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https://github.com/ddnet/ddnet.git
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Merge #2502
2502: Improved dummy switching r=def- a=Fireball-Teeworlds - Fix a use-after-free when there are no new snapshots for the cl_dummy tee after the switch: #2499 . - When one of the tees is hooked, cycling through them will no longer show phantom hook for the other tee: https://youtu.be/mxVT4pdyGnU. - Dummy switch might happen a bit quicker since it doesn't depend on receiving new snapshots. - Simplified code: m_LastDummy2 is no more. Co-authored-by: Fireball <fireball.teeworlds@gmail.com>
This commit is contained in:
commit
69593a3191
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@ -221,6 +221,7 @@ public:
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virtual void OnRconType(bool UsernameReq) = 0;
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virtual void OnRconLine(const char *pLine) = 0;
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virtual void OnInit() = 0;
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virtual void InvalidateSnapshot() = 0;
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virtual void OnNewSnapshot() = 0;
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virtual void OnEnterGame() = 0;
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virtual void OnShutdown() = 0;
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@ -339,7 +339,6 @@ CClient::CClient() : m_DemoPlayer(&m_SnapshotDelta)
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m_CurrentInput[0] = 0;
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m_CurrentInput[1] = 0;
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m_LastDummy = 0;
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m_LastDummy2 = 0;
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mem_zero(&m_aInputs, sizeof(m_aInputs));
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@ -505,12 +504,6 @@ void CClient::SendInput()
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if(m_PredTick[g_Config.m_ClDummy] <= 0)
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return;
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if(m_LastDummy != (bool)g_Config.m_ClDummy)
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{
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m_LastDummy = g_Config.m_ClDummy;
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GameClient()->OnDummySwap();
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}
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bool Force = false;
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// fetch input
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for(int Dummy = 0; Dummy < 2; Dummy++)
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@ -848,6 +841,9 @@ void CClient::DummyDisconnect(const char *pReason)
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m_NetClient[CLIENT_DUMMY].Disconnect(pReason);
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g_Config.m_ClDummy = 0;
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m_RconAuthed[1] = 0;
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m_aSnapshots[1][SNAP_CURRENT] = 0;
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m_aSnapshots[1][SNAP_PREV] = 0;
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m_ReceivedSnapshots[1] = 0;
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m_DummyConnected = false;
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GameClient()->OnDummyDisconnect();
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}
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@ -2574,8 +2570,15 @@ void CClient::Update()
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Disconnect();
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}
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}
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else if(State() == IClient::STATE_ONLINE && m_ReceivedSnapshots[g_Config.m_ClDummy] >= 3)
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else if(State() == IClient::STATE_ONLINE)
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{
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if(m_LastDummy != (bool)g_Config.m_ClDummy)
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{
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// Invalidate references to !m_ClDummy snapshots
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GameClient()->InvalidateSnapshot();
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GameClient()->OnDummySwap();
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}
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if(m_ReceivedSnapshots[!g_Config.m_ClDummy] >= 3)
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{
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// switch dummy snapshot
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@ -2605,92 +2608,100 @@ void CClient::Update()
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}
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}
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// switch snapshot
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int Repredict = 0;
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int64 Freq = time_freq();
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int64 Now = m_GameTime[g_Config.m_ClDummy].Get(time_get());
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int64 PredNow = m_PredictedTime.Get(time_get());
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while(1)
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if(m_ReceivedSnapshots[g_Config.m_ClDummy] >= 3)
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{
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CSnapshotStorage::CHolder *pCur = m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT];
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int64 TickStart = (pCur->m_Tick)*time_freq()/50;
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// switch snapshot
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int Repredict = 0;
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int64 Freq = time_freq();
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int64 Now = m_GameTime[g_Config.m_ClDummy].Get(time_get());
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int64 PredNow = m_PredictedTime.Get(time_get());
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if(TickStart < Now)
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if(m_LastDummy != (bool)g_Config.m_ClDummy && m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT] && m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV])
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{
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CSnapshotStorage::CHolder *pNext = m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_pNext;
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if(pNext)
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// Load snapshot for m_ClDummy
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GameClient()->OnNewSnapshot();
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Repredict = 1;
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}
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while(1)
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{
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CSnapshotStorage::CHolder *pCur = m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT];
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int64 TickStart = (pCur->m_Tick)*time_freq()/50;
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if(TickStart < Now)
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{
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m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV] = m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT];
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m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT] = pNext;
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// set ticks
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m_CurGameTick[g_Config.m_ClDummy] = m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_Tick;
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m_PrevGameTick[g_Config.m_ClDummy] = m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_Tick;
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if(m_LastDummy2 == (bool)g_Config.m_ClDummy && m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT] && m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV])
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CSnapshotStorage::CHolder *pNext = m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_pNext;
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if(pNext)
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{
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GameClient()->OnNewSnapshot();
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Repredict = 1;
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m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV] = m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT];
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m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT] = pNext;
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// set ticks
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m_CurGameTick[g_Config.m_ClDummy] = m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_Tick;
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m_PrevGameTick[g_Config.m_ClDummy] = m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_Tick;
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if(m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT] && m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV])
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{
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GameClient()->OnNewSnapshot();
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Repredict = 1;
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}
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}
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else
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break;
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}
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else
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break;
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}
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else
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break;
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}
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if(m_LastDummy2 != (bool)g_Config.m_ClDummy)
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{
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m_LastDummy2 = g_Config.m_ClDummy;
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}
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if(m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT] && m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV])
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{
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int64 CurtickStart = (m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_Tick)*time_freq()/50;
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int64 PrevtickStart = (m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_Tick)*time_freq()/50;
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int PrevPredTick = (int)(PredNow*50/time_freq());
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int NewPredTick = PrevPredTick+1;
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m_GameIntraTick[g_Config.m_ClDummy] = (Now - PrevtickStart) / (float)(CurtickStart-PrevtickStart);
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m_GameTickTime[g_Config.m_ClDummy] = (Now - PrevtickStart) / (float)Freq; //(float)SERVER_TICK_SPEED);
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CurtickStart = NewPredTick*time_freq()/50;
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PrevtickStart = PrevPredTick*time_freq()/50;
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m_PredIntraTick[g_Config.m_ClDummy] = (PredNow - PrevtickStart) / (float)(CurtickStart-PrevtickStart);
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if(NewPredTick < m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_Tick-SERVER_TICK_SPEED || NewPredTick > m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_Tick+SERVER_TICK_SPEED)
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if(m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT] && m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV])
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{
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m_pConsole->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "client", "prediction time reset!");
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m_PredictedTime.Init(m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_Tick*time_freq()/50);
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int64 CurtickStart = (m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_Tick)*time_freq()/50;
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int64 PrevtickStart = (m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_Tick)*time_freq()/50;
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int PrevPredTick = (int)(PredNow*50/time_freq());
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int NewPredTick = PrevPredTick+1;
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m_GameIntraTick[g_Config.m_ClDummy] = (Now - PrevtickStart) / (float)(CurtickStart-PrevtickStart);
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m_GameTickTime[g_Config.m_ClDummy] = (Now - PrevtickStart) / (float)Freq; //(float)SERVER_TICK_SPEED);
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CurtickStart = NewPredTick*time_freq()/50;
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PrevtickStart = PrevPredTick*time_freq()/50;
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m_PredIntraTick[g_Config.m_ClDummy] = (PredNow - PrevtickStart) / (float)(CurtickStart-PrevtickStart);
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if(NewPredTick < m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_Tick-SERVER_TICK_SPEED || NewPredTick > m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_Tick+SERVER_TICK_SPEED)
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{
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m_pConsole->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "client", "prediction time reset!");
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m_PredictedTime.Init(m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_Tick*time_freq()/50);
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}
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if(NewPredTick > m_PredTick[g_Config.m_ClDummy])
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{
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m_PredTick[g_Config.m_ClDummy] = NewPredTick;
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Repredict = 1;
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// send input
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SendInput();
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}
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}
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if(NewPredTick > m_PredTick[g_Config.m_ClDummy])
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// only do sane predictions
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if(Repredict)
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{
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m_PredTick[g_Config.m_ClDummy] = NewPredTick;
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Repredict = 1;
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if(m_PredTick[g_Config.m_ClDummy] > m_CurGameTick[g_Config.m_ClDummy] && m_PredTick[g_Config.m_ClDummy] < m_CurGameTick[g_Config.m_ClDummy]+50)
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GameClient()->OnPredict();
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}
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// send input
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SendInput();
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// fetch server info if we don't have it
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if(State() >= IClient::STATE_LOADING &&
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m_CurrentServerInfoRequestTime >= 0 &&
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time_get() > m_CurrentServerInfoRequestTime)
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{
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m_ServerBrowser.RequestCurrentServer(m_ServerAddress);
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m_CurrentServerInfoRequestTime = time_get()+time_freq()*2;
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}
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}
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// only do sane predictions
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if(Repredict)
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{
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if(m_PredTick[g_Config.m_ClDummy] > m_CurGameTick[g_Config.m_ClDummy] && m_PredTick[g_Config.m_ClDummy] < m_CurGameTick[g_Config.m_ClDummy]+50)
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GameClient()->OnPredict();
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}
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// fetch server info if we don't have it
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if(State() >= IClient::STATE_LOADING &&
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m_CurrentServerInfoRequestTime >= 0 &&
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time_get() > m_CurrentServerInfoRequestTime)
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{
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m_ServerBrowser.RequestCurrentServer(m_ServerAddress);
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m_CurrentServerInfoRequestTime = time_get()+time_freq()*2;
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}
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m_LastDummy = (bool)g_Config.m_ClDummy;
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}
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// STRESS TEST: join the server again
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@ -186,7 +186,6 @@ class CClient : public IClient, public CDemoPlayer::IListener
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int m_CurrentInput[2];
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bool m_LastDummy;
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bool m_LastDummy2;
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bool m_DummySendConnInfo;
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// graphs
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@ -511,10 +511,10 @@ void CGameClient::OnConnected()
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void CGameClient::OnReset()
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{
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// clear out the invalid pointers
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m_LastNewPredictedTick[0] = -1;
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m_LastNewPredictedTick[1] = -1;
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mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
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InvalidateSnapshot();
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for(int i = 0; i < MAX_CLIENTS; i++)
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m_aClients[i].Reset();
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@ -1084,13 +1084,18 @@ static CGameInfo GetGameInfo(const CNetObj_GameInfoEx *pInfoEx, int InfoExSize,
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return Info;
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}
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void CGameClient::OnNewSnapshot()
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void CGameClient::InvalidateSnapshot()
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{
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m_NewTick = true;
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// clear out the invalid pointers
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// clear all pointers
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mem_zero(&g_GameClient.m_Snap, sizeof(g_GameClient.m_Snap));
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m_Snap.m_LocalClientID = -1;
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}
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void CGameClient::OnNewSnapshot()
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{
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InvalidateSnapshot();
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m_NewTick = true;
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// secure snapshot
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{
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@ -346,6 +346,7 @@ public:
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virtual void OnConsoleInit();
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virtual void OnStateChange(int NewState, int OldState);
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virtual void OnMessage(int MsgId, CUnpacker *pUnpacker, bool IsDummy = 0);
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virtual void InvalidateSnapshot();
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virtual void OnNewSnapshot();
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virtual void OnPredict();
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virtual void OnActivateEditor();
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