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https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project. This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console). Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
143 lines
3.6 KiB
C++
143 lines
3.6 KiB
C++
//=============================================================================//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "engine/host.h"
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#include "clientstate.h"
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#include "cl_splitscreen.h"
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#include "cl_main.h"
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#include "engine/net.h"
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#include "cdll_engine_int.h"
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#include "windows/id3dx.h"
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#include "geforce/reflex.h"
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static float s_lastMovementCall = 0.0;
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static float s_LastFrameTime = 0.0;
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//-----------------------------------------------------------------------------
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// Purpose: run client's movement frame
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//-----------------------------------------------------------------------------
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void CL_MoveEx()
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{
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CClientState* const cl = GetBaseLocalClient();
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if (!cl->IsConnected())
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return;
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if (!v_Host_ShouldRun())
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return;
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int commandTick = -1;
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if (cl->m_CurrFrameSnapshot)
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commandTick = cl->m_CurrFrameSnapshot->m_TickUpdate.m_nCommandTick;
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bool sendPacket = true;
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CNetChan* chan = cl->m_NetChannel;
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// Only perform clamping and packeting if the timescale value is default,
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// else the timescale change won't be handled in the player's movement.
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const float hostTimeScale = host_timescale->GetFloat();
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const bool isTimeScaleDefault = hostTimeScale == 1.0;
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const float minFrameTime = usercmd_frametime_min.GetFloat();
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const float maxFrameTime = usercmd_frametime_max.GetFloat();
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const float netTime = float(*g_pNetTime);
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if (cl->m_flNextCmdTime <= (maxFrameTime * 0.5f) + netTime)
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sendPacket = chan->CanPacket();
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else if (cl->m_nOutgoingCommandNr - (commandTick+1) < MAX_NEW_COMMANDS || isTimeScaleDefault)
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sendPacket = false;
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const bool isActive = cl->IsActive();
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if (isActive)
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{
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const float movementCallTime = float(Plat_FloatTime());
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const int outCommandNr = cl->m_nOutgoingCommandNr;
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const bool isPaused = cl->IsPaused();
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const int nextCommandNr = isPaused ? outCommandNr : outCommandNr+1;
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FOR_EACH_SPLITSCREEN_PLAYER(i)
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{
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if (g_pSplitScreenMgr->IsDisconnecting(i))
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continue;
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float frameTime = 0.0f;
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float timeScale;
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float deltaTime;
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if (isPaused)
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{
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timeScale = 1.0f;
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frameTime = movementCallTime - s_lastMovementCall;
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deltaTime = frameTime;
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}
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else
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{
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timeScale = hostTimeScale;
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frameTime = cl->m_flFrameTime + s_LastFrameTime;
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deltaTime = frameTime / timeScale;
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}
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// Clamp the frame time to the maximum.
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if (deltaTime > maxFrameTime)
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frameTime = timeScale * maxFrameTime;
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// Drop this frame if delta time is below the minimum.
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const bool dropFrame = (isTimeScaleDefault && deltaTime < minFrameTime);
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// This check originally was 'time < 0.0049999999', but
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// that caused problems when the framerate was above 190.
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if (dropFrame)
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{
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s_LastFrameTime = frameTime;
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return;
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}
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s_LastFrameTime = 0.0;
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// Create and store usercmd structure.
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g_pHLClient->CreateMove(nextCommandNr, frameTime, !isPaused);
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cl->m_nOutgoingCommandNr = nextCommandNr;
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}
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v_CL_RunPrediction();
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if (sendPacket)
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v_CL_SendMove();
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else
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chan->SetChoked(); // Choke the packet...
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s_lastMovementCall = movementCallTime;
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}
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if (sendPacket)
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{
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if (isActive)
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{
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CLC_ClientTick tickMsg(cl->m_nDeltaTick, cl->m_nStringTableAckTick);
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chan->SendNetMsg(tickMsg, false, false);
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}
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chan->SendDatagram(nullptr);
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// Use full update rate when active.
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const float delta = netTime - float(cl->m_flNextCmdTime);
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const float maxDelta = fminf(fmaxf(delta, 0.0f), minFrameTime);
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cl->m_flNextCmdTime = double(minFrameTime + netTime - maxDelta);
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}
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}
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void VCL_Main::Detour(const bool bAttach) const
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{
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DetourSetup(&v_CL_Move, &CL_MoveEx, bAttach);
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}
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