#include "network/multi_interpolate.h" #include "freespace.h" SCP_unordered_map Interp_info; extern void multi_ship_record_signal_update(int objnum, TIMESTAMP lower_time_limit, TIMESTAMP upper_time_limit, int prev_packet_index, int current_packet_index); /////////////////////////////////////////// // interpolation info management functions // seeks through the packets to find the one that we need, starting from the end, notice we cannot use MULTIPLAYER_CLIENT macro here. We cannot include multi.h void interpolation_manager::reassess_packet_index(vec3d* pos, matrix* ori, physics_info* pip) { auto current_time = Multi_Timing_Info.get_current_time(); int current_index = static_cast(_packets.size()) - 2; int prev_index = static_cast(_packets.size()) - 1; const bool index_only = ( !pos || !ori || !pip ); // iterate through the packets for (; current_index > -1; current_index--, prev_index--) { // did we find where we should interpolate? if ((_packets[current_index].remote_missiontime >= current_time) && (_packets[prev_index].remote_missiontime <= current_time)) { _upcoming_packet_index = current_index; _prev_packet_index = prev_index; // probably the "hackiest" thing about this. If we were just straight simulating, // and we now need to go back, pretend that the position we were in *was* our old packet // and we are now going towards our new packet's physics. if (_simulation_mode && !index_only) { replace_packet(prev_index, pos, ori, pip); // TODO, if simulation mode was forced by the collision code, this method regresses a bug where collisions instantly kill _simulation_mode = false; } return; } } if ( !index_only ) { // if we didn't find indexes then we are overwhelmingly likely to have passed the server somehow // and we need to make sure that we just straight simulate these ships _simulation_mode = true; } } void interpolate_main_helper(int objnum, vec3d* pos, matrix* ori, physics_info* pip, vec3d* last_pos, matrix* last_orient, vec3d* gravity, bool player_ship) { Interp_info[objnum].interpolate_main(pos, ori, pip, last_pos, last_orient, gravity, player_ship); } // the meat and potatoes. Basically, this figures out if we should interpolate, and then interpolates or sims void interpolation_manager::interpolate_main(vec3d* pos, matrix* ori, physics_info* pip, vec3d* last_pos, matrix* last_orient, vec3d * gravity, bool player_ship) { // make sure its a valid ship and valid mode Assert(Game_mode & GM_MULTIPLAYER); // if we have not received enough packets, simulate then return, // To optimize, we should not reassess_packet_index with a negative index. // The index will be made positive by add_packet, once a second packet has been received. if (_upcoming_packet_index < 0 ) { *last_pos = *pos; *last_orient = *ori; physics_sim(pos, ori, pip, gravity, flFrametime); // duplicate the rest of the physics engine's calls here to make the simulation more exact. pip->speed = vm_vec_mag(&pip->vel); pip->fspeed = vm_vec_dot(&ori->vec.fvec, &pip->vel); return; } reassess_packet_index(pos, ori, pip); // if we are off the beaten path if(_simulation_mode) { float sim_time = flFrametime; // we need to push this ship up to the limit of where we were on the remote instance, if we haven't already. // then we need to adjust our timing since some of the sim time is used up getting to that last packet. if (!_packets_expended && !_packets.empty()) { physics_apply_snapshot_manual(*pos, *ori, pip->vel, pip->desired_vel, pip->rotvel, pip->desired_rotvel, _packets.front().snapshot); sim_time -= (static_cast(_packets.front().remote_missiontime) - static_cast(Multi_Timing_Info.get_last_time())) / TIMESTAMP_FREQUENCY; _packets_expended = true; } sim_time = (sim_time > 0.25f) ? 0.25f : sim_time; physics_sim(pos, ori, pip, gravity, sim_time); // we can't trust what the last position was on the local instance, so figure out what it should have been // use flFrametime here because we need to know what the last position would have been if it was accurate in the last frame. vm_vec_scale_add(last_pos, pos, &pip->vel, -flFrametime); // Asteroth's method for last orient. if (!IS_VEC_NULL(&pip->rotvel)) { vec3d normalized_rotvel; float mag = vm_vec_copy_normalize(&normalized_rotvel, &pip->rotvel); matrix rotate_to_previous; vm_quaternion_rotate(&rotate_to_previous, -mag * flFrametime, &normalized_rotvel); vm_matrix_x_matrix(last_orient, &rotate_to_previous, ori); } else { *last_orient = *ori; } // duplicate the rest of the physics engine's calls here to make the simulation more exact. pip->speed = vm_vec_mag(&pip->vel); pip->fspeed = vm_vec_dot(&ori->vec.fvec, &pip->vel); return; // we should not try interpolating and siming on the same call, so return. } // calc what the current timing should be. float numerator = static_cast(Multi_Timing_Info.get_current_time()) - static_cast(_packets[_prev_packet_index].remote_missiontime); float denominator = static_cast(_packets[_upcoming_packet_index].remote_missiontime) - static_cast(_packets[_prev_packet_index].remote_missiontime); // work around for weird situations that might cause NAN (you just never know with multi) denominator = (denominator > 0.05f) ? denominator : 0.05f; float scale = numerator / denominator; // protect against bad floating point arithmetic making orientation or position look off CLAMP(scale, 0.001f, 0.999f); // one by one interpolate the vectors to get the desired results. physics_snapshot temp_state; // Interpolation in just two lines! Who'da thunk? physics_interpolate_snapshots(temp_state, _packets[_prev_packet_index].snapshot, _packets[_upcoming_packet_index].snapshot, scale); physics_apply_snapshot_manual(*pos, *ori, pip->vel, pip->desired_vel, pip->rotvel, pip->desired_rotvel, temp_state); // we can't trust what the last position was on the local instance, so figure out what it should have been // use flFrametime here because we need to know what the last position would have been if it was accurate in the last frame. vm_vec_scale_add(last_pos, pos, &pip->vel, -flFrametime); // AI ships do not really use desired velocity, so undo that calc for AI ships. if (!player_ship) { pip->desired_rotvel = pip->rotvel; } // finally, a quick calculation for the last orientation, courtesy Asteroth if (!IS_VEC_NULL(&pip->rotvel)) { vec3d normalized_rotvel; float mag = vm_vec_copy_normalize(&normalized_rotvel, &pip->rotvel); matrix rotate_to_previous; vm_quaternion_rotate(&rotate_to_previous, -mag * flFrametime, &normalized_rotvel); vm_matrix_x_matrix(last_orient, &rotate_to_previous, ori); } else { *last_orient = *ori; } // duplicate the rest of the physics engine's calls here to make the simulation more exact. pip->speed = vm_vec_mag(&pip->vel); pip->fspeed = vm_vec_dot(&ori->vec.fvec, &pip->vel); } // correct the ship record for player ships when an up to date packet comes in. void interpolation_manager::reinterpolate_previous(TIMESTAMP stamp, int prev_packet_index, int next_packet_index, vec3d& position, matrix& orientation, vec3d& velocity, vec3d& rotational_velocity) { // calc what the timing was previously. The caller hands us an absolute timestamp, // but remote_missiontime is relative to mission start, so drop the start time before comparing. auto local_time = static_cast(stamp.value() - Multi_Timing_Info.get_mission_start_time()); float numerator = local_time - static_cast(_packets[prev_packet_index].remote_missiontime); float denominator = static_cast(_packets[next_packet_index].remote_missiontime) - static_cast(_packets[prev_packet_index].remote_missiontime); denominator = (denominator > 0.05f) ? denominator : 0.05f; float scale = numerator / denominator; // protect against bad floating point arithmetic making orientation or position look off CLAMP(scale, 0.001f, 0.999f); physics_snapshot temp_snapshot; physics_interpolate_snapshots(temp_snapshot, _packets[prev_packet_index].snapshot, _packets[next_packet_index].snapshot, scale); physics_apply_snapshot_manual(position, orientation, velocity, rotational_velocity, temp_snapshot); } // add a packet to the vector, remove the last one if necessary. void interpolation_manager::add_packet(int objnum, int frame, int packet_timestamp, vec3d* position, vec3d* velocity, vec3d* rotational_velocity, vec3d* desired_velocity, vec3d* desired_rotational_velocity, angles* angles, int player_index) { if (_packets.empty()) { _packets.push_back(packet_info(frame, packet_timestamp, position, velocity, rotational_velocity, desired_velocity, desired_rotational_velocity, angles)); _source_player_index = player_index; return; } // go through each packet and compare frames. If the frame is equal, dump it. for (auto packet = _packets.begin(); packet != _packets.end(); packet++) { // this packet was already received somehow, no need to record anything. if (frame == packet->frame){ return; } // once we find the right place for this packet, insert and then bail, all other cases are meaningless if (frame > packet->frame) { // if this is now the most recent packet, then make sure the next round of interpolation uses its position, even if the packet came in too late. if (packet == _packets.begin()) { _packets_expended = false; } // yes, insert is somewhat inefficient here, but it *greatly* simplifies the code _packets.insert(packet, packet_info(frame, packet_timestamp, position, velocity, rotational_velocity, desired_velocity, desired_rotational_velocity, angles)); // when the size of vector is 2, then we have just received enough pakets to begin interpolating, // and we need to mark this object as ready to interpolate if (_packets.size() == 2) { _upcoming_packet_index = 0; _prev_packet_index = 1; } if (_packets.size() > PACKET_INFO_LIMIT) { _packets.pop_back(); } if ((_upcoming_packet_index >= 0) && (_prev_packet_index >= 0)) { // update packet indexes (ignoring simulation mode) // NOTE: indexes must be valid before being reassesed! reassess_packet_index(); // whenenver the server gets a player packet, we need to update the ship record, since the old info is now stale if (Objects[objnum].flags[Object::Object_Flags::Player_ship]){ int start_time = Multi_Timing_Info.get_mission_start_time(); multi_ship_record_signal_update(objnum, TIMESTAMP(start_time + _packets[_prev_packet_index].remote_missiontime), TIMESTAMP(start_time + _packets[_upcoming_packet_index].remote_missiontime), _prev_packet_index, _upcoming_packet_index); // if it's not the front packet, we need to update more info past the current packet, as well. // Should be rare though as it is a contingency for out of order packets. if (_upcoming_packet_index > 0) { multi_ship_record_signal_update(objnum, TIMESTAMP(start_time + _packets[_upcoming_packet_index].remote_missiontime), TIMESTAMP(start_time + _packets[_upcoming_packet_index - 1].remote_missiontime), _upcoming_packet_index, _upcoming_packet_index - 1); } } } return; } } } // basically, copy the state from the object that had been simulated up to that point and treat it as the "old packet". // should never replace index 0 void interpolation_manager::replace_packet(int index, vec3d* pos, matrix* orient, physics_info* pip) { Assertion(index >= 1, "Invalid replace interpolation packet index! (%d)", index); if (index < 1) { return; } // the hackiest part of the hack? Setting its frame. Let FSO think that it was basically brand new. // it needs to handle it this way because otherwise another packet might get placed in front of it, // and we lose our intended effect of interpolating the simulation error away. _packets[index].frame = _packets[index - 1].frame - 1; _packets[index].remote_missiontime = Multi_Timing_Info.get_last_time(); physics_populate_snapshot_manual(_packets[index].snapshot, *pos, *orient, pip->vel, pip->desired_vel, pip->rotvel, pip->desired_rotvel); } // the contained vectors have been cleared during object shut down. void multi_interpolate_clear_all() { // clear the main container. Interp_info.clear(); } // helper functiont that helps avoid include issues. void multi_interpolate_clear_helper(int objnum) { Interp_info[objnum].clean_up(); }