From 3e6ad8c1a8944800ad928b6f9b534150eadefbd0 Mon Sep 17 00:00:00 2001 From: Edward Richardson Date: Mon, 13 Oct 2014 00:29:15 +1300 Subject: [PATCH] Further work on prediction lerping --- src/g_game.cpp | 6 +++ src/p_local.h | 1 + src/p_user.cpp | 111 +++++++++++++++++++++----------------- wadsrc/static/menudef.txt | 2 + 4 files changed, 72 insertions(+), 48 deletions(-) diff --git a/src/g_game.cpp b/src/g_game.cpp index 95b0f587d8..9020f2da1c 100644 --- a/src/g_game.cpp +++ b/src/g_game.cpp @@ -1635,6 +1635,12 @@ void G_DoReborn (int playernum, bool freshbot) } else { + // Old lerp data needs to go + if (playernum == consoleplayer) + { + P_PredictionLerpReset(); + } + // respawn at the start // first disassociate the corpse if (players[playernum].mo) diff --git a/src/p_local.h b/src/p_local.h index 8ba1dd40bb..2dc8c773eb 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -105,6 +105,7 @@ void P_FallingDamage (AActor *ent); void P_PlayerThink (player_t *player); void P_PredictPlayer (player_t *player); void P_UnPredictPlayer (); +void P_PredictionLerpReset(); // // P_MOBJ diff --git a/src/p_user.cpp b/src/p_user.cpp index e7e130e56a..7d93f6f241 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -64,20 +64,25 @@ static FRandom pr_skullpop ("SkullPop"); CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Bool, cl_predict_specials, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) -#define LERPSCALE 0.05 +CUSTOM_CVAR(Float, cl_predict_lerpscale, 0.05, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) +{ + P_PredictionLerpReset(); +} +CUSTOM_CVAR(Float, cl_predict_lerpthreshold, 2.00, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) +{ + if (self < 0.1) + self = 0.1; + P_PredictionLerpReset(); +} -struct PredictCheck +struct PredictPos { int gametic; - fixed_t x; - fixed_t y; - fixed_t z; + FVector3 point; fixed_t pitch; fixed_t yaw; - bool onground; -} static PredictionResults[BACKUPTICS], PredictionResult_Last; +} static PredictionLerpFrom, PredictionLerpResult, PredictionLast; static int PredictionLerptics; -static int PredictionMaxLerptics; static player_t PredictionPlayerBackup; static BYTE PredictionActorBackup[sizeof(AActor)]; @@ -1898,7 +1903,6 @@ void P_MovePlayer (player_t *player) else { mo->angle += cmd->ucmd.yaw << 16; - Printf("%d\n", cmd->ucmd.yaw); } player->onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2); @@ -2655,6 +2659,21 @@ void P_PlayerThink (player_t *player) } } +void P_PredictionLerpReset() +{ + PredictionLerptics = PredictionLast.gametic = PredictionLerpFrom.gametic = PredictionLerpResult.gametic = 0; +} + +bool P_LerpCalculate(FVector3 from, FVector3 to, FVector3 &result, float scale) +{ + result = to - from; + result *= scale; + result = result + from; + FVector3 delta = result - to; + + return (delta.LengthSquared() > cl_predict_lerpthreshold); +} + void P_PredictPlayer (player_t *player) { int maxtic; @@ -2740,7 +2759,7 @@ void P_PredictPlayer (player_t *player) } act->BlockNode = NULL; - bool NoInterpolateOld = R_GetViewInterpolationStatus(); + bool CanLerp = (cl_predict_lerpscale > 0), DoLerp = false, NoInterpolateOld = R_GetViewInterpolationStatus(); for (int i = gametic; i < maxtic; ++i) { if (!NoInterpolateOld) @@ -2750,48 +2769,44 @@ void P_PredictPlayer (player_t *player) P_PlayerThink (player); player->mo->Tick (); - if (PredictionResults[i % BACKUPTICS].gametic && i == PredictionResults[i % BACKUPTICS].gametic && !NoInterpolateOld && PredictionLerptics >= PredictionMaxLerptics) + if (CanLerp && PredictionLast.gametic > 0 && i == PredictionLast.gametic && !NoInterpolateOld) { - if (PredictionResults[i % BACKUPTICS].x != player->mo->x || - PredictionResults[i % BACKUPTICS].y != player->mo->y || - (PredictionResults[i % BACKUPTICS].z != player->mo->z && PredictionResults[i % BACKUPTICS].onground && player->onground)) - // If the player was always on the ground, they might be on a lift, and lerping would be disruptive on z height changes alone - { - PredictionLerptics = 0; - PredictionMaxLerptics = (maxtic - gametic); - } + // 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)); + } + } + + if (CanLerp) + { + if (DoLerp) + { + // If lerping is already in effect, use the previous camera postion so the view doesn't suddenly snap + PredictionLerpFrom = (PredictionLerptics == 0) ? PredictionLast : PredictionLerpResult; + PredictionLerptics = 1; } - PredictionResults[i % BACKUPTICS].gametic = i; - PredictionResults[i % BACKUPTICS].x = player->mo->x; - PredictionResults[i % BACKUPTICS].y = player->mo->y; - PredictionResults[i % BACKUPTICS].z = player->mo->z; - PredictionResults[i % BACKUPTICS].onground = player->onground; + 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); + + if (PredictionLerptics > 0) + { + if (PredictionLerpFrom.gametic > 0 && + P_LerpCalculate(PredictionLerpFrom.point, PredictionLast.point, PredictionLerpResult.point, (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); + } + else + { + PredictionLerptics = 0; + } + } } - - if (PredictionLerptics < PredictionMaxLerptics) - { - PredictionLerptics++; - FVector3 pointold, pointnew, step, difference, result; - pointold.X = FIXED2FLOAT(PredictionResult_Last.x); // Old player pos - pointold.Y = FIXED2FLOAT(PredictionResult_Last.y); - pointold.Z = FIXED2FLOAT(PredictionResult_Last.z); - pointnew.X = FIXED2FLOAT(player->mo->x); // New player pos - pointnew.Y = FIXED2FLOAT(player->mo->y); - pointnew.Z = FIXED2FLOAT(player->mo->z); - - difference = pointnew - pointold; - step = difference / PredictionMaxLerptics; - result = step * PredictionLerptics; - result += pointold; - - player->mo->x = FLOAT2FIXED(result.X); - player->mo->y = FLOAT2FIXED(result.Y); - player->mo->z = FLOAT2FIXED(result.Z); - Printf("Lerped! x%f y%f z%f\n", result.X, result.Y, result.Z); - } - if (PredictionLerptics >= PredictionMaxLerptics) - PredictionResult_Last = PredictionResults[(maxtic - 1) % BACKUPTICS]; } extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode); diff --git a/wadsrc/static/menudef.txt b/wadsrc/static/menudef.txt index 6d313faf14..627c113853 100644 --- a/wadsrc/static/menudef.txt +++ b/wadsrc/static/menudef.txt @@ -1612,6 +1612,8 @@ OptionMenu NetworkOptions StaticText "Local options", 1 Option "Movement prediction", "cl_noprediction", "OffOn" Option "Predict line actions", "cl_predict_specials", "OnOff" + Option "Prediction Lerp Scale", "cl_predict_lerpscale", 0.0, 0.5, 0.01 + Option "Lerp Threshold", "cl_predict_lerpthreshold", 0.1, 16.0, 0.1 StaticText " " StaticText "Host options", 1 Option "Extra Tics", "net_extratic", "ExtraTicMode"