ( from < 0 )
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{
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from = MAX_ANTILAG - 1;
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}
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}
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while ( from != ent->client->antilagHead );
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// If the from is equal to the to then there wasnt even
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// one piece of information worth using so just use the current time frame
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if ( from == to )
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{
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return;
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}
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// Save the undo information if its not already saved
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if ( ent->client->antilagUndo.leveltime != level.time )
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{
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// Save the undo information
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ent->client->antilagUndo.leveltime = level.time;
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VectorCopy ( ent->r.currentOrigin, ent->client->antilagUndo.rOrigin );
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VectorCopy ( ent->r.currentAngles, ent->client->antilagUndo.rAngles );
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VectorCopy ( ent->r.mins, ent->client->antilagUndo.mins );
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VectorCopy ( ent->r.maxs, ent->client->antilagUndo.maxs );
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VectorCopy ( ent->client->ghoulLegsAngles, ent->client->antilagUndo.legsAngles );
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VectorCopy ( ent->client->ghoulLowerTorsoAngles, ent->client->antilagUndo.lowerTorsoAngles );
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VectorCopy ( ent->client->ghoulUpperTorsoAngles, ent->client->antilagUndo.upperTorsoAngles );
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VectorCopy ( ent->client->ghoulHeadAngles, ent->client->antilagUndo.headAngles );
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ent->client->antilagUndo.legsAnim = ent->s.legsAnim;
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ent->client->antilagUndo.torsoAnim = ent->s.torsoAnim;
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ent->client->antilagUndo.pm_flags = ent->client->ps.pm_flags;
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ent->client->antilagUndo.leanTime = ent->client->ps.leanTime;
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}
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// If the best history found was the last in the list then
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// dont lerp, just use the last one
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if ( from == ent->client->antilagHead )
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{
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VectorCopy ( ent->client->antilag[to].rOrigin, ent->r.currentOrigin );
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VectorCopy ( ent->client->antilag[to].rAngles, ent->r.currentAngles );
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VectorCopy ( ent->client->antilag[to].mins, ent->r.maxs );
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VectorCopy ( ent->client->antilag[to].maxs, ent->r.mins );
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VectorCopy ( ent->client->antilag[to].legsAngles, ent->client->ghoulLegsAngles );
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VectorCopy ( ent->client->antilag[to].lowerTorsoAngles, ent->client->ghoulLowerTorsoAngles );
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VectorCopy ( ent->client->antilag[to].upperTorsoAngles, ent->client->ghoulUpperTorsoAngles );
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VectorCopy ( ent->client->antilag[to].headAngles, ent->client->ghoulHeadAngles );
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ent->s.legsAnim = ent->client->antilag[to].legsAnim;
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ent->s.torsoAnim = ent->client->antilag[to].torsoAnim;
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ent->client->ps.pm_flags = ent->client->antilag[to].pm_flags;
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ent->client->ps.leanTime = ent->client->antilag[to].leanTime;
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}
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else
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{
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// Calculate the lerp value to use for the vectors
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lerp = (float)(time - ent->client->antilag[from].time) / (float)(ent->client->antilag[to].time - ent->client->antilag[from].time);
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// Lerp all the vectors between the before and after history information
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LerpVector ( ent->client->antilag[from].rOrigin, ent->client->antilag[to].rOrigin, lerp, ent->r.currentOrigin );
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LerpVector ( ent->client->antilag[from].rAngles, ent->client->antilag[to].rAngles, lerp, ent->r.currentAngles );
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LerpVector ( ent->client->antilag[from].maxs, ent->client->antilag[to].maxs, lerp, ent->r.maxs );
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LerpVector ( ent->client->antilag[from].mins, ent->client->antilag[to].mins, lerp, ent->r.mins );
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LerpVector ( ent->client->antilag[from].legsAngles, ent->client->antilag[to].legsAngles, lerp, ent->client->ghoulLegsAngles );
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LerpVector ( ent->client->antilag[from].lowerTorsoAngles, ent->client->antilag[to].lowerTorsoAngles, lerp, ent->client->ghoulLowerTorsoAngles );
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LerpVector ( ent->client->antilag[from].upperTorsoAngles, ent->client->antilag[to].upperTorsoAngles, lerp, ent->client->ghoulUpperTorsoAngles );
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LerpVector ( ent->client->antilag[from].headAngles, ent->client->antilag[to].headAngles, lerp, ent->client->ghoulHeadAngles );
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ent->client->ps.leanTime = ent->client->antilag[from].leanTime + (ent->client->antilag[from].leanTime-ent->client->antilag[to].leanTime) * lerp;
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ent->s.legsAnim = ent->client->antilag[to].legsAnim;
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ent->s.torsoAnim = ent->client->antilag[to].torsoAnim;
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ent->client->ps.pm_flags = ent->client->antilag[to].pm_flags;
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}
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}
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/*
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================
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G_UndoAntiLag
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================
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*/
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void G_UndoAntiLag ( void )
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{
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int i;
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// Undo all history
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for ( i = 0; i < level.numConnectedClients; i ++ )
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{
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gentity_t* other = &g_entities[level.sortedClients[i]];
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if ( other->client->pers.connected != CON_CONNECTED )
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{
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continue;
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}
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// Skip clients that are spectating
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if ( G_IsClientSpectating ( other->client ) || G_IsClientDead ( other->client ) )
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{
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continue;
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}
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if ( other->r.svFlags & SVF_DOUBLED_BBOX )
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{
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// Put the hitbox back the way it was
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other->r.maxs[0] = other->client->maxSave[0];
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other->r.maxs[1] = other->client->maxSave[1];
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other->r.mins[0] = other->client->minSave[0];
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other->r.mins[1] = other->client->minSave[1];
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other->r.svFlags &= (~SVF_DOUBLED_BBOX);
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}
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G_UndoClientAntiLag ( other );
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// Relink the entity into the world
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trap_LinkEntity ( other );
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}
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}
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/*
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================
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G_ApplyAntiLag
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================
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*/
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void G_ApplyAntiLag ( gentity_t* ref, qboolean enlargeHitBox )
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{
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int i;
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int reftime;
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// Figure out the reference time based on the reference clients server time
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reftime = ref->client->pers.cmd.serverTime;
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if ( reftime > level.time )
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{
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reftime = level.time;
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}
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// Move all the clients back into the reference clients time frame.
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for ( i = 0; i < level.numConnectedClients; i ++ )
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{
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gentity_t* other = &g_entities[level.sortedClients[i]];
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if ( other->client->pers.connected != CON_CONNECTED )
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{
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continue;
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}
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// Skip the reference client
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if ( other == ref )
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{
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continue;
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}
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// Skip entities not in use
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if ( !other->inuse )
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{
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continue;
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}
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// Skip clients that are spectating
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if ( G_IsClientSpectating ( other->client ) || G_IsClientDead ( other->client ) )
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{
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continue;
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}
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// Dont bring them back in time unless requested
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if ( !(ref->r.svFlags & SVF_BOT) & ref->client->pers.antiLag )
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{
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// Apply the antilag to this player
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G_ApplyClientAntiLag ( other, reftime );
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}
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if ( enlargeHitBox )
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{
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other->client->minSave[0] = other->r.mins[0];
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other->client->minSave[1] = other->r.mins[1];
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other->client->maxSave[0] = other->r.maxs[0];
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other->client->maxSave[1] = other->r.maxs[1];
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// Adjust the hit box to account for hands and such
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// that are sticking out of the normal bounding box
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if ( other->client->ps.pm_flags & PMF_LEANING )
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{
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other->r.maxs[0] *= 3.0f;
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other->r.maxs[1] *= 3.0f;
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other->r.mins[0] *= 3.0f;
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other->r.mins[1] *= 3.0f;
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}
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else
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{
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other->r.maxs[0] *= 2.0f;
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other->r.maxs[1] *= 2.0f;
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other->r.mins[0] *= 2.0f;
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other->r.mins[1] *= 2.0f;
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}
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other->r.svFlags |= SVF_DOUBLED_BBOX;
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}
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// Relink the entity into the world
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trap_LinkEntity ( other );
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}
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}
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