mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
Ported the logic from the more recent builds into the SDK rebuild. Note that this isn't all that has changed in the live builds, but were the only things worth porting back. Frame times are now properly clamped on the client. Some testing revealed that the movement now feels identical to the live version of the game, which was the target. This commit also fixes a bug in CL_Move were the datagram was not send, and the next cmd time wasn't set if the client was NOT active, while it should have.
153 lines
3.8 KiB
C++
153 lines
3.8 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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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 H_CL_Move()
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{
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CClientState* 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_BACKUP_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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if (cl_move_use_dt->GetBool())
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{
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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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}
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//else if (isPaused)
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// // This hlClient virtual call just returns false.
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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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CL_RunPrediction();
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if (sendPacket)
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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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float delta = netTime - float(cl->m_flNextCmdTime);
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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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else // Choke the packet...
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chan->SetChoked();
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}
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void VCL_Main::Attach() const
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{
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DetourAttach(&CL_Move, &H_CL_Move);
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}
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void VCL_Main::Detach() const
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{
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DetourDetach(&CL_Move, &H_CL_Move);
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}
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