X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_input.c;h=0b9176f6ba78bfcc7152f8b89307c9f1ff214ef7;hp=939fe43739aa900686c67d4f29afa1e8adfa0ddf;hb=79e332ad14e7ec9dbd2702a2d28127f7600f0678;hpb=4d5bfdfd11c4e030081d9ae2664e5228227aa7cb diff --git a/cl_input.c b/cl_input.c index 939fe437..0b9176f6 100644 --- a/cl_input.c +++ b/cl_input.c @@ -442,8 +442,9 @@ cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (qua cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"}; -cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"}; +cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"}; cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"}; +cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"}; cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"}; @@ -664,49 +665,6 @@ void CL_UpdatePrydonCursor(void) cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL); } -void CL_ClientMovement_ExpireOldMoves(void) -{ - int i; - int n; - // remove stale queue items - n = cl.movement_numqueue; - cl.movement_numqueue = 0; - if (cls.servermovesequence) - { - for (i = 0;i < n;i++) - { - if (cl.movement_queue[i].sequence > cls.servermovesequence) - cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i]; - else - cl.movement_replay_canjump = cl.movement_queue[i].canjump; - } - } -} - -void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch) -{ - // if time has not advanced, do nothing - if (cl.movecmd[0].msec <= 0) - return; - // add to input queue if there is room - if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]))) - { - // add to input queue - cl.movement_queue[cl.movement_numqueue].sequence = cl.movecmd[0].sequence; - cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time; - cl.movement_queue[cl.movement_numqueue].frametime = cl.movecmd[0].msec * 0.001; - VectorCopy(cl.movecmd[0].viewangles, cl.movement_queue[cl.movement_numqueue].viewangles); - cl.movement_queue[cl.movement_numqueue].move[0] = cl.movecmd[0].forwardmove; - cl.movement_queue[cl.movement_numqueue].move[1] = cl.movecmd[0].sidemove; - cl.movement_queue[cl.movement_numqueue].move[2] = cl.movecmd[0].upmove; - cl.movement_queue[cl.movement_numqueue].jump = buttonjump; - cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch; - cl.movement_numqueue++; - } - - cl.movement_replay = true; -} - typedef enum waterlevel_e { WATERLEVEL_NONE, @@ -737,7 +695,7 @@ typedef struct cl_clientmovement_state_s float waterjumptime; // user command - client_movementqueue_t q; + usercmd_t cmd; } cl_clientmovement_state_t; @@ -791,7 +749,7 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s) CL_ClientMovement_Unstick(s); // set crouched - if (s->q.crouch) + if (s->cmd.crouch) { // wants to crouch, this always works.. if (!s->crouched) @@ -861,7 +819,7 @@ void CL_ClientMovement_Move(cl_clientmovement_state_t *s) trace_t trace3; CL_ClientMovement_UpdateStatus(s); VectorCopy(s->velocity, primalvelocity); - for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++) + for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++) { VectorMA(s->origin, t, s->velocity, neworigin); trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false); @@ -918,12 +876,12 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) // water jump only in certain situations // this mimics quakeworld code - if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180) + if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180) { vec3_t forward; vec3_t yawangles; vec3_t spot; - VectorSet(yawangles, 0, s->q.viewangles[1], 0); + VectorSet(yawangles, 0, s->cmd.viewangles[1], 0); AngleVectors(yawangles, forward, NULL, NULL); VectorMA(s->origin, 24, forward, spot); spot[2] += 8; @@ -936,12 +894,12 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) s->velocity[2] = 310; s->waterjumptime = 2; s->onground = false; - s->q.canjump = false; + s->cmd.canjump = false; } } } - if (!VectorLength2(s->q.move)) + if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove)) { // drift towards bottom VectorSet(wishvel, 0, 0, -60); @@ -953,9 +911,9 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) vec3_t right; vec3_t up; // calculate movement vector - AngleVectors(s->q.viewangles, forward, right, up); + AngleVectors(s->cmd.viewangles, forward, right, up); VectorSet(up, 0, 0, 1); - VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel); + VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel); } // split wishvel into wishspeed and wishdir @@ -972,7 +930,7 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) if (s->waterjumptime <= 0) { // water friction - f = 1 - s->q.frametime * cl.movevars_waterfriction * s->waterlevel; + f = 1 - s->cmd.frametime * cl.movevars_waterfriction * s->waterlevel; f = bound(0, f, 1); VectorScale(s->velocity, f, s->velocity); @@ -980,12 +938,12 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s) f = wishspeed - DotProduct(s->velocity, wishdir); if (f > 0) { - f = min(cl.movevars_wateraccelerate * s->q.frametime * wishspeed, f); + f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f); VectorMA(s->velocity, f, wishdir, s->velocity); } // holding jump button swims upward slowly - if (s->q.jump) + if (s->cmd.jump) { if (s->watertype & SUPERCONTENTS_LAVA) s->velocity[2] = 50; @@ -1021,22 +979,22 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s) // jump if on ground with jump button pressed but only if it has been // released at least once since the last jump - if (s->q.jump) + if (s->cmd.jump) { - if (s->onground && (s->q.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing" + if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing" { s->velocity[2] += cl.movevars_jumpvelocity; s->onground = false; - s->q.canjump = false; + s->cmd.canjump = false; } } else - s->q.canjump = true; + s->cmd.canjump = true; // calculate movement vector - VectorSet(yawangles, 0, s->q.viewangles[1], 0); + VectorSet(yawangles, 0, s->cmd.viewangles[1], 0); AngleVectors(yawangles, forward, right, up); - VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel); + VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel); // split wishvel into wishspeed and wishdir wishspeed = VectorLength(wishvel); @@ -1071,16 +1029,16 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s) friction *= cl.movevars_edgefriction; } // apply ground friction - f = 1 - s->q.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1); + f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1); f = max(f, 0); VectorScale(s->velocity, f, s->velocity); addspeed = wishspeed - DotProduct(s->velocity, wishdir); if (addspeed > 0) { - accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed); + accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed); VectorMA(s->velocity, accelspeed, wishdir, s->velocity); } - s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime; + s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime; if (cls.protocol == PROTOCOL_QUAKEWORLD) s->velocity[2] = 0; if (VectorLength2(s->velocity)) @@ -1114,16 +1072,16 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s) f = wishspeed - vel_straight; if(f > 0) - vel_straight += min(f, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * cl.movevars_airaccel_qw; + vel_straight += min(f, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * cl.movevars_airaccel_qw; if(wishspeed > 0) - vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->q.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw); + vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw); - VectorM(1 - (s->q.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend); + VectorM(1 - (s->cmd.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend); VectorMA(vel_perpend, vel_straight, wishdir, s->velocity); s->velocity[2] += vel_z; } - s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->q.frametime; + s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime; CL_ClientMovement_Move(s); } } @@ -1131,9 +1089,9 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s) void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s) { //Con_Printf(" %f", frametime); - if (!s->q.jump) - s->q.canjump = true; - s->waterjumptime -= s->q.frametime; + if (!s->cmd.jump) + s->cmd.canjump = true; + s->waterjumptime -= s->cmd.frametime; CL_ClientMovement_UpdateStatus(s); if (s->waterlevel >= WATERLEVEL_SWIMMING) CL_ClientMovement_Physics_Swim(s); @@ -1144,13 +1102,11 @@ void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s) extern cvar_t slowmo; void CL_UpdateMoveVars(void) { - cl.movevars_packetinterval = 1.0 / bound(1, cl_netfps.value, 1000); if (cls.protocol == PROTOCOL_QUAKEWORLD) { } else if (cl.stats[STAT_MOVEVARS_TICRATE]) { - cl.movevars_packetinterval *= cl.statsf[STAT_MOVEVARS_TIMESCALE]; cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE]; cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY]; cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ; @@ -1172,7 +1128,6 @@ void CL_UpdateMoveVars(void) } else { - cl.movevars_packetinterval *= slowmo.value; cl.movevars_timescale = slowmo.value; cl.movevars_gravity = sv_gravity.value; cl.movevars_stopspeed = cl_movement_stopspeed.value; @@ -1197,11 +1152,11 @@ void CL_UpdateMoveVars(void) void CL_ClientMovement_Replay(void) { int i; - qboolean canjump; - double totalmovetime; + double totalmovemsec; cl_clientmovement_state_t s; - CL_ClientMovement_ExpireOldMoves(); + if (cl.movement_predicted && !cl.movement_replay) + return; // set up starting state for the series of moves memset(&s, 0, sizeof(s)); @@ -1210,11 +1165,12 @@ void CL_ClientMovement_Replay(void) s.crouched = true; // will be updated on first move //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]); - totalmovetime = 0; - for (i = 0;i < cl.movement_numqueue - 1;i++) - totalmovetime += cl.movement_queue[i].frametime; - cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission); - //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovetime * 1000.0, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission); + totalmovemsec = 0; + for (i = 0;i < CL_MAX_USERCMDS;i++) + if (cl.movecmd[i].sequence > cls.servermovesequence) + totalmovemsec += cl.movecmd[i].msec; + cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission); + //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission); if (cl.movement_predicted) { //Con_Printf("%ims\n", cl.movecmd[0].msec); @@ -1222,48 +1178,44 @@ void CL_ClientMovement_Replay(void) // replay the input queue to predict current location // note: this relies on the fact there's always one queue item at the end - canjump = cl.movement_replay_canjump; - for (i = 0;i < cl.movement_numqueue;i++) + // find how many are still valid + for (i = 0;i < CL_MAX_USERCMDS;i++) + if (cl.movecmd[i].sequence <= cls.servermovesequence) + break; + // now walk them in oldest to newest order + for (i--;i >= 0;i--) { - s.q = cl.movement_queue[i]; - s.q.canjump = canjump; + s.cmd = cl.movecmd[i]; + if (i < CL_MAX_USERCMDS - 1) + s.cmd.canjump = cl.movecmd[i+1].canjump; // if a move is more than 50ms, do it as two moves (matching qwsv) - if (s.q.frametime > 0.05) + //Con_Printf("%i ", s.cmd.msec); + if (s.cmd.frametime > 0.05) { - s.q.frametime *= 0.5; + s.cmd.frametime /= 2; CL_ClientMovement_PlayerMove(&s); } CL_ClientMovement_PlayerMove(&s); - canjump = cl.movement_queue[i].canjump = s.q.canjump; + cl.movecmd[i].canjump = s.cmd.canjump; } + //Con_Printf("\n"); } else { // get the first movement queue entry to know whether to crouch and such - s.q = cl.movement_queue[0]; + s.cmd = cl.movecmd[0]; } CL_ClientMovement_UpdateStatus(&s); - if (cl.movement_replay) + if (cls.demoplayback) // for bob, speedometer + VectorCopy(cl.mvelocity[0], cl.movement_velocity); + else { cl.movement_replay = false; - // update interpolation timestamps if time has passed - if (cl.movement_time[0] != cl.movecmd[0].time) - { - cl.movement_time[1] = cl.movement_time[0]; - cl.movement_time[0] = cl.movecmd[0].time; - cl.movement_time[2] = cl.time; - VectorCopy(cl.movement_origin, cl.movement_oldorigin); - //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin); - //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0); - } - // update the interpolation target position and velocity VectorCopy(s.origin, cl.movement_origin); VectorCopy(s.velocity, cl.movement_velocity); } - else if(cls.demoplayback) // for bob, speedometer - VectorCopy(cl.mvelocity[0], cl.movement_velocity); // update the onground flag if appropriate if (cl.movement_predicted) @@ -1347,164 +1299,194 @@ usercmd_t nullcmd; // for delta compression of qw moves void CL_SendMove(void) { int i, j, packetloss; + int checksumindex; int bits; + int maxusercmds; + usercmd_t *cmd; sizebuf_t buf; unsigned char data[1024]; double packettime; int msecdelta; - CL_ClientMovement_ExpireOldMoves(); - // if playing a demo, do nothing if (!cls.netcon) return; - // don't send too often or else network connections can get clogged by a high renderer framerate - packettime = cl.movevars_packetinterval; - // send input every frame in singleplayer - if (cl.islocalgame) - packettime = 0; - // send the current interpolation time + // we build up cl.movecmd[0] and then decide whether to send or not + // the prediction code will use this command even though it has not been + // sent yet cl.cmd.time = cl.time; cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence; - if (cl.cmd.time < cl.lastpackettime + packettime && (cl.mtime[0] != cl.mtime[1] || !cl.movement_needupdate)) - return; - // try to round off the lastpackettime to a multiple of the packet interval - // (this causes it to emit packets at a steady beat, and takes advantage - // of the time drift compensation in the cl.time code) - if (packettime > 0) - cl.lastpackettime = floor(cl.cmd.time / packettime) * packettime; - else - cl.lastpackettime = cl.cmd.time; - // set the flag indicating that we sent a packet recently - cl.movement_needupdate = false; - - buf.maxsize = sizeof(data); - buf.cursize = 0; - buf.data = data; - - // conditions for sending a move: - // if the move advances time or if the game is paused (in which case time - // is not advancing) - // don't send a new input packet if the connection is still saturated from - // the last one (or chat messages, etc) - // note: this behavior comes from QW - if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame) - return; - - // send the movement message - // PROTOCOL_QUAKE clc_move = 16 bytes total - // PROTOCOL_QUAKEDP clc_move = 16 bytes total - // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total - // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total - // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total - // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total - // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total - // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total - // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total - // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves) - // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll) - - // set prydon cursor info - CL_UpdatePrydonCursor(); // set button bits // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button bits = 0; - if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2; - if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2; - if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2; - if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2; - if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2; - if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2; - if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2; - if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2; - if (in_use.state & 3) bits |= 256;in_use.state &= ~2; + if (in_attack.state & 3) bits |= 1; + if (in_jump.state & 3) bits |= 2; + if (in_button3.state & 3) bits |= 4; + if (in_button4.state & 3) bits |= 8; + if (in_button5.state & 3) bits |= 16; + if (in_button6.state & 3) bits |= 32; + if (in_button7.state & 3) bits |= 64; + if (in_button8.state & 3) bits |= 128; + if (in_use.state & 3) bits |= 256; if (key_dest != key_game || key_consoleactive) bits |= 512; if (cl_prydoncursor.integer) bits |= 1024; - if (in_button9.state & 3) bits |= 2048;in_button9.state &= ~2; - if (in_button10.state & 3) bits |= 4096;in_button10.state &= ~2; - if (in_button11.state & 3) bits |= 8192;in_button11.state &= ~2; - if (in_button12.state & 3) bits |= 16384;in_button12.state &= ~2; - if (in_button13.state & 3) bits |= 32768;in_button13.state &= ~2; - if (in_button14.state & 3) bits |= 65536;in_button14.state &= ~2; - if (in_button15.state & 3) bits |= 131072;in_button15.state &= ~2; - if (in_button16.state & 3) bits |= 262144;in_button16.state &= ~2; + if (in_button9.state & 3) bits |= 2048; + if (in_button10.state & 3) bits |= 4096; + if (in_button11.state & 3) bits |= 8192; + if (in_button12.state & 3) bits |= 16384; + if (in_button13.state & 3) bits |= 32768; + if (in_button14.state & 3) bits |= 65536; + if (in_button15.state & 3) bits |= 131072; + if (in_button16.state & 3) bits |= 262144; // button bits 19-31 unused currently // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen if (cl.cmd.cursor_screen[0] <= -1) bits |= 8; if (cl.cmd.cursor_screen[0] >= 1) bits |= 16; if (cl.cmd.cursor_screen[1] <= -1) bits |= 32; if (cl.cmd.cursor_screen[1] >= 1) bits |= 64; - cl.cmd.buttons = bits; - // set impulse + // set buttons and impulse + cl.cmd.buttons = bits; cl.cmd.impulse = in_impulse; - in_impulse = 0; - - // movement is set by input code (forwardmove/sidemove/upmove) // set viewangles VectorCopy(cl.viewangles, cl.cmd.viewangles); - msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[0].time * 1000)); + msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000)); cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255); // ridiculous value rejection (matches qw) if (cl.cmd.msec > 250) cl.cmd.msec = 100; + cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0); cl.cmd.predicted = cl_movement.integer; - // always dump the first two messages, because they may contain leftover inputs from the last level + // movement is set by input code (forwardmove/sidemove/upmove) + // always dump the first two moves, because they may contain leftover inputs from the last level if (cl.cmd.sequence <= 2) cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0; - // update the cl.movecmd array which holds the most recent moves - for (i = CL_MAX_USERCMDS - 1;i >= 1;i--) - cl.movecmd[i] = cl.movecmd[i-1]; + cl.cmd.jump = (cl.cmd.buttons & 2) != 0; + cl.cmd.crouch = 0; + switch (cls.protocol) + { + case PROTOCOL_QUAKEWORLD: + case PROTOCOL_QUAKE: + case PROTOCOL_QUAKEDP: + case PROTOCOL_NEHAHRAMOVIE: + case PROTOCOL_NEHAHRABJP: + case PROTOCOL_NEHAHRABJP2: + case PROTOCOL_NEHAHRABJP3: + case PROTOCOL_DARKPLACES1: + case PROTOCOL_DARKPLACES2: + case PROTOCOL_DARKPLACES3: + case PROTOCOL_DARKPLACES4: + case PROTOCOL_DARKPLACES5: + break; + case PROTOCOL_DARKPLACES6: + case PROTOCOL_DARKPLACES7: + // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific + cl.cmd.crouch = (cl.cmd.buttons & 16) != 0; + break; + case PROTOCOL_UNKNOWN: + break; + } + cl.movecmd[0] = cl.cmd; - if (cls.protocol == PROTOCOL_QUAKEWORLD) + // don't predict more than 200fps + if (realtime >= cl.lastpackettime + 0.005) + cl.movement_replay = true; // redo the prediction + + // now decide whether to actually send this move + // (otherwise it is only for prediction) + + // don't send too often or else network connections can get clogged by a + // high renderer framerate + packettime = 1.0 / bound(1, cl_netfps.value, 1000); + // send input every frame in singleplayer + if (cl.islocalgame) + packettime = 0; + // always send if buttons changed or an impulse is pending + // even if it violates the rate limit! + if (!cl_netimmediatebuttons.integer || (cl.movecmd[0].buttons == cl.movecmd[1].buttons && !cl.movecmd[0].impulse)) { - int checksumindex; - - CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false); - - MSG_WriteByte(&buf, qw_clc_move); - // save the position for a checksum byte - checksumindex = buf.cursize; - MSG_WriteByte(&buf, 0); - // packet loss percentage - for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++) - if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET) - packetloss++; - packetloss = packetloss * 100 / NETGRAPH_PACKETS; - MSG_WriteByte(&buf, packetloss); - // write most recent 3 moves - QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]); - QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]); - QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]); - // calculate the checksum - buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence); - // if delta compression history overflows, request no delta - if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1) - cl.qw_validsequence = 0; - // request delta compression if appropriate - if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording) - { - cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence; - MSG_WriteByte(&buf, qw_clc_delta); - MSG_WriteByte(&buf, cl.qw_validsequence & 255); - } - else - cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1; + // don't choke the connection with packets (obey rate limit) + if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame) + return; + // don't send too often (cl_netfps) + if (realtime < cl.lastpackettime + packettime) + return; } - else if (cls.signon == SIGNONS) + // try to round off the lastpackettime to a multiple of the packet interval + // (this causes it to emit packets at a steady beat) + if (packettime > 0) + cl.lastpackettime = floor(realtime / packettime) * packettime; + else + cl.lastpackettime = realtime; + + buf.maxsize = sizeof(data); + buf.cursize = 0; + buf.data = data; + + // send the movement message + // PROTOCOL_QUAKE clc_move = 16 bytes total + // PROTOCOL_QUAKEDP clc_move = 16 bytes total + // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total + // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total + // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total + // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total + // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total + // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total + // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total + // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves) + // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll) + + // set prydon cursor info + CL_UpdatePrydonCursor(); + + if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) { - if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE || cls.protocol == PROTOCOL_NEHAHRABJP || cls.protocol == PROTOCOL_NEHAHRABJP2 || cls.protocol == PROTOCOL_NEHAHRABJP3) + switch (cls.protocol) { - CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false); - + case PROTOCOL_QUAKEWORLD: + MSG_WriteByte(&buf, qw_clc_move); + // save the position for a checksum byte + checksumindex = buf.cursize; + MSG_WriteByte(&buf, 0); + // packet loss percentage + for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++) + if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET) + packetloss++; + packetloss = packetloss * 100 / NETGRAPH_PACKETS; + MSG_WriteByte(&buf, packetloss); + // write most recent 3 moves + QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]); + QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]); + QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]); + // calculate the checksum + buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence); + // if delta compression history overflows, request no delta + if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1) + cl.qw_validsequence = 0; + // request delta compression if appropriate + if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording) + { + cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence; + MSG_WriteByte(&buf, qw_clc_delta); + MSG_WriteByte(&buf, cl.qw_validsequence & 255); + } + else + cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1; + break; + case PROTOCOL_QUAKE: + case PROTOCOL_QUAKEDP: + case PROTOCOL_NEHAHRAMOVIE: + case PROTOCOL_NEHAHRABJP: + case PROTOCOL_NEHAHRABJP2: + case PROTOCOL_NEHAHRABJP3: // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time @@ -1518,11 +1500,9 @@ void CL_SendMove(void) // 2 bytes MSG_WriteByte (&buf, cl.movecmd[0].buttons); MSG_WriteByte (&buf, cl.movecmd[0].impulse); - } - else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3) - { - CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false); - + break; + case PROTOCOL_DARKPLACES2: + case PROTOCOL_DARKPLACES3: // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time @@ -1536,11 +1516,10 @@ void CL_SendMove(void) // 2 bytes MSG_WriteByte (&buf, cl.movecmd[0].buttons); MSG_WriteByte (&buf, cl.movecmd[0].impulse); - } - else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5) - { - CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false); - + break; + case PROTOCOL_DARKPLACES1: + case PROTOCOL_DARKPLACES4: + case PROTOCOL_DARKPLACES5: // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time @@ -1554,15 +1533,8 @@ void CL_SendMove(void) // 2 bytes MSG_WriteByte (&buf, cl.movecmd[0].buttons); MSG_WriteByte (&buf, cl.movecmd[0].impulse); - } - else if (cls.signon == SIGNONS) - { - int maxusercmds; - usercmd_t *cmd; - - // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific - CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0); - + case PROTOCOL_DARKPLACES6: + case PROTOCOL_DARKPLACES7: // set the maxusercmds variable to limit how many should be sent maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS); // when movement prediction is off, there's not much point in repeating old input as it will just be ignored @@ -1606,6 +1578,9 @@ void CL_SendMove(void) MSG_WriteFloat (&buf, cmd->cursor_impact[2]); MSG_WriteShort (&buf, cmd->cursor_entitynumber); } + break; + case PROTOCOL_UNKNOWN: + break; } } @@ -1643,6 +1618,34 @@ void CL_SendMove(void) if (buf.cursize || cls.netcon->message.cursize) NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false); + // update the cl.movecmd array which holds the most recent moves, + // because we now need a new slot for the next input + for (i = CL_MAX_USERCMDS - 1;i >= 1;i--) + cl.movecmd[i] = cl.movecmd[i-1]; + cl.movecmd[0].msec = 0; + cl.movecmd[0].frametime = 0; + + // clear button 'click' states + in_attack.state &= ~2; + in_jump.state &= ~2; + in_button3.state &= ~2; + in_button4.state &= ~2; + in_button5.state &= ~2; + in_button6.state &= ~2; + in_button7.state &= ~2; + in_button8.state &= ~2; + in_use.state &= ~2; + in_button9.state &= ~2; + in_button10.state &= ~2; + in_button11.state &= ~2; + in_button12.state &= ~2; + in_button13.state &= ~2; + in_button14.state &= ~2; + in_button15.state &= ~2; + in_button16.state &= ~2; + // clear impulse + in_impulse = 0; + if (cls.netcon->message.overflowed) { Con_Print("CL_SendMove: lost server connection\n"); @@ -1755,6 +1758,7 @@ void CL_InitInput (void) Cvar_RegisterVariable(&cl_netfps); Cvar_RegisterVariable(&cl_netrepeatinput); + Cvar_RegisterVariable(&cl_netimmediatebuttons); Cvar_RegisterVariable(&cl_nodelta); }