// 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;
#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++)
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)
{
{
prvm_prog_t *prog = SVVM_prog;
int moveindex;
- float moveframetime;
+ double moveframetime;
double oldframetime;
double oldframetime2;
-#ifdef NUM_PING_TIMES
- double total;
-#endif
+
if (sv_numreadmoves < 1)
return;
// only start accepting input once the player is spawned
#if DEBUGMOVES
Con_Printf("SV_ExecuteClientMoves: read %i moves at sv.time %f\n", sv_numreadmoves, (float)sv.time);
#endif
+
+ // update ping time
+ host_client->ping = max(sv_readmoves[sv_numreadmoves-1].receivetime - sv_readmoves[sv_numreadmoves-1].time, 0);
+
// 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 * 1000.0 > sv_clmovement_maxping.value)
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)))))
{
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
// this is a new move
- 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));
+ // prevent backstepping of time and slowhack/speedhack combos
+ move->time = bound(host_client->cmd.time, move->time, sv.time);
+ // bones_was_here: limit moveframetime to a multiple of sv.frametime to match inputtimeout behaviour
+ moveframetime = min(move->time - host_client->cmd.time, 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));
// discard (treat like lost) moves with too low distance from
// the previous one to prevent hacks using float inaccuracy
// 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
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);
}
}
}
// make sure that normal physics takes over immediately
host_client->clmovement_inputtimeout = 0;
}
-
- // 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)