#include "menu.h"
#endif
#include "cl_video.h"
+#include "float.h"
const char *svc_strings[128] =
{
cvar_t cl_sound_r_exp3 = {CF_CLIENT, "cl_sound_r_exp3", "weapons/r_exp3.wav", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"};
cvar_t cl_serverextension_download = {CF_CLIENT, "cl_serverextension_download", "0", "indicates whether the server supports the download command"};
cvar_t cl_joinbeforedownloadsfinish = {CF_CLIENT | CF_ARCHIVE, "cl_joinbeforedownloadsfinish", "1", "if non-zero the game will begin after the map is loaded before other downloads finish"};
-cvar_t cl_nettimesyncfactor = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncfactor", "0", "rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies)"};
-cvar_t cl_nettimesyncboundmode = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncboundmode", "6", "method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3"};
-cvar_t cl_nettimesyncboundtolerance = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncboundtolerance", "0.25", "how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1)"};
+cvar_t cl_nettimesyncfactor = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncfactor", "0", "rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (only applied in bound modes 0, 1, 2, 3)"};
+cvar_t cl_nettimesyncboundmode = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncboundmode", "6", "method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slightly nicer version of Quake3 method, 6 = tight bounding + mode 5, 7 = jitter compensated dynamic adjustment rate"};
+cvar_t cl_nettimesyncboundtolerance = {CF_CLIENT | CF_ARCHIVE, "cl_nettimesyncboundtolerance", "0.25", "how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1) (only affects bound modes 2 and 3)"};
cvar_t cl_iplog_name = {CF_CLIENT | CF_ARCHIVE, "cl_iplog_name", "darkplaces_iplog.txt", "name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command"};
static qbool QW_CL_CheckOrDownloadFile(const char *filename);
World_Start(&cl.world);
// load or reload .loc file for team chat messages
- CL_Locs_Reload_f(cmd_client);
+ CL_Locs_Reload_f(cmd_local);
// make sure we send enough keepalives
CL_KeepaliveMessage(false);
return;
// abort existing upload if in progress
- QW_CL_StopUpload_f(cmd_client);
+ QW_CL_StopUpload_f(cmd_local);
Con_DPrintf("Starting upload of %d bytes...\n", size);
cls.qw_uploadsize = size;
cls.qw_uploadpos = 0;
- QW_CL_NextUpload_f(cmd_client);
+ QW_CL_NextUpload_f(cmd_local);
}
#if 0
// execute cl_begindownloads next frame
// (after any commands added by svc_stufftext have been executed)
// when done with downloads the "prespawn" will be sent
- Cbuf_AddText(cmd_client, "\ncl_begindownloads\n");
+ Cbuf_AddText(cmd_local, "\ncl_begindownloads\n");
//MSG_WriteByte (&cls.netcon->message, clc_stringcmd);
//MSG_WriteString (&cls.netcon->message, "prespawn");
if (cls.demorecording)
{
// finish the previous level's demo file
- CL_Stop_f(cmd_client);
+ CL_Stop_f(cmd_local);
}
// start a new demo file
extern cvar_t cl_lerpexcess;
static void CL_NetworkTimeReceived(double newtime)
{
- double timehigh;
cl.mtime[1] = cl.mtime[0];
cl.mtime[0] = newtime;
if (cl_nolerp.integer || cls.timedemo || cl.mtime[1] == cl.mtime[0] || cls.signon < SIGNONS)
}
else if (cls.protocol != PROTOCOL_QUAKEWORLD)
{
+ double timehigh = 0; // hush compiler warning
cl.mtime[1] = max(cl.mtime[1], cl.mtime[0] - 0.1);
+
if (developer_extra.integer && vid_activewindow)
{
if (cl.time < cl.mtime[1] - (cl.mtime[0] - cl.mtime[1]))
else if (cl.time > cl.mtime[0] + (cl.mtime[0] - cl.mtime[1]))
Con_DPrintf("--- cl.time > cl.mtime[0] (%f > %f ... %f)\n", cl.time, cl.mtime[1], cl.mtime[0]);
}
- cl.time += (cl.mtime[1] - cl.time) * bound(0, cl_nettimesyncfactor.value, 1);
- timehigh = cl.mtime[1] + (cl.mtime[0] - cl.mtime[1]) * cl_nettimesyncboundtolerance.value;
+
+ if (cl_nettimesyncboundmode.integer < 4)
+ {
+ // doesn't make sense for modes > 3
+ cl.time += (cl.mtime[1] - cl.time) * bound(0, cl_nettimesyncfactor.value, 1);
+ timehigh = cl.mtime[1] + (cl.mtime[0] - cl.mtime[1]) * cl_nettimesyncboundtolerance.value;
+ }
+
switch (cl_nettimesyncboundmode.integer)
{
case 1:
cl.time = bound(cl.time - 0.002 * cl.movevars_timescale, cl.mtime[1], cl.time + 0.001 * cl.movevars_timescale);
break;
+ case 7:
+ /* bones_was_here: this aims to prevent disturbances in the force from affecting cl.time
+ * the rolling harmonic mean gives large time error outliers low significance
+ * correction rate is dynamic and gradual (max 10% of mean error per tic)
+ * time is correct within a few server frames of connect/map start
+ * can achieve microsecond accuracy when cl.realframetime is a multiple of sv.frametime
+ * prevents 0ms move frame times with uncapped fps
+ * smoothest mode esp. for vsynced clients on servers with aggressive inputtimeout
+ */
+ {
+ unsigned char i;
+ float error;
+ // in event of packet loss, cl.mtime[1] could be very old, so avoid if possible
+ double target = cl.movevars_ticrate ? cl.mtime[0] - cl.movevars_ticrate : cl.mtime[1];
+ cl.ts_error_stor[cl.ts_error_num] = 1.0f / max(fabs(cl.time - target), FLT_MIN);
+ cl.ts_error_num = (cl.ts_error_num + 1) % NUM_TS_ERRORS;
+ for (i = 0, error = 0.0f; i < NUM_TS_ERRORS; i++)
+ error += cl.ts_error_stor[i];
+ error = 0.1f / (error / NUM_TS_ERRORS);
+ cl.time = bound(cl.time - error, target, cl.time + error);
+ }
+ break;
}
}
// this packet probably contains a player entity update, so we will need
break;
case qw_svc_sellscreen:
- Cmd_ExecuteString(cmd_client, "help", src_local, true);
+ Cmd_ExecuteString(cmd_local, "help", src_local, true);
break;
case qw_svc_smallkick:
break;
case svc_sellscreen:
- Cmd_ExecuteString(cmd_client, "help", src_local, true);
+ Cmd_ExecuteString(cmd_local, "help", src_local, true);
break;
case svc_hidelmp:
if (gamemode == GAME_TENEBRAE)
void CL_Parse_ErrorCleanUp(void)
{
CL_StopDownload(0, 0);
- QW_CL_StopUpload_f(cmd_client);
+ QW_CL_StopUpload_f(cmd_local);
}
void CL_Parse_Init(void)