//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef CLOCKDRIFTMGR_H #define CLOCKDRIFTMGR_H #ifdef _WIN32 #pragma once #endif class CClockDriftMgr { friend class CBaseClientState; public: CClockDriftMgr(); // Is clock correction even enabled right now? static bool IsClockCorrectionEnabled(); // Clear our state. void Clear(); // This is called each time a server packet comes in. It is used to correlate // where the server is in time compared to us. void SetServerTick( int iServerTick ); // Pass in the frametime you would use, and it will drift it towards the server clock. float AdjustFrameTime( float inputFrameTime ); // Returns how many ticks ahead of the server the client is. float GetCurrentClockDifference() const; private: void ShowDebugInfo( float flAdjustment ); // This scales the offsets so the average produced is equal to the // current average + flAmount. This way, as we add corrections, // we lower the average accordingly so we don't keep responding // as much as we need to after we'd adjusted it a couple times. void AdjustAverageDifferenceBy( float flAmountInSeconds ); private: enum { // This controls how much it smoothes out the samples from the server. NUM_CLOCKDRIFT_SAMPLES=16 }; // This holds how many ticks the client is ahead each time we get a server tick. // We average these together to get our estimate of how far ahead we are. float m_ClockOffsets[NUM_CLOCKDRIFT_SAMPLES]; int m_iCurClockOffset; int m_nServerTick; // Last-received tick from the server. int m_nClientTick; // The client's own tick counter (specifically, for interpolation during rendering). // The server may be on a slightly different tick and the client will drift towards it. }; #endif // CLOCKDRIFTMGR_H