From 043b28f4ba69f681a279ae02f752f33e10e6b54d Mon Sep 17 00:00:00 2001 From: Edward Richardson Date: Sun, 2 Nov 2014 17:58:59 +1300 Subject: [PATCH] Make Prediction lerping less pick + debug - Lerping uses int rather than fixed/float comparisons - Added debug information --- src/p_user.cpp | 49 ++++++++++++++++++++++++++++++++++--------------- 1 file changed, 34 insertions(+), 15 deletions(-) diff --git a/src/p_user.cpp b/src/p_user.cpp index 045e61969..c59e35122 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -78,7 +78,9 @@ CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00f, CVAR_ARCHIVE | CVAR_GLOBALCO struct PredictPos { int gametic; - FVector3 point; + fixed_t x; + fixed_t y; + fixed_t z; fixed_t pitch; fixed_t yaw; } static PredictionLerpFrom, PredictionLerpResult, PredictionLast; @@ -2605,12 +2607,19 @@ void P_PredictionLerpReset() PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0; } -bool P_LerpCalculate(FVector3 from, FVector3 to, FVector3 &result, float scale) +bool P_LerpCalculate(PredictPos from, PredictPos to, PredictPos &result, float scale) { - result = to - from; - result *= scale; - result = result + from; - FVector3 delta = result - to; + FVector3 vecFrom(FIXED2DBL(from.x), FIXED2DBL(from.y), FIXED2DBL(from.z)); + FVector3 vecTo(FIXED2DBL(to.x), FIXED2DBL(to.y), FIXED2DBL(to.z)); + FVector3 vecResult; + vecResult = vecTo - vecFrom; + vecResult *= scale; + vecResult = vecResult + vecFrom; + FVector3 delta = vecResult - vecTo; + + result.x = FLOAT2FIXED(vecResult.X); + result.y = FLOAT2FIXED(vecResult.Y); + result.z = FLOAT2FIXED(vecResult.Z); // As a fail safe, assume extrapolation is the threshold. return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f); @@ -2715,8 +2724,18 @@ void P_PredictPlayer (player_t *player) if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld) { // Z is not compared as lifts will alter this with no apparent change - DoLerp = (PredictionLast.point.X != FIXED2FLOAT(player->mo->x) || - PredictionLast.point.Y != FIXED2FLOAT(player->mo->y)); + // Make lerping less picky by only testing whole units + DoLerp = ((PredictionLast.x >> 16) != (player->mo->x >> 16) || + (PredictionLast.y >> 16) != (player->mo->y >> 16)); + + // Aditional Debug information + if (developer && DoLerp) + { + DPrintf("Lerp! Ltic (%d) && Ptic (%d) | Lx (%d) && Px (%d) | Ly (%d) && Py (%d)\n", + PredictionLast.gametic, i, + (PredictionLast.x >> 16), (player->mo->x >> 16), + (PredictionLast.y >> 16), (player->mo->y >> 16)); + } } } @@ -2733,19 +2752,19 @@ void P_PredictPlayer (player_t *player) } PredictionLast.gametic = maxtic - 1; - PredictionLast.point.X = FIXED2FLOAT(player->mo->x); - PredictionLast.point.Y = FIXED2FLOAT(player->mo->y); - PredictionLast.point.Z = FIXED2FLOAT(player->mo->z); + PredictionLast.x = player->mo->x; + PredictionLast.y = player->mo->y; + PredictionLast.z = player->mo->z; if (PredictionLerptics > 0) { if (PredictionLerpFrom.gametic > 0 && - P_LerpCalculate(PredictionLerpFrom.point, PredictionLast.point, PredictionLerpResult.point, (float)PredictionLerptics * cl_predict_lerpscale)) + P_LerpCalculate(PredictionLerpFrom, PredictionLast, PredictionLerpResult, (float)PredictionLerptics * cl_predict_lerpscale)) { PredictionLerptics++; - player->mo->x = FLOAT2FIXED(PredictionLerpResult.point.X); - player->mo->y = FLOAT2FIXED(PredictionLerpResult.point.Y); - player->mo->z = FLOAT2FIXED(PredictionLerpResult.point.Z); + player->mo->x = PredictionLerpResult.x; + player->mo->y = PredictionLerpResult.y; + player->mo->z = PredictionLerpResult.z; } else {