cvar_t sv_clmovement_enable = {0, "sv_clmovement_enable", "1", "whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players"};
cvar_t sv_clmovement_minping = {0, "sv_clmovement_minping", "0", "if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)"};
cvar_t sv_clmovement_minping_disabletime = {0, "sv_clmovement_minping_disabletime", "1000", "when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)"};
-cvar_t sv_clmovement_waitforinput = {0, "sv_clmovement_waitforinput", "5", "when a client does not send input for this many frames, force them to move anyway (unlike QuakeWorld)"};
+cvar_t sv_clmovement_waitforinput = {0, "sv_clmovement_waitforinput", "16", "when a client does not send input for this many frames, force them to move anyway (unlike QuakeWorld)"};
static usercmd_t cmd;
{
qboolean kickplayer = false;
int i;
- double oldmovetime;
#ifdef NUM_PING_TIMES
double total;
#endif
- usercmd_t *move = &host_client->cmd;
-
- oldmovetime = move->time;
+ double moveframetime;
+ usercmd_t newmove;
+ usercmd_t *move = &newmove;
- // if this move has been applied, clear it, and start accumulating new data
- if (move->applied)
- memset(move, 0, sizeof(*move));
+ memset(move, 0, sizeof(*move));
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
move->receivetime = (float)sv.time;
- // calculate average ping time
- host_client->ping = move->receivetime - move->time;
-#ifdef NUM_PING_TIMES
- host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = move->receivetime - move->time;
- host_client->num_pings++;
- for (i=0, total = 0;i < NUM_PING_TIMES;i++)
- total += host_client->ping_times[i];
- host_client->ping = total / NUM_PING_TIMES;
-#endif
+ // limit reported time to current time
+ // (incase the client is trying to cheat)
+ move->time = min(move->time, move->receivetime + sv.frametime);
// read current angles
for (i = 0;i < 3;i++)
// be sure to bitwise OR them into the move->buttons because we want to
// accumulate button presses from multiple packets per actual move
if (sv.protocol == PROTOCOL_QUAKE || sv.protocol == PROTOCOL_QUAKEDP || sv.protocol == PROTOCOL_NEHAHRAMOVIE || sv.protocol == PROTOCOL_DARKPLACES1 || sv.protocol == PROTOCOL_DARKPLACES2 || sv.protocol == PROTOCOL_DARKPLACES3 || sv.protocol == PROTOCOL_DARKPLACES4 || sv.protocol == PROTOCOL_DARKPLACES5)
- move->buttons |= MSG_ReadByte ();
+ move->buttons = MSG_ReadByte ();
else
- move->buttons |= MSG_ReadLong ();
+ move->buttons = MSG_ReadLong ();
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
// read impulse
- i = MSG_ReadByte ();
- if (i)
- move->impulse = i;
+ move->impulse = MSG_ReadByte ();
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
// PRYDON_CLIENTCURSOR
if (msg_badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
}
+ if (move->sequence && move->sequence <= host_client->movesequence && move->sequence >= host_client->movesequence - 16)
+ {
+ // repeat of old input (to fight packet loss)
+ // the >= -16 check avoids frozen players after a level change
+ return kickplayer;
+ }
+
+ // if the previous move has not been applied yet, we need to accumulate
+ // the impulse/buttons from it
+ if (!host_client->cmd.applied)
+ {
+ if (!move->impulse)
+ move->impulse = host_client->cmd.impulse;
+ move->buttons |= host_client->cmd.buttons;
+ }
+
+ moveframetime = bound(0, move->time - host_client->cmd.time, 0.1);
+ //Con_Printf("movesequence = %i (%i lost), moveframetime = %f\n", move->sequence, move->sequence ? move->sequence - host_client->movesequence - 1 : 0, moveframetime);
+
// disable clientside movement prediction in some cases
if (ceil((move->receivetime - move->time) * 1000.0) < sv_clmovement_minping.integer)
host_client->clmovement_disabletimeout = realtime + sv_clmovement_minping_disabletime.value / 1000.0;
if (!sv_clmovement_enable.integer || host_client->clmovement_disabletimeout > realtime)
move->sequence = 0;
- if (!host_client->spawned)
- memset(move, 0, sizeof(*move));
- else if (move->sequence && (float)move->time > (float)sv.time + 0.125f) // add a little fuzz factor due to float precision issues
- {
- Con_DPrintf("client move->time %f > sv.time %f, kicking\n", (float)move->time, (float)sv.time);
- // if the client is lying about time, we have definitively detected a
- // speed cheat attempt of the worst sort, and we can immediately kick
- // the offending player off.
- // this fixes the timestamp to prevent a speed cheat from working
- move->time = sv.time;
- // but we kick the player for good measure
- kickplayer = true;
- }
- else
+ // calculate average ping time
+ host_client->ping = move->receivetime - move->time;
+#ifdef NUM_PING_TIMES
+ host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = move->receivetime - move->time;
+ host_client->num_pings++;
+ for (i=0, total = 0;i < NUM_PING_TIMES;i++)
+ total += host_client->ping_times[i];
+ host_client->ping = total / NUM_PING_TIMES;
+#endif
+
+ // only start accepting input once the player is spawned
+ if (host_client->spawned)
{
- // apply the latest accepted move to the entity fields
+ // at this point we know this input is new and should be stored
+ host_client->cmd = *move;
host_client->movesequence = move->sequence;
- if (host_client->movesequence && sv_clmovement_waitforinput.integer > 0)
+ // if using prediction, we need to perform moves when packets are
+ // received, even if multiple occur in one frame
+ // (they can't go beyond the current time so there is no cheat issue
+ // with this approach, and if they don't send input for a while they
+ // start moving anyway, so the longest 'lagaport' possible is
+ // determined by the sv_clmovement_waitforinput cvar)
+ if (host_client->movesequence && sv_clmovement_waitforinput.integer > 0 && moveframetime > 0)
{
- double frametime = bound(0, move->time - oldmovetime, 0.1);
double oldframetime = prog->globals.server->frametime;
double oldframetime2 = sv.frametime;
- //if (move->time - oldmovetime >= 0.1001)
- // Con_DPrintf("client move exceeds 100ms! (time %f -> time %f)\n", oldmovetime, move->time);
// the server and qc frametime values must be changed temporarily
- sv.frametime = frametime;
- prog->globals.server->frametime = frametime;
+ sv.frametime = moveframetime;
+ prog->globals.server->frametime = moveframetime;
SV_Physics_ClientEntity(host_client->edict);
sv.frametime = oldframetime2;
prog->globals.server->frametime = oldframetime;
host_client->clmovement_skipphysicsframes = sv_clmovement_waitforinput.integer;
}
}
+
return kickplayer;
}