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138 lines
5.6 KiB
C++
138 lines
5.6 KiB
C++
#pragma once
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#include "network/multi_time_manager.h"
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struct physics_info;
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constexpr int PACKET_INFO_LIMIT = 4; // we should never need more than 4 packets to do interpolation. Overwrite the oldest ones if we do.
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typedef struct packet_info {
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int frame; // this allows us to directly compare one packet to another.
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int remote_missiontime; // the remote timestamp that matches this packet.
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vec3d position; // what it says on the tin
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vec3d velocity; // what it says on the tin
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vec3d rotational_velocity; // what it says on the tin
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vec3d desired_velocity; // what it says on the tin
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vec3d desired_rotational_velocity; // this one is only actually from the packet when we are dealing with a player ship.
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angles angle; // what it says on the tin, this is kept in angles so we can directly slerp later.
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packet_info(int frame_in = 0, int time_in = 0, const vec3d* position_in = &vmd_zero_vector, const vec3d* velocity_in = &vmd_zero_vector,
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const vec3d* rotational_velocity_in = &vmd_zero_vector, const vec3d* desired_velocity_in = &vmd_zero_vector, const vec3d* desired_rotational_velocity_in = &vmd_zero_vector,
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const angles* angles_in = &vmd_zero_angles)
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{
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frame = frame_in;
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remote_missiontime = time_in;
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position = *position_in;
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velocity = *velocity_in;
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rotational_velocity = *rotational_velocity_in;
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desired_velocity = *desired_velocity_in;
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desired_rotational_velocity = *desired_rotational_velocity_in;
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angle = *angles_in;
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}
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}packet_info;
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// the real center of the new interpolation code. When a packet is received, its frame is used as the key in the unordered_map _packets
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// those keys are kept in _received_frames
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class interpolation_manager {
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private:
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int _upcoming_packet_index; // what packet should we look at as the next packet. -1 if we do not yet have enough packets.
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int _prev_packet_index; // what was the last packet? This and Upcoming are both idices into the _packets vector.
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int _local_skip_forward; // TODO: Use this? Used on the server if a client is inexplicably ahead of us.
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bool _simulation_mode; // are we currently simulating as if this were a normal ship?
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bool _packets_expended; // have we used up all packets while interpolating?
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SCP_vector<packet_info> _packets; // all the info from the position/orientation portion of packets that we care to keep
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int _source_player_index;
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void reassess_packet_index(vec3d* pos, matrix* ori, physics_info* pip); // for finding which packets from within _packets we should use
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void replace_packet(int index, vec3d* pos, matrix* orient, physics_info* pip); // a function that acts as a workaround, when coming out of simulation_mode
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// Frame numbers that helps us figure out if we should ignore new information coming from the server because
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// we already received a newer packet than this one for that type of info.
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int _hull_comparison_frame; // what frame was the last hull information received?
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int _shields_comparison_frame; // what frame was the last shield information received?
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SCP_vector<int> _subsystems_comparison_frame; // what frame was the last subsystem information received? (for each subsystem)
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int _ai_comparison_frame; // what frame was the last ai information received?
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public:
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// adds a new packet, whilst also manually sorting the relevant entries
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void add_packet(int frame, int time_delta, vec3d* position, vec3d* velocity, vec3d* rotational_velocity, vec3d* desired_velocity, vec3d* desired_rotational_velocity, angles* angles, int player_index);
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void interpolate(vec3d* pos, matrix* ori, physics_info* pip, bool player_ship);
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int get_hull_comparison_frame() { return _hull_comparison_frame; }
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int get_shields_comparison_frame() { return _shields_comparison_frame; }
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int get_subsystem_comparison_frame(int i)
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{
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if (i < static_cast<int>(_subsystems_comparison_frame.size()) && i >= 0) {
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return _subsystems_comparison_frame[i];
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} // if it somehow got passed nonsense, chances are what it is is trying to read is nonsense, and INT_MAX will keep it from doing anything crazy.
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else {
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return INT_MAX;
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}
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}
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int get_ai_comparison_frame() { return _ai_comparison_frame; }
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void set_hull_comparison_frame(int frame) { _hull_comparison_frame = frame; }
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void set_shields_comparison_frame(int frame) { _shields_comparison_frame = frame; }
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void set_subsystem_comparison_frames(int i, int frame)
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{
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if (i < static_cast<int>(_subsystems_comparison_frame.size()) && i >= 0) {
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_subsystems_comparison_frame[i] = frame;
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}
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}
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void set_ai_comparison_frame(int frame) { _ai_comparison_frame = frame; }
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void force_interpolation_mode() { _simulation_mode = true; }
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void reset()
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{
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if (!(Game_mode & GM_MULTIPLAYER)){
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return;
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}
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_packets.clear();
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_packets.reserve(PACKET_INFO_LIMIT * 2);
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_upcoming_packet_index = -1;
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_prev_packet_index = -1;
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_simulation_mode = false;
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_packets_expended = false;
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_local_skip_forward = 0;
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_hull_comparison_frame = -1;
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_shields_comparison_frame = -1;
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_source_player_index = -1;
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// if we are resetting, that means that the ship may be respawning, so don't clear it out, just set the values to invalid.
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for (auto& frame : _subsystems_comparison_frame) {
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frame = -1;
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}
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_ai_comparison_frame = -1;
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}
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void clean_up()
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{
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_packets.clear();
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_packets.shrink_to_fit();
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_subsystems_comparison_frame.clear();
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_subsystems_comparison_frame.shrink_to_fit();
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}
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interpolation_manager()
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{
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_upcoming_packet_index = -1;
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_prev_packet_index = -1;
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_simulation_mode = false;
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_packets_expended = false;
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_local_skip_forward = 0;
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_hull_comparison_frame = -1;
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_shields_comparison_frame = -1;
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_ai_comparison_frame = -1;
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_source_player_index = -1;
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}
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};
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