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Add files to partition interpolation code, base interpolation timing on Missiontime on remote instance vs. Mission time on the local instance.
204 lines
8.9 KiB
C++
204 lines
8.9 KiB
C++
#include "network/multi_interpolate.h"
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#include "globalincs/pstypes.h"
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#include "freespace.h"
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///////////////////////////////////////////
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// interpolation info management functions
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// 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
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void interpolation_manager::reassess_packet_index(vec3d* pos, matrix* ori, physics_info* pip)
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{
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auto current_time = Multi_Timing_Info.get_current_time();
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int current_index = static_cast<int>(_packets.size()) - 2;
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int prev_index = static_cast<int>(_packets.size()) - 1;
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// iterate through the packets
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for (; current_index > -1; current_index--, prev_index--) {
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// did we find where we should interpolate?
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if ((_packets[current_index].remote_missiontime >= current_time) && (_packets[prev_index].remote_missiontime <= current_time)) {
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_upcoming_packet_index = current_index;
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_prev_packet_index = prev_index;
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// probably the "hackiest" thing about this. If we were just straight simulating,
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// and we now need to go back, pretend that the position we were in *was* our old packet
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// and we are now going towards our new packet's physics.
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if (_simulation_mode) {
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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
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_simulation_mode = false;
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}
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return;
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}
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}
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// if we didn't find indexes then we are overwhelmingly likely to have passed the server somehow
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// and we need to make sure that we just straight simulate these ships
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_simulation_mode = true;
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}
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// the meat and potatoes. Basically, this figures out if we should interpolate, and then interpolates or sims
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void interpolation_manager::interpolate(vec3d* pos, matrix* ori, physics_info* pip, bool player_ship)
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{
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// make sure its a valid ship and valid mode
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Assert(Game_mode & GM_MULTIPLAYER);
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// if we have not received enough packets, simulate then return,
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// To optimize, we should not reassess_packet_index with a negative index.
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// The index will be made positive by add_packet, once a second packet has been received.
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if (_upcoming_packet_index < 0 ) {
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physics_sim(pos, ori, pip, flFrametime);
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// duplicate the rest of the physics engine's calls here to make the simulation more exact.
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pip->speed = vm_vec_mag(&pip->vel);
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pip->fspeed = vm_vec_dot(&ori->vec.fvec, &pip->vel);
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return;
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}
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reassess_packet_index(pos, ori, pip);
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// if we are off the beaten path
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if(_simulation_mode) {
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float sim_time = flFrametime;
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// we need to push this ship up to the limit of where we were on the remote instance, if we haven't already.
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// then we need to adjust our timing since some of the sim time is used up getting to that last packet.
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if (!_packets_expended && !_packets.empty()) {
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*pos = _packets.front().position;
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vm_angles_2_matrix(ori, &_packets.front().angle);
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pip->vel = _packets.front().velocity;
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pip->desired_vel = _packets.front().desired_velocity;
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pip->rotvel = _packets.front().rotational_velocity;
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pip->desired_rotvel = _packets.front().desired_rotational_velocity;
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sim_time -= (static_cast<float>(_packets.front().remote_missiontime) - static_cast<float>(Multi_Timing_Info.get_last_time())) / TIMESTAMP_FREQUENCY;
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_packets_expended = true;
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}
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sim_time = (sim_time > 0.25f) ? 0.25f : sim_time;
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physics_sim(pos, ori, pip, sim_time);
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// duplicate the rest of the physics engine's calls here to make the simulation more exact.
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pip->speed = vm_vec_mag(&pip->vel);
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pip->fspeed = vm_vec_dot(&ori->vec.fvec, &pip->vel);
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return; // we should not try interpolating and siming, so return.
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}
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// calc what the current timing should be.
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float numerator = static_cast<float>(_packets[_upcoming_packet_index].remote_missiontime) - static_cast<float>(Multi_Timing_Info.get_current_time());
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float denominator = static_cast<float>(_packets[_upcoming_packet_index].remote_missiontime) - static_cast<float>(_packets[_prev_packet_index].remote_missiontime);
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// work around for weird situations that might cause NAN (you just never know with multi)
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denominator = (denominator > 0.05f) ? denominator : 0.05f;
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float scale = numerator / denominator;
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// protect against bad floating point arithmetic making orientation or position look off
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CLAMP(scale, 0.001f, 0.999f);
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// one by one interpolate the vectors to get the desired results.
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vec3d temp_vector;
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// set new position.
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vm_vec_sub(&temp_vector, &_packets[_upcoming_packet_index].position, &_packets[_prev_packet_index].position);
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vm_vec_scale_add(pos, &_packets[_prev_packet_index].position, &temp_vector, scale);
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// set new velocity
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vm_vec_sub(&temp_vector, &_packets[_upcoming_packet_index].velocity, &_packets[_prev_packet_index].velocity);
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vm_vec_scale_add(&pip->vel, &_packets[_prev_packet_index].velocity, &temp_vector, scale);
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// set new desired velocity
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vm_vec_sub(&temp_vector, &_packets[_upcoming_packet_index].desired_velocity, &_packets[_prev_packet_index].desired_velocity);
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vm_vec_scale_add(&pip->desired_vel, &_packets[_prev_packet_index].desired_velocity, &temp_vector, scale);
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// set new rotational velocity
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vm_vec_sub(&temp_vector, &_packets[_upcoming_packet_index].rotational_velocity, &_packets[_prev_packet_index].rotational_velocity);
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vm_vec_scale_add(&pip->rotvel, &_packets[_prev_packet_index].rotational_velocity, &temp_vector, scale);
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// we only do desired rotational velocity if this is a player ship.
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if (player_ship) {
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vm_vec_sub(&temp_vector, &_packets[_upcoming_packet_index].desired_rotational_velocity, &_packets[_prev_packet_index].desired_rotational_velocity);
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vm_vec_scale_add(&pip->desired_rotvel, &_packets[_prev_packet_index].desired_rotational_velocity, &temp_vector, scale);
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} // So if AI, just set them to the same value.
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else {
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pip->desired_rotvel = pip->rotvel;
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}
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// calculate the new orientation.
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angles temp_angles;
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vm_interpolate_angles_quick(&temp_angles, &_packets[_prev_packet_index].angle, &_packets[_upcoming_packet_index].angle, scale);
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vm_angles_2_matrix(ori, &temp_angles);
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// duplicate the rest of the physics engine's calls here to make the simulation more exact.
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pip->speed = vm_vec_mag(&pip->vel);
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pip->fspeed = vm_vec_dot(&ori->vec.fvec, &pip->vel);
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}
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// add a packet to the vector, remove the last one if necessary.
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void interpolation_manager::add_packet(int frame, int packet_timestamp, vec3d* position, vec3d* velocity, vec3d* rotational_velocity, vec3d* desired_velocity, vec3d* desired_rotational_velocity, angles* angles, int player_index)
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{
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if (_packets.empty()) {
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_packets.push_back(packet_info(frame, packet_timestamp, position, velocity, rotational_velocity, desired_velocity, desired_rotational_velocity, angles));
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_source_player_index = player_index;
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return;
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}
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// go through each packet and compare frames. If the frame is equal, dump it.
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for (auto packet = _packets.begin(); packet != _packets.end(); packet++) {
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// this packet was already received somehow, no need to record anything.
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if (frame == packet->frame){
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return;
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}
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// once we find the right place for this packet, insert and then bail, all other cases are meaningless
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if (frame > packet->frame) {
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// 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.
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if (packet == _packets.begin()) {
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_packets_expended = false;
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}
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// yes, insert is somewhat inefficient here, but it *greatly* simplifies the code
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_packets.insert(packet, packet_info(frame, packet_timestamp, position, velocity, rotational_velocity, desired_velocity, desired_rotational_velocity, angles));
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// when the size of vector is 2, then we have just received enough pakets to begin interpolating,
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// and we need to mark this object as ready to interpolate
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if (_packets.size() == 2) {
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_upcoming_packet_index = 0;
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_prev_packet_index = 1;
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}
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if (static_cast<int>(_packets.size()) > PACKET_INFO_LIMIT) {
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_packets.pop_back();
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}
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return;
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}
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}
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}
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// basically, copy the state from the object that had been simulated up to that point and treat it as the "old packet".
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// should never replace index 0
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void interpolation_manager::replace_packet(int index, vec3d* pos, matrix* orient, physics_info* pip)
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{
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// the hackiest part of the hack? Setting its frame. Let FSO think that it was basically brand new.
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// it needs to handle it this way because otherwise another packet might get placed in front of it,
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// and we lose our intended effect of interpolating the simulation error away.
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_packets[index].frame = _packets[index - 1].frame - 1;
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_packets[index].remote_missiontime = Multi_Timing_Info.get_last_time();
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_packets[index].position = *pos;
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_packets[index].velocity = pip->vel;
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_packets[index].desired_velocity = pip->desired_vel;
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_packets[index].rotational_velocity = pip->rotvel;
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_packets[index].desired_rotational_velocity = pip->desired_rotvel;
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vm_extract_angles_matrix(&_packets[index].angle, orient);
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}
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