This commit is contained in:
Rachael Alexanderson 2017-01-06 22:06:25 -05:00
commit de5f5a1221
30 changed files with 628 additions and 554 deletions

View file

@ -95,9 +95,19 @@ static int PredictionLerptics;
static player_t PredictionPlayerBackup;
static BYTE PredictionActorBackup[sizeof(APlayerPawn)];
static TArray<sector_t *> PredictionTouchingSectorsBackup;
static TArray<AActor *> PredictionSectorListBackup;
static TArray<msecnode_t *> PredictionSector_sprev_Backup;
static TArray<sector_t *> PredictionTouchingSectorsBackup;
static TArray<msecnode_t *> PredictionTouchingSectors_sprev_Backup;
static TArray<sector_t *> PredictionRenderSectorsBackup;
static TArray<msecnode_t *> PredictionRenderSectors_sprev_Backup;
static TArray<sector_t *> PredictionPortalSectorsBackup;
static TArray<msecnode_t *> PredictionPortalSectors_sprev_Backup;
static TArray<FLinePortal *> PredictionPortalLinesBackup;
static TArray<portnode_t *> PredictionPortalLines_sprev_Backup;
// [GRB] Custom player classes
TArray<FPlayerClass> PlayerClasses;
@ -2776,6 +2786,100 @@ bool P_LerpCalculate(AActor *pmo, PredictPos from, PredictPos to, PredictPos &re
return (delta.LengthSquared() > cl_predict_lerpthreshold && scale <= 1.00f);
}
template<class nodetype, class linktype>
void BackupNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
{
// The ordering of the touching_sectorlist needs to remain unchanged
// Also store a copy of all previous sector_thinglist nodes
prevbackup.Clear();
otherbackup.Clear();
for (auto mnode = head; mnode != nullptr; mnode = mnode->m_tnext)
{
otherbackup.Push(mnode->m_sector);
for (auto snode = mnode->m_sector->*otherlist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
prevbackup.Push(snode->m_sprev);
break;
}
}
}
}
template<class nodetype, class linktype>
nodetype *RestoreNodeList(AActor *act, nodetype *head, nodetype *linktype::*otherlist, TArray<nodetype*, nodetype*> &prevbackup, TArray<linktype *, linktype *> &otherbackup)
{
// Destroy old refrences
nodetype *node = head;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(head, otherlist);
head = NULL;
for (auto i = otherbackup.Size(); i-- > 0;)
{
head = P_AddSecnode(otherbackup[i], act, head, otherbackup[i]->*otherlist);
}
//act->touching_sectorlist = ctx.sector_list; // Attach to thing
//ctx.sector_list = NULL; // clear for next time
// In the old code this block never executed because of the commented-out NULL assignment above. Needs to be checked
node = head;
while (node)
{
if (node->m_thing == NULL)
{
if (node == head)
head = node->m_tnext;
node = P_DelSecnode(node, otherlist);
}
else
{
node = node->m_tnext;
}
}
nodetype *snode;
// Restore sector thinglist order
for (auto i = otherbackup.Size(); i-- > 0;)
{
// If we were already the head node, then nothing needs to change
if (prevbackup[i] == NULL)
continue;
for (snode = otherbackup[i]->*otherlist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
if (snode->m_sprev)
snode->m_sprev->m_snext = snode->m_snext;
else
snode->m_sector->*otherlist = snode->m_snext;
if (snode->m_snext)
snode->m_snext->m_sprev = snode->m_sprev;
snode->m_sprev = prevbackup[i];
// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
if (snode->m_sprev->m_snext)
snode->m_sprev->m_snext->m_sprev = snode;
snode->m_snext = snode->m_sprev->m_snext;
snode->m_sprev->m_snext = snode;
break;
}
}
}
return head;
}
void P_PredictPlayer (player_t *player)
{
int maxtic;
@ -2810,28 +2914,10 @@ void P_PredictPlayer (player_t *player)
act->flags2 &= ~MF2_PUSHWALL;
player->cheats |= CF_PREDICTING;
// The ordering of the touching_sectorlist needs to remain unchanged
// Also store a copy of all previous sector_thinglist nodes
msecnode_t *mnode = act->touching_sectorlist;
msecnode_t *snode;
PredictionSector_sprev_Backup.Clear();
PredictionTouchingSectorsBackup.Clear ();
while (mnode != NULL)
{
PredictionTouchingSectorsBackup.Push (mnode->m_sector);
for (snode = mnode->m_sector->touching_thinglist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
PredictionSector_sprev_Backup.Push(snode->m_sprev);
break;
}
}
mnode = mnode->m_tnext;
}
BackupNodeList(act, act->touching_sectorlist, &sector_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
BackupNodeList(act, act->touching_rendersectors, &sector_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
BackupNodeList(act, act->touching_sectorportallist, &sector_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
BackupNodeList(act, act->touching_lineportallist, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
// Keep an ordered list off all actors in the linked sector.
PredictionSectorListBackup.Clear();
@ -2941,6 +3027,12 @@ void P_UnPredictPlayer ()
player->camera = savedcamera;
FLinkContext ctx;
// Unlink from all list, includeing those which are not being handled by UnlinkFromWorld.
auto sectorportal_list = act->touching_sectorportallist;
auto lineportal_list = act->touching_lineportallist;
act->touching_sectorportallist = nullptr;
act->touching_lineportallist = nullptr;
act->UnlinkFromWorld(&ctx);
memcpy(&act->snext, PredictionActorBackup, sizeof(APlayerPawn) - ((BYTE *)&act->snext - (BYTE *)act));
@ -2969,71 +3061,10 @@ void P_UnPredictPlayer ()
*link = me;
}
// Destroy old refrences
msecnode_t *node = ctx.sector_list;
while (node)
{
node->m_thing = NULL;
node = node->m_tnext;
}
// Make the sector_list match the player's touching_sectorlist before it got predicted.
P_DelSeclist(ctx.sector_list, &sector_t::touching_thinglist);
ctx.sector_list = NULL;
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
{
ctx.sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, ctx.sector_list, PredictionTouchingSectorsBackup[i]->touching_thinglist);
}
act->touching_sectorlist = ctx.sector_list; // Attach to thing
ctx.sector_list = NULL; // clear for next time
// Huh???
node = ctx.sector_list;
while (node)
{
if (node->m_thing == NULL)
{
if (node == ctx.sector_list)
ctx.sector_list = node->m_tnext;
node = P_DelSecnode(node, &sector_t::touching_thinglist);
}
else
{
node = node->m_tnext;
}
}
msecnode_t *snode;
// Restore sector thinglist order
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
{
// If we were already the head node, then nothing needs to change
if (PredictionSector_sprev_Backup[i] == NULL)
continue;
for (snode = PredictionTouchingSectorsBackup[i]->touching_thinglist; snode; snode = snode->m_snext)
{
if (snode->m_thing == act)
{
if (snode->m_sprev)
snode->m_sprev->m_snext = snode->m_snext;
else
snode->m_sector->touching_thinglist = snode->m_snext;
if (snode->m_snext)
snode->m_snext->m_sprev = snode->m_sprev;
snode->m_sprev = PredictionSector_sprev_Backup[i];
// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
if (snode->m_sprev->m_snext)
snode->m_sprev->m_snext->m_sprev = snode;
snode->m_snext = snode->m_sprev->m_snext;
snode->m_sprev->m_snext = snode;
break;
}
}
}
act->touching_sectorlist = RestoreNodeList(act, ctx.sector_list, &sector_t::touching_thinglist, PredictionTouchingSectors_sprev_Backup, PredictionTouchingSectorsBackup);
act->touching_rendersectors = RestoreNodeList(act, ctx.render_list, &sector_t::touching_renderthings, PredictionRenderSectors_sprev_Backup, PredictionRenderSectorsBackup);
act->touching_sectorportallist = RestoreNodeList(act, sectorportal_list, &sector_t::sectorportal_thinglist, PredictionPortalSectors_sprev_Backup, PredictionPortalSectorsBackup);
act->touching_lineportallist = RestoreNodeList(act, lineportal_list, &FLinePortal::lineportal_thinglist, PredictionPortalLines_sprev_Backup, PredictionPortalLinesBackup);
}
// Now fix the pointers in the blocknode chain