Beispiel #1
0
//-----------------------------------------------------------------------------
// Purpose: Runs movement commands for the player
// Input  : *player - 
//			*ucmd - 
//			*moveHelper - 
// Output : void CPlayerMove::RunCommand
//-----------------------------------------------------------------------------
void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
{
	StartCommand( player, ucmd );

	// Set globals appropriately
	gpGlobals->curtime		=  player->m_nTickBase * TICK_INTERVAL;
	gpGlobals->frametime	=  player->m_bGamePaused ? 0 : TICK_INTERVAL;

	if ( player->m_bGamePaused )
	{
		// If no clipping and cheats enabled and noclipduring game enabled, then leave
		//  forwardmove and angles stuff in usercmd
		if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
			 sv_cheats->GetBool() && 
			 sv_noclipduringpause.GetBool() )
		{
			gpGlobals->frametime = TICK_INTERVAL;
		}
	}

	/*
	// TODO:  We can check whether the player is sending more commands than elapsed real time
	cmdtimeremaining -= ucmd->msec;
	if ( cmdtimeremaining < 0 )
	{
	//	return;
	}
	*/

	IGameSystem::FrameUpdatePrePlayerRunCommandAllSystems( player, ucmd );

	// Do weapon selection
	if ( ucmd->weaponselect != 0 )
	{
		CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
		if ( weapon )
		{
			VPROF( "player->SelectItem()" );
			player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
		}
	}

	IServerVehicle *pVehicle = player->GetVehicle();

	// Latch in impulse.
	if ( ucmd->impulse )
	{
		// Discard impulse commands unless the vehicle allows them.
		// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
		if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
		{
			player->m_nImpulse = ucmd->impulse;
		}
	}

	// Update player input button states
	VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
	player->UpdateButtonState( ucmd->buttons );
	VPROF_SCOPE_END();

	CheckMovingGround( player, TICK_INTERVAL );

	g_pMoveData->m_vecOldAngles = player->pl.v_angle;

	// Copy from command to player unless game .dll has set angle using fixangle
	if ( player->pl.fixangle == FIXANGLE_NONE )
	{
		player->pl.v_angle = ucmd->viewangles;
	}
	else if( player->pl.fixangle == FIXANGLE_RELATIVE )
	{
		player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
	}

	// Call standard client pre-think
	RunPreThink( player );

	// Call Think if one is set
	RunThink( player, TICK_INTERVAL );

	// Setup input.
	SetupMove( player, ucmd, moveHelper, g_pMoveData );

	// Let the game do the movement.
	if ( !pVehicle )
	{
		VPROF( "g_pGameMovement->ProcessMovement()" );
		Assert( g_pGameMovement );
		g_pGameMovement->ProcessMovement( player, g_pMoveData );
	}
	else
	{
		VPROF( "pVehicle->ProcessMovement()" );
		pVehicle->ProcessMovement( player, g_pMoveData );
	}
			
	// Copy output
	FinishMove( player, ucmd, g_pMoveData );

	// Let server invoke any needed impact functions
	VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
	moveHelper->ProcessImpacts();
	VPROF_SCOPE_END();

	RunPostThink( player );

	FinishCommand( player );

	// Let time pass
	player->m_nTickBase++;
}
//-----------------------------------------------------------------------------
// Purpose: Runs movement commands for the player
// Input  : *player - 
//			*ucmd - 
//			*moveHelper - 
// Output : void CPlayerMove::RunCommand
//-----------------------------------------------------------------------------
void CPlayerMove::RunCommand ( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
{
	const float playerCurTime = player->m_nTickBase * TICK_INTERVAL; 
	const float playerFrameTime = player->m_bGamePaused ? 0 : TICK_INTERVAL;
	const float flTimeAllowedForProcessing = player->ConsumeMovementTimeForUserCmdProcessing( playerFrameTime );
	if ( !player->IsBot() && ( flTimeAllowedForProcessing < playerFrameTime ) )
	{
		// Make sure that the activity in command is erased because player cheated or dropped too many packets
		double dblWarningFrequencyThrottle = sv_maxusrcmdprocessticks_warning.GetFloat();
		if ( dblWarningFrequencyThrottle >= 0 )
		{
			static double s_dblLastWarningTime = 0;
			double dblTimeNow = Plat_FloatTime();
			if ( !s_dblLastWarningTime || ( dblTimeNow - s_dblLastWarningTime >= dblWarningFrequencyThrottle ) )
			{
				s_dblLastWarningTime = dblTimeNow;
				Warning( "sv_maxusrcmdprocessticks_warning at server tick %u: Ignored client %s usrcmd (%.6f < %.6f)!\n", gpGlobals->tickcount, player->GetPlayerName(), flTimeAllowedForProcessing, playerFrameTime );
			}
		}
		return; // Don't process this command
	}

	StartCommand( player, ucmd );

	// Set globals appropriately
	gpGlobals->curtime		=  playerCurTime;
	gpGlobals->frametime	=  playerFrameTime;

	// Prevent hacked clients from sending us invalid view angles to try to get leaf server code to crash
	if ( !ucmd->viewangles.IsValid() || !IsEntityQAngleReasonable(ucmd->viewangles) )
	{
		ucmd->viewangles = vec3_angle;
	}

	// Add and subtract buttons we're forcing on the player
	ucmd->buttons |= player->m_afButtonForced;
	ucmd->buttons &= ~player->m_afButtonDisabled;

	if ( player->m_bGamePaused )
	{
		// If no clipping and cheats enabled and noclipduring game enabled, then leave
		//  forwardmove and angles stuff in usercmd
		if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
			 sv_cheats->GetBool() && 
			 sv_noclipduringpause.GetBool() )
		{
			gpGlobals->frametime = TICK_INTERVAL;
		}
	}

	/*
	// TODO:  We can check whether the player is sending more commands than elapsed real time
	cmdtimeremaining -= ucmd->msec;
	if ( cmdtimeremaining < 0 )
	{
	//	return;
	}
	*/

	g_pGameMovement->StartTrackPredictionErrors( player );

	CommentarySystem_PePlayerRunCommand( player, ucmd );

	// Do weapon selection
	if ( ucmd->weaponselect != 0 )
	{
		CBaseCombatWeapon *weapon = dynamic_cast< CBaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
		if ( weapon )
		{
			VPROF( "player->SelectItem()" );
			player->SelectItem( weapon->GetName(), ucmd->weaponsubtype );
		}
	}

	IServerVehicle *pVehicle = player->GetVehicle();

	// Latch in impulse.
	if ( ucmd->impulse )
	{
		// Discard impulse commands unless the vehicle allows them.
		// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
		if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
		{
			player->m_nImpulse = ucmd->impulse;
		}
	}

	// Update player input button states
	VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
	player->UpdateButtonState( ucmd->buttons );
	VPROF_SCOPE_END();

	CheckMovingGround( player, TICK_INTERVAL );

	g_pMoveData->m_vecOldAngles = player->pl.v_angle;

	// Copy from command to player unless game .dll has set angle using fixangle
	if ( player->pl.fixangle == FIXANGLE_NONE )
	{
		player->pl.v_angle = ucmd->viewangles;
	}
	else if( player->pl.fixangle == FIXANGLE_RELATIVE )
	{
		player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
	}

	// Call standard client pre-think
	RunPreThink( player );

	// Call Think if one is set
	RunThink( player, TICK_INTERVAL );

	// Setup input.
	SetupMove( player, ucmd, moveHelper, g_pMoveData );

	// Let the game do the movement.
	if ( !pVehicle )
	{
		VPROF( "g_pGameMovement->ProcessMovement()" );
		Assert( g_pGameMovement );
		g_pGameMovement->ProcessMovement( player, g_pMoveData );
	}
	else
	{
		VPROF( "pVehicle->ProcessMovement()" );
		pVehicle->ProcessMovement( player, g_pMoveData );
	}
			
	// Copy output
	FinishMove( player, ucmd, g_pMoveData );

	// If we have to restore the view angle then do so right now
	if ( !player->IsBot() && ( gpGlobals->tickcount - player->GetLockViewanglesTickNumber() < sv_maxusrcmdprocessticks_holdaim.GetInt() ) )
	{
		player->pl.v_angle = player->GetLockViewanglesData();
	}

	// Let server invoke any needed impact functions
	VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
	moveHelper->ProcessImpacts();
	VPROF_SCOPE_END();

	RunPostThink( player );

	g_pGameMovement->FinishTrackPredictionErrors( player );

	FinishCommand( player );

	// Let time pass
	if ( gpGlobals->frametime > 0 )
	{
		player->m_nTickBase++;
	}
}
Beispiel #3
0
// Game loop that updates the scene
void VisionApp_cl::OnUpdateScene()
{
  VISION_PROFILE_FUNCTION(VIS_PROFILE_GAMELOOP);

  IVisSceneManager_cl *pSceneManager = Vision::GetSceneManager();
  VASSERT(pSceneManager);

  // Check whether we should use async physics
  IVisPhysicsModule_cl *pPhysicsModule = Vision::GetApplication()->GetPhysicsModule();
  bool bAsyncPhysics;
  if (pPhysicsModule != NULL && pPhysicsModule->GetUseAsynchronousPhysics())
    bAsyncPhysics = true;
  else
    bAsyncPhysics = false; 

  //Timer is not longer updated here, because it needs to be updated right after the frame flip
  float fElapsedTime = Vision::GetTimer()->GetTimeDifference();

  // Advance the scene update counter
  Vision::Game.SetUpdateSceneCount( Vision::Game.GetUpdateSceneCount() + 1 );

  Vision::Callbacks.OnUpdateSceneBegin.TriggerCallbacks();


  //Send any queued messages before we remove entities
  Vision::Game.ProcessMessageQueue();

  // Delete "dead" entities from previous frame
  {
    VISION_PROFILE_FUNCTION( VIS_PROFILE_GAMELOOP_UPDATELOOP );
    Vision::Game.FreeRemovedEntities();
  }

  // Run the pre-physics loop: statistics, prethink, events & animations
  if ( Vision::Editor.IsPlaying() )
    RunPreThink(fElapsedTime);

  //Process animation messages after processing animations
  Vision::Game.ProcessMessageQueue();

  // Run the physics simulation (if physics simulation is set to synchronous)
  if ( Vision::Editor.IsPlaying() && !bAsyncPhysics)
  {
    RunPhysics(fElapsedTime);
    FetchPhysicsResults();
  }

  // Run the post-physics loop: posthink
  if ( Vision::Editor.IsPlaying() )
    RunThink(fElapsedTime);

  // for the editor, we call the EditorThinkFunction function in every mode for every entity:
  if (Vision::Editor.IsInEditor())
  {
    const int iCount = VisBaseEntity_cl::ElementManagerGetSize();
    for (int i=0;i<iCount;i++)
    {
      VisBaseEntity_cl *pEntity = VisBaseEntity_cl::ElementManagerGet(i);
      if (pEntity)
        pEntity->EditorThinkFunction();
    }
  }

  // handle the lightsources (e.g. color animation)
  if (Vision::Editor.IsAnimatingOrPlaying())
    VisLightSource_cl::HandleAllLightSources(fElapsedTime);

  // update the core engine and module system
  RunUpdateLoop();
  Vision::Game.ResetUpdatedEntitiesList();

  // Kick off asynchronous physics simulation
  if ( Vision::Editor.IsPlaying() && bAsyncPhysics )
  {
    RunPhysics(fElapsedTime);
  }

  // Handle portal/visibility zone transitions
  VisObject3DVisData_cl::HandleAllNodeTransitions();

  //Handle render contexts
  VisRenderContext_cl::HandleAllRenderContexts(fElapsedTime);

  //Animate textures (in animate mode)
  VisTextureAnimInstance_cl::HandleAllAnims(Vision::Editor.IsAnimatingOrPlaying() ? fElapsedTime : 0.f);

  // scroll sky only when animating scene
  IVSky *pSky = Vision::World.GetActiveSky();
  if (pSky != NULL && Vision::Editor.IsAnimatingOrPlaying())
    pSky->Tick(fElapsedTime);

  Vision::Callbacks.OnUpdateSceneFinished.TriggerCallbacks();
}
Beispiel #4
0
void CHL2WarsPlayerMove::RunCommand( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
{
	CHL2WarsPlayer *pWarsPlayer = static_cast<CHL2WarsPlayer*>( player );
	Assert( pWarsPlayer );

	StartCommand( player, ucmd );

	// Set globals appropriately
	gpGlobals->curtime		=  player->m_nTickBase * TICK_INTERVAL;
	gpGlobals->frametime	=  player->m_bGamePaused ? 0 : TICK_INTERVAL;

	// Add and subtract buttons we're forcing on the player
	ucmd->buttons |= player->m_afButtonForced;
	ucmd->buttons &= ~player->m_afButtonDisabled;

	if ( player->m_bGamePaused )
	{
		// If no clipping and cheats enabled and noclipduring game enabled, then leave
		//  forwardmove and angles stuff in usercmd
		if ( player->GetMoveType() == MOVETYPE_NOCLIP &&
			sv_cheats->GetBool() )// && 
			//sv_noclipduringpause.GetBool() )
		{
			gpGlobals->frametime = TICK_INTERVAL;
		}
	}

	/*
	// TODO:  We can check whether the player is sending more commands than elapsed real time
	cmdtimeremaining -= ucmd->msec;
	if ( cmdtimeremaining < 0 )
	{
	//	return;
	}
	*/

	g_pGameMovement->StartTrackPredictionErrors( player );

	//CommentarySystem_PePlayerRunCommand( player, ucmd );

	IServerVehicle *pVehicle = player->GetVehicle();

	// Latch in impulse.
	if ( ucmd->impulse )
	{
		// Discard impulse commands unless the vehicle allows them.
		// FIXME: UsingStandardWeapons seems like a bad filter for this. The flashlight is an impulse command, for example.
		if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
		{
			player->m_nImpulse = ucmd->impulse;
		}
	}

	// Update player input button states
	VPROF_SCOPE_BEGIN( "player->UpdateButtonState" );
	player->UpdateButtonState( ucmd->buttons );
	VPROF_SCOPE_END();

	CheckMovingGround( player, TICK_INTERVAL );

	g_pMoveData->m_vecOldAngles = player->pl.v_angle;

	// Copy from command to player unless game .dll has set angle using fixangle
	if ( player->pl.fixangle == FIXANGLE_NONE )
	{
		player->pl.v_angle = ucmd->viewangles;
	}
	else if( player->pl.fixangle == FIXANGLE_RELATIVE )
	{
		player->pl.v_angle = ucmd->viewangles + player->pl.anglechange;
	}

	// TrackIR
	//player->SetEyeAngleOffset(ucmd->headangles);
	//player->SetEyeOffset(ucmd->headoffset);
	// TrackIR

	// Call standard client pre-think
	RunPreThink( player );

	// Call Think if one is set
	RunThink( player, TICK_INTERVAL );

	// Setup input.
	SetupMove( player, ucmd, moveHelper, g_pMoveData );

	// Let the game do the movement.
	if( pWarsPlayer && !pWarsPlayer->GetControlledUnit() )
	{
		if( ucmd->directmove )
		{
			g_pMoveData->SetAbsOrigin( ucmd->vecmovetoposition );
		}
		else
		{
			if ( !pVehicle )
			{
				VPROF( "g_pGameMovement->ProcessMovement()" );
				Assert( g_pGameMovement );
				g_pGameMovement->ProcessMovement( player, g_pMoveData );
			}
			else
			{
				VPROF( "pVehicle->ProcessMovement()" );
				pVehicle->ProcessMovement( player, g_pMoveData );
			}
		}
	}

	// Copy output
	FinishMove( player, ucmd, g_pMoveData );

	// Let server invoke any needed impact functions
	VPROF_SCOPE_BEGIN( "moveHelper->ProcessImpacts" );
	moveHelper->ProcessImpacts();
	VPROF_SCOPE_END();

	// put lag compensation here so it affects weapons
	//lagcompensation->StartLagCompensation( player, LAG_COMPENSATE_BOUNDS );
	RunPostThink( player );
	//lagcompensation->FinishLagCompensation( player );

	// let the player drive marine movement here
	if( pWarsPlayer->GetControlledUnit() )
		pWarsPlayer->GetControlledUnit()->GetIUnit()->UserCmd( ucmd );

	g_pGameMovement->FinishTrackPredictionErrors( player );

	FinishCommand( player );

	// Let time pass
	player->m_nTickBase++;
}
Beispiel #5
0
//-----------------------------------------------------------------------------
// Purpose: Predicts a single movement command for player
// Input  : *moveHelper - 
//			*player - 
//			*u - 
//-----------------------------------------------------------------------------
void CASW_Prediction::RunCommand( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *moveHelper )
{
#if !defined( NO_ENTITY_PREDICTION )
	VPROF( "CPrediction::RunCommand" );
#if defined( _DEBUG )
	char sz[ 32 ];
	Q_snprintf( sz, sizeof( sz ), "runcommand%04d", ucmd->command_number );
	PREDICTION_TRACKVALUECHANGESCOPE( sz );
#endif

	C_ASW_Player *pASWPlayer = (C_ASW_Player*)player;
	Assert( pASWPlayer );

	StartCommand( player, ucmd );

	pASWPlayer->SetHighlightEntity( C_BaseEntity::Instance( ucmd->crosshair_entity ) );

	// Set globals appropriately
	gpGlobals->curtime		= player->m_nTickBase * TICK_INTERVAL;
	gpGlobals->frametime	= TICK_INTERVAL;
	
	g_pGameMovement->StartTrackPredictionErrors( player );

	// TODO
	// TODO:  Check for impulse predicted?

	// Do weapon selection
	if ( ucmd->weaponselect != 0 )
	{
		C_BaseCombatWeapon *weapon = dynamic_cast< C_BaseCombatWeapon * >( CBaseEntity::Instance( ucmd->weaponselect ) );
		if (weapon)
		{
			pASWPlayer->ASWSelectWeapon(weapon, 0); //ucmd->weaponsubtype);		// asw - subtype var used for sending marine profile index instead
		}
	}

	// Latch in impulse.
	IClientVehicle *pVehicle = player->GetVehicle();
	if ( ucmd->impulse )
	{
		// Discard impulse commands unless the vehicle allows them.
		// FIXME: UsingStandardWeapons seems like a bad filter for this. 
		// The flashlight is an impulse command, for example.
		if ( !pVehicle || player->UsingStandardWeaponsInVehicle() )
		{
			player->m_nImpulse = ucmd->impulse;
		}
	}

	// Get button states
	player->UpdateButtonState( ucmd->buttons );

	// TODO
	//	CheckMovingGround( player, ucmd->frametime );

	// TODO
	//	g_pMoveData->m_vecOldAngles = player->pl.v_angle;

	// Copy from command to player unless game .dll has set angle using fixangle
	// if ( !player->pl.fixangle )
	{
		player->SetLocalViewAngles( ucmd->viewangles );
	}

	// Call standard client pre-think
	RunPreThink( player );

	// Call Think if one is set
	RunThink( player, TICK_INTERVAL );

	// Setup input.
	{

		SetupMove( player, ucmd, moveHelper, g_pMoveData );
	}

	// Run regular player movement if we're not controlling a marine
	if ( asw_allow_detach.GetBool() )
	{
		if ( !pVehicle )
		{
			Assert( g_pGameMovement );
			g_pGameMovement->ProcessMovement( player, g_pMoveData );
		}
		else
		{
			pVehicle->ProcessMovement( player, g_pMoveData );
		}
	}

// 	if ( !asw_allow_detach.GetBool() && pASWPlayer->GetMarine() )
// 	{
// 		g_pMoveData->SetAbsOrigin( pASWPlayer->GetMarine()->GetAbsOrigin() );
// 	}

	pASWPlayer->SetCrosshairTracePos( ucmd->crosshairtrace );

	FinishMove( player, ucmd, g_pMoveData );

	RunPostThink( player );

	// let the player drive marine movement here
	pASWPlayer->DriveMarineMovement( ucmd, moveHelper );

	g_pGameMovement->FinishTrackPredictionErrors( player );	

	FinishCommand( player );

	player->m_nTickBase++;
#endif
}