]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - sv_user.c
test alpha
[xonotic/darkplaces.git] / sv_user.c
index 9e17dbfee03d0da0d8e65e19122b4cbb7b667667..f3dc9c01201eb537fdec7886eabcfd67c5b881e9 100644 (file)
--- a/sv_user.c
+++ b/sv_user.c
@@ -654,7 +654,7 @@ static void SV_ReadClientMove (void)
        // read ping time
        if (sv.protocol != PROTOCOL_QUAKE && sv.protocol != PROTOCOL_QUAKEDP && sv.protocol != PROTOCOL_NEHAHRAMOVIE && sv.protocol != PROTOCOL_NEHAHRABJP && sv.protocol != PROTOCOL_NEHAHRABJP2 && sv.protocol != PROTOCOL_NEHAHRABJP3 && sv.protocol != PROTOCOL_DARKPLACES1 && sv.protocol != PROTOCOL_DARKPLACES2 && sv.protocol != PROTOCOL_DARKPLACES3 && sv.protocol != PROTOCOL_DARKPLACES4 && sv.protocol != PROTOCOL_DARKPLACES5 && sv.protocol != PROTOCOL_DARKPLACES6)
                move->sequence = MSG_ReadLong(&sv_message);
-       move->time = move->clienttime = MSG_ReadFloat(&sv_message);
+       move->time = MSG_ReadFloat(&sv_message);
        if (sv_message.badread) Con_Printf("SV_ReadClientMessage: badread at %s:%i\n", __FILE__, __LINE__);
        move->receivetime = (float)sv.time;
 
@@ -663,7 +663,7 @@ static void SV_ReadClientMove (void)
 #endif
        // limit reported time to current time
        // (incase the client is trying to cheat)
-       move->time = min(move->time, move->receivetime + sv.frametime);
+       move->time = min(move->time, sv.time + sv.frametime);
 
        // read current angles
        for (i = 0;i < 3;i++)
@@ -738,7 +738,8 @@ static void SV_ReadClientMove (void)
                sv_readmoves[sv_numreadmoves++] = *move;
 
        // movement packet loss tracking
-       if(move->sequence)
+       // bones_was_here: checking begun prevents heavy loss detection right after a map change
+       if(move->sequence && host_client->begun)
        {
                if(move->sequence > host_client->movement_highestsequence_seen)
                {
@@ -771,16 +772,224 @@ static void SV_ReadClientMove (void)
        }
 }
 
+static void SV_ExecuteAsyncMove(usercmd_t *move)
+{
+       prvm_prog_t *prog = SVVM_prog;
+
+       double qcframetime = PRVM_serverglobalfloat(frametime);
+       double svframetime = sv.frametime;
+
+       float timeout = min(0.1, sys_ticrate.value > 0.0 && sv.frametime > 0.0 ? sv.frametime * ceil(sv_clmovement_inputtimeout.value / sv.frametime) : sv_clmovement_inputtimeout.value);
+
+       float newping = (sv_clmovement_buffer.integer ? sv.time : host_client->cmd.receivetime) - move->time; // include buffering latency if applicable
+
+       float latencydelta = max(0.0f, newping - host_client->ping);
+
+       if (sv_clmovement_inputtimeout_strict.integer && host_client->clmovement_inputtimeout_accum)
+       {
+               // latency comp for strict mode
+               host_client->cmd.time -= latencydelta;
+               host_client->clmovement_inputtimeout_accum = 0.0f;
+       }
+
+       // support splitting by not resetting frametime when some remains to be executed
+       if (move->frametime <= 0.0)
+               move->frametime = move->time - host_client->cmd.time;
+
+       //Con_Printf("^2newping: %f\toldping: %f\tframetime: %f\n", newping, host_client->ping, move->frametime);
+       // TODO should we check sv.frametime > 0.0 ?
+       if (sv_clmovement_inputtimeout_correct.integer && host_client->clmovement_inputtimeout_accum)
+       {
+               Con_Printf("inputtimeout_accum: %f\n", host_client->clmovement_inputtimeout_accum);
+               // this condition is WIP lol
+               // no condition at all works well for ping spikes and big fps changes, but regresses the improvements for 60fps inputtimeout 0.015625 ticrate 0.0078125
+               //if (move->frametime - host_client->clmovement_inputtimeout_accum < 0.0005) // only if we will drop a move, might let accumulator get larger than would be ideal
+               //if (host_client->clmovement_inputtimeout_accum > timeout)
+               //if (host_client->clmovement_inputtimeout_accum > sv.frametime) // seems about as good as no condition, for fps and ping spikes :)
+               if ((sv_clmovement_inputtimeout_correct.integer == 1 && host_client->clmovement_inputtimeout_accum > sv.frametime && sv.frametime > 0.0) || (sv_clmovement_inputtimeout_correct.integer == 2 && host_client->clmovement_inputtimeout_accum > timeout) || (sv_clmovement_inputtimeout_correct.integer == 3 && move->frametime - host_client->clmovement_inputtimeout_accum < 0.0005) || sv_clmovement_inputtimeout_correct.integer == 4)
+               {
+                       //Con_Printf("latencydelta: %f\taccum: %f\n", latencydelta, host_client->clmovement_inputtimeout_accum);
+                       // this seems very well behaved in the sudden latency increase case (eg cl_maxidlefps)
+                       host_client->clmovement_inputtimeout_accum = max(0.0f, host_client->clmovement_inputtimeout_accum - latencydelta);
+               }
+
+               //if (move->frametime > host_client->clmovement_inputtimeout_accum || (sv_clmovement_inputtimeout_correct.integer & 2 && move->frametime > timeout) || (sv_clmovement_inputtimeout_correct.integer & 4 && sv.frametime && move->frametime > sv.frametime) || sv_clmovement_inputtimeout_correct.integer & 8)
+               //anything more aggressive than (move->frametime > host_client->clmovement_inputtimeout_accum) requires move splitting to prevent some discards after frametimes jump well past inputtimeout
+//             if (host_client->clmovement_inputtimeout_accum > 0.0f)
+//             {
+                       // FIXME sys_ticrate 0.0078125 inputtimeout 0.0078125 125fps = a few moves dropped (frametimes between 0 and 0.0005)
+                       // FIXME sys_ticrate 0.0078125 inputtimeout 0.015625 63fps = choppy but nothign is dropped, and its perfectly smooth at 60fps
+                       double ft = move->frametime;
+                       move->frametime -= host_client->clmovement_inputtimeout_accum;
+                       //Con_Printf("Shortening a move after %f inputtimeout, was %f, now %f\n", host_client->clmovement_inputtimeout_accum, ft, move->frametime);
+                       host_client->clmovement_inputtimeout_accum = max(0.0f, host_client->clmovement_inputtimeout_accum - ft);
+//             }
+//             else
+//             {
+//                     Con_Printf("^1Bad stuff!\n");
+                       //Con_Printf("Discarding a SHORT move after %f inputtimeout, was %f, now 0.0\n", host_client->clmovement_inputtimeout_accum, move->frametime);
+                       //host_client->clmovement_inputtimeout_accum -= move->frametime;
+                       //move->frametime = 0.0;
+//                     host_client->clmovement_inputtimeout_accum = 0.0f;
+//             }
+
+               //Con_Printf("Final frametime: %f\tLatency delta: %f\n", move->frametime, latencydelta);
+       }
+
+       // bones_was_here: limit moveframetime to a multiple of sv.frametime to match inputtimeout behaviour
+       // very short inputtimeout requires NOT limiting to inputtimeout (as that could be shorter than client's frametime),
+       // and ideally buffered mode's move splitting (to prevent inputtimeouts and sync physics)
+       // but, just using _correct mode is a big improvement for that case
+       // TODO: correct mode: since we already truncated, we could bound tighter here, but should we? probably smoother not to...
+       if (!sv_clmovement_inputtimeout_correct.integer && !sv_clmovement_buffer_split.integer)
+               move->frametime = min(move->frametime, timeout);
+
+       // FIXME code duplication; would only work with sv_clmovement_alwayscopy >= 1
+       // 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;
+       }
+
+       // discard (treat like lost) moves with too low distance from
+       // the previous one to prevent hacks using float inaccuracy
+       // clients will see this as packet loss in the netgraph
+       // this should also apply if a move cannot get
+       // executed because it came too late and
+       // already was performed serverside
+       if(move->frametime < 0.0005)
+       {
+               // count the move as LOST if we don't
+               // execute it but it has higher
+               // sequence count
+               if(host_client->movesequence && sv_clmovement_noisy.integer && (move->time - host_client->cmd.time > 0.0005 || sv_clmovement_noisy.integer & 2))
+                       if(move->sequence > host_client->movesequence)
+                               host_client->movement_count[(move->sequence) % NETGRAPH_PACKETS] = -1;
+
+               // bones_was_here: reliability improved by copying the move even when we don't execute it asynchronously
+               // (legit DP clients often hit frametime < 0.0005 due to time synchronisation)
+               // if we hit the inputtimeout, this move will be executed synchronously (so player can still move even with 100% move discard rate)
+               // if we don't hit the inputtimeout, this move will not be marked as applied,
+               // so the impulse and buttons will be accumulated into the next move parsed by SV_ReadClientMove
+               // or into the next move in the buffer after this one (see above)
+               // (previously this only happened in synchronous movement)
+               if (sv_clmovement_alwayscopy.integer)
+               {
+                       // latencydelta will need to know this move's latency if there's still some inputtimeout_accum
+                       //if (sv_clmovement_inputtimeout_correct.integer)
+                       host_client->ping = (sv_clmovement_buffer.integer ? sv.time : move->receivetime) - move->time; // include buffering latency if applicable
+
+                       //if (move->time < host_client->cmd.time)
+                               //Con_Printf("^3Time could step back by %f\n", host_client->cmd.time - move->time);
+
+                       // should move frametimes increase after discards (similar to PL) ? NO !
+                       // problem with that in _correct mode: we discard x ms of frametime, but add that many to the next move, and since we already decremented the accumulator, client can lagaport
+                       if (sv_clmovement_inputtimeout_correct.integer)
+                       {
+                               // allow small backsteps ONLY, to prevent corner cases where we discard far too many moves
+                               // one sv.frametime is plenty for _correct mode and makes it much more robust with big ping spikes
+                               move->time = max(move->time, host_client->cmd.time - sv.frametime); // prevent backstepping of time
+                       }
+                       else if (sv_clmovement_inputtimeout_strict.integer)
+                       {
+                               // prevent updating of time (HUGE frametimes! like PL, old behaviour, breaks burst discards after inputtimeout)
+                               // strict mode needs this to work properly
+                               move->time = host_client->cmd.time;
+                       }
+
+                       //if (move->time < host_client->cmd.time)
+                               //Con_Printf("^1  Time did step back by %f\n", host_client->cmd.time - move->time);
+
+                       host_client->cmd = *move;
+               }
+
+               // TODO move this out of this block if removing buffer_split
+               if (sv_clmovement_buffer.integer)
+                       host_client->mbuf_r++;
+
+               //Con_Printf("Discarding move with frametime %f\n", move->frametime);
+               return;
+       }
+
+       host_client->cmd = *move;
+       host_client->movesequence = move->sequence;
+
+       if (sv_clmovement_buffer.integer)
+       {
+               // TODO can this break when paused? should we use sys_ticrate.value instead or just check sv.frametime?
+               // FIXME if the client has exactly half the server's framerate and never fluctuates at all
+               // the number of buffered moves never decreases
+               // happens when enabling buffer during a match with a client already running exactly half hz
+               // hack: could do a small offset so its running slightly more frametime on the first one ?
+               // or just use a small buffer (4) lol, should be -ok- since long moves are split without using additional buffer slots
+               if ((sv_clmovement_buffer_split.integer == 1 && sv.frametime > 0.0 && move->frametime >= 2.0 * sv.frametime) || (sv_clmovement_buffer_split.integer == 2 && move->frametime > timeout))
+               {
+                       //Con_Printf("Splitting a move in %d! ", (int)floor(move->frametime / sv.frametime));
+                       host_client->cmd.frametime /= floor(move->frametime / sv.frametime);
+                       move->frametime -= host_client->cmd.frametime;
+                       move->msec = 1;
+                       //Con_Printf("shortened frametime: %f stored remainder: %f\n", host_client->cmd.frametime, move->frametime);
+               }
+               else
+               {
+                       host_client->mbuf_r++;
+                       move->msec = 0;
+                       move->frametime = 0.0; // when reusing this buffer slot, frametime is only calculated if not already set
+               }
+
+               host_client->frametime_accum += host_client->cmd.frametime;
+       }
+
+       // 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_inputtimeout cvar)
+
+       // update ping time for qc to see while executing this move
+       host_client->ping = (sv_clmovement_buffer.integer ? sv.time : host_client->cmd.receivetime) - host_client->cmd.time; // include buffering latency if applicable
+       //FIXME why do need to keep receivetime? to support listen servers running multiple physics frames per frame? no, because no move processing happens between physics frames
+       // the server and qc frametime values must be changed temporarily
+       PRVM_serverglobalfloat(frametime) = sv.frametime = host_client->cmd.frametime;
+       // if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
+       if (sv.frametime > 0.05)
+       {
+               PRVM_serverglobalfloat(frametime) = sv.frametime = host_client->cmd.frametime * 0.5;
+               SV_Physics_ClientMove();
+       }
+       SV_Physics_ClientMove();
+       sv.frametime = svframetime;
+       PRVM_serverglobalfloat(frametime) = qcframetime;
+       host_client->clmovement_inputtimeout = min(0.1, sv_clmovement_inputtimeout.value);
+}
+
+inline void SV_ExecuteBufferedAsyncMoves(void)
+{
+       unsigned char i = 0;
+       for (host_client = &svs.clients[0]; i < svs.maxclients; i++, host_client++)
+       {
+               if (host_client->begun)
+                       host_client->mbuf_s_max = max(host_client->mbuf_s_max, host_client->mbuf_w - host_client->mbuf_r); // the implicit cast to unsigned char is part of the calculation
+                       //Con_Printf("Buffered moves: %d\n", (unsigned char)(host_client->mvbuf_w - host_client->mvbuf_r));
+
+               host_client->frametime_accum = 0.0;
+               while (host_client->frametime_accum < sv.frametime && host_client->mbuf_w != host_client->mbuf_r)
+                       SV_ExecuteAsyncMove(&host_client->mbuf[MBUF_MASK(host_client->mbuf_r)]);
+       }
+}
+
 static void SV_ExecuteClientMoves(void)
 {
        prvm_prog_t *prog = SVVM_prog;
        int moveindex;
-       float moveframetime;
-       double oldframetime;
-       double oldframetime2;
-#ifdef NUM_PING_TIMES
-       double total;
-#endif
+       //double moveframetime;
+       //double oldframetime;
+       //double oldframetime2;
+
        if (sv_numreadmoves < 1)
                return;
        // only start accepting input once the player is spawned
@@ -789,8 +998,9 @@ static void SV_ExecuteClientMoves(void)
 #if DEBUGMOVES
        Con_Printf("SV_ExecuteClientMoves: read %i moves at sv.time %f\n", sv_numreadmoves, (float)sv.time);
 #endif
+
        // disable clientside movement prediction in some cases
-       if (ceil(max(sv_readmoves[sv_numreadmoves-1].receivetime - sv_readmoves[sv_numreadmoves-1].time, 0) * 1000.0) < sv_clmovement_minping.integer)
+       if (host_client->ping * 1000.0 < sv_clmovement_minping.value || host_client->ping > 1)
                host_client->clmovement_disabletimeout = host.realtime + sv_clmovement_minping_disabletime.value / 1000.0;
        // several conditions govern whether clientside movement prediction is allowed
        if (sv_readmoves[sv_numreadmoves-1].sequence && sv_clmovement_enable.integer && sv_clmovement_inputtimeout.value > 0 && host_client->clmovement_disabletimeout <= host.realtime && (PRVM_serveredictfloat(host_client->edict, disableclientprediction) == -1 || (PRVM_serveredictfloat(host_client->edict, movetype) == MOVETYPE_WALK && (!PRVM_serveredictfloat(host_client->edict, disableclientprediction)))))
@@ -803,16 +1013,79 @@ static void SV_ExecuteClientMoves(void)
                for (moveindex = 0;moveindex < sv_numreadmoves;moveindex++)
                {
                        usercmd_t *move = sv_readmoves + moveindex;
-                       if (host_client->movesequence < move->sequence || moveindex == sv_numreadmoves - 1)
+                       if (max(host_client->movesequence, host_client->mbuf[MBUF_MASK(host_client->mbuf_w - 1)].sequence) < move->sequence || moveindex == sv_numreadmoves - 1)
                        {
 #if DEBUGMOVES
                                Con_Printf("%smove #%u %ims (%ims) %i %i '%i %i %i' '%i %i %i'\n", (move->time - host_client->cmd.time) > sv.frametime * 1.01 ? "^1" : "^2", move->sequence, (int)floor((move->time - host_client->cmd.time) * 1000.0 + 0.5), (int)floor(move->time * 1000.0 + 0.5), move->impulse, move->buttons, (int)move->viewangles[0], (int)move->viewangles[1], (int)move->viewangles[2], (int)move->forwardmove, (int)move->sidemove, (int)move->upmove);
 #endif
+/*
+                               usercmd_t *prevmove;
+                               if (sv_clmovement_buffer.integer && host_client->movesequence && host_client->movesequence < host_client->mbuf[MBUF_MASK(host_client->mbuf_w - 1)].sequence)
+                                        prevmove = &host_client->mbuf[MBUF_MASK(host_client->mbuf_w - 1)];
+                               else
+                                        prevmove = &host_client->cmd;
+                               if (move->time > sv.time)
+                                       Con_Printf("move->time exceeded sv.time by %f\n", move->time - sv.time);
+                               if (move->time < prevmove->time)
+                                       Con_Printf("time stepped back by %f\n", prevmove->time - move->time);
+*/
+
                                // this is a new move
+/*
+                               // we limit to sv.time + sv.frametime in SV_ReadClientMove and fall back to sync phys if too old
+                               // prevent backstepping of time also not required: move->frametime will be < 0 and the move will be discarded
                                move->time = bound(sv.time - 1, move->time, sv.time); // prevent slowhack/speedhack combos
                                move->time = max(move->time, host_client->cmd.time); // prevent backstepping of time
-                               moveframetime = bound(0, move->time - host_client->cmd.time, min(0.1, sv_clmovement_inputtimeout.value));
+*/
+/*
+                               move->frametime = move->time - max(host_client->cmd.time, host_client->mvbuf[MVBUF_MASK(host_client->mvbuf_w - 1)].time);
+
+                               //if (move->frametime > 0.05)
+                                       //Con_Printf("Long move frametime: %f\n", move->frametime);
+
+                               if (sv_clmovement_inputtimeout_correct.integer && host_client->clmovement_inputtimeout_accum)
+                               {
+                                       if (move->frametime > host_client->clmovement_inputtimeout_accum)
+                                       {
+                                               //Con_Printf("Shortening move frametime after %f inputtimeout, was %f, now %f\n", host_client->clmovement_inputtimeout_accum, move->frametime, move->frametime - host_client->clmovement_inputtimeout_accum);
+                                               move->frametime -= host_client->clmovement_inputtimeout_accum;
+                                               host_client->clmovement_inputtimeout_accum = 0.0f;
+                                       }
+                                       else
+                                       {
+                                               //Con_Printf("Shortening move frametime after %f inputtimeout, was %f, now 0.0\n", host_client->clmovement_inputtimeout_accum, move->frametime);
+                                               host_client->clmovement_inputtimeout_accum -= move->frametime;
+                                               move->frametime = 0.0;
+                                       }
+                               }
 
+                               // bones_was_here: limit moveframetime to a multiple of sv.frametime to match inputtimeout behaviour
+                               // very short inputtimeout requires NOT limiting to inputtimeout (as that could be shorter than client's frametime),
+                               // and ideally buffered mode's move splitting (to prevent inputtimeouts and sync physics)
+                               // but, just using _correct mode is a big improvement for that case
+                               if (sv_clmovement_inputtimeout_correct.integer || sv_clmovement_buffer_split.integer)
+                                       move->frametime = min(move->frametime, 0.1);
+                               else
+                                       move->frametime = min(move->frametime, min(0.1, sys_ticrate.value > 0.0 && sv.frametime > 0.0 ? sv.frametime * ceil(sv_clmovement_inputtimeout.value / sv.frametime) : sv_clmovement_inputtimeout.value));
+*/
+                               if (sv_clmovement_buffer.integer)
+                               {
+                                       // if the buffer is full we are about to overwrite the oldest move
+                                       // log it as lost and increment the read index
+                                       if ((unsigned char)(host_client->mbuf_w - host_client->mbuf_r) >= MBUF_SIZE)
+                                               host_client->movement_count[(host_client->mbuf[MBUF_MASK(host_client->mbuf_r++)].sequence) % NETGRAPH_PACKETS] = -1;
+
+                                       // store the move and increment the write index
+                                       host_client->mbuf[MBUF_MASK(host_client->mbuf_w++)] = *move;
+
+                                       // if possible, execute the move now
+                                       if (host_client->frametime_accum < sv.frametime)
+                                               SV_ExecuteAsyncMove(&host_client->mbuf[MBUF_MASK(host_client->mbuf_r)]);
+                               }
+                               else
+                                       SV_ExecuteAsyncMove(move);
+
+/*
                                // discard (treat like lost) moves with too low distance from
                                // the previous one to prevent hacks using float inaccuracy
                                // clients will see this as packet loss in the netgraph
@@ -840,8 +1113,6 @@ static void SV_ExecuteClientMoves(void)
                                //  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_inputtimeout cvar)
-                               if (moveframetime <= 0)
-                                       continue;
                                oldframetime = PRVM_serverglobalfloat(frametime);
                                oldframetime2 = sv.frametime;
                                // update ping time for qc to see while executing this move
@@ -857,7 +1128,8 @@ static void SV_ExecuteClientMoves(void)
                                SV_Physics_ClientMove();
                                sv.frametime = oldframetime2;
                                PRVM_serverglobalfloat(frametime) = oldframetime;
-                               host_client->clmovement_inputtimeout = sv_clmovement_inputtimeout.value;
+                               host_client->clmovement_inputtimeout = min(0.1, sv_clmovement_inputtimeout.value);
+*/
                        }
                }
        }
@@ -877,7 +1149,7 @@ static void SV_ExecuteClientMoves(void)
                }
                // now copy the new move
                host_client->cmd = sv_readmoves[sv_numreadmoves-1];
-               host_client->cmd.time = max(host_client->cmd.time, sv.time);
+               //host_client->cmd.time = max(host_client->cmd.time, sv.time);
                        // physics will run up to sv.time, so allow no predicted moves
                        // before that otherwise, there is a speedhack by turning
                        // prediction on and off repeatedly on client side because the
@@ -886,17 +1158,11 @@ static void SV_ExecuteClientMoves(void)
                host_client->movesequence = 0;
                // make sure that normal physics takes over immediately
                host_client->clmovement_inputtimeout = 0;
+               // clear the async move buffer
+               host_client->mbuf_r = host_client->mbuf_w = 0;
+               // update ping time
+               host_client->ping = host_client->cmd.receivetime - sv_readmoves[sv_numreadmoves-1].time;
        }
-
-       // calculate average ping time
-       host_client->ping = host_client->cmd.receivetime - host_client->cmd.clienttime;
-#ifdef NUM_PING_TIMES
-       host_client->ping_times[host_client->num_pings % NUM_PING_TIMES] = host_client->cmd.receivetime - host_client->cmd.clienttime;
-       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
 }
 
 void SV_ApplyClientMove (void)