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* avoid undefined behavior from UNREACHABLE on reachable code paths
UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.
Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.
A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.
Where the converted site was a simple guard of the form
if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
Assertion(!x, ...);
if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
* addendum
After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible. UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error". Also fix a few other sites and change a couple to Warnings.
---------
Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
278 lines
12 KiB
C++
278 lines
12 KiB
C++
#include "network/multi_interpolate.h"
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#include "freespace.h"
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SCP_unordered_map<int, interpolation_manager> Interp_info;
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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);
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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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const bool index_only = ( !pos || !ori || !pip );
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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 && !index_only) {
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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 ( !index_only ) {
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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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}
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void interpolate_main_helper(int objnum, vec3d* pos, matrix* ori, physics_info* pip, vec3d* last_pos, matrix* last_orient, vec3d* gravity, bool player_ship)
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{
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Interp_info[objnum].interpolate_main(pos, ori, pip, last_pos, last_orient, gravity, player_ship);
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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_main(vec3d* pos, matrix* ori, physics_info* pip, vec3d* last_pos, matrix* last_orient, vec3d * gravity, 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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*last_pos = *pos;
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*last_orient = *ori;
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physics_sim(pos, ori, pip, gravity, 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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physics_apply_snapshot_manual(*pos, *ori, pip->vel, pip->desired_vel, pip->rotvel, pip->desired_rotvel, _packets.front().snapshot);
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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, gravity, sim_time);
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// we can't trust what the last position was on the local instance, so figure out what it should have been
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// use flFrametime here because we need to know what the last position would have been if it was accurate in the last frame.
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vm_vec_scale_add(last_pos, pos, &pip->vel, -flFrametime);
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// Asteroth's method for last orient.
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if (!IS_VEC_NULL(&pip->rotvel)) {
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vec3d normalized_rotvel;
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float mag = vm_vec_copy_normalize(&normalized_rotvel, &pip->rotvel);
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matrix rotate_to_previous;
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vm_quaternion_rotate(&rotate_to_previous, -mag * flFrametime, &normalized_rotvel);
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vm_matrix_x_matrix(last_orient, &rotate_to_previous, ori);
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} else {
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*last_orient = *ori;
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}
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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 on the same call, 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>(Multi_Timing_Info.get_current_time()) - static_cast<float>(_packets[_prev_packet_index].remote_missiontime);
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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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physics_snapshot temp_state;
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// Interpolation in just two lines! Who'da thunk?
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physics_interpolate_snapshots(temp_state, _packets[_prev_packet_index].snapshot, _packets[_upcoming_packet_index].snapshot, scale);
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physics_apply_snapshot_manual(*pos, *ori, pip->vel, pip->desired_vel, pip->rotvel, pip->desired_rotvel, temp_state);
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// we can't trust what the last position was on the local instance, so figure out what it should have been
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// use flFrametime here because we need to know what the last position would have been if it was accurate in the last frame.
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vm_vec_scale_add(last_pos, pos, &pip->vel, -flFrametime);
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// AI ships do not really use desired velocity, so undo that calc for AI ships.
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if (!player_ship) {
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pip->desired_rotvel = pip->rotvel;
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}
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// finally, a quick calculation for the last orientation, courtesy Asteroth
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if (!IS_VEC_NULL(&pip->rotvel)) {
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vec3d normalized_rotvel;
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float mag = vm_vec_copy_normalize(&normalized_rotvel, &pip->rotvel);
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matrix rotate_to_previous;
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vm_quaternion_rotate(&rotate_to_previous, -mag * flFrametime, &normalized_rotvel);
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vm_matrix_x_matrix(last_orient, &rotate_to_previous, ori);
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} else {
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*last_orient = *ori;
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}
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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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// correct the ship record for player ships when an up to date packet comes in.
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void interpolation_manager::reinterpolate_previous(TIMESTAMP stamp, int prev_packet_index, int next_packet_index, vec3d& position, matrix& orientation, vec3d& velocity, vec3d& rotational_velocity)
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{
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// calc what the timing was previously.
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float numerator = static_cast<float>(stamp.value()) - static_cast<float>(_packets[prev_packet_index].remote_missiontime);
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float denominator = static_cast<float>(_packets[next_packet_index].remote_missiontime) - static_cast<float>(_packets[prev_packet_index].remote_missiontime);
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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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physics_snapshot temp_snapshot;
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physics_interpolate_snapshots(temp_snapshot, _packets[prev_packet_index].snapshot, _packets[next_packet_index].snapshot, scale);
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physics_apply_snapshot_manual(position, orientation, velocity, rotational_velocity, temp_snapshot);
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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 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)
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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 (_packets.size() > PACKET_INFO_LIMIT) {
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_packets.pop_back();
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}
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if ((_upcoming_packet_index >= 0) && (_prev_packet_index >= 0)) {
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// update packet indexes (ignoring simulation mode)
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// NOTE: indexes must be valid before being reassesed!
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reassess_packet_index();
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// whenenver the server gets a player packet, we need to update the ship record, since the old info is now stale
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if (Objects[objnum].flags[Object::Object_Flags::Player_ship]){
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int start_time = Multi_Timing_Info.get_mission_start_time();
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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);
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// if it's not the front packet, we need to update more info past the current packet, as well.
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// Should be rare though as it is a contingency for out of order packets.
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if (_upcoming_packet_index > 0) {
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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);
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}
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}
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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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Assertion(index >= 1, "Invalid replace interpolation packet index! (%d)", index);
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if (index < 1) {
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return;
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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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physics_populate_snapshot_manual(_packets[index].snapshot, *pos, *orient, pip->vel, pip->desired_vel, pip->rotvel, pip->desired_rotvel);
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}
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// the contained vectors have been cleared during object shut down.
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void multi_interpolate_clear_all()
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{
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// clear the main container.
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Interp_info.clear();
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}
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// helper functiont that helps avoid include issues.
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void multi_interpolate_clear_helper(int objnum) {
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Interp_info[objnum].clean_up();
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}
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