470 lines
15 KiB
C++
470 lines
15 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "player.h"
|
||
|
#include "usercmd.h"
|
||
|
#include "igamemovement.h"
|
||
|
#include "mathlib/mathlib.h"
|
||
|
#include "client.h"
|
||
|
#include "player_command.h"
|
||
|
#include "movehelper_server.h"
|
||
|
#include "iservervehicle.h"
|
||
|
#include "tier0/vprof.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
extern IGameMovement *g_pGameMovement;
|
||
|
extern CMoveData *g_pMoveData; // This is a global because it is subclassed by each game.
|
||
|
extern ConVar sv_noclipduringpause;
|
||
|
|
||
|
ConVar sv_maxusrcmdprocessticks_warning( "sv_maxusrcmdprocessticks_warning", "-1", FCVAR_NONE, "Print a warning when user commands get dropped due to insufficient usrcmd ticks allocated, number of seconds to throttle, negative disabled" );
|
||
|
static ConVar sv_maxusrcmdprocessticks_holdaim( "sv_maxusrcmdprocessticks_holdaim", "1", FCVAR_CHEAT, "Hold client aim for multiple server sim ticks when client-issued usrcmd contains multiple actions (0: off; 1: hold this server tick; 2+: hold multiple ticks)" );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CPlayerMove::CPlayerMove( void )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: We're about to run this usercmd for the specified player. We can set up groupinfo and masking here, etc.
|
||
|
// This is the time to examine the usercmd for anything extra. This call happens even if think does not.
|
||
|
// Input : *player -
|
||
|
// *cmd -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerMove::StartCommand( CBasePlayer *player, CUserCmd *cmd )
|
||
|
{
|
||
|
VPROF( "CPlayerMove::StartCommand" );
|
||
|
|
||
|
#if !defined( NO_ENTITY_PREDICTION )
|
||
|
CPredictableId::ResetInstanceCounters();
|
||
|
#endif
|
||
|
|
||
|
player->m_pCurrentCommand = cmd;
|
||
|
CBaseEntity::SetPredictionRandomSeed( cmd );
|
||
|
CBaseEntity::SetPredictionPlayer( player );
|
||
|
|
||
|
#if defined (HL2_DLL)
|
||
|
// pull out backchannel data and move this out
|
||
|
|
||
|
int i;
|
||
|
for (i = 0; i < cmd->entitygroundcontact.Count(); i++)
|
||
|
{
|
||
|
int entindex = cmd->entitygroundcontact[i].entindex;
|
||
|
CBaseEntity *pEntity = CBaseEntity::Instance( engine->PEntityOfEntIndex( entindex) );
|
||
|
if (pEntity)
|
||
|
{
|
||
|
CBaseAnimating *pAnimating = pEntity->GetBaseAnimating();
|
||
|
if (pAnimating)
|
||
|
{
|
||
|
pAnimating->SetIKGroundContactInfo( cmd->entitygroundcontact[i].minheight, cmd->entitygroundcontact[i].maxheight );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: We've finished running a user's command
|
||
|
// Input : *player -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerMove::FinishCommand( CBasePlayer *player )
|
||
|
{
|
||
|
VPROF( "CPlayerMove::FinishCommand" );
|
||
|
|
||
|
player->m_pCurrentCommand = NULL;
|
||
|
CBaseEntity::SetPredictionRandomSeed( NULL );
|
||
|
CBaseEntity::SetPredictionPlayer( NULL );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Checks if the player is standing on a moving entity and adjusts velocity and
|
||
|
// basevelocity appropriately
|
||
|
// Input : *player -
|
||
|
// frametime -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerMove::CheckMovingGround( CBasePlayer *player, double frametime )
|
||
|
{
|
||
|
VPROF( "CPlayerMove::CheckMovingGround()" );
|
||
|
|
||
|
CBaseEntity *groundentity;
|
||
|
|
||
|
if ( player->GetFlags() & FL_ONGROUND )
|
||
|
{
|
||
|
groundentity = player->GetGroundEntity();
|
||
|
if ( groundentity && ( groundentity->GetFlags() & FL_CONVEYOR) )
|
||
|
{
|
||
|
Vector vecNewVelocity;
|
||
|
groundentity->GetGroundVelocityToApply( vecNewVelocity );
|
||
|
if ( player->GetFlags() & FL_BASEVELOCITY )
|
||
|
{
|
||
|
vecNewVelocity += player->GetBaseVelocity();
|
||
|
}
|
||
|
player->SetBaseVelocity( vecNewVelocity );
|
||
|
player->AddFlag( FL_BASEVELOCITY );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !( player->GetFlags() & FL_BASEVELOCITY ) )
|
||
|
{
|
||
|
// Apply momentum (add in half of the previous frame of velocity first)
|
||
|
player->ApplyAbsVelocityImpulse( (1.0 + ( frametime * 0.5 )) * player->GetBaseVelocity() );
|
||
|
player->SetBaseVelocity( vec3_origin );
|
||
|
}
|
||
|
|
||
|
player->RemoveFlag( FL_BASEVELOCITY );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Prepares for running movement
|
||
|
// Input : *player -
|
||
|
// *ucmd -
|
||
|
// *pHelper -
|
||
|
// *move -
|
||
|
// time -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
|
||
|
{
|
||
|
VPROF( "CPlayerMove::SetupMove" );
|
||
|
|
||
|
// Allow sound, etc. to be created by movement code
|
||
|
move->m_bFirstRunOfFunctions = true;
|
||
|
move->m_bGameCodeMovedPlayer = false;
|
||
|
if ( player->GetPreviouslyPredictedOrigin() != player->GetAbsOrigin() )
|
||
|
{
|
||
|
move->m_bGameCodeMovedPlayer = true;
|
||
|
}
|
||
|
|
||
|
// Prepare the usercmd fields
|
||
|
move->m_nImpulseCommand = ucmd->impulse;
|
||
|
move->m_vecViewAngles = ucmd->viewangles;
|
||
|
|
||
|
CBaseEntity *pMoveParent = player->GetMoveParent();
|
||
|
if (!pMoveParent)
|
||
|
{
|
||
|
move->m_vecAbsViewAngles = move->m_vecViewAngles;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
matrix3x4_t viewToParent, viewToWorld;
|
||
|
AngleMatrix( move->m_vecViewAngles, viewToParent );
|
||
|
ConcatTransforms( pMoveParent->EntityToWorldTransform(), viewToParent, viewToWorld );
|
||
|
MatrixAngles( viewToWorld, move->m_vecAbsViewAngles );
|
||
|
}
|
||
|
|
||
|
move->m_nButtons = ucmd->buttons;
|
||
|
|
||
|
// Ingore buttons for movement if at controls
|
||
|
if ( player->GetFlags() & FL_ATCONTROLS )
|
||
|
{
|
||
|
move->m_flForwardMove = 0;
|
||
|
move->m_flSideMove = 0;
|
||
|
move->m_flUpMove = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
move->m_flForwardMove = ucmd->forwardmove;
|
||
|
move->m_flSideMove = ucmd->sidemove;
|
||
|
move->m_flUpMove = ucmd->upmove;
|
||
|
}
|
||
|
|
||
|
// Prepare remaining fields
|
||
|
move->m_flClientMaxSpeed = player->m_flMaxspeed;
|
||
|
move->m_nOldButtons = player->m_Local.m_nOldButtons;
|
||
|
move->m_flOldForwardMove = player->m_Local.m_flOldForwardMove;
|
||
|
move->m_vecAngles = player->pl.v_angle;
|
||
|
|
||
|
move->m_vecVelocity = player->GetAbsVelocity();
|
||
|
|
||
|
move->m_nPlayerHandle = player;
|
||
|
|
||
|
move->SetAbsOrigin( player->GetAbsOrigin() );
|
||
|
|
||
|
// Copy constraint information
|
||
|
if ( player->m_hConstraintEntity.Get() )
|
||
|
move->m_vecConstraintCenter = player->m_hConstraintEntity.Get()->GetAbsOrigin();
|
||
|
else
|
||
|
move->m_vecConstraintCenter = player->m_vecConstraintCenter;
|
||
|
move->m_flConstraintRadius = player->m_flConstraintRadius;
|
||
|
move->m_flConstraintWidth = player->m_flConstraintWidth;
|
||
|
move->m_flConstraintSpeedFactor = player->m_flConstraintSpeedFactor;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Finishes running movement
|
||
|
// Input : *player -
|
||
|
// *move -
|
||
|
// *ucmd -
|
||
|
// time -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
|
||
|
{
|
||
|
VPROF( "CPlayerMove::FinishMove" );
|
||
|
|
||
|
// NOTE: Don't copy this. the movement code modifies its local copy but is not expecting to be authoritative
|
||
|
//player->m_flMaxspeed = move->m_flClientMaxSpeed;
|
||
|
player->SetAbsOrigin( move->GetAbsOrigin() );
|
||
|
player->SetAbsVelocity( move->m_vecVelocity );
|
||
|
player->SetPreviouslyPredictedOrigin( move->GetAbsOrigin() );
|
||
|
|
||
|
player->m_Local.m_nOldButtons = move->m_nButtons;
|
||
|
|
||
|
// Convert final pitch to body pitch
|
||
|
float pitch = move->m_vecAngles[ PITCH ];
|
||
|
if ( pitch > 180.0f )
|
||
|
{
|
||
|
pitch -= 360.0f;
|
||
|
}
|
||
|
pitch = clamp( pitch, -90.f, 90.f );
|
||
|
|
||
|
move->m_vecAngles[ PITCH ] = pitch;
|
||
|
|
||
|
player->SetBodyPitch( pitch );
|
||
|
|
||
|
player->SetLocalAngles( move->m_vecAngles );
|
||
|
|
||
|
// The class had better not have changed during the move!!
|
||
|
if ( player->m_hConstraintEntity )
|
||
|
Assert( move->m_vecConstraintCenter == player->m_hConstraintEntity.Get()->GetAbsOrigin() );
|
||
|
else
|
||
|
Assert( move->m_vecConstraintCenter == player->m_vecConstraintCenter );
|
||
|
Assert( move->m_flConstraintRadius == player->m_flConstraintRadius );
|
||
|
Assert( move->m_flConstraintWidth == player->m_flConstraintWidth );
|
||
|
Assert( move->m_flConstraintSpeedFactor == player->m_flConstraintSpeedFactor );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Called before player thinks
|
||
|
// Input : *player -
|
||
|
// thinktime -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerMove::RunPreThink( CBasePlayer *player )
|
||
|
{
|
||
|
VPROF( "CPlayerMove::RunPreThink" );
|
||
|
|
||
|
// Run think functions on the player
|
||
|
VPROF_SCOPE_BEGIN( "player->PhysicsRunThink()" );
|
||
|
if ( !player->PhysicsRunThink() )
|
||
|
return;
|
||
|
VPROF_SCOPE_END();
|
||
|
|
||
|
VPROF_SCOPE_BEGIN( "g_pGameRules->PlayerThink( player )" );
|
||
|
// Called every frame to let game rules do any specific think logic for the player
|
||
|
g_pGameRules->PlayerThink( player );
|
||
|
VPROF_SCOPE_END();
|
||
|
|
||
|
VPROF_SCOPE_BEGIN( "player->PreThink()" );
|
||
|
player->PreThink();
|
||
|
VPROF_SCOPE_END();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Runs the PLAYER's thinking code if time. There is some play in the exact time the think
|
||
|
// function will be called, because it is called before any movement is done
|
||
|
// in a frame. Not used for pushmove objects, because they must be exact.
|
||
|
// Returns false if the entity removed itself.
|
||
|
// Input : *ent -
|
||
|
// frametime -
|
||
|
// clienttimebase -
|
||
|
// Output : void CPlayerMove::RunThink
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerMove::RunThink (CBasePlayer *player, double frametime )
|
||
|
{
|
||
|
VPROF( "CPlayerMove::RunThink" );
|
||
|
int thinktick = player->GetNextThinkTick();
|
||
|
|
||
|
if ( thinktick <= 0 || thinktick > player->m_nTickBase )
|
||
|
return;
|
||
|
|
||
|
//gpGlobals->curtime = thinktime;
|
||
|
player->SetNextThink( TICK_NEVER_THINK );
|
||
|
|
||
|
// Think
|
||
|
player->Think();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Called after player movement
|
||
|
// Input : *player -
|
||
|
// thinktime -
|
||
|
// frametime -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerMove::RunPostThink( CBasePlayer *player )
|
||
|
{
|
||
|
VPROF( "CPlayerMove::RunPostThink" );
|
||
|
|
||
|
// Run post-think
|
||
|
player->PostThink();
|
||
|
}
|
||
|
|
||
|
void CommentarySystem_PePlayerRunCommand( CBasePlayer *player, CUserCmd *ucmd );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Runs movement commands for the player
|
||
|
// Input : *player -
|
||
|
// *ucmd -
|
||
|
// *moveHelper -
|
||
|
// Output : void CPlayerMove::RunCommand
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
|
||
|
{
|
||
|
const float playerCurTime = player->m_nTickBase * TICK_INTERVAL;
|
||
|
const float playerFrameTime = player->m_bGamePaused ? 0 : TICK_INTERVAL;
|
||
|
const float flTimeAllowedForProcessing = player->ConsumeMovementTimeForUserCmdProcessing( playerFrameTime );
|
||
|
if ( !player->IsBot() && ( flTimeAllowedForProcessing < playerFrameTime ) )
|
||
|
{
|
||
|
// Make sure that the activity in command is erased because player cheated or dropped too many packets
|
||
|
double dblWarningFrequencyThrottle = sv_maxusrcmdprocessticks_warning.GetFloat();
|
||
|
if ( dblWarningFrequencyThrottle >= 0 )
|
||
|
{
|
||
|
static double s_dblLastWarningTime = 0;
|
||
|
double dblTimeNow = Plat_FloatTime();
|
||
|
if ( !s_dblLastWarningTime || ( dblTimeNow - s_dblLastWarningTime >= dblWarningFrequencyThrottle ) )
|
||
|
{
|
||
|
s_dblLastWarningTime = dblTimeNow;
|
||
|
Warning( "sv_maxusrcmdprocessticks_warning at server tick %u: Ignored client %s usrcmd (%.6f < %.6f)!\n", gpGlobals->tickcount, player->GetPlayerName(), flTimeAllowedForProcessing, playerFrameTime );
|
||
|
}
|
||
|
}
|
||
|
return; // Don't process this command
|
||
|
}
|
||
|
|
||
|
StartCommand( player, ucmd );
|
||
|
|
||
|
// Set globals appropriately
|
||
|
gpGlobals->curtime = playerCurTime;
|
||
|
gpGlobals->frametime = playerFrameTime;
|
||
|
|
||
|
// Prevent hacked clients from sending us invalid view angles to try to get leaf server code to crash
|
||
|
if ( !ucmd->viewangles.IsValid() || !IsEntityQAngleReasonable(ucmd->viewangles) )
|
||
|
{
|
||
|
ucmd->viewangles = vec3_angle;
|
||
|
}
|
||
|
|
||
|
// Add and subtract buttons we're forcing on the player
|
||
|
ucmd->buttons |= player->m_afButtonForced;
|
||
|
ucmd->buttons &= ~player->m_afButtonDisabled;
|
||
|
|
||
|
if ( player->m_bGamePaused )
|
||
|
{
|
||
|
// If no clipping and cheats enabled and noclipduring game enabled, then leave
|
||
|
// forwardmove and angles stuff in usercmd
|
||
|
if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
|
||
|
sv_cheats->GetBool() &&
|
||
|
sv_noclipduringpause.GetBool() )
|
||
|
{
|
||
|
gpGlobals->frametime = TICK_INTERVAL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
// TODO: We can check whether the player is sending more commands than elapsed real time
|
||
|
cmdtimeremaining -= ucmd->msec;
|
||
|
if ( cmdtimeremaining < 0 )
|
||
|
{
|
||
|
// return;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
g_pGameMovement->StartTrackPredictionErrors( player );
|
||
|
|
||
|
CommentarySystem_PePlayerRunCommand( player, ucmd );
|
||
|
|
||
|
// Do weapon selection
|
||
|
if ( ucmd->weaponselect != 0 )
|
||
|
{
|
||
|
CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
|
||
|
if ( weapon )
|
||
|
{
|
||
|
VPROF( "player->SelectItem()" );
|
||
|
player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
IServerVehicle *pVehicle = player->GetVehicle();
|
||
|
|
||
|
// Latch in impulse.
|
||
|
if ( ucmd->impulse )
|
||
|
{
|
||
|
// Discard impulse commands unless the vehicle allows them.
|
||
|
// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
|
||
|
if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
|
||
|
{
|
||
|
player->m_nImpulse = ucmd->impulse;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Update player input button states
|
||
|
VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
|
||
|
player->UpdateButtonState( ucmd->buttons );
|
||
|
VPROF_SCOPE_END();
|
||
|
|
||
|
CheckMovingGround( player, TICK_INTERVAL );
|
||
|
|
||
|
g_pMoveData->m_vecOldAngles = player->pl.v_angle;
|
||
|
|
||
|
// Copy from command to player unless game .dll has set angle using fixangle
|
||
|
if ( player->pl.fixangle == FIXANGLE_NONE )
|
||
|
{
|
||
|
player->pl.v_angle = ucmd->viewangles;
|
||
|
}
|
||
|
else if( player->pl.fixangle == FIXANGLE_RELATIVE )
|
||
|
{
|
||
|
player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
|
||
|
}
|
||
|
|
||
|
// Call standard client pre-think
|
||
|
RunPreThink( player );
|
||
|
|
||
|
// Call Think if one is set
|
||
|
RunThink( player, TICK_INTERVAL );
|
||
|
|
||
|
// Setup input.
|
||
|
SetupMove( player, ucmd, moveHelper, g_pMoveData );
|
||
|
|
||
|
// Let the game do the movement.
|
||
|
if ( !pVehicle )
|
||
|
{
|
||
|
VPROF( "g_pGameMovement->ProcessMovement()" );
|
||
|
Assert( g_pGameMovement );
|
||
|
g_pGameMovement->ProcessMovement( player, g_pMoveData );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VPROF( "pVehicle->ProcessMovement()" );
|
||
|
pVehicle->ProcessMovement( player, g_pMoveData );
|
||
|
}
|
||
|
|
||
|
// Copy output
|
||
|
FinishMove( player, ucmd, g_pMoveData );
|
||
|
|
||
|
// If we have to restore the view angle then do so right now
|
||
|
if ( !player->IsBot() && ( gpGlobals->tickcount - player->GetLockViewanglesTickNumber() < sv_maxusrcmdprocessticks_holdaim.GetInt() ) )
|
||
|
{
|
||
|
player->pl.v_angle = player->GetLockViewanglesData();
|
||
|
}
|
||
|
|
||
|
// Let server invoke any needed impact functions
|
||
|
VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
|
||
|
moveHelper->ProcessImpacts();
|
||
|
VPROF_SCOPE_END();
|
||
|
|
||
|
RunPostThink( player );
|
||
|
|
||
|
g_pGameMovement->FinishTrackPredictionErrors( player );
|
||
|
|
||
|
FinishCommand( player );
|
||
|
|
||
|
// Let time pass
|
||
|
if ( gpGlobals->frametime > 0 )
|
||
|
{
|
||
|
player->m_nTickBase++;
|
||
|
}
|
||
|
}
|