r5sdk/r5dev/engine/client/cl_main.cpp
Kawe Mazidjatari 907e582f55 Remove latency markers
Some parts of the engine have to be rebuild in order to implement this correctly, therefore, it has been removed for now to avoid potential performance problems.

fps_max_rt and fps_max_gfx have been limited to 295 to avoid a contest with the engine's hard limit causing huge performance hits.
2023-09-13 17:37:09 +02:00

153 lines
3.8 KiB
C++

//=============================================================================//
//
// Purpose:
//
//=============================================================================//
#include "engine/host.h"
#include "clientstate.h"
#include "cl_splitscreen.h"
#include "cl_main.h"
#include "engine/net.h"
#include "cdll_engine_int.h"
#include "windows/id3dx.h"
#include "geforce/reflex.h"
static float s_lastMovementCall = 0.0;
static float s_LastFrameTime = 0.0;
//-----------------------------------------------------------------------------
// Purpose: run client's movement frame
//-----------------------------------------------------------------------------
void CL_MoveEx()
{
CClientState* cl = GetBaseLocalClient();
if (!cl->IsConnected())
return;
if (!v_Host_ShouldRun())
return;
int commandTick = -1;
if (cl->m_CurrFrameSnapshot)
commandTick = cl->m_CurrFrameSnapshot->m_TickUpdate.m_nCommandTick;
bool sendPacket = true;
CNetChan* chan = cl->m_NetChannel;
// Only perform clamping and packeting if the timescale value is default,
// else the timescale change won't be handled in the player's movement.
const float hostTimeScale = host_timescale->GetFloat();
const bool isTimeScaleDefault = hostTimeScale == 1.0;
const float minFrameTime = usercmd_frametime_min->GetFloat();
const float maxFrameTime = usercmd_frametime_max->GetFloat();
const float netTime = float(*g_pNetTime);
if (cl->m_flNextCmdTime <= (maxFrameTime * 0.5f) + netTime)
sendPacket = chan->CanPacket();
else if (cl->m_nOutgoingCommandNr - (commandTick+1) < MAX_BACKUP_COMMANDS || isTimeScaleDefault)
sendPacket = false;
const bool isActive = cl->IsActive();
if (isActive)
{
const float movementCallTime = float(Plat_FloatTime());
const int outCommandNr = cl->m_nOutgoingCommandNr;
const bool isPaused = cl->IsPaused();
const int nextCommandNr = isPaused ? outCommandNr : outCommandNr+1;
FOR_EACH_SPLITSCREEN_PLAYER(i)
{
if (g_pSplitScreenMgr->IsDisconnecting(i))
continue;
float frameTime = 0.0f;
if (cl_move_use_dt->GetBool())
{
float timeScale;
float deltaTime;
if (isPaused)
{
timeScale = 1.0f;
frameTime = movementCallTime - s_lastMovementCall;
deltaTime = frameTime;
}
else
{
timeScale = hostTimeScale;
frameTime = cl->m_flFrameTime + s_LastFrameTime;
deltaTime = frameTime / timeScale;
}
// Clamp the frame time to the maximum.
if (deltaTime > maxFrameTime)
frameTime = timeScale * maxFrameTime;
// Drop this frame if delta time is below the minimum.
const bool dropFrame = (isTimeScaleDefault && deltaTime < minFrameTime);
// This check originally was 'time < 0.0049999999', but
// that caused problems when the framerate was above 190.
if (dropFrame)
{
s_LastFrameTime = frameTime;
return;
}
s_LastFrameTime = 0.0;
}
//else if (isPaused)
// // This hlClient virtual call just returns false.
// Create and store usercmd structure.
g_pHLClient->CreateMove(nextCommandNr, frameTime, !isPaused);
cl->m_nOutgoingCommandNr = nextCommandNr;
}
CL_RunPrediction();
if (sendPacket)
CL_SendMove();
else
chan->SetChoked(); // Choke the packet...
s_lastMovementCall = movementCallTime;
}
if (sendPacket)
{
if (isActive)
{
CLC_ClientTick tickMsg(cl->m_nDeltaTick, cl->m_nStringTableAckTick);
chan->SendNetMsg(tickMsg, false, false);
}
chan->SendDatagram(nullptr);
// Use full update rate when active.
float delta = netTime - float(cl->m_flNextCmdTime);
float maxDelta = fminf(fmaxf(delta, 0.0f), minFrameTime);
cl->m_flNextCmdTime = double(minFrameTime + netTime - maxDelta);
}
}
void VCL_Main::Attach() const
{
DetourAttach(&CL_Move, &CL_MoveEx);
}
void VCL_Main::Detach() const
{
DetourDetach(&CL_Move, &CL_MoveEx);
}