* Fix subsystem change handling code
Make sure that subsystem help actually gets updated.
* change from pointer to literal
I had decided to use `new` in the past when I was less experienced. So this changes it back to regular angle variables.
(And White space fix requested by Wookie)
The ship record for player ships is not always accurate. So as to correct entries as valid packets are received.
Also, remove a case where null vectors were being passed to the physics engine.
Co-Authored-By: wookieejedi <[email protected]>
Co-authored-by: wookieejedi <[email protected]>
* Make sure that players are updated the more often
Mitigates the increased latency from multiple clients getting each other's positions.
And Adjust update times:
Because LAN settings are now widely used even on non-LAN connections, shift High to a little bit less frequently in some situations, and adjust LAN settings so that it doesn't take quite as much bandwidth for updating ships that are `rear_medium` or `rear_far`.
Also update comments.
* Remove unused define
This was used in the previous version of the object update code and doesn't need to be here anymore.
Change Interpolation function to bool
And calculate last position instead of just setting it
This should help FSO prevent some very odd collision issues when two ships collide
* add subsystem indexer and ensure that ship_get_indexed_subsys and ship_get_first_subsys are independent
* also add reverse lookup from subsys to index
* update indexer to accommodate subsystem pointers being changed
* use clearer function names, and fix the type of subsys_list_indexer
* add assertions
* address latest feedbcak
1) Changes the submodel flags to use a flagset instead of several booleans
2) Adds `rotate_accel` to allow submodel rotation acceleration to be specified
Submodel acceleration can now be instant; dumb-rotating submodels always instantly accelerate (and have always done so)
I don't know when this was introduced but the bug is extremely obvious once someone hit the crash. It should just be using the timestamp that the packet was received, not trying to put that timestamp into a vector whose index is server frame numbers.
* Limit instances of Client Collisions to Avoid Instant Death
* Set timestamps correctly (take 2)
* Handle server check the same everywhere
* Clearer Logic Here
* Should fix some crahes and inaccuracies at high pings
Feeding the wrong index to the rollback struct is a bad idea.... That's late night coding for you.
* Forgot one correction
* Also update the comment.
* Multiplayer Dumbfire Rollback
This creates a packet that sends the relative position and orientation info for a primary or dumbfire missle shot. The client creates this packet when firing those two types of weapons and sends it to the server. The server goes back to the frame that the client fired the weapon and quicky resimulates all the frames in-between.
This includes collision detection, restoring positions, orientations and veloicties, but not subsystem orientations.
* Address Feedback
* allow clients to send subsystem info
* Check for object number not weapon number
* Readability Adjustment
* Object Update Refactor
1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
5. Better handles out of order packets (but can still use their information if recent enough!)
6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.
* Fix edge case crash and Incorporate feedback
* Clean Up Interpolate Angles Quick
* Restrain the client
* How was this still here???
* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define
* Fix Way to Store Return Values
* Ok travis, we get it
* Ok travis.........
This just uses vm_vec_normalize_safe. If two objects spawn on top of each other, the code will now sort them properly without printing a null vec3d warning.
Does this by refactoring how the timing is calculated. It also removes the Next Arrival Time Array, which does not actually do a good job of calculating it, anyway. We can now rely on the other oo_arrive_time arrays exclusively by subtracting from current time.
Squashed Commits:
1. Use function to pull FrametimeOverall to keep from breaking Fred.
2. Remove unsed parameter from multi_oo_calc_interp_splines
3. And also fix the corresponding declarations and functions calls.
These function have been around since retail. What they were supposed to do was allow the V team to get a baseline of how much data object updating would use without the limiting system.
However, the way that multi_rate_add work, is that they say to the limting system, "The client is getting a lot of data, so limit it some more." And that eventually causes debug build object updates to slow to a crawl.
Any server build created this year will crash any client connected to it because it will send a packet cotaining hull updating information, but accidentally unset the flag for new hull info. The client was therefore unaligned with the packet, causing the local subsystem_update array to go bonkers.