943 lines
27 KiB
C
943 lines
27 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_predict.c -- this file generates cg.predictedPlayerState by either
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// interpolating between snapshots from the server or locally predicting
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// ahead the client's movement.
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// It also handles local physics interaction, like fragments bouncing off walls
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#include "cg_local.h"
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static pmove_t cg_pmove;
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static int cg_numSolidEntities;
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static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
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static int cg_numTriggerEntities;
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static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT];
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/*
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====================
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CG_BuildSolidList
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When a new cg.snap has been set, this function builds a sublist
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of the entities that are actually solid, to make for more
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efficient collision detection
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====================
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*/
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void CG_BuildSolidList( void ) {
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int i;
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centity_t *cent;
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snapshot_t *snap;
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entityState_t *ent;
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cg_numSolidEntities = 0;
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cg_numTriggerEntities = 0;
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if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
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snap = cg.nextSnap;
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} else {
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snap = cg.snap;
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}
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for ( i = 0 ; i < snap->numEntities ; i++ ) {
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cent = &cg_entities[ snap->entities[ i ].number ];
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ent = ¢->currentState;
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if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) {
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cg_triggerEntities[cg_numTriggerEntities] = cent;
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cg_numTriggerEntities++;
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continue;
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}
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if ( cent->nextState.solid ) {
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cg_solidEntities[cg_numSolidEntities] = cent;
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cg_numSolidEntities++;
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continue;
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}
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}
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}
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/*
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====================
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CG_ClipMoveToEntities
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====================
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*/
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static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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int skipNumber, int mask, trace_t *tr ) {
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int i, x, zd, zu;
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trace_t trace;
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entityState_t *ent;
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clipHandle_t cmodel;
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vec3_t bmins, bmaxs;
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vec3_t origin, angles;
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centity_t *cent;
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for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
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cent = cg_solidEntities[ i ];
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ent = ¢->currentState;
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if ( ent->number == skipNumber ) {
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continue;
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}
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if ( ent->solid == SOLID_BMODEL ) {
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// special value for bmodel
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cmodel = trap_CM_InlineModel( ent->modelindex );
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VectorCopy( cent->lerpAngles, angles );
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BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin );
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} else {
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// encoded bbox
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x = (ent->solid & 255);
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zd = ((ent->solid>>8) & 255);
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zu = ((ent->solid>>16) & 255) - 32;
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bmins[0] = bmins[1] = -x;
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bmaxs[0] = bmaxs[1] = x;
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bmins[2] = -zd;
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bmaxs[2] = zu;
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cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
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VectorCopy( vec3_origin, angles );
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VectorCopy( cent->lerpOrigin, origin );
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}
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trap_CM_TransformedBoxTrace ( &trace, start, end,
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mins, maxs, cmodel, mask, origin, angles);
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if (trace.allsolid || trace.fraction < tr->fraction) {
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trace.entityNum = ent->number;
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*tr = trace;
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} else if (trace.startsolid) {
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tr->startsolid = qtrue;
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}
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if ( tr->allsolid ) {
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return;
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}
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}
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}
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/*
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================
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CG_Trace
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================
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*/
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void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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int skipNumber, int mask ) {
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trace_t t;
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trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask);
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t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
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// check all other solid models
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CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t);
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*result = t;
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}
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/*
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================
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CG_PointContents
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================
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*/
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int CG_PointContents( const vec3_t point, int passEntityNum ) {
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int i;
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entityState_t *ent;
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centity_t *cent;
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clipHandle_t cmodel;
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int contents;
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contents = trap_CM_PointContents (point, 0);
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for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
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cent = cg_solidEntities[ i ];
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ent = ¢->currentState;
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if ( ent->number == passEntityNum ) {
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continue;
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}
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if (ent->solid != SOLID_BMODEL) { // special value for bmodel
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continue;
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}
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cmodel = trap_CM_InlineModel( ent->modelindex );
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if ( !cmodel ) {
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continue;
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}
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contents |= trap_CM_TransformedPointContents( point, cmodel, cent->lerpOrigin, cent->lerpAngles );
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}
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return contents;
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}
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/*
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========================
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CG_InterpolatePlayerState
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Generates cg.predictedPlayerState by interpolating between
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cg.snap->player_state and cg.nextFrame->player_state
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========================
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*/
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static void CG_InterpolatePlayerState( qboolean grabAngles ) {
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float f;
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int i;
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playerState_t *out;
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snapshot_t *prev, *next;
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out = &cg.predictedPlayerState;
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prev = cg.snap;
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next = cg.nextSnap;
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*out = cg.snap->ps;
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// if we are still allowing local input, short circuit the view angles
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if ( grabAngles ) {
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usercmd_t cmd;
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int cmdNum;
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cmdNum = trap_GetCurrentCmdNumber();
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trap_GetUserCmd( cmdNum, &cmd );
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PM_UpdateViewAngles( out, &cmd );
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}
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// if the next frame is a teleport, we can't lerp to it
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if ( cg.nextFrameTeleport ) {
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return;
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}
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if ( !next || next->serverTime <= prev->serverTime ) {
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return;
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}
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f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime );
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i = next->ps.bobCycle;
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if ( i < prev->ps.bobCycle ) {
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i += 256; // handle wraparound
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}
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out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle );
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for ( i = 0 ; i < 3 ; i++ ) {
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out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] );
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if ( !grabAngles ) {
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out->viewangles[i] = LerpAngle(
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prev->ps.viewangles[i], next->ps.viewangles[i], f );
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}
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out->velocity[i] = prev->ps.velocity[i] +
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f * (next->ps.velocity[i] - prev->ps.velocity[i] );
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}
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}
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/*
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===================
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CG_TouchItem
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===================
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*/
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static void CG_TouchItem( centity_t *cent ) {
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gitem_t *item;
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//For instantgib
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qboolean canBePicked;
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if(cgs.gametype == GT_ELIMINATION || cgs.gametype == GT_LMS)
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return; //No weapon pickup in elimination
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//normally we can
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canBePicked = qtrue;
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//But in instantgib, rocket arena, and CTF_ELIMINATION we normally can't:
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if(cgs.nopickup || cgs.gametype == GT_CTF_ELIMINATION)
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canBePicked = qfalse;
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if ( !cg_predictItems.integer ) {
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return;
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}
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if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, ¢->currentState, cg.time ) ) {
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return;
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}
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// never pick an item up twice in a prediction
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if ( cent->miscTime == cg.time ) {
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return;
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}
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if ( !BG_CanItemBeGrabbed( cgs.gametype, ¢->currentState, &cg.predictedPlayerState ) ) {
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return; // can't hold it
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}
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item = &bg_itemlist[ cent->currentState.modelindex ];
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// Special case for flags.
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// We don't predict touching our own flag
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#if 1 //MISSIONPACK
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if( cgs.gametype == GT_1FCTF ) {
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if( item->giTag != PW_NEUTRALFLAG ) {
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return;
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}
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}
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if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION || cgs.gametype == GT_HARVESTER ) {
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#else
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if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTF_ELIMINATION ) {
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#endif
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if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
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item->giTag == PW_REDFLAG)
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return;
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if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
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item->giTag == PW_BLUEFLAG)
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return;
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//Even in instantgib, we can predict our enemy flag
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if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
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item->giTag == PW_BLUEFLAG && (!(cgs.elimflags&EF_ONEWAY) || cgs.attackingTeam == TEAM_RED))
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canBePicked = qtrue;
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if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
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item->giTag == PW_REDFLAG && (!(cgs.elimflags&EF_ONEWAY) || cgs.attackingTeam == TEAM_BLUE))
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canBePicked = qtrue;
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if (item->giTag == WP_RAILGUN)
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canBePicked = qfalse;
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if (item->giTag == WP_PLASMAGUN)
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canBePicked = qfalse;
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}
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//Currently we don't predict anything in Double Domination because it looks like we take a flag
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if( cgs.gametype == GT_DOUBLE_D ) {
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if(cgs.redflag == TEAM_NONE)
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return; //Can never pick if just one flag is NONE (because then the other is too)
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if(item->giTag == PW_REDFLAG){ //at point A
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if(cgs.redflag != cg.predictedPlayerState.persistant[PERS_TEAM]) //not already taken
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trap_S_StartLocalSound( cgs.media.hitSound , CHAN_ANNOUNCER );
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return;
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}
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if(item->giTag == PW_BLUEFLAG){ //at point B
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if(cgs.blueflag != cg.predictedPlayerState.persistant[PERS_TEAM]) //already taken
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trap_S_StartLocalSound( cgs.media.hitSound , CHAN_ANNOUNCER );
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return;
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}
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}
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// grab it
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if(canBePicked)
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{
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BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState);
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// remove it from the frame so it won't be drawn
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cent->currentState.eFlags |= EF_NODRAW;
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// don't touch it again this prediction
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cent->miscTime = cg.time;
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// if its a weapon, give them some predicted ammo so the autoswitch will work
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if ( item->giType == IT_WEAPON ) {
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cg.predictedPlayerState.stats[ STAT_WEAPONS ] |= 1 << item->giTag;
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if ( !cg.predictedPlayerState.ammo[ item->giTag ] ) {
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cg.predictedPlayerState.ammo[ item->giTag ] = 1;
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}
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}
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}
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}
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/*
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=========================
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CG_TouchTriggerPrediction
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Predict push triggers and items
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=========================
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*/
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static void CG_TouchTriggerPrediction( void ) {
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int i;
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trace_t trace;
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entityState_t *ent;
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clipHandle_t cmodel;
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centity_t *cent;
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qboolean spectator;
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// dead clients don't activate triggers
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if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
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return;
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}
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spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR );
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if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) {
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return;
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}
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for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) {
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cent = cg_triggerEntities[ i ];
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ent = ¢->currentState;
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if ( ent->eType == ET_ITEM && !spectator ) {
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CG_TouchItem( cent );
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continue;
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}
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if ( ent->solid != SOLID_BMODEL ) {
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continue;
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}
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cmodel = trap_CM_InlineModel( ent->modelindex );
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if ( !cmodel ) {
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continue;
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}
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trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin,
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cg_pmove.mins, cg_pmove.maxs, cmodel, -1 );
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if ( !trace.startsolid ) {
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continue;
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}
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if ( ent->eType == ET_TELEPORT_TRIGGER ) {
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cg.hyperspace = qtrue;
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} else if ( ent->eType == ET_PUSH_TRIGGER ) {
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BG_TouchJumpPad( &cg.predictedPlayerState, ent );
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}
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}
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// if we didn't touch a jump pad this pmove frame
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if ( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount ) {
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cg.predictedPlayerState.jumppad_frame = 0;
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cg.predictedPlayerState.jumppad_ent = 0;
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}
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}
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//unlagged - optimized prediction
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#define ABS(x) ((x) < 0 ? (-(x)) : (x))
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static int IsUnacceptableError( playerState_t *ps, playerState_t *pps ) {
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vec3_t delta;
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int i;
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if ( pps->pm_type != ps->pm_type ||
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pps->pm_flags != ps->pm_flags ||
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pps->pm_time != ps->pm_time ) {
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return 1;
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}
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VectorSubtract( pps->origin, ps->origin, delta );
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if ( VectorLengthSquared( delta ) > 0.1f * 0.1f ) {
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if ( cg_showmiss.integer ) {
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CG_Printf("delta: %.2f ", VectorLength(delta) );
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}
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return 2;
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}
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VectorSubtract( pps->velocity, ps->velocity, delta );
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if ( VectorLengthSquared( delta ) > 0.1f * 0.1f ) {
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if ( cg_showmiss.integer ) {
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CG_Printf("delta: %.2f ", VectorLength(delta) );
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}
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return 3;
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}
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if ( pps->weaponTime != ps->weaponTime ||
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pps->gravity != ps->gravity ||
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pps->speed != ps->speed ||
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pps->delta_angles[0] != ps->delta_angles[0] ||
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pps->delta_angles[1] != ps->delta_angles[1] ||
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pps->delta_angles[2] != ps->delta_angles[2] ||
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pps->groundEntityNum != ps->groundEntityNum ) {
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return 4;
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}
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if ( pps->legsTimer != ps->legsTimer ||
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pps->legsAnim != ps->legsAnim ||
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pps->torsoTimer != ps->torsoTimer ||
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pps->torsoAnim != ps->torsoAnim ||
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pps->movementDir != ps->movementDir ) {
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return 5;
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}
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VectorSubtract( pps->grapplePoint, ps->grapplePoint, delta );
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if ( VectorLengthSquared( delta ) > 0.1f * 0.1f ) {
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return 6;
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}
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if ( pps->eFlags != ps->eFlags ) {
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return 7;
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}
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if ( pps->eventSequence != ps->eventSequence ) {
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return 8;
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}
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for ( i = 0; i < MAX_PS_EVENTS; i++ ) {
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if ( pps->events[i] != ps->events[i] ||
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pps->eventParms[i] != ps->eventParms[i] ) {
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return 9;
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}
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}
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if ( pps->externalEvent != ps->externalEvent ||
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pps->externalEventParm != ps->externalEventParm ||
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pps->externalEventTime != ps->externalEventTime ) {
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return 10;
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}
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|
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if ( pps->clientNum != ps->clientNum ||
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pps->weapon != ps->weapon ||
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pps->weaponstate != ps->weaponstate ) {
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return 11;
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}
|
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|
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if ( ABS(pps->viewangles[0] - ps->viewangles[0]) > 1.0f ||
|
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ABS(pps->viewangles[1] - ps->viewangles[1]) > 1.0f ||
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ABS(pps->viewangles[2] - ps->viewangles[2]) > 1.0f ) {
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return 12;
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}
|
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|
|
if ( pps->viewheight != ps->viewheight ) {
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return 13;
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}
|
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|
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if ( pps->damageEvent != ps->damageEvent ||
|
|
pps->damageYaw != ps->damageYaw ||
|
|
pps->damagePitch != ps->damagePitch ||
|
|
pps->damageCount != ps->damageCount ) {
|
|
return 14;
|
|
}
|
|
|
|
for ( i = 0; i < MAX_STATS; i++ ) {
|
|
if ( pps->stats[i] != ps->stats[i] ) {
|
|
return 15;
|
|
}
|
|
}
|
|
|
|
for ( i = 0; i < MAX_PERSISTANT; i++ ) {
|
|
if ( pps->persistant[i] != ps->persistant[i] ) {
|
|
return 16;
|
|
}
|
|
}
|
|
|
|
for ( i = 0; i < MAX_POWERUPS; i++ ) {
|
|
if ( pps->powerups[i] != ps->powerups[i] ) {
|
|
return 17;
|
|
}
|
|
}
|
|
|
|
for ( i = 0; i < MAX_WEAPONS; i++ ) {
|
|
if ( pps->ammo[i] != ps->ammo[i] ) {
|
|
return 18;
|
|
}
|
|
}
|
|
|
|
if ( pps->generic1 != ps->generic1 ||
|
|
pps->loopSound != ps->loopSound ||
|
|
pps->jumppad_ent != ps->jumppad_ent ) {
|
|
return 19;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
//unlagged - optimized prediction
|
|
|
|
/*
|
|
=================
|
|
CG_PredictPlayerState
|
|
|
|
Generates cg.predictedPlayerState for the current cg.time
|
|
cg.predictedPlayerState is guaranteed to be valid after exiting.
|
|
|
|
For demo playback, this will be an interpolation between two valid
|
|
playerState_t.
|
|
|
|
For normal gameplay, it will be the result of predicted usercmd_t on
|
|
top of the most recent playerState_t received from the server.
|
|
|
|
Each new snapshot will usually have one or more new usercmd over the last,
|
|
but we simulate all unacknowledged commands each time, not just the new ones.
|
|
This means that on an internet connection, quite a few pmoves may be issued
|
|
each frame.
|
|
|
|
OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t
|
|
differs from the predicted one. Would require saving all intermediate
|
|
playerState_t during prediction.
|
|
|
|
We detect prediction errors and allow them to be decayed off over several frames
|
|
to ease the jerk.
|
|
=================
|
|
*/
|
|
void CG_PredictPlayerState( void ) {
|
|
int cmdNum, current;
|
|
playerState_t oldPlayerState;
|
|
qboolean moved;
|
|
usercmd_t oldestCmd;
|
|
usercmd_t latestCmd;
|
|
//unlagged - optimized prediction
|
|
int stateIndex = 0, predictCmd = 0; //Sago: added initializing
|
|
int numPredicted = 0, numPlayedBack = 0; // debug code
|
|
//unlagged - optimized prediction
|
|
|
|
cg.hyperspace = qfalse; // will be set if touching a trigger_teleport
|
|
|
|
// if this is the first frame we must guarantee
|
|
// predictedPlayerState is valid even if there is some
|
|
// other error condition
|
|
if ( !cg.validPPS ) {
|
|
cg.validPPS = qtrue;
|
|
cg.predictedPlayerState = cg.snap->ps;
|
|
}
|
|
|
|
|
|
// demo playback just copies the moves
|
|
if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
|
|
CG_InterpolatePlayerState( qfalse );
|
|
return;
|
|
}
|
|
|
|
// non-predicting local movement will grab the latest angles
|
|
if ( cg_nopredict.integer || cg_synchronousClients.integer ) {
|
|
CG_InterpolatePlayerState( qtrue );
|
|
return;
|
|
}
|
|
|
|
// prepare for pmove
|
|
cg_pmove.ps = &cg.predictedPlayerState;
|
|
cg_pmove.trace = CG_Trace;
|
|
cg_pmove.pointcontents = CG_PointContents;
|
|
if ( cg_pmove.ps->pm_type == PM_DEAD ) {
|
|
cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
|
|
}
|
|
else {
|
|
cg_pmove.tracemask = MASK_PLAYERSOLID;
|
|
}
|
|
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
|
|
cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies
|
|
}
|
|
cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0;
|
|
|
|
// save the state before the pmove so we can detect transitions
|
|
oldPlayerState = cg.predictedPlayerState;
|
|
|
|
current = trap_GetCurrentCmdNumber();
|
|
|
|
// if we don't have the commands right after the snapshot, we
|
|
// can't accurately predict a current position, so just freeze at
|
|
// the last good position we had
|
|
cmdNum = current - CMD_BACKUP + 1;
|
|
trap_GetUserCmd( cmdNum, &oldestCmd );
|
|
if ( oldestCmd.serverTime > cg.snap->ps.commandTime
|
|
&& oldestCmd.serverTime < cg.time ) { // special check for map_restart
|
|
if ( cg_showmiss.integer ) {
|
|
CG_Printf ("exceeded PACKET_BACKUP on commands\n");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// get the latest command so we can know which commands are from previous map_restarts
|
|
trap_GetUserCmd( current, &latestCmd );
|
|
|
|
// get the most recent information we have, even if
|
|
// the server time is beyond our current cg.time,
|
|
// because predicted player positions are going to
|
|
// be ahead of everything else anyway
|
|
if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
|
|
cg.predictedPlayerState = cg.nextSnap->ps;
|
|
cg.physicsTime = cg.nextSnap->serverTime;
|
|
} else {
|
|
cg.predictedPlayerState = cg.snap->ps;
|
|
cg.physicsTime = cg.snap->serverTime;
|
|
}
|
|
|
|
if ( pmove_msec.integer < 8 ) {
|
|
trap_Cvar_Set("pmove_msec", "8");
|
|
}
|
|
else if (pmove_msec.integer > 33) {
|
|
trap_Cvar_Set("pmove_msec", "33");
|
|
}
|
|
|
|
cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer;
|
|
cg_pmove.pmove_msec = pmove_msec.integer;
|
|
cg_pmove.pmove_float = pmove_float.integer;
|
|
cg_pmove.pmove_flags = cgs.dmflags;
|
|
|
|
|
|
//unlagged - optimized prediction
|
|
// Like the comments described above, a player's state is entirely
|
|
// re-predicted from the last valid snapshot every client frame, which
|
|
// can be really, really, really slow. Every old command has to be
|
|
// run again. For every client frame that is *not* directly after a
|
|
// snapshot, this is unnecessary, since we have no new information.
|
|
// For those, we'll play back the predictions from the last frame and
|
|
// predict only the newest commands. Essentially, we'll be doing
|
|
// an incremental predict instead of a full predict.
|
|
//
|
|
// If we have a new snapshot, we can compare its player state's command
|
|
// time to the command times in the queue to find a match. If we find
|
|
// a matching state, and the predicted version has not deviated, we can
|
|
// use the predicted state as a base - and also do an incremental predict.
|
|
//
|
|
// With this method, we get incremental predicts on every client frame
|
|
// except a frame following a new snapshot in which there was a prediction
|
|
// error. This yeilds anywhere from a 15% to 40% performance increase,
|
|
// depending on how much of a bottleneck the CPU is.
|
|
|
|
if ( cg_optimizePrediction.integer ) {
|
|
if ( cg.nextFrameTeleport || cg.thisFrameTeleport ) {
|
|
// do a full predict
|
|
cg.lastPredictedCommand = 0;
|
|
cg.stateTail = cg.stateHead;
|
|
predictCmd = current - CMD_BACKUP + 1;
|
|
}
|
|
// cg.physicsTime is the current snapshot's serverTime
|
|
// if it's the same as the last one
|
|
else if ( cg.physicsTime == cg.lastServerTime ) {
|
|
// we have no new information, so do an incremental predict
|
|
predictCmd = cg.lastPredictedCommand + 1;
|
|
}
|
|
else {
|
|
// we have a new snapshot
|
|
|
|
int i;
|
|
qboolean error = qtrue;
|
|
|
|
// loop through the saved states queue
|
|
for ( i = cg.stateHead; i != cg.stateTail; i = (i + 1) % NUM_SAVED_STATES ) {
|
|
// if we find a predicted state whose commandTime matches the snapshot player state's commandTime
|
|
if ( cg.savedPmoveStates[i].commandTime == cg.predictedPlayerState.commandTime ) {
|
|
// make sure the state differences are acceptable
|
|
int errorcode = IsUnacceptableError( &cg.predictedPlayerState, &cg.savedPmoveStates[i] );
|
|
|
|
// too much change?
|
|
if ( errorcode ) {
|
|
if ( cg_showmiss.integer ) {
|
|
CG_Printf("errorcode %d at %d\n", errorcode, cg.time);
|
|
}
|
|
// yeah, so do a full predict
|
|
break;
|
|
}
|
|
|
|
// this one is almost exact, so we'll copy it in as the starting point
|
|
*cg_pmove.ps = cg.savedPmoveStates[i];
|
|
// advance the head
|
|
cg.stateHead = (i + 1) % NUM_SAVED_STATES;
|
|
|
|
// set the next command to predict
|
|
predictCmd = cg.lastPredictedCommand + 1;
|
|
|
|
// a saved state matched, so flag it
|
|
error = qfalse;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if no saved states matched
|
|
if ( error ) {
|
|
// do a full predict
|
|
cg.lastPredictedCommand = 0;
|
|
cg.stateTail = cg.stateHead;
|
|
predictCmd = current - CMD_BACKUP + 1;
|
|
}
|
|
}
|
|
|
|
// keep track of the server time of the last snapshot so we
|
|
// know when we're starting from a new one in future calls
|
|
cg.lastServerTime = cg.physicsTime;
|
|
stateIndex = cg.stateHead;
|
|
}
|
|
//unlagged - optimized prediction
|
|
|
|
// run cmds
|
|
moved = qfalse;
|
|
for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) {
|
|
// get the command
|
|
trap_GetUserCmd( cmdNum, &cg_pmove.cmd );
|
|
|
|
if ( cg_pmove.pmove_fixed ) {
|
|
PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd );
|
|
}
|
|
|
|
// don't do anything if the time is before the snapshot player time
|
|
if ( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) {
|
|
continue;
|
|
}
|
|
|
|
// don't do anything if the command was from a previous map_restart
|
|
if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) {
|
|
continue;
|
|
}
|
|
|
|
// check for a prediction error from last frame
|
|
// on a lan, this will often be the exact value
|
|
// from the snapshot, but on a wan we will have
|
|
// to predict several commands to get to the point
|
|
// we want to compare
|
|
if ( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) {
|
|
vec3_t delta;
|
|
float len;
|
|
|
|
if ( cg.thisFrameTeleport ) {
|
|
// a teleport will not cause an error decay
|
|
VectorClear( cg.predictedError );
|
|
if ( cg_showmiss.integer ) {
|
|
CG_Printf( "PredictionTeleport\n" );
|
|
}
|
|
cg.thisFrameTeleport = qfalse;
|
|
} else {
|
|
vec3_t adjusted;
|
|
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
|
|
cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted );
|
|
|
|
if ( cg_showmiss.integer ) {
|
|
if (!VectorCompare( oldPlayerState.origin, adjusted )) {
|
|
CG_Printf("prediction error\n");
|
|
}
|
|
}
|
|
VectorSubtract( oldPlayerState.origin, adjusted, delta );
|
|
len = VectorLength( delta );
|
|
if ( len > 0.1 ) {
|
|
if ( cg_showmiss.integer ) {
|
|
CG_Printf("Prediction miss: %f\n", len);
|
|
}
|
|
if ( cg_errorDecay.integer ) {
|
|
int t;
|
|
float f;
|
|
|
|
t = cg.time - cg.predictedErrorTime;
|
|
f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
|
|
if ( f < 0 ) {
|
|
f = 0;
|
|
}
|
|
if ( f > 0 && cg_showmiss.integer ) {
|
|
CG_Printf("Double prediction decay: %f\n", f);
|
|
}
|
|
VectorScale( cg.predictedError, f, cg.predictedError );
|
|
} else {
|
|
VectorClear( cg.predictedError );
|
|
}
|
|
VectorAdd( delta, cg.predictedError, cg.predictedError );
|
|
cg.predictedErrorTime = cg.oldTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
// don't predict gauntlet firing, which is only supposed to happen
|
|
// when it actually inflicts damage
|
|
cg_pmove.gauntletHit = qfalse;
|
|
|
|
if ( cg_pmove.pmove_fixed ) {
|
|
cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
|
|
}
|
|
|
|
//unlagged - optimized prediction
|
|
if ( cg_optimizePrediction.integer ) {
|
|
// if we need to predict this command, or we've run out of space in the saved states queue
|
|
if ( cmdNum >= predictCmd || (stateIndex + 1) % NUM_SAVED_STATES == cg.stateHead ) {
|
|
// run the Pmove
|
|
Pmove (&cg_pmove);
|
|
|
|
numPredicted++; // debug code
|
|
|
|
// record the last predicted command
|
|
cg.lastPredictedCommand = cmdNum;
|
|
|
|
// if we haven't run out of space in the saved states queue
|
|
if ( (stateIndex + 1) % NUM_SAVED_STATES != cg.stateHead ) {
|
|
// save the state for the false case (of cmdNum >= predictCmd)
|
|
// in later calls to this function
|
|
cg.savedPmoveStates[stateIndex] = *cg_pmove.ps;
|
|
stateIndex = (stateIndex + 1) % NUM_SAVED_STATES;
|
|
cg.stateTail = stateIndex;
|
|
}
|
|
}
|
|
else {
|
|
numPlayedBack++; // debug code
|
|
|
|
if ( cg_showmiss.integer &&
|
|
cg.savedPmoveStates[stateIndex].commandTime != cg_pmove.cmd.serverTime) {
|
|
// this should ONLY happen just after changing the value of pmove_fixed
|
|
CG_Printf( "saved state miss\n" );
|
|
}
|
|
|
|
// play back the command from the saved states
|
|
*cg_pmove.ps = cg.savedPmoveStates[stateIndex];
|
|
|
|
// go to the next element in the saved states array
|
|
stateIndex = (stateIndex + 1) % NUM_SAVED_STATES;
|
|
}
|
|
}
|
|
else {
|
|
// run the Pmove
|
|
Pmove (&cg_pmove);
|
|
|
|
numPredicted++; // debug code
|
|
}
|
|
//unlagged - optimized prediction
|
|
|
|
moved = qtrue;
|
|
|
|
// add push trigger movement effects
|
|
CG_TouchTriggerPrediction();
|
|
|
|
// check for predictable events that changed from previous predictions
|
|
//CG_CheckChangedPredictableEvents(&cg.predictedPlayerState);
|
|
}
|
|
|
|
//unlagged - optimized prediction
|
|
// do a /condump after a few seconds of this
|
|
//CG_Printf("cg.time: %d, numPredicted: %d, numPlayedBack: %d\n", cg.time, numPredicted, numPlayedBack); // debug code
|
|
// if everything is working right, numPredicted should be 1 more than 98%
|
|
// of the time, meaning only ONE predicted move was done in the frame
|
|
// you should see other values for numPredicted after IsUnacceptableError
|
|
// returns nonzero, and that's it
|
|
//unlagged - optimized prediction
|
|
|
|
if ( cg_showmiss.integer > 1 ) {
|
|
CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time );
|
|
}
|
|
|
|
if ( !moved ) {
|
|
if ( cg_showmiss.integer ) {
|
|
CG_Printf( "not moved\n" );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// adjust for the movement of the groundentity
|
|
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
|
|
cg.predictedPlayerState.groundEntityNum,
|
|
cg.physicsTime, cg.time, cg.predictedPlayerState.origin );
|
|
|
|
if ( cg_showmiss.integer ) {
|
|
if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {
|
|
CG_Printf("WARNING: dropped event\n");
|
|
}
|
|
}
|
|
|
|
// fire events and other transition triggered things
|
|
CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState );
|
|
|
|
if ( cg_showmiss.integer ) {
|
|
if (cg.eventSequence > cg.predictedPlayerState.eventSequence) {
|
|
CG_Printf("WARNING: double event\n");
|
|
cg.eventSequence = cg.predictedPlayerState.eventSequence;
|
|
}
|
|
}
|
|
}
|
|
|
|
|