ddnet/src/game/client/gameclient.cpp

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2010-11-20 10:37:14 +00:00
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <limits>
#include <engine/editor.h>
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#include <engine/engine.h>
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#include <engine/friends.h>
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#include <engine/graphics.h>
#include <engine/textrender.h>
#include <engine/demo.h>
#include <engine/map.h>
#include <engine/storage.h>
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#include <engine/sound.h>
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#include <engine/serverbrowser.h>
#include <engine/updater.h>
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#include <engine/shared/demo.h>
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#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/generated/client_data.h>
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#include <base/math.h>
#include <base/vmath.h>
#include <game/extrainfo.h>
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#include <game/localization.h>
#include <game/version.h>
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#include "race.h"
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#include "render.h"
#include "gameclient.h"
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#include "components/background.h"
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#include "components/binds.h"
#include "components/broadcast.h"
#include "components/camera.h"
#include "components/chat.h"
#include "components/console.h"
#include "components/controls.h"
#include "components/countryflags.h"
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#include "components/damageind.h"
#include "components/debughud.h"
#include "components/effects.h"
#include "components/emoticon.h"
#include "components/flow.h"
#include "components/hud.h"
#include "components/items.h"
#include "components/killmessages.h"
#include "components/mapimages.h"
#include "components/maplayers.h"
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#include "components/mapsounds.h"
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#include "components/menus.h"
#include "components/motd.h"
#include "components/particles.h"
#include "components/players.h"
#include "components/nameplates.h"
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#include "components/scoreboard.h"
#include "components/skins.h"
#include "components/sounds.h"
#include "components/spectator.h"
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#include "components/statboard.h"
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#include "components/voting.h"
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#include <base/system.h>
#include "components/race_demo.h"
#include "components/ghost.h"
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CGameClient g_GameClient;
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// instantiate all systems
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static CKillMessages gs_KillMessages;
static CCamera gs_Camera;
static CChat gs_Chat;
static CMotd gs_Motd;
static CBroadcast gs_Broadcast;
static CGameConsole gs_GameConsole;
static CBinds gs_Binds;
static CParticles gs_Particles;
static CMenus gs_Menus;
static CSkins gs_Skins;
static CCountryFlags gs_CountryFlags;
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static CFlow gs_Flow;
static CHud gs_Hud;
static CDebugHud gs_DebugHud;
static CControls gs_Controls;
static CEffects gs_Effects;
static CScoreboard gs_Scoreboard;
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static CStatboard gs_Statboard;
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static CSounds gs_Sounds;
static CEmoticon gs_Emoticon;
static CDamageInd gsDamageInd;
static CVoting gs_Voting;
static CSpectator gs_Spectator;
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static CPlayers gs_Players;
static CNamePlates gs_NamePlates;
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static CItems gs_Items;
static CMapImages gs_MapImages;
static CMapLayers gs_MapLayersBackGround(CMapLayers::TYPE_BACKGROUND);
static CMapLayers gs_MapLayersForeGround(CMapLayers::TYPE_FOREGROUND);
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static CBackground gs_BackGround;
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static CMapSounds gs_MapSounds;
static CRaceDemo gs_RaceDemo;
static CGhost gs_Ghost;
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CGameClient::CStack::CStack() { m_Num = 0; }
void CGameClient::CStack::Add(class CComponent *pComponent) { m_paComponents[m_Num++] = pComponent; }
const char *CGameClient::Version() { return GAME_VERSION; }
const char *CGameClient::NetVersion() { return GAME_NETVERSION; }
const char *CGameClient::GetItemName(int Type) { return m_NetObjHandler.GetObjName(Type); }
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void CGameClient::OnConsoleInit()
{
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m_pEngine = Kernel()->RequestInterface<IEngine>();
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m_pClient = Kernel()->RequestInterface<IClient>();
m_pTextRender = Kernel()->RequestInterface<ITextRender>();
m_pSound = Kernel()->RequestInterface<ISound>();
m_pInput = Kernel()->RequestInterface<IInput>();
m_pConsole = Kernel()->RequestInterface<IConsole>();
m_pStorage = Kernel()->RequestInterface<IStorage>();
m_pDemoPlayer = Kernel()->RequestInterface<IDemoPlayer>();
m_pServerBrowser = Kernel()->RequestInterface<IServerBrowser>();
m_pEditor = Kernel()->RequestInterface<IEditor>();
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m_pFriends = Kernel()->RequestInterface<IFriends>();
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m_pFoes = Client()->Foes();
#if defined(CONF_FAMILY_WINDOWS) || defined(CONF_PLATFORM_LINUX)
m_pUpdater = Kernel()->RequestInterface<IUpdater>();
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#endif
// setup pointers
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m_pBinds = &::gs_Binds;
m_pGameConsole = &::gs_GameConsole;
m_pParticles = &::gs_Particles;
m_pMenus = &::gs_Menus;
m_pSkins = &::gs_Skins;
m_pCountryFlags = &::gs_CountryFlags;
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m_pChat = &::gs_Chat;
m_pFlow = &::gs_Flow;
m_pCamera = &::gs_Camera;
m_pControls = &::gs_Controls;
m_pEffects = &::gs_Effects;
m_pSounds = &::gs_Sounds;
m_pMotd = &::gs_Motd;
m_pDamageind = &::gsDamageInd;
m_pMapimages = &::gs_MapImages;
m_pVoting = &::gs_Voting;
m_pScoreboard = &::gs_Scoreboard;
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m_pStatboard = &::gs_Statboard;
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m_pItems = &::gs_Items;
m_pMapLayersBackGround = &::gs_MapLayersBackGround;
m_pMapLayersForeGround = &::gs_MapLayersForeGround;
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m_pBackGround = &::gs_BackGround;
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m_pMapSounds = &::gs_MapSounds;
m_pPlayers = &::gs_Players;
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m_pRaceDemo = &::gs_RaceDemo;
m_pGhost = &::gs_Ghost;
gs_NamePlates.SetPlayers(m_pPlayers);
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// make a list of all the systems, make sure to add them in the correct render order
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m_All.Add(m_pSkins);
m_All.Add(m_pCountryFlags);
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m_All.Add(m_pMapimages);
m_All.Add(m_pEffects); // doesn't render anything, just updates effects
m_All.Add(m_pParticles);
m_All.Add(m_pBinds);
m_All.Add(m_pControls);
m_All.Add(m_pCamera);
m_All.Add(m_pSounds);
m_All.Add(m_pVoting);
m_All.Add(m_pParticles); // doesn't render anything, just updates all the particles
m_All.Add(m_pRaceDemo);
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m_All.Add(m_pMapSounds);
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m_All.Add(&gs_BackGround); //render instead of gs_MapLayersBackGround when g_Config.m_ClOverlayEntities == 100
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m_All.Add(&gs_MapLayersBackGround); // first to render
m_All.Add(&m_pParticles->m_RenderTrail);
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m_All.Add(m_pItems);
m_All.Add(m_pPlayers);
m_All.Add(m_pGhost);
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m_All.Add(&gs_MapLayersForeGround);
m_All.Add(&m_pParticles->m_RenderExplosions);
m_All.Add(&gs_NamePlates);
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m_All.Add(&m_pParticles->m_RenderGeneral);
m_All.Add(m_pDamageind);
m_All.Add(&gs_Hud);
m_All.Add(&gs_Spectator);
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m_All.Add(&gs_Emoticon);
m_All.Add(&gs_KillMessages);
m_All.Add(m_pChat);
m_All.Add(&gs_Broadcast);
m_All.Add(&gs_DebugHud);
m_All.Add(&gs_Scoreboard);
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m_All.Add(&gs_Statboard);
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m_All.Add(m_pMotd);
m_All.Add(m_pMenus);
m_All.Add(m_pGameConsole);
// build the input stack
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m_Input.Add(&m_pMenus->m_Binder); // this will take over all input when we want to bind a key
m_Input.Add(&m_pBinds->m_SpecialBinds);
m_Input.Add(m_pGameConsole);
m_Input.Add(m_pChat); // chat has higher prio due to tha you can quit it by pressing esc
m_Input.Add(m_pMotd); // for pressing esc to remove it
m_Input.Add(m_pMenus);
m_Input.Add(&gs_Spectator);
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m_Input.Add(&gs_Emoticon);
m_Input.Add(m_pControls);
m_Input.Add(m_pBinds);
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// add the some console commands
Console()->Register("team", "i[team-id]", CFGFLAG_CLIENT, ConTeam, this, "Switch team");
Console()->Register("kill", "", CFGFLAG_CLIENT, ConKill, this, "Kill yourself");
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Console()->Register("color_from_rgb", "s[color]", CFGFLAG_CLIENT, ConColorFromRgb, this, "Convert HEX RGB color (3 or 6 digits) to TW formats");
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Console()->Register("color_to_rgb", "i[color] ?i[color] ?i[color]", CFGFLAG_CLIENT, ConColorToRgb, this, "Convert TW colors to HEX RGB color format");
// register server dummy commands for tab completion
Console()->Register("tune", "s[tuning] i[value]", CFGFLAG_SERVER, 0, 0, "Tune variable to value");
Console()->Register("tune_reset", "", CFGFLAG_SERVER, 0, 0, "Reset tuning");
Console()->Register("tune_dump", "", CFGFLAG_SERVER, 0, 0, "Dump tuning");
Console()->Register("change_map", "?r[map]", CFGFLAG_SERVER, 0, 0, "Change map");
Console()->Register("restart", "?i[seconds]", CFGFLAG_SERVER, 0, 0, "Restart in x seconds");
Console()->Register("broadcast", "r[message]", CFGFLAG_SERVER, 0, 0, "Broadcast message");
Console()->Register("say", "r[message]", CFGFLAG_SERVER, 0, 0, "Say in chat");
Console()->Register("set_team", "i[id] i[team-id] ?i[delay in minutes]", CFGFLAG_SERVER, 0, 0, "Set team of player to team");
Console()->Register("set_team_all", "i[team-id]", CFGFLAG_SERVER, 0, 0, "Set team of all players to team");
Console()->Register("add_vote", "s[name] r[command]", CFGFLAG_SERVER, 0, 0, "Add a voting option");
Console()->Register("remove_vote", "s[name]", CFGFLAG_SERVER, 0, 0, "remove a voting option");
Console()->Register("force_vote", "s[name] s[command] ?r[reason]", CFGFLAG_SERVER, 0, 0, "Force a voting option");
Console()->Register("clear_votes", "", CFGFLAG_SERVER, 0, 0, "Clears the voting options");
Console()->Register("vote", "r['yes'|'no']", CFGFLAG_SERVER, 0, 0, "Force a vote to yes/no");
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Console()->Register("swap_teams", "", CFGFLAG_SERVER, 0, 0, "Swap the current teams");
Console()->Register("shuffle_teams", "", CFGFLAG_SERVER, 0, 0, "Shuffle the current teams");
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->m_pClient = this;
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// let all the other components register their console commands
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnConsoleInit();
//
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Console()->Chain("player_name", ConchainSpecialInfoupdate, this);
Console()->Chain("player_clan", ConchainSpecialInfoupdate, this);
Console()->Chain("player_country", ConchainSpecialInfoupdate, this);
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Console()->Chain("player_use_custom_color", ConchainSpecialInfoupdate, this);
Console()->Chain("player_color_body", ConchainSpecialInfoupdate, this);
Console()->Chain("player_color_feet", ConchainSpecialInfoupdate, this);
Console()->Chain("player_skin", ConchainSpecialInfoupdate, this);
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Console()->Chain("dummy_name", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_clan", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_country", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_use_custom_color", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_color_body", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_color_feet", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("dummy_skin", ConchainSpecialDummyInfoupdate, this);
Console()->Chain("cl_dummy", ConchainSpecialDummy, this);
//
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m_SuppressEvents = false;
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}
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void CGameClient::OnInit()
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{
m_pGraphics = Kernel()->RequestInterface<IGraphics>();
m_pGraphics->AddWindowResizeListener(OnWindowResizeCB, this);
// propagate pointers
m_UI.SetGraphics(Graphics(), TextRender());
m_RenderTools.m_pGraphics = Graphics();
m_RenderTools.m_pUI = UI();
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int64 Start = time_get();
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// set the language
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g_Localization.Load(g_Config.m_ClLanguagefile, Storage(), Console());
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// TODO: this should be different
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// setup item sizes
for(int i = 0; i < NUM_NETOBJTYPES; i++)
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Client()->SnapSetStaticsize(i, m_NetObjHandler.GetObjSize(i));
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Client()->LoadFont();
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// init all components
for(int i = m_All.m_Num-1; i >= 0; --i)
m_All.m_paComponents[i]->OnInit();
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char aBuf[256];
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// setup load amount// load textures
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for(int i = 0; i < g_pData->m_NumImages; i++)
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{
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g_pData->m_aImages[i].m_Id = Graphics()->LoadTexture(g_pData->m_aImages[i].m_pFilename, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0);
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g_GameClient.m_pMenus->RenderLoading();
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}
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnReset();
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m_ServerMode = SERVERMODE_PURE;
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m_DDRaceMsgSent[0] = false;
m_DDRaceMsgSent[1] = false;
m_ShowOthers[0] = -1;
m_ShowOthers[1] = -1;
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// Set free binds to DDRace binds if it's active
if(!g_Config.m_ClDDRaceBindsSet && g_Config.m_ClDDRaceBinds)
gs_Binds.SetDDRaceBinds(true);
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if(g_Config.m_ClTimeoutCode[0] == '\0' || str_comp(g_Config.m_ClTimeoutCode, "hGuEYnfxicsXGwFq") == 0)
{
for(unsigned int i = 0; i < 16; i++)
{
if(rand() % 2)
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g_Config.m_ClTimeoutCode[i] =(char)((rand() % 26) + 97);
else
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g_Config.m_ClTimeoutCode[i] = (char)((rand() % 26) + 65);
}
}
if(g_Config.m_ClDummyTimeoutCode[0] == '\0' || str_comp(g_Config.m_ClDummyTimeoutCode, "hGuEYnfxicsXGwFq") == 0)
{
for(unsigned int i = 0; i < 16; i++)
{
if(rand() % 2)
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g_Config.m_ClDummyTimeoutCode[i] = (char)((rand() % 26) + 97);
else
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g_Config.m_ClDummyTimeoutCode[i] = (char)((rand() % 26) + 65);
}
}
int64 End = time_get();
str_format(aBuf, sizeof(aBuf), "initialisation finished after %.2fms", ((End-Start)*1000)/(float)time_freq());
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "gameclient", aBuf);
m_GameWorld.m_GameTickSpeed = SERVER_TICK_SPEED;
m_GameWorld.m_pCollision = Collision();
m_GameWorld.m_pTeams = &m_Teams;
}
void CGameClient::OnUpdate()
{
// handle mouse movement
float x = 0.0f, y = 0.0f;
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Input()->MouseRelative(&x, &y);
if(x != 0.0f || y != 0.0f)
{
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for(int h = 0; h < m_Input.m_Num; h++)
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{
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if(m_Input.m_paComponents[h]->OnMouseMove(x, y))
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break;
}
}
// handle key presses
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for(int i = 0; i < Input()->NumEvents(); i++)
{
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IInput::CEvent e = Input()->GetEvent(i);
if(!Input()->IsEventValid(&e))
continue;
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for(int h = 0; h < m_Input.m_Num; h++)
{
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if(m_Input.m_paComponents[h]->OnInput(e))
break;
}
}
}
void CGameClient::OnDummySwap()
{
if(g_Config.m_ClDummyResetOnSwitch)
{
m_pControls->ResetInput(!g_Config.m_ClDummy);
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m_pControls->m_InputData[!g_Config.m_ClDummy].m_Hook = 0;
}
int tmp = m_DummyInput.m_Fire;
m_DummyInput = m_pControls->m_InputData[!g_Config.m_ClDummy];
m_pControls->m_InputData[g_Config.m_ClDummy].m_Fire = tmp;
m_IsDummySwapping = 1;
}
int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force)
{
m_LocalIDs[g_Config.m_ClDummy] = m_Snap.m_LocalClientID;
if(!Dummy)
{
return m_pControls->SnapInput(pData);
}
if(!g_Config.m_ClDummyHammer)
{
if(m_DummyFire != 0)
{
m_DummyInput.m_Fire = m_HammerInput.m_Fire;
m_DummyFire = 0;
}
if(!Force && (!m_DummyInput.m_Direction && !m_DummyInput.m_Jump && !m_DummyInput.m_Hook))
{
return 0;
}
mem_copy(pData, &m_DummyInput, sizeof(m_DummyInput));
return sizeof(m_DummyInput);
}
else
{
if((m_DummyFire / 12.5) - (int)(m_DummyFire / 12.5) > 0.01)
{
m_DummyFire++;
return 0;
}
m_DummyFire++;
m_HammerInput.m_Fire += 2;
m_HammerInput.m_WantedWeapon = 1;
vec2 Main = m_LocalCharacterPos;
vec2 Dummy = m_aClients[m_LocalIDs[!g_Config.m_ClDummy]].m_Predicted.m_Pos;
vec2 Dir = Main - Dummy;
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m_HammerInput.m_TargetX = (int)(Dir.x);
m_HammerInput.m_TargetY = (int)(Dir.y);
mem_copy(pData, &m_HammerInput, sizeof(m_HammerInput));
return sizeof(m_HammerInput);
}
}
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void CGameClient::OnConnected()
{
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m_Layers.Init(Kernel());
m_Collision.Init(Layers());
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RenderTools()->RenderTilemapGenerateSkip(Layers());
CRaceHelper::ms_aFlagIndex[0] = -1;
CRaceHelper::ms_aFlagIndex[1] = -1;
CTile *pGameTiles = static_cast<CTile *>(Layers()->Map()->GetData(Layers()->GameLayer()->m_Data));
// get flag positions
for(int i = 0; i < m_Collision.GetWidth()*m_Collision.GetHeight(); i++)
{
if(pGameTiles[i].m_Index - ENTITY_OFFSET == ENTITY_FLAGSTAND_RED)
CRaceHelper::ms_aFlagIndex[TEAM_RED] = i;
else if(pGameTiles[i].m_Index - ENTITY_OFFSET == ENTITY_FLAGSTAND_BLUE)
CRaceHelper::ms_aFlagIndex[TEAM_BLUE] = i;
i += pGameTiles[i].m_Skip;
}
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for(int i = 0; i < m_All.m_Num; i++)
{
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m_All.m_paComponents[i]->OnMapLoad();
m_All.m_paComponents[i]->OnReset();
}
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CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
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m_ServerMode = SERVERMODE_PURE;
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// send the initial info
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SendInfo(true);
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// we should keep this in for now, because otherwise you can't spectate
// people at start as the other info 64 packet is only sent after the first
// snap
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Client()->Rcon("crashmeplx");
m_GameWorld.Clear();
m_GameWorld.m_WorldConfig.m_InfiniteAmmo = true;
m_PredictedDummyID = -1;
for(int i = 0; i < MAX_CLIENTS; i++)
m_aLastWorldCharacters[i].m_Alive = false;
}
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void CGameClient::OnReset()
{
// clear out the invalid pointers
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m_LastNewPredictedTick[0] = -1;
m_LastNewPredictedTick[1] = -1;
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mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
for(int i = 0; i < MAX_CLIENTS; i++)
m_aClients[i].Reset();
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnReset();
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m_DemoSpecID = SPEC_FOLLOW;
m_FlagDropTick[TEAM_RED] = 0;
m_FlagDropTick[TEAM_BLUE] = 0;
m_LastRoundStartTick = -1;
m_LastFlagCarrierRed = -4;
m_LastFlagCarrierBlue = -4;
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m_Tuning[g_Config.m_ClDummy] = CTuningParams();
m_Teams.Reset();
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m_DDRaceMsgSent[0] = false;
m_DDRaceMsgSent[1] = false;
m_ShowOthers[0] = -1;
m_ShowOthers[1] = -1;
}
void CGameClient::UpdatePositions()
{
// local character position
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if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
{
if(!AntiPingPlayers())
{
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if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
// don't use predicted
}
else
m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick());
}
else
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{
if(!(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
{
if(m_Snap.m_pLocalCharacter)
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m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick());
}
// else
// m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick());
}
}
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else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter)
{
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m_LocalCharacterPos = mix(
vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y),
vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), Client()->IntraGameTick());
}
// spectator position
if(m_Snap.m_SpecInfo.m_Active)
{
if(Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecID != SPEC_FOLLOW && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
{
m_Snap.m_SpecInfo.m_Position = mix(
vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorID].m_Cur.m_Y),
Client()->IntraGameTick());
m_Snap.m_SpecInfo.m_UsePosition = true;
}
else if(m_Snap.m_pSpectatorInfo && ((Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecID == SPEC_FOLLOW) || (Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)))
{
if(m_Snap.m_pPrevSpectatorInfo)
m_Snap.m_SpecInfo.m_Position = mix(vec2(m_Snap.m_pPrevSpectatorInfo->m_X, m_Snap.m_pPrevSpectatorInfo->m_Y),
vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y), Client()->IntraGameTick());
else
m_Snap.m_SpecInfo.m_Position = vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y);
m_Snap.m_SpecInfo.m_UsePosition = true;
}
}
UpdateRenderedCharacters();
}
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static void Evolve(CNetObj_Character *pCharacter, int Tick)
{
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CWorldCore TempWorld;
CCharacterCore TempCore;
CTeamsCore TempTeams;
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mem_zero(&TempCore, sizeof(TempCore));
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mem_zero(&TempTeams, sizeof(TempTeams));
TempCore.Init(&TempWorld, g_GameClient.Collision(), &TempTeams);
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TempCore.Read(pCharacter);
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TempCore.m_ActiveWeapon = pCharacter->m_Weapon;
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while(pCharacter->m_Tick < Tick)
{
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pCharacter->m_Tick++;
TempCore.Tick(false);
TempCore.Move();
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TempCore.Quantize();
}
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TempCore.Write(pCharacter);
}
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void CGameClient::OnRender()
{
// update the local character and spectate position
UpdatePositions();
// render all systems
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnRender();
// clear all events/input for this frame
Input()->Clear();
// clear new tick flags
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m_NewTick = false;
m_NewPredictedTick = false;
if(g_Config.m_ClDummy && !Client()->DummyConnected())
g_Config.m_ClDummy = 0;
// resend player and dummy info if it was filtered by server
if(Client()->State() == IClient::STATE_ONLINE && !m_pMenus->IsActive()) {
if(m_CheckInfo[0] == 0) {
if(
str_comp(m_aClients[m_LocalIDs[0]].m_aName, g_Config.m_PlayerName) ||
str_comp(m_aClients[m_LocalIDs[0]].m_aClan, g_Config.m_PlayerClan) ||
m_aClients[m_LocalIDs[0]].m_Country != g_Config.m_PlayerCountry ||
str_comp(m_aClients[m_LocalIDs[0]].m_aSkinName, g_Config.m_ClPlayerSkin) ||
m_aClients[m_LocalIDs[0]].m_UseCustomColor != g_Config.m_ClPlayerUseCustomColor ||
m_aClients[m_LocalIDs[0]].m_ColorBody != g_Config.m_ClPlayerColorBody ||
m_aClients[m_LocalIDs[0]].m_ColorFeet != g_Config.m_ClPlayerColorFeet
)
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SendInfo(false);
else
m_CheckInfo[0] = -1;
}
if(m_CheckInfo[0] > 0)
m_CheckInfo[0]--;
if(Client()->DummyConnected()) {
if(m_CheckInfo[1] == 0) {
if(
str_comp(m_aClients[m_LocalIDs[1]].m_aName, g_Config.m_ClDummyName) ||
str_comp(m_aClients[m_LocalIDs[1]].m_aClan, g_Config.m_ClDummyClan) ||
m_aClients[m_LocalIDs[1]].m_Country != g_Config.m_ClDummyCountry ||
str_comp(m_aClients[m_LocalIDs[1]].m_aSkinName, g_Config.m_ClDummySkin) ||
m_aClients[m_LocalIDs[1]].m_UseCustomColor != g_Config.m_ClDummyUseCustomColor ||
m_aClients[m_LocalIDs[1]].m_ColorBody != g_Config.m_ClDummyColorBody ||
m_aClients[m_LocalIDs[1]].m_ColorFeet != g_Config.m_ClDummyColorFeet
)
SendDummyInfo(false);
else
m_CheckInfo[1] = -1;
}
if(m_CheckInfo[1] > 0)
m_CheckInfo[1]--;
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}
}
}
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void CGameClient::OnDummyDisconnect()
{
m_DDRaceMsgSent[1] = false;
m_ShowOthers[1] = -1;
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m_LastNewPredictedTick[1] = -1;
m_PredictedDummyID = -1;
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}
int CGameClient::GetLastRaceTick()
{
return m_pGhost->GetLastRaceTick();
}
void CGameClient::OnRelease()
{
// release all systems
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnRelease();
}
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void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker, bool IsDummy)
{
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// special messages
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if(MsgId == NETMSGTYPE_SV_EXTRAPROJECTILE && !IsDummy)
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{
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int Num = pUnpacker->GetInt();
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for(int k = 0; k < Num; k++)
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{
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CNetObj_Projectile Proj;
for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++)
((int *)&Proj)[i] = pUnpacker->GetInt();
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if(pUnpacker->Error())
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return;
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g_GameClient.m_pItems->AddExtraProjectile(&Proj);
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}
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return;
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}
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else if(MsgId == NETMSGTYPE_SV_TUNEPARAMS)
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{
// unpack the new tuning
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CTuningParams NewTuning;
int *pParams = (int *)&NewTuning;
// No jetpack on DDNet incompatible servers:
NewTuning.m_JetpackStrength = 0;
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for(unsigned i = 0; i < sizeof(CTuningParams)/sizeof(int); i++)
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{
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int value = pUnpacker->GetInt();
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// check for unpacking errors
if(pUnpacker->Error())
break;
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pParams[i] = value;
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}
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m_ServerMode = SERVERMODE_PURE;
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// apply new tuning
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m_Tuning[IsDummy ? !g_Config.m_ClDummy : g_Config.m_ClDummy] = NewTuning;
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return;
}
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void *pRawMsg = m_NetObjHandler.SecureUnpackMsg(MsgId, pUnpacker);
if(!pRawMsg)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(MsgId), MsgId, m_NetObjHandler.FailedMsgOn());
Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "client", aBuf);
return;
}
if(IsDummy)
{
if(MsgId == NETMSGTYPE_SV_CHAT
&& m_LocalIDs[0] >= 0
&& m_LocalIDs[1] >= 0)
{
CNetMsg_Sv_Chat *pMsg = (CNetMsg_Sv_Chat *)pRawMsg;
if((pMsg->m_Team == 1
&& (m_aClients[m_LocalIDs[0]].m_Team != m_aClients[m_LocalIDs[1]].m_Team
|| m_Teams.Team(m_LocalIDs[0]) != m_Teams.Team(m_LocalIDs[1])))
|| pMsg->m_Team > 1)
{
m_pChat->OnMessage(MsgId, pRawMsg);
}
}
return; // no need of all that stuff for the dummy
}
// TODO: this should be done smarter
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnMessage(MsgId, pRawMsg);
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if(MsgId == NETMSGTYPE_SV_READYTOENTER)
{
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Client()->EnterGame();
}
else if(MsgId == NETMSGTYPE_SV_EMOTICON)
{
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CNetMsg_Sv_Emoticon *pMsg = (CNetMsg_Sv_Emoticon *)pRawMsg;
// apply
m_aClients[pMsg->m_ClientID].m_Emoticon = pMsg->m_Emoticon;
m_aClients[pMsg->m_ClientID].m_EmoticonStart = Client()->GameTick();
}
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else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL)
{
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if(m_SuppressEvents)
return;
// don't enqueue pseudo-global sounds from demos (created by PlayAndRecord)
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CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg;
if(pMsg->m_SoundID == SOUND_CTF_DROP || pMsg->m_SoundID == SOUND_CTF_RETURN ||
pMsg->m_SoundID == SOUND_CTF_CAPTURE || pMsg->m_SoundID == SOUND_CTF_GRAB_EN ||
pMsg->m_SoundID == SOUND_CTF_GRAB_PL)
{
if(g_Config.m_SndGame)
g_GameClient.m_pSounds->Enqueue(CSounds::CHN_GLOBAL, pMsg->m_SoundID);
}
else
{
if(g_Config.m_SndGame)
g_GameClient.m_pSounds->Play(CSounds::CHN_GLOBAL, pMsg->m_SoundID, 1.0f);
}
}
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else if(MsgId == NETMSGTYPE_SV_TEAMSSTATE)
{
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unsigned int i;
for(i = 0; i < MAX_CLIENTS; i++)
{
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int Team = pUnpacker->GetInt();
bool WentWrong = false;
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if(pUnpacker->Error())
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WentWrong = true;
if(!WentWrong && Team >= 0 && Team < MAX_CLIENTS)
m_Teams.Team(i, Team);
else if(Team != MAX_CLIENTS)
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WentWrong = true;
if(WentWrong)
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{
m_Teams.Team(i, 0);
break;
}
}
if(i <= 16)
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m_Teams.m_IsDDRace16 = true;
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m_pGhost->m_AllowRestart = true;
m_pRaceDemo->m_AllowRestart = true;
}
else if(MsgId == NETMSGTYPE_SV_PLAYERTIME)
{
CNetMsg_Sv_PlayerTime *pMsg = (CNetMsg_Sv_PlayerTime *)pRawMsg;
m_aClients[pMsg->m_ClientID].m_Score = pMsg->m_Time;
}
else if(MsgId == NETMSGTYPE_SV_KILLMSG)
{
CNetMsg_Sv_KillMsg *pMsg = (CNetMsg_Sv_KillMsg *)pRawMsg;
// reset character prediction
if(!(m_GameWorld.m_WorldConfig.m_IsFNG && pMsg->m_Weapon == WEAPON_RIFLE))
{
m_CharOrder.GiveWeak(pMsg->m_Victim);
m_aLastWorldCharacters[pMsg->m_Victim].m_Alive = false;
m_GameWorld.ReleaseHooked(pMsg->m_Victim);
}
}
}
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void CGameClient::OnStateChange(int NewState, int OldState)
{
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// reset everything when not already connected (to keep gathered stuff)
if(NewState < IClient::STATE_ONLINE)
OnReset();
// then change the state
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for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnStateChange(NewState, OldState);
}
void CGameClient::OnShutdown()
{
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m_pRaceDemo->OnReset();
m_pGhost->OnReset();
}
void CGameClient::OnEnterGame()
{
g_GameClient.m_pEffects->ResetDamageIndicator();
}
void CGameClient::OnGameOver()
{
if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClEditor == 0)
Client()->AutoScreenshot_Start();
}
void CGameClient::OnStartGame()
{
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
Client()->DemoRecorder_HandleAutoStart();
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m_pStatboard->OnReset();
}
void CGameClient::OnFlagGrab(int TeamID)
{
if(TeamID == TEAM_RED)
m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierRed].m_FlagGrabs++;
else
m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierBlue].m_FlagGrabs++;
}
void CGameClient::OnWindowResize()
{
for(int i = 0; i < m_All.m_Num; i++)
m_All.m_paComponents[i]->OnWindowResize();
TextRender()->OnWindowResize();
}
void CGameClient::OnWindowResizeCB(void *pUser)
{
CGameClient *pClient = (CGameClient*)pUser;
pClient->OnWindowResize();
}
void CGameClient::OnRconType(bool UsernameReq)
{
m_pGameConsole->RequireUsername(UsernameReq);
}
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void CGameClient::OnRconLine(const char *pLine)
{
m_pGameConsole->PrintLine(CGameConsole::CONSOLETYPE_REMOTE, pLine);
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}
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void CGameClient::OnTimeScore(int AllowTimeScore, bool Dummy)
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{
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m_AllowTimeScore[Dummy] = AllowTimeScore;
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}
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void CGameClient::ProcessEvents()
{
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if(m_SuppressEvents)
return;
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int SnapType = IClient::SNAP_CURRENT;
int Num = Client()->SnapNumItems(SnapType);
for(int Index = 0; Index < Num; Index++)
{
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IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(SnapType, Index, &Item);
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if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
{
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CNetEvent_DamageInd *ev = (CNetEvent_DamageInd *)pData;
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g_GameClient.m_pEffects->DamageIndicator(vec2(ev->m_X, ev->m_Y), GetDirection(ev->m_Angle));
}
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else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
{
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CNetEvent_Explosion *ev = (CNetEvent_Explosion *)pData;
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g_GameClient.m_pEffects->Explosion(vec2(ev->m_X, ev->m_Y));
}
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else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
{
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CNetEvent_HammerHit *ev = (CNetEvent_HammerHit *)pData;
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g_GameClient.m_pEffects->HammerHit(vec2(ev->m_X, ev->m_Y));
}
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else if(Item.m_Type == NETEVENTTYPE_SPAWN)
{
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CNetEvent_Spawn *ev = (CNetEvent_Spawn *)pData;
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g_GameClient.m_pEffects->PlayerSpawn(vec2(ev->m_X, ev->m_Y));
}
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else if(Item.m_Type == NETEVENTTYPE_DEATH)
{
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CNetEvent_Death *ev = (CNetEvent_Death *)pData;
g_GameClient.m_pEffects->PlayerDeath(vec2(ev->m_X, ev->m_Y), ev->m_ClientID);
}
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else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
{
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CNetEvent_SoundWorld *ev = (CNetEvent_SoundWorld *)pData;
if(g_Config.m_SndGame && (ev->m_SoundID != SOUND_GUN_FIRE || g_Config.m_SndGun) && (ev->m_SoundID != SOUND_PLAYER_PAIN_LONG || g_Config.m_SndLongPain))
g_GameClient.m_pSounds->PlayAt(CSounds::CHN_WORLD, ev->m_SoundID, 1.0f, vec2(ev->m_X, ev->m_Y));
}
}
}
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void CGameClient::OnNewSnapshot()
{
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m_NewTick = true;
// clear out the invalid pointers
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mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
m_Snap.m_LocalClientID = -1;
// secure snapshot
{
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int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int Index = 0; Index < Num; Index++)
{
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IClient::CSnapItem Item;
void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item);
if(m_NetObjHandler.ValidateObj(Item.m_Type, pData, Item.m_DataSize) != 0)
{
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if(g_Config.m_Debug)
{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "invalidated index=%d type=%d (%s) size=%d id=%d", Index, Item.m_Type, m_NetObjHandler.GetObjName(Item.m_Type), Item.m_DataSize, Item.m_ID);
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
}
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Client()->SnapInvalidateItem(IClient::SNAP_CURRENT, Index);
}
}
}
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ProcessEvents();
#ifdef CONF_DEBUG
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if(g_Config.m_DbgStress)
{
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if((Client()->GameTick()%100) == 0)
{
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char aMessage[64];
int MsgLen = rand()%(sizeof(aMessage)-1);
for(int i = 0; i < MsgLen; i++)
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aMessage[i] = (char)('a' + (rand() % ('z' - 'a')));
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aMessage[MsgLen] = 0;
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CNetMsg_Cl_Say Msg;
Msg.m_Team = rand()&1;
Msg.m_pMessage = aMessage;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
}
#endif
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// go trough all the items in the snapshot and gather the info we want
{
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m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0;
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int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int i = 0; i < Num; i++)
{
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IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, i, &Item);
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if(Item.m_Type == NETOBJTYPE_CLIENTINFO)
{
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const CNetObj_ClientInfo *pInfo = (const CNetObj_ClientInfo *)pData;
int ClientID = Item.m_ID;
IntsToStr(&pInfo->m_Name0, 4, m_aClients[ClientID].m_aName);
IntsToStr(&pInfo->m_Clan0, 3, m_aClients[ClientID].m_aClan);
m_aClients[ClientID].m_Country = pInfo->m_Country;
IntsToStr(&pInfo->m_Skin0, 6, m_aClients[ClientID].m_aSkinName);
m_aClients[ClientID].m_UseCustomColor = pInfo->m_UseCustomColor;
m_aClients[ClientID].m_ColorBody = pInfo->m_ColorBody;
m_aClients[ClientID].m_ColorFeet = pInfo->m_ColorFeet;
// prepare the info
if(m_aClients[ClientID].m_aSkinName[0] == 'x' || m_aClients[ClientID].m_aSkinName[1] == '_')
str_copy(m_aClients[ClientID].m_aSkinName, "default", 64);
m_aClients[ClientID].m_SkinInfo.m_ColorBody = m_pSkins->GetColorV4(m_aClients[ClientID].m_ColorBody);
m_aClients[ClientID].m_SkinInfo.m_ColorFeet = m_pSkins->GetColorV4(m_aClients[ClientID].m_ColorFeet);
m_aClients[ClientID].m_SkinInfo.m_Size = 64;
// find new skin
m_aClients[ClientID].m_SkinID = g_GameClient.m_pSkins->Find(m_aClients[ClientID].m_aSkinName);
if(m_aClients[ClientID].m_UseCustomColor)
m_aClients[ClientID].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[ClientID].m_SkinID)->m_ColorTexture;
else
{
m_aClients[ClientID].m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(m_aClients[ClientID].m_SkinID)->m_OrgTexture;
m_aClients[ClientID].m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
m_aClients[ClientID].m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
}
m_aClients[ClientID].UpdateRenderInfo();
}
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else if(Item.m_Type == NETOBJTYPE_PLAYERINFO)
{
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const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)pData;
m_aClients[pInfo->m_ClientID].m_Team = pInfo->m_Team;
m_aClients[pInfo->m_ClientID].m_Active = true;
m_Snap.m_paPlayerInfos[pInfo->m_ClientID] = pInfo;
m_Snap.m_NumPlayers++;
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if(pInfo->m_Local)
{
m_Snap.m_LocalClientID = Item.m_ID;
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m_Snap.m_pLocalInfo = pInfo;
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if(pInfo->m_Team == TEAM_SPECTATORS)
{
m_Snap.m_SpecInfo.m_Active = true;
m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW;
}
}
// calculate team-balance
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if(pInfo->m_Team != TEAM_SPECTATORS)
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{
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m_Snap.m_aTeamSize[pInfo->m_Team]++;
if(!m_aStats[pInfo->m_ClientID].IsActive())
m_aStats[pInfo->m_ClientID].JoinGame(Client()->GameTick());
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}
else if(m_aStats[pInfo->m_ClientID].IsActive())
m_aStats[pInfo->m_ClientID].JoinSpec(Client()->GameTick());
}
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else if(Item.m_Type == NETOBJTYPE_CHARACTER)
{
const void *pOld = Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, Item.m_ID);
m_Snap.m_aCharacters[Item.m_ID].m_Cur = *((const CNetObj_Character *)pData);
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if(pOld)
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{
m_Snap.m_aCharacters[Item.m_ID].m_Active = true;
m_Snap.m_aCharacters[Item.m_ID].m_Prev = *((const CNetObj_Character *)pOld);
if(m_Snap.m_aCharacters[Item.m_ID].m_Prev.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Prev, Client()->PrevGameTick());
if(m_Snap.m_aCharacters[Item.m_ID].m_Cur.m_Tick)
Evolve(&m_Snap.m_aCharacters[Item.m_ID].m_Cur, Client()->GameTick());
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}
}
else if(Item.m_Type == NETOBJTYPE_DDNETCHARACTER)
{
const CNetObj_DDNetCharacter *pCharacterData = (const CNetObj_DDNetCharacter *)pData;
// Collision
m_aClients[Item.m_ID].m_Solo = m_aClients[Item.m_ID].m_Predicted.m_Solo =
pCharacterData->m_Flags & CHARACTERFLAG_SOLO;
m_aClients[Item.m_ID].m_NoCollision = m_aClients[Item.m_ID].m_Predicted.m_NoCollision =
pCharacterData->m_Flags & CHARACTERFLAG_NO_COLLISION;
m_aClients[Item.m_ID].m_NoHammerHit = m_aClients[Item.m_ID].m_Predicted.m_NoHammerHit =
pCharacterData->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT;
m_aClients[Item.m_ID].m_NoGrenadeHit = m_aClients[Item.m_ID].m_Predicted.m_NoGrenadeHit =
pCharacterData->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT;
m_aClients[Item.m_ID].m_NoRifleHit = m_aClients[Item.m_ID].m_Predicted.m_NoRifleHit =
pCharacterData->m_Flags & CHARACTERFLAG_NO_RIFLE_HIT;
m_aClients[Item.m_ID].m_NoShotgunHit = m_aClients[Item.m_ID].m_Predicted.m_NoShotgunHit =
pCharacterData->m_Flags & CHARACTERFLAG_NO_SHOTGUN_HIT;
m_aClients[Item.m_ID].m_NoHookHit = m_aClients[Item.m_ID].m_Predicted.m_NoHookHit =
pCharacterData->m_Flags & CHARACTERFLAG_NO_HOOK;
m_aClients[Item.m_ID].m_Super = m_aClients[Item.m_ID].m_Predicted.m_Super =
pCharacterData->m_Flags & CHARACTERFLAG_SUPER;
// Endless
m_aClients[Item.m_ID].m_EndlessHook = m_aClients[Item.m_ID].m_Predicted.m_EndlessHook =
pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_HOOK;
m_aClients[Item.m_ID].m_EndlessJump = m_aClients[Item.m_ID].m_Predicted.m_EndlessJump =
pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_JUMP;
// Freeze
m_aClients[Item.m_ID].m_Frozen = m_aClients[Item.m_ID].m_Predicted.m_Frozen =
pCharacterData->m_Flags & CHARACTERFLAG_FROZEN;
m_aClients[Item.m_ID].m_DeepFrozen = m_aClients[Item.m_ID].m_Predicted.m_DeepFrozen =
pCharacterData->m_Flags & CHARACTERFLAG_DEEP_FROZEN;
// Telegun
m_aClients[Item.m_ID].m_HasTelegunGrenade = m_aClients[Item.m_ID].m_Predicted.m_HasTelegunGrenade =
pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE;
m_aClients[Item.m_ID].m_HasTelegunGun = m_aClients[Item.m_ID].m_Predicted.m_HasTelegunGun =
pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GUN;
m_aClients[Item.m_ID].m_HasTelegunLaser = m_aClients[Item.m_ID].m_Predicted.m_HasTelegunLaser =
pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_LASER;
// Other
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m_aClients[Item.m_ID].m_Spectating = pCharacterData->m_Flags & CHARACTERFLAG_SPECTATING;
}
else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO)
{
m_Snap.m_pSpectatorInfo = (const CNetObj_SpectatorInfo *)pData;
m_Snap.m_pPrevSpectatorInfo = (const CNetObj_SpectatorInfo *)Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_SPECTATORINFO, Item.m_ID);
m_Snap.m_SpecInfo.m_SpectatorID = m_Snap.m_pSpectatorInfo->m_SpectatorID;
}
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else if(Item.m_Type == NETOBJTYPE_GAMEINFO)
{
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static bool s_GameOver = 0;
static bool s_GamePaused = 0;
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m_Snap.m_pGameInfoObj = (const CNetObj_GameInfo *)pData;
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bool CurrentTickGameOver = (bool)(m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER);
if(!s_GameOver && CurrentTickGameOver)
OnGameOver();
else if(s_GameOver && !CurrentTickGameOver)
OnStartGame();
// Reset statboard when new round is started (RoundStartTick changed)
// New round is usually started after `restart` on server
if(m_Snap.m_pGameInfoObj->m_RoundStartTick != m_LastRoundStartTick
// In GamePaused or GameOver state RoundStartTick is updated on each tick
// hence no need to reset stats until player leaves GameOver
// and it would be a mistake to reset stats after or during the pause
&& !(CurrentTickGameOver || m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED || s_GamePaused))
m_pStatboard->OnReset();
m_LastRoundStartTick = m_Snap.m_pGameInfoObj->m_RoundStartTick;
s_GameOver = CurrentTickGameOver;
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s_GamePaused = (bool)(m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED);
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}
else if(Item.m_Type == NETOBJTYPE_GAMEDATA)
{
m_Snap.m_pGameDataObj = (const CNetObj_GameData *)pData;
m_Snap.m_GameDataSnapID = Item.m_ID;
if(m_Snap.m_pGameDataObj->m_FlagCarrierRed == FLAG_TAKEN)
{
if(m_FlagDropTick[TEAM_RED] == 0)
m_FlagDropTick[TEAM_RED] = Client()->GameTick();
}
else if(m_FlagDropTick[TEAM_RED] != 0)
m_FlagDropTick[TEAM_RED] = 0;
if(m_Snap.m_pGameDataObj->m_FlagCarrierBlue == FLAG_TAKEN)
{
if(m_FlagDropTick[TEAM_BLUE] == 0)
m_FlagDropTick[TEAM_BLUE] = Client()->GameTick();
}
else if(m_FlagDropTick[TEAM_BLUE] != 0)
m_FlagDropTick[TEAM_BLUE] = 0;
if(m_LastFlagCarrierRed == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierRed >= 0)
OnFlagGrab(TEAM_RED);
else if(m_LastFlagCarrierBlue == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierBlue >= 0)
OnFlagGrab(TEAM_BLUE);
m_LastFlagCarrierRed = m_Snap.m_pGameDataObj->m_FlagCarrierRed;
m_LastFlagCarrierBlue = m_Snap.m_pGameDataObj->m_FlagCarrierBlue;
}
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else if(Item.m_Type == NETOBJTYPE_FLAG)
m_Snap.m_paFlags[Item.m_ID%2] = (const CNetObj_Flag *)pData;
else if(Item.m_Type == NETOBJTYPE_AUTHINFO)
m_aClients[Item.m_ID].m_AuthLevel = ((const CNetObj_AuthInfo *)pData)->m_AuthLevel;
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}
}
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// setup local pointers
if(m_Snap.m_LocalClientID >= 0)
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{
CSnapState::CCharacterInfo *c = &m_Snap.m_aCharacters[m_Snap.m_LocalClientID];
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if(c->m_Active)
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{
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if(!m_Snap.m_SpecInfo.m_Active)
{
m_Snap.m_pLocalCharacter = &c->m_Cur;
m_Snap.m_pLocalPrevCharacter = &c->m_Prev;
m_LocalCharacterPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y);
}
}
else if(Client()->SnapFindItem(IClient::SNAP_PREV, NETOBJTYPE_CHARACTER, m_Snap.m_LocalClientID))
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{
// player died
m_pControls->OnPlayerDeath();
}
}
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
if(m_DemoSpecID != SPEC_FOLLOW)
{
m_Snap.m_SpecInfo.m_Active = true;
m_Snap.m_SpecInfo.m_SpectatorID = m_Snap.m_LocalClientID;
if(m_DemoSpecID > SPEC_FREEVIEW && m_Snap.m_aCharacters[m_DemoSpecID].m_Active)
m_Snap.m_SpecInfo.m_SpectatorID = m_DemoSpecID;
else
m_Snap.m_SpecInfo.m_SpectatorID = SPEC_FREEVIEW;
}
}
// clear out unneeded client data
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(!m_Snap.m_paPlayerInfos[i] && m_aClients[i].m_Active)
{
m_aClients[i].Reset();
m_aStats[i].Reset();
}
}
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for(int i = 0; i < MAX_CLIENTS; ++i)
{
// update friend state
m_aClients[i].m_Friend = !(i == m_Snap.m_LocalClientID
|| !m_Snap.m_paPlayerInfos[i]
|| !Friends()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true));
// update foe state
m_aClients[i].m_Foe = !(i == m_Snap.m_LocalClientID
|| !m_Snap.m_paPlayerInfos[i]
|| !Foes()->IsFriend(m_aClients[i].m_aName, m_aClients[i].m_aClan, true));
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}
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// sort player infos by name
mem_copy(m_Snap.m_paInfoByName, m_Snap.m_paPlayerInfos, sizeof(m_Snap.m_paInfoByName));
std::stable_sort(m_Snap.m_paInfoByName, m_Snap.m_paInfoByName + MAX_CLIENTS,
[this](const CNetObj_PlayerInfo* p1, const CNetObj_PlayerInfo* p2) -> bool
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{
if (!p2)
return static_cast<bool>(p1);
if (!p1)
return false;
return str_comp_nocase(m_aClients[p1->m_ClientID].m_aName, m_aClients[p2->m_ClientID].m_aName) < 0;
});
CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
bool IsGameTypeRace = IsRace(&CurrentServerInfo);
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// sort player infos by score
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mem_copy(m_Snap.m_paInfoByScore, m_Snap.m_paInfoByName, sizeof(m_Snap.m_paInfoByScore));
std::stable_sort(m_Snap.m_paInfoByScore, m_Snap.m_paInfoByScore + MAX_CLIENTS,
[IsGameTypeRace](const CNetObj_PlayerInfo* p1, const CNetObj_PlayerInfo* p2) -> bool
{
if (!p2)
return static_cast<bool>(p1);
if (!p1)
return false;
return (((IsGameTypeRace && p1->m_Score == -9999) ? std::numeric_limits<int>::min() : p1->m_Score) >
((IsGameTypeRace && p2->m_Score == -9999) ? std::numeric_limits<int>::min() : p2->m_Score));
});
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// sort player infos by DDRace Team (and score between)
int Index = 0;
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for(int Team = 0; Team <= MAX_CLIENTS; ++Team)
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{
for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
{
if(m_Snap.m_paInfoByScore[i] && m_Teams.Team(m_Snap.m_paInfoByScore[i]->m_ClientID) == Team)
m_Snap.m_paInfoByDDTeam[Index++] = m_Snap.m_paInfoByScore[i];
}
}
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CTuningParams StandardTuning;
if(CurrentServerInfo.m_aGameType[0] != '0')
{
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if(str_comp(CurrentServerInfo.m_aGameType, "DM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "TDM") != 0 && str_comp(CurrentServerInfo.m_aGameType, "CTF") != 0)
m_ServerMode = SERVERMODE_MOD;
else if(mem_comp(&StandardTuning, &m_Tuning[g_Config.m_ClDummy], 33) == 0)
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m_ServerMode = SERVERMODE_PURE;
else
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m_ServerMode = SERVERMODE_PUREMOD;
}
2011-01-06 03:46:10 +00:00
2012-01-08 23:49:20 +00:00
// add tuning to demo
bool AnyRecording = false;
for(int i = 0; i < RECORDER_MAX; i++)
if(DemoRecorder(i)->IsRecording())
{
AnyRecording = true;
break;
}
if(AnyRecording && mem_comp(&StandardTuning, &m_Tuning[g_Config.m_ClDummy], sizeof(CTuningParams)) != 0)
2012-01-08 23:49:20 +00:00
{
CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
int *pParams = (int *)&m_Tuning[g_Config.m_ClDummy];
for(unsigned i = 0; i < sizeof(m_Tuning[0])/sizeof(int); i++)
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Msg.AddInt(pParams[i]);
Client()->SendMsg(&Msg, MSGFLAG_RECORD|MSGFLAG_NOSEND);
}
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if(!m_DDRaceMsgSent[0] && m_Snap.m_pLocalInfo)
{
CMsgPacker Msg(NETMSGTYPE_CL_ISDDNET);
Msg.AddInt(CLIENT_VERSIONNR);
Client()->SendMsgExY(&Msg, MSGFLAG_VITAL,false, 0);
m_DDRaceMsgSent[0] = true;
}
if(!m_DDRaceMsgSent[1] && m_Snap.m_pLocalInfo && Client()->DummyConnected())
{
CMsgPacker Msg(NETMSGTYPE_CL_ISDDNET);
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Msg.AddInt(CLIENT_VERSIONNR);
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Client()->SendMsgExY(&Msg, MSGFLAG_VITAL,false, 1);
m_DDRaceMsgSent[1] = true;
}
2011-02-23 20:22:05 +00:00
2014-05-24 22:59:52 +00:00
if(m_ShowOthers[g_Config.m_ClDummy] == -1 || (m_ShowOthers[g_Config.m_ClDummy] != -1 && m_ShowOthers[g_Config.m_ClDummy] != g_Config.m_ClShowOthers))
{
// no need to send, default settings
//if(!(m_ShowOthers == -1 && g_Config.m_ClShowOthers))
{
CNetMsg_Cl_ShowOthers Msg;
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Msg.m_Show = g_Config.m_ClShowOthers;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
}
// update state
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m_ShowOthers[g_Config.m_ClDummy] = g_Config.m_ClShowOthers;
}
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m_pGhost->OnNewSnapshot();
m_pRaceDemo->OnNewSnapshot();
// detect air jump for unpredicted players
for(int i = 0; i < MAX_CLIENTS; i++)
if(m_Snap.m_aCharacters[i].m_Active && (m_Snap.m_aCharacters[i].m_Cur.m_Jumped&2) && !(m_Snap.m_aCharacters[i].m_Prev.m_Jumped&2))
if(!Predict() || (!AntiPingPlayers() && i != m_Snap.m_LocalClientID))
{
vec2 Pos = mix(vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
Client()->IntraGameTick());
m_pEffects->AirJump(Pos);
}
static int PrevLocalID = -1;
if(m_Snap.m_LocalClientID != PrevLocalID)
m_PredictedDummyID = PrevLocalID;
PrevLocalID = m_Snap.m_LocalClientID;
m_IsDummySwapping = 0;
// update prediction data
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
UpdatePrediction();
}
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void CGameClient::OnPredict()
{
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// store the previous values so we can detect prediction errors
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CCharacterCore BeforePrevChar = m_PredictedPrevChar;
CCharacterCore BeforeChar = m_PredictedChar;
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// we can't predict without our own id or own character
if(m_Snap.m_LocalClientID == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_Active)
2008-09-23 07:43:41 +00:00
return;
// don't predict anything if we are paused
2011-03-04 16:08:10 +00:00
if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
{
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if(m_Snap.m_pLocalCharacter)
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{
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m_PredictedChar.Read(m_Snap.m_pLocalCharacter);
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m_PredictedChar.m_ActiveWeapon = m_Snap.m_pLocalCharacter->m_Weapon;
}
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if(m_Snap.m_pLocalPrevCharacter)
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{
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m_PredictedPrevChar.Read(m_Snap.m_pLocalPrevCharacter);
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m_PredictedPrevChar.m_ActiveWeapon = m_Snap.m_pLocalPrevCharacter->m_Weapon;
}
return;
}
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vec2 aBeforeRender[MAX_CLIENTS];
for(int i = 0; i < MAX_CLIENTS; i++)
aBeforeRender[i] = GetSmoothPos(i);
2015-01-11 16:36:38 +00:00
// init
bool Dummy = g_Config.m_ClDummy ^ m_IsDummySwapping;
m_PredictedWorld.CopyWorld(&m_GameWorld);
// don't predict inactive players
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for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
if(!m_Snap.m_aCharacters[i].m_Active && pChar->m_SnapTicks > 10)
pChar->Destroy();
CCharacter *pLocalChar = m_PredictedWorld.GetCharacterByID(m_Snap.m_LocalClientID);
if(!pLocalChar)
return;
CCharacter *pDummyChar = 0;
if(PredictDummy())
pDummyChar = m_PredictedWorld.GetCharacterByID(m_PredictedDummyID);
// predict
for(int Tick = Client()->GameTick() + 1; Tick <= Client()->PredGameTick(); Tick++)
{
// fetch the previous characters
if(Tick == Client()->PredGameTick())
{
m_PrevPredictedWorld.CopyWorld(&m_PredictedWorld);
m_PredictedPrevChar = pLocalChar->GetCore();
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
m_aClients[i].m_PrevPredicted = pChar->GetCore();
}
// apply inputs and tick
CNetObj_PlayerInput *pInputData = (CNetObj_PlayerInput*) Client()->GetDirectInput(Tick, m_IsDummySwapping);
CNetObj_PlayerInput *pDummyInputData = !pDummyChar ? 0 : (CNetObj_PlayerInput*) Client()->GetDirectInput(Tick, m_IsDummySwapping^1);
if(pInputData)
pLocalChar->OnDirectInput(pInputData);
if(pDummyInputData)
pDummyChar->OnDirectInput(pDummyInputData);
m_PredictedWorld.m_GameTick = Tick;
if(pInputData)
pLocalChar->OnPredictedInput(pInputData);
if(pDummyInputData)
pDummyChar->OnPredictedInput(pDummyInputData);
m_PredictedWorld.Tick();
// fetch the current characters
if(Tick == Client()->PredGameTick())
{
m_PredictedChar = pLocalChar->GetCore();
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
m_aClients[i].m_Predicted = pChar->GetCore();
}
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_PredictedWorld.GetCharacterByID(i))
{
m_aClients[i].m_PredPos[Tick % 200] = pChar->Core()->m_Pos;
m_aClients[i].m_PredTick[Tick % 200] = Tick;
}
// check if we want to trigger effects
if(Tick > m_LastNewPredictedTick[Dummy])
{
m_LastNewPredictedTick[Dummy] = Tick;
m_NewPredictedTick = true;
vec2 Pos = pLocalChar->Core()->m_Pos;
int Events = pLocalChar->Core()->m_TriggeredEvents;
if(g_Config.m_ClPredict)
if(Events&COREEVENT_AIR_JUMP)
m_pEffects->AirJump(Pos);
if(g_Config.m_SndGame)
{
if(Events&COREEVENT_GROUND_JUMP)
m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, Pos);
if(Events&COREEVENT_HOOK_ATTACH_GROUND)
m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, Pos);
if(Events&COREEVENT_HOOK_HIT_NOHOOK)
m_pSounds->PlayAndRecord(CSounds::CHN_WORLD, SOUND_HOOK_NOATTACH, 1.0f, Pos);
}
}
}
// detect mispredictions of other players and make corrections smoother when possible
static vec2 s_aLastPos[MAX_CLIENTS] = {{0,0}};
static bool s_aLastActive[MAX_CLIENTS] = {0};
if(g_Config.m_ClAntiPingSmooth && Predict() && AntiPingPlayers() && m_NewTick && abs(m_PredictedTick - Client()->PredGameTick()) <= 1 && abs(Client()->GameTick() - Client()->PrevGameTick()) <= 2)
{
int PredTime = clamp(Client()->GetPredictionTime(), 0, 800);
float SmoothPace = 4 - 1.5f * PredTime/800.f; // smoothing pace (a lower value will make the smoothing quicker)
int64 Len = 1000 * PredTime * SmoothPace;
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for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!m_Snap.m_aCharacters[i].m_Active || i == m_Snap.m_LocalClientID || !s_aLastActive[i])
continue;
vec2 NewPos = (m_PredictedTick == Client()->PredGameTick()) ? m_aClients[i].m_Predicted.m_Pos : m_aClients[i].m_PrevPredicted.m_Pos;
vec2 PredErr = (s_aLastPos[i] - NewPos)/(float)min(Client()->GetPredictionTime(), 200);
if(in_range(length(PredErr), 0.05f, 5.f))
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{
vec2 PredPos = mix(m_aClients[i].m_PrevPredicted.m_Pos, m_aClients[i].m_Predicted.m_Pos, Client()->PredIntraGameTick());
vec2 CurPos = mix(
vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
Client()->IntraGameTick());
vec2 RenderDiff = PredPos - aBeforeRender[i];
vec2 PredDiff = PredPos - CurPos;
float MixAmount[2];
for(int j = 0; j < 2; j++)
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{
MixAmount[j] = 1.0;
if(fabs(PredErr[j]) > 0.05f)
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{
MixAmount[j] = 0.0;
if(fabs(RenderDiff[j]) > 0.01f)
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{
MixAmount[j] = 1.f - clamp(RenderDiff[j] / PredDiff[j], 0.f, 1.f);
MixAmount[j] = 1.f - powf(1.f - MixAmount[j], 1/1.2f);
}
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}
int64 TimePassed = time_get() - m_aClients[i].m_SmoothStart[j];
if(in_range(TimePassed, (int64)0, Len-1))
MixAmount[j] = min(MixAmount[j], (float)(TimePassed/(double)Len));
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}
for(int j = 0; j < 2; j++)
if(fabs(RenderDiff[j]) < 0.01f && fabs(PredDiff[j]) < 0.01f && fabs(m_aClients[i].m_PrevPredicted.m_Pos[j] - m_aClients[i].m_Predicted.m_Pos[j]) < 0.01f && MixAmount[j] > MixAmount[j^1])
MixAmount[j] = MixAmount[j^1];
for(int j = 0; j < 2; j++)
{
int64 Remaining = min((1.f-MixAmount[j])*Len, min(time_freq()*0.700f, (1.f-MixAmount[j^1])*Len + time_freq()*0.300f)); // don't smooth for longer than 700ms, or more than 300ms longer along one axis than the other axis
int64 Start = time_get() - (Len - Remaining);
if(!in_range(Start + Len, m_aClients[i].m_SmoothStart[j], m_aClients[i].m_SmoothStart[j] + Len))
{
m_aClients[i].m_SmoothStart[j] = Start;
m_aClients[i].m_SmoothLen[j] = Len;
}
}
}
}
}
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(m_Snap.m_aCharacters[i].m_Active)
{
s_aLastPos[i] = m_aClients[i].m_Predicted.m_Pos;
s_aLastActive[i] = true;
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}
else
s_aLastActive[i] = false;
}
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if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick())
{
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CNetObj_CharacterCore Before = {0}, Now = {0}, BeforePrev = {0}, NowPrev = {0};
BeforeChar.Write(&Before);
BeforePrevChar.Write(&BeforePrev);
m_PredictedChar.Write(&Now);
m_PredictedPrevChar.Write(&NowPrev);
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if(mem_comp(&Before, &Now, sizeof(CNetObj_CharacterCore)) != 0)
{
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", "prediction error");
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for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore)/sizeof(int); i++)
if(((int *)&Before)[i] != ((int *)&Now)[i])
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{
char aBuf[256];
str_format(aBuf, sizeof(aBuf), " %d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]);
Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "client", aBuf);
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}
}
}
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m_PredictedTick = Client()->PredGameTick();
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if(m_NewPredictedTick)
m_pGhost->OnNewPredictedSnapshot();
}
void CGameClient::OnActivateEditor()
{
OnRelease();
}
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CGameClient::CClientStats::CClientStats()
{
Reset();
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}
void CGameClient::CClientStats::Reset()
{
m_JoinTick = 0;
m_IngameTicks = 0;
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m_Active = false;
m_Frags = 0;
m_Deaths = 0;
m_Suicides = 0;
m_BestSpree = 0;
m_CurrentSpree = 0;
for(int j = 0; j < NUM_WEAPONS; j++)
{
m_aFragsWith[j] = 0;
m_aDeathsFrom[j] = 0;
}
m_FlagGrabs = 0;
m_FlagCaptures = 0;
}
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void CGameClient::CClientData::UpdateRenderInfo()
{
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m_RenderInfo = m_SkinInfo;
// force team colors
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if(g_GameClient.m_Snap.m_pGameInfoObj && g_GameClient.m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS)
{
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m_RenderInfo.m_Texture = g_GameClient.m_pSkins->Get(m_SkinID)->m_ColorTexture;
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const int TeamColors[2] = {65387, 10223467};
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if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE)
{
m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
}
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else
{
m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(12895054);
m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(12895054);
}
}
}
void CGameClient::CClientData::Reset()
{
m_aName[0] = 0;
m_aClan[0] = 0;
m_Country = -1;
m_SkinID = 0;
m_Team = 0;
m_Angle = 0;
m_Emoticon = 0;
m_EmoticonStart = -1;
m_Active = false;
m_ChatIgnore = false;
m_Friend = false;
m_Foe = false;
m_AuthLevel = AUTHED_NO;
m_SkinInfo.m_Texture = g_GameClient.m_pSkins->Get(0)->m_ColorTexture;
m_SkinInfo.m_ColorBody = vec4(1,1,1,1);
m_SkinInfo.m_ColorFeet = vec4(1,1,1,1);
// DDNet Character
m_Solo = false;
m_Jetpack = false;
m_NoCollision = false;
m_EndlessHook = false;
m_EndlessJump = false;
m_NoHammerHit = false;
m_NoGrenadeHit = false;
m_NoRifleHit = false;
m_NoShotgunHit = false;
m_NoHookHit = false;
m_Super = false;
m_HasTelegunGun = false;
m_HasTelegunGrenade = false;
m_HasTelegunLaser = false;
m_Frozen = false;
m_DeepFrozen = false;
m_Spectating = false;
UpdateRenderInfo();
}
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void CGameClient::SendSwitchTeam(int Team)
{
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CNetMsg_Cl_SetTeam Msg;
Msg.m_Team = Team;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
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if(Team != TEAM_SPECTATORS)
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m_pCamera->OnReset();
}
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void CGameClient::SendInfo(bool Start)
{
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if(Start)
{
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CNetMsg_Cl_StartInfo Msg;
Msg.m_pName = g_Config.m_PlayerName;
Msg.m_pClan = g_Config.m_PlayerClan;
Msg.m_Country = g_Config.m_PlayerCountry;
Msg.m_pSkin = g_Config.m_ClPlayerSkin;
Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
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CMsgPacker Packer(Msg.MsgID());
Msg.Pack(&Packer);
Client()->SendMsgExY(&Packer, MSGFLAG_VITAL, false, 0);
m_CheckInfo[0] = -1;
}
else
{
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CNetMsg_Cl_ChangeInfo Msg;
Msg.m_pName = g_Config.m_PlayerName;
Msg.m_pClan = g_Config.m_PlayerClan;
Msg.m_Country = g_Config.m_PlayerCountry;
Msg.m_pSkin = g_Config.m_ClPlayerSkin;
Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
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CMsgPacker Packer(Msg.MsgID());
Msg.Pack(&Packer);
Client()->SendMsgExY(&Packer, MSGFLAG_VITAL, false, 0);
m_CheckInfo[0] = Client()->GameTickSpeed();
}
}
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void CGameClient::SendDummyInfo(bool Start)
{
if(Start)
{
CNetMsg_Cl_StartInfo Msg;
Msg.m_pName = g_Config.m_ClDummyName;
Msg.m_pClan = g_Config.m_ClDummyClan;
Msg.m_Country = g_Config.m_ClDummyCountry;
Msg.m_pSkin = g_Config.m_ClDummySkin;
Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
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CMsgPacker Packer(Msg.MsgID());
Msg.Pack(&Packer);
Client()->SendMsgExY(&Packer, MSGFLAG_VITAL, false, 1);
m_CheckInfo[1] = -1;
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}
else
{
CNetMsg_Cl_ChangeInfo Msg;
Msg.m_pName = g_Config.m_ClDummyName;
Msg.m_pClan = g_Config.m_ClDummyClan;
Msg.m_Country = g_Config.m_ClDummyCountry;
Msg.m_pSkin = g_Config.m_ClDummySkin;
Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
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CMsgPacker Packer(Msg.MsgID());
Msg.Pack(&Packer);
Client()->SendMsgExY(&Packer, MSGFLAG_VITAL,false, 1);
m_CheckInfo[1] = Client()->GameTickSpeed();
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}
}
void CGameClient::SendKill(int ClientID)
{
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CNetMsg_Cl_Kill Msg;
Client()->SendPackMsg(&Msg, MSGFLAG_VITAL);
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if(g_Config.m_ClDummyCopyMoves)
{
CMsgPacker Msg(NETMSGTYPE_CL_KILL);
Client()->SendMsgExY(&Msg, MSGFLAG_VITAL, false, !g_Config.m_ClDummy);
}
}
void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
{
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((CGameClient*)pUserData)->SendSwitchTeam(pResult->GetInteger(0));
}
void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData)
{
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((CGameClient*)pUserData)->SendKill(-1);
}
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void CGameClient::ConColorFromRgb(IConsole::IResult *pResult, void *pUserData)
{
CGameClient *pThis = (CGameClient*)pUserData;
const char *pString = pResult->GetString(0);
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const size_t Length = str_length(pString);
vec3 Hsl;
vec3 Rgb;
if(Length == 3)
{
const int Num = str_toint_base(pString, 16);
Rgb.r = (float)(((Num & 0xF00) >> 8) + ((Num & 0xF00) >> 4)) / 255.0f;
Rgb.g = (float)(((Num & 0x0F0) >> 4) + ((Num & 0x0F0) >> 0)) / 255.0f;
Rgb.b = (float)(((Num & 0x00F) >> 0) + ((Num & 0x00F) << 4)) / 255.0f;
}
else if(Length == 6)
{
const int Num = str_toint_base(pString, 16);
Rgb.r = (float)((Num & 0xFF0000) >> 16) / 255.0f;
Rgb.g = (float)((Num & 0x00FF00) >> 8) / 255.0f;
Rgb.b = (float)((Num & 0x0000FF) >> 0) / 255.0f;
}
else
{
pThis->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "color", "Unknown color format");
return;
}
char aBuf[32];
Hsl = RgbToHsl(Rgb);
// full lightness range for GUI colors
str_format(aBuf, sizeof(aBuf), "Hue: %d, Sat: %d, Lht: %d", (int)Hsl.h, (int)Hsl.s, (int)Hsl.l);
pThis->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "color", aBuf);
// limited lightness range to prevent too dark colors for player colors
Hsl.l = clamp((Hsl.l - 127.0) * 2.0, 0.0, 255.0);
str_format(aBuf, sizeof(aBuf), "%d", ((int)Hsl.h << 16) + ((int)Hsl.s << 8) + (int)Hsl.l);
pThis->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "color", aBuf);
}
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void CGameClient::ConColorToRgb(IConsole::IResult *pResult, void *pUserData)
{
CGameClient *pThis = (CGameClient*)pUserData;
vec3 Rgb;
if(pResult->NumArguments() == 1)
{
const int v = pResult->GetInteger(0);
Rgb = HslToRgb(vec3(((v>>16)&0xff)/255.0f, ((v>>8)&0xff)/255.0f, 0.5f+(v&0xff)/255.0f*0.5f));
}
else if(pResult->NumArguments() == 3)
{
const int Hue = pResult->GetInteger(0);
const int Sat = pResult->GetInteger(1);
const int Lht = pResult->GetInteger(2);
Rgb = HslToRgb(vec3(Hue / 255.0f, Sat / 255.0f, Lht / 255.0f));
}
else
{
pThis->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "color", "Pass 1 integer in player_color format or 3 ints as hue sat lht");
return;
}
char aBuf[32];
str_format(aBuf, sizeof(aBuf), "%06X", ((int)(Rgb.r * 255) << 16) + ((int)(Rgb.g * 255) << 8) + (int)(Rgb.b * 255));
pThis->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "color", aBuf);
}
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void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
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if(pResult->NumArguments())
((CGameClient*)pUserData)->SendInfo(false);
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}
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void CGameClient::ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
((CGameClient*)pUserData)->SendDummyInfo(false);
}
void CGameClient::ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
{
pfnCallback(pResult, pCallbackUserData);
if(pResult->NumArguments())
if(g_Config.m_ClDummy && !((CGameClient*)pUserData)->Client()->DummyConnected())
g_Config.m_ClDummy = 0;
}
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IGameClient *CreateGameClient()
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{
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return &g_GameClient;
}
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int CGameClient::IntersectCharacter(vec2 HookPos, vec2 NewPos, vec2& NewPos2, int ownID)
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{
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float PhysSize = 28.0f;
float Distance = 0.0f;
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int ClosestID = -1;
if(!m_Tuning[g_Config.m_ClDummy].m_PlayerHooking)
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return ClosestID;
for(int i=0; i<MAX_CLIENTS; i++)
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{
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CClientData cData = m_aClients[i];
CNetObj_Character Prev = m_Snap.m_aCharacters[i].m_Prev;
CNetObj_Character Player = m_Snap.m_aCharacters[i].m_Cur;
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vec2 Position = mix(vec2(Prev.m_X, Prev.m_Y), vec2(Player.m_X, Player.m_Y), Client()->IntraGameTick());
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if(!cData.m_Active || i == ownID || !m_Teams.SameTeam(i, ownID) || cData.m_Solo)
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continue;
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vec2 ClosestPoint = closest_point_on_line(HookPos, NewPos, Position);
if(distance(Position, ClosestPoint) < PhysSize+2.0f)
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{
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if(ClosestID == -1 || distance(HookPos, Position) < Distance)
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{
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NewPos2 = ClosestPoint;
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ClosestID = i;
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Distance = distance(HookPos, Position);
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}
}
}
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return ClosestID;
}
vec3 CalculateNameColor(vec3 TextColorHSL)
{
return HslToRgb(vec3(TextColorHSL.h, TextColorHSL.s * 0.68f, TextColorHSL.l * 0.81f));
}
void CGameClient::UpdatePrediction()
{
if(!m_Snap.m_pLocalCharacter)
{
if(CCharacter *pLocalChar = m_GameWorld.GetCharacterByID(m_Snap.m_LocalClientID))
pLocalChar->Destroy();
return;
}
CServerInfo CurrentServerInfo;
Client()->GetServerInfo(&CurrentServerInfo);
m_GameWorld.m_WorldConfig.m_IsVanilla = IsVanilla(&CurrentServerInfo);
m_GameWorld.m_WorldConfig.m_IsDDRace = IsDDRace(&CurrentServerInfo);
m_GameWorld.m_WorldConfig.m_IsFNG = IsFNG(&CurrentServerInfo);
m_GameWorld.m_WorldConfig.m_PredictTiles = g_Config.m_ClPredictDDRace && m_GameWorld.m_WorldConfig.m_IsDDRace && !IsBlockWorlds(&CurrentServerInfo);
m_GameWorld.m_WorldConfig.m_PredictFreeze = g_Config.m_ClPredictFreeze;
m_GameWorld.m_WorldConfig.m_PredictWeapons = AntiPingWeapons();
m_GameWorld.m_Core.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
if(m_Snap.m_pLocalCharacter->m_AmmoCount > 0 && m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA)
m_GameWorld.m_WorldConfig.m_InfiniteAmmo = false;
// restore characters from previously saved ones if they temporarily left the snapshot
for(int i = 0; i < MAX_CLIENTS; i++)
if(m_aLastWorldCharacters[i].IsAlive() && m_Snap.m_aCharacters[i].m_Active && !m_GameWorld.GetCharacterByID(i))
if(CCharacter *pCopy = new CCharacter(m_aLastWorldCharacters[i]))
{
m_GameWorld.InsertEntity(pCopy);
if(pCopy->m_FreezeTime > 0)
pCopy->m_FreezeTime = 0;
if(pCopy->Core()->m_HookedPlayer > 0)
{
pCopy->Core()->m_HookedPlayer = -1;
pCopy->Core()->m_HookState = HOOK_IDLE;
}
}
CCharacter *pLocalChar = m_GameWorld.GetCharacterByID(m_Snap.m_LocalClientID);
CCharacter *pDummyChar = 0;
if(PredictDummy())
pDummyChar = m_GameWorld.GetCharacterByID(m_PredictedDummyID);
// update strong and weak hook
if(pLocalChar && AntiPingPlayers())
DetectStrongHook();
for(int i : m_CharOrder.m_IDs)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_GameWorld.RemoveEntity(pChar);
m_GameWorld.InsertEntity(pChar);
}
// advance the gameworld to the current gametick
if(pLocalChar && abs(m_GameWorld.GameTick() - Client()->GameTick()) < SERVER_TICK_SPEED)
{
for(int Tick = m_GameWorld.GameTick() + 1; Tick <= Client()->GameTick(); Tick++)
{
CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput*) Client()->GetDirectInput(Tick);
CNetObj_PlayerInput *pDummyInput = 0;
if(pDummyChar)
pDummyInput = (CNetObj_PlayerInput*) Client()->GetDirectInput(Tick, 1);
if(pInput)
pLocalChar->OnDirectInput(pInput);
if(pDummyInput)
pDummyChar->OnDirectInput(pDummyInput);
m_GameWorld.m_GameTick = Tick;
if(pInput)
pLocalChar->OnPredictedInput(pInput);
if(pDummyInput)
pDummyChar->OnPredictedInput(pDummyInput);
m_GameWorld.Tick();
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_aClients[i].m_PredPos[Tick % 200] = pChar->Core()->m_Pos;
m_aClients[i].m_PredTick[Tick % 200] = Tick;
}
}
}
else
{
// skip to current gametick
m_GameWorld.m_GameTick = Client()->GameTick();
if(pLocalChar)
if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput*) Client()->GetInput(Client()->GameTick()))
pLocalChar->SetInput(pInput);
if(pDummyChar)
if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput*) Client()->GetInput(Client()->GameTick(), 1))
pDummyChar->SetInput(pInput);
}
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_aClients[i].m_PredPos[Client()->GameTick() % 200] = pChar->Core()->m_Pos;
m_aClients[i].m_PredTick[Client()->GameTick() % 200] = Client()->GameTick();
}
// update the local gameworld with the new snapshot
m_GameWorld.NetObjBegin();
int Num = Client()->SnapNumItems(IClient::SNAP_CURRENT);
for(int Index = 0; Index < Num; Index++)
{
IClient::CSnapItem Item;
const void *pData = Client()->SnapGetItem(IClient::SNAP_CURRENT, Index, &Item);
m_GameWorld.NetObjAdd(Item.m_ID, Item.m_Type, pData);
}
for(int i = 0; i < MAX_CLIENTS; i++)
if(m_Snap.m_aCharacters[i].m_Active)
{
bool IsLocal = (i == m_Snap.m_LocalClientID || (PredictDummy() && i == m_PredictedDummyID));
int GameTeam = (m_Snap.m_pGameInfoObj->m_GameFlags&GAMEFLAG_TEAMS) ? m_aClients[i].m_Team : i;
m_GameWorld.NetCharAdd(i, &m_Snap.m_aCharacters[i].m_Cur, GameTeam, IsLocal);
}
m_GameWorld.NetObjEnd(m_Snap.m_LocalClientID);
// save the characters that are currently active
for(int i = 0; i < MAX_CLIENTS; i++)
if(CCharacter *pChar = m_GameWorld.GetCharacterByID(i))
{
m_aLastWorldCharacters[i] = *pChar;
m_aLastWorldCharacters[i].DetachFromGameWorld();
}
}
void CGameClient::UpdateRenderedCharacters()
{
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(!m_Snap.m_aCharacters[i].m_Active)
continue;
m_aClients[i].m_RenderCur = m_Snap.m_aCharacters[i].m_Cur;
m_aClients[i].m_RenderPrev = m_Snap.m_aCharacters[i].m_Prev;
m_aClients[i].m_IsPredicted = false;
vec2 UnpredPos = mix(
vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
Client()->IntraGameTick());
vec2 Pos = UnpredPos;
if(Predict() && (i == m_Snap.m_LocalClientID || AntiPingPlayers()))
{
m_aClients[i].m_Predicted.Write(&m_aClients[i].m_RenderCur);
m_aClients[i].m_PrevPredicted.Write(&m_aClients[i].m_RenderPrev);
m_aClients[i].m_IsPredicted = true;
Pos = mix(
vec2(m_aClients[i].m_RenderPrev.m_X, m_aClients[i].m_RenderPrev.m_Y),
vec2(m_aClients[i].m_RenderCur.m_X, m_aClients[i].m_RenderCur.m_Y),
m_aClients[i].m_IsPredicted ? Client()->PredIntraGameTick() : Client()->IntraGameTick());
if(i == m_Snap.m_LocalClientID)
m_aClients[i].m_IsPredictedLocal = true;
else
{
// use unpredicted values for other players
m_aClients[i].m_RenderPrev.m_Angle = m_Snap.m_aCharacters[i].m_Prev.m_Angle;
m_aClients[i].m_RenderPrev.m_AttackTick = m_Snap.m_aCharacters[i].m_Prev.m_AttackTick;
m_aClients[i].m_RenderCur.m_Angle = m_Snap.m_aCharacters[i].m_Cur.m_Angle;
m_aClients[i].m_RenderCur.m_AttackTick = m_Snap.m_aCharacters[i].m_Cur.m_AttackTick;
if(g_Config.m_ClAntiPingSmooth)
Pos = GetSmoothPos(i);
}
}
m_Snap.m_aCharacters[i].m_Position = Pos;
m_aClients[i].m_RenderPos = Pos;
if(Predict() && i == m_Snap.m_LocalClientID)
m_LocalCharacterPos = Pos;
}
}
void CGameClient::DetectStrongHook()
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{
static int s_LastUpdateTick[MAX_CLIENTS] = {0};
// attempt to detect strong/weak between players
for(int FromPlayer = 0; FromPlayer < MAX_CLIENTS; FromPlayer++)
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{
if(!m_Snap.m_aCharacters[FromPlayer].m_Active)
continue;
int ToPlayer = m_Snap.m_aCharacters[FromPlayer].m_Prev.m_HookedPlayer;
if(ToPlayer < 0 || ToPlayer >= MAX_CLIENTS || !m_Snap.m_aCharacters[ToPlayer].m_Active || ToPlayer != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_HookedPlayer)
continue;
if(abs(min(s_LastUpdateTick[ToPlayer], s_LastUpdateTick[FromPlayer]) - Client()->GameTick()) < SERVER_TICK_SPEED/4)
continue;
if(m_Snap.m_aCharacters[FromPlayer].m_Prev.m_Direction != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_Direction
|| m_Snap.m_aCharacters[ToPlayer].m_Prev.m_Direction != m_Snap.m_aCharacters[ToPlayer].m_Cur.m_Direction)
continue;
s_LastUpdateTick[ToPlayer] = s_LastUpdateTick[FromPlayer] = Client()->GameTick();
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float PredictErr[2];
CCharacterCore ToCharCur;
ToCharCur.Read(&m_Snap.m_aCharacters[ToPlayer].m_Cur);
CWorldCore World;
World.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
CCharacterCore ToChar;
CCharacterCore FromChar;
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for(int dir = 0; dir < 2; dir++)
{
ToChar.Init(&World, Collision(), &m_Teams);
World.m_apCharacters[ToPlayer] = &ToChar;
ToChar.Read(&m_Snap.m_aCharacters[ToPlayer].m_Prev);
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FromChar.Init(&World, Collision(), &m_Teams);
World.m_apCharacters[FromPlayer] = &FromChar;
FromChar.Read(&m_Snap.m_aCharacters[FromPlayer].m_Prev);
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for(int Tick = Client()->PrevGameTick(); Tick < Client()->GameTick(); Tick++)
{
if(dir == 0)
{
FromChar.Tick(false);
ToChar.Tick(false);
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}
else
{
ToChar.Tick(false);
FromChar.Tick(false);
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}
FromChar.Move();
FromChar.Quantize();
ToChar.Move();
ToChar.Quantize();
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}
PredictErr[dir] = distance(ToChar.m_Vel, ToCharCur.m_Vel);
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}
const float LOW = 0.0001f;
const float HIGH = 0.07f;
if(PredictErr[1] < LOW && PredictErr[0] > HIGH)
{
if(m_CharOrder.HasStrongAgainst(ToPlayer, FromPlayer))
{
if(ToPlayer != m_Snap.m_LocalClientID)
m_CharOrder.GiveWeak(ToPlayer);
else
m_CharOrder.GiveStrong(FromPlayer);
}
}
else if(PredictErr[0] < LOW && PredictErr[1] > HIGH)
{
if(m_CharOrder.HasStrongAgainst(FromPlayer, ToPlayer))
{
if(ToPlayer != m_Snap.m_LocalClientID)
m_CharOrder.GiveStrong(ToPlayer);
else
m_CharOrder.GiveWeak(FromPlayer);
}
}
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}
}
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vec2 CGameClient::GetSmoothPos(int ClientID)
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{
vec2 Pos = mix(m_aClients[ClientID].m_PrevPredicted.m_Pos, m_aClients[ClientID].m_Predicted.m_Pos, Client()->PredIntraGameTick());
int64 Now = time_get();
for(int i = 0; i < 2; i++)
{
int64 Len = clamp(m_aClients[ClientID].m_SmoothLen[i], (int64) 1, time_freq());
int64 TimePassed = Now - m_aClients[ClientID].m_SmoothStart[i];
if(in_range(TimePassed, (int64)0, Len-1))
{
float MixAmount = 1.f - powf(1.f - TimePassed/(float)Len, 1.2f);
int SmoothTick;
float SmoothIntra;
Client()->GetSmoothTick(&SmoothTick, &SmoothIntra, MixAmount);
if(SmoothTick > 0 && m_aClients[ClientID].m_PredTick[(SmoothTick-1) % 200] >= Client()->PrevGameTick() && m_aClients[ClientID].m_PredTick[SmoothTick % 200] <= Client()->PredGameTick())
Pos[i] = mix(m_aClients[ClientID].m_PredPos[(SmoothTick-1) % 200][i], m_aClients[ClientID].m_PredPos[SmoothTick % 200][i], SmoothIntra);
}
}
return Pos;
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}