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Implement UserCmd command backlog limiting (the new convar 'sv_maxUserCmdProcessTicks' dictates how many ticks can be processed per second). Defaulted to 10, which is (default tick interval (0.05) * default cvar val (10) = 0.5ms window), which is equal to the default of cvar 'sv_maxunlag'. Before this patch, you could stuff several seconds worth of usercmd's in one second and achieve speed hacking.
316 lines
11 KiB
C++
316 lines
11 KiB
C++
//======== Copyright (c) Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "core/stdafx.h"
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#include "common/protocol.h"
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#include "game/shared/shareddefs.h"
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#include "game/shared/usercmd.h"
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#include "game/server/movehelper_server.h"
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#include "gameinterface.h"
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#include "player.h"
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#include "engine/server/server.h"
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// NOTE[ AMOS ]: default tick interval (0.05) * default cvar value (10) = total time buffer of 0.5, which is the default of cvar 'sv_maxunlag'.
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static ConVar sv_maxUserCmdProcessTicks("sv_maxUserCmdProcessTicks", "10", FCVAR_NONE, "Maximum number of client-issued UserCmd ticks that can be replayed in packet loss conditions, 0 to allow no restrictions.");
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//------------------------------------------------------------------------------
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// Purpose: executes a null command for this player
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//------------------------------------------------------------------------------
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void CPlayer::RunNullCommand(void)
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{
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CUserCmd cmd;
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float flOldFrameTime = (*g_pGlobals)->m_flFrameTime;
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float flOldCurTime = (*g_pGlobals)->m_flCurTime;
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cmd.frametime = flOldFrameTime;
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cmd.command_time = flOldCurTime;
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pl.fixangle = FIXANGLE_NONE;
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EyeAngles(&cmd.viewangles);
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SetTimeBase((*g_pGlobals)->m_flCurTime);
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MoveHelperServer()->SetHost(this);
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PlayerRunCommand(&cmd, MoveHelperServer());
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SetLastUserCommand(&cmd);
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(*g_pGlobals)->m_flFrameTime = flOldFrameTime;
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(*g_pGlobals)->m_flCurTime = flOldCurTime;
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MoveHelperServer()->SetHost(NULL);
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}
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//------------------------------------------------------------------------------
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// Purpose: gets the eye angles of this player
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// Input : *pAngles -
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// Output : QAngle*
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//------------------------------------------------------------------------------
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QAngle* CPlayer::EyeAngles(QAngle* pAngles)
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{
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return CPlayer__EyeAngles(this, pAngles);
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}
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//------------------------------------------------------------------------------
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// Purpose: sets the time base for this player
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// Input : flTimeBase -
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//------------------------------------------------------------------------------
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inline void CPlayer::SetTimeBase(float flTimeBase)
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{
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float flTime = float(TIME_TO_TICKS(flTimeBase));
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if (flTime < 0.0f)
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flTime = 0.0f;
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SetLastUCmdSimulationRemainderTime(flTime);
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float flSimulationTime = flTimeBase - m_lastUCmdSimulationRemainderTime * TICK_INTERVAL;
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if (flSimulationTime >= 0.0f)
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{
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flTime = flSimulationTime;
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}
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SetTotalExtraClientCmdTimeAttempted(flTime);
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}
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//------------------------------------------------------------------------------
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// Purpose: sets the last user cmd simulation remainder time
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// Input : flRemainderTime -
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//------------------------------------------------------------------------------
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void CPlayer::SetLastUCmdSimulationRemainderTime(float flRemainderTime)
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{
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if (m_lastUCmdSimulationRemainderTime != flRemainderTime)
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{
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edict_t nEdict = NetworkProp()->GetEdict();
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if (nEdict != FL_EDICT_INVALID)
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{
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_InterlockedOr16((SHORT*)(*g_pGlobals)->m_pEdicts + nEdict + 32, 0x200u);
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}
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m_lastUCmdSimulationRemainderTime = flRemainderTime;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: sets the total extra client cmd time attempted
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// Input : flAttemptedTime -
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//------------------------------------------------------------------------------
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void CPlayer::SetTotalExtraClientCmdTimeAttempted(float flAttemptedTime)
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{
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if (m_totalExtraClientCmdTimeAttempted != flAttemptedTime)
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{
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edict_t nEdict = NetworkProp()->GetEdict();
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if (nEdict != FL_EDICT_INVALID)
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{
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_InterlockedOr16((SHORT*)(*g_pGlobals)->m_pEdicts + nEdict + 32, 0x200u);
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}
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m_totalExtraClientCmdTimeAttempted = flAttemptedTime;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: clamps the unlag amount to sv_unlag + clockdrift
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// Input : *cmd -
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//------------------------------------------------------------------------------
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void CPlayer::ClampUnlag(CUserCmd* cmd)
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{
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const CClient* client = g_pServer->GetClient(GetEdict() - 1);
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const CNetChan* chan = client->GetNetChan();
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const float clockDriftMsecs = sv_clockcorrection_msecs->GetFloat() / 1000.0f;
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const float maxUnlag = sv_maxunlag->GetFloat();
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const float latencyAmount = Clamp(chan->GetLatency(FLOW_OUTGOING), 0.0f, maxUnlag);
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const float serverTime = (*g_pGlobals)->m_flCurTime;
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// Command issue time from client, note that this value can be altered
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// from the client, and therefore be used to exploit lag compensation.
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const float commandTime = cmd->command_time;
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const float lastCommandTime = m_LastCmd.command_time;
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const float commandDelta = fabs(commandTime - serverTime);
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bool recomputeUnlag = false;
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// Check delta first, otherwise player could set commandTime to a fixed
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// time and circumvent the system, as commandTime < lastCommandTime or
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// commandTime > localCurTime will always fail.
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if (commandDelta > maxUnlag)
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{
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// Too much to unlag, clamp to max !!!
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recomputeUnlag = true;
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DevWarning(eDLL_T::SERVER, "%s: commandDelta( %f ) > maxUnlag( %f ) !!!\n",
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__FUNCTION__, commandDelta, maxUnlag);
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}
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else if (commandTime < (lastCommandTime - clockDriftMsecs))
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{
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// Can never be lower than last !!!
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recomputeUnlag = true;
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DevWarning(eDLL_T::SERVER, "%s: cmd->command_time( %f ) < (m_LastCmd.command_time( %f ) - clockDriftMsecs( %f )) !!!\n",
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__FUNCTION__, commandTime, lastCommandTime, clockDriftMsecs);
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}
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else if (commandTime > (serverTime + clockDriftMsecs))
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{
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// Too far in the future, clamp to max !!!
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recomputeUnlag = true;
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DevWarning(eDLL_T::SERVER, "%s: cmd->command_time( %f ) > (g_pGlobals->m_flCurTime( %f ) + clockDriftMsecs( %f )) !!!\n",
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__FUNCTION__, commandTime, serverTime, clockDriftMsecs);
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}
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if (recomputeUnlag)
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{
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// Clamp it to server time minus latency. Note that it could still
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// be lower than previous, hence the clamp on the recomputation.
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float newCommandTime = Clamp(serverTime - latencyAmount, lastCommandTime, serverTime);
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cmd->command_time = newCommandTime;
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DevWarning(eDLL_T::SERVER, "%s: Clamped cmd->command_time( %f ) to %f !!!\n",
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__FUNCTION__, commandTime, newCommandTime);
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: processes user cmd's for this player
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// Input : *cmds -
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// numCmds -
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// totalCmds -
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// droppedPackets -
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// paused -
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//------------------------------------------------------------------------------
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// TODO: this code is experimental and has reported problems from players with
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// high latency, needs to be debugged or a different approach needs to be taken!
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// Defaulted to OFF for now
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static ConVar sv_unlag_clamp("sv_unlag_clamp", "0", FCVAR_RELEASE, "Clamp the difference between the current time and received command time to sv_maxunlag + sv_clockcorrection_msecs.");
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void CPlayer::ProcessUserCmds(CUserCmd* cmds, int numCmds, int totalCmds,
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int droppedPackets, bool paused)
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{
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if (totalCmds <= 0)
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return;
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CUserCmd* lastCmd = &m_Commands[MAX_QUEUED_COMMANDS_PROCESS];
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for (int i = totalCmds - 1; i >= 0; i--)
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{
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CUserCmd* cmd = &cmds[i];
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const int commandNumber = cmd->command_number;
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if (commandNumber <= m_latestCommandQueued)
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continue;
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m_latestCommandQueued = commandNumber;
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const int lastCommandNumber = lastCmd->command_number;
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if (lastCommandNumber == MAX_QUEUED_COMMANDS_PROCESS)
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return;
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if (sv_unlag_clamp.GetBool())
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ClampUnlag(cmd);
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CUserCmd* queuedCmd = &m_Commands[lastCommandNumber];
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queuedCmd->Copy(cmd);
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if (++lastCmd->command_number > player_userCmdsQueueWarning->GetInt())
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{
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const float curTime = float(Plat_FloatTime());
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if ((curTime - m_lastCommandCountWarnTime) > 0.5f)
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m_lastCommandCountWarnTime = curTime;
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}
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}
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lastCmd->tick_count += droppedPackets;
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m_bGamePaused = paused;
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}
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//------------------------------------------------------------------------------
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// Purpose: runs user command for this player
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// Input : *pUserCmd -
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// *pMover -
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//------------------------------------------------------------------------------
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void CPlayer::PlayerRunCommand(CUserCmd* pUserCmd, IMoveHelper* pMover)
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{
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CPlayer__PlayerRunCommand(this, pUserCmd, pMover);
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}
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//------------------------------------------------------------------------------
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// Purpose: stores off a user command
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// Input : *pUserCmd -
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//------------------------------------------------------------------------------
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void CPlayer::SetLastUserCommand(CUserCmd* pUserCmd)
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{
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m_LastCmd.Copy(pUserCmd);
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}
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//------------------------------------------------------------------------------
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// Purpose: run physics simulation for player
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// Input : *player (this) -
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// numPerIteration -
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// adjustTimeBase -
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//------------------------------------------------------------------------------
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bool Player_PhysicsSimulate(CPlayer* player, int numPerIteration, bool adjustTimeBase)
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{
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CClientExtended* const cle = g_pServer->GetClientExtended(player->GetEdict() - 1);
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const int numUserCmdProcessTicksMax = sv_maxUserCmdProcessTicks.GetInt();
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if (numUserCmdProcessTicksMax && (*g_pGlobals)->m_nGameMode != GameMode_t::SP_MODE) // don't apply this filter in SP games
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cle->InitializeMovementTimeForUserCmdProcessing(numUserCmdProcessTicksMax, TICK_INTERVAL);
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else // Otherwise we don't care to track time
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cle->SetRemainingMovementTimeForUserCmdProcessing(FLT_MAX);
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return CPlayer__PhysicsSimulate(player, numPerIteration, adjustTimeBase);
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}
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/*
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=====================
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CC_CreateFakePlayer_f
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Creates a fake player
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on the server
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=====================
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*/
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static void CC_CreateFakePlayer_f(const CCommand& args)
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{
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if (!g_pServer->IsActive())
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return;
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if (args.ArgC() < 3)
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{
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Msg(eDLL_T::SERVER, "usage 'sv_addbot': name(string) teamid(int)\n");
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return;
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}
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const int numPlayers = g_pServer->GetNumClients();
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// Already at max, don't create.
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if (numPlayers >= g_ServerGlobalVariables->m_nMaxClients)
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return;
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const char* playerName = args.Arg(1);
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int teamNum = atoi(args.Arg(2));
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const int maxTeams = int(g_pServer->GetMaxTeams()) + 1;
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// Clamp team count, going above the limit will
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// cause a crash. Going below 0 means that the
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// engine will assign the bot to the last team.
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if (teamNum > maxTeams)
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teamNum = maxTeams;
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g_pEngineServer->LockNetworkStringTables(true);
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const edict_t nHandle = g_pEngineServer->CreateFakeClient(playerName, teamNum);
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g_pServerGameClients->ClientFullyConnect(nHandle, false);
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g_pEngineServer->LockNetworkStringTables(false);
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}
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static ConCommand sv_addbot("sv_addbot", CC_CreateFakePlayer_f, "Creates a bot on the server", FCVAR_RELEASE);
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void VPlayer::Detour(const bool bAttach) const
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{
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DetourSetup(&CPlayer__PhysicsSimulate, &Player_PhysicsSimulate, bAttach);
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}
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