From c97b4f7894fd3d797ecea3de574b58499c43aa85 Mon Sep 17 00:00:00 2001 From: Ketmar Dark Date: Sat, 6 Oct 2018 15:12:21 +0300 Subject: [PATCH] network: changed weapon forcing logic; should be more reliable (i hope) --- src/game/g_net.pas | 2 +- src/game/g_netmsg.pas | 56 ++++++++++++++++++--------- src/game/g_player.pas | 90 +++++++++++++++++-------------------------- 3 files changed, 74 insertions(+), 74 deletions(-) diff --git a/src/game/g_net.pas b/src/game/g_net.pas index 4eeeede..c672da6 100644 --- a/src/game/g_net.pas +++ b/src/game/g_net.pas @@ -22,7 +22,7 @@ uses e_log, e_msg, ENet, Classes, MAPDEF{$IFDEF USE_MINIUPNPC}, miniupnpc;{$ELSE};{$ENDIF} const - NET_PROTOCOL_VER = 175; + NET_PROTOCOL_VER = 176; NET_MAXCLIENTS = 24; NET_CHANS = 11; diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index e9cc68c..7cd1a7c 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -437,7 +437,7 @@ var PID: Word; kByte: Word; Pl: TPlayer; - GT: LongWord; + GT, wctr: LongWord; newweapon: Byte; begin Result := 0; @@ -456,15 +456,18 @@ begin NetTime := GT; kByte := M.ReadWord(); Dir := M.ReadByte(); - //WeaponSelect := M.ReadWord(); + wctr := M.ReadLongWord(); newweapon := M.ReadByte(); - if (newweapon <> CurrWeap) then + if (wctr > Pl.NetWeapCtr) then begin + if (newweapon <> CurrWeap) then + begin {$IFDEF K8_XXX_WEAPON_DEBUG} - writeln('HOST PLRPOS: got: currweap=', CurrWeap, '; curfrm=', gTime, '; netweap=', newweapon, '; oldweap=', CurrWeap); + writeln('HOST PLRPOS: got: currweap=', CurrWeap, '; curfrm=', gTime, '; netweap=', newweapon, '; oldweap=', CurrWeap); {$ENDIF} - //NetForceWeap := newweapon; - SetWeaponHost(newweapon); + SetWeaponHost(newweapon); + end; + Pl.NetWeapCtr := wctr; end; //e_WriteLog(Format('R:ws=%d', [WeaponSelect]), MSG_WARNING); if Direction <> TDirection(Dir) then @@ -1009,7 +1012,9 @@ begin NetOut.Write(FPing); NetOut.Write(FLoss); if IsKeyPressed(KEY_CHAT) then - kByte := NET_KEY_CHAT + begin + kByte := NET_KEY_CHAT; + end else begin if IsKeyPressed(KEY_LEFT) then kByte := kByte or NET_KEY_LEFT; @@ -1022,6 +1027,10 @@ begin NetOut.Write(kByte); if Direction = TDirection.D_LEFT then NetOut.Write(Byte(0)) else NetOut.Write(Byte(1)); + + NetOut.Write(LongWord(Pl.NetWeapCtr)); + NetOut.Write(Byte(Pl.CurrWeap)); + NetOut.Write(GameX); NetOut.Write(GameY); NetOut.Write(GameVelX); @@ -1082,7 +1091,7 @@ begin NetOut.Write(Frags); NetOut.Write(Death); - //NetOut.Write(CurrWeap); + NetOut.Write(LongWord(NetWeapCtr)); NetOut.Write(Byte(CurrWeap)); // other flags @@ -2027,11 +2036,11 @@ end; function MC_RECV_PlayerPos(var M: TMsg): Word; var - GT: LongWord; + GT, wctr: LongWord; PID: Word; kByte: Word; Pl: TPlayer; - Dir: Byte; + Dir, weapon: Byte; TmpX, TmpY: Integer; begin Result := 0; @@ -2043,8 +2052,6 @@ begin Exit; end; gTime := GT; - if g_Game_IsClient and (gPlayer1 <> nil) and (gPlayer1.NetForceWeapFIdx >= gTime+15) then gPlayer1.NetForceWeapFIdx := 0; - if g_Game_IsClient and (gPlayer2 <> nil) and (gPlayer2.NetForceWeapFIdx >= gTime+15) then gPlayer2.NetForceWeapFIdx := 0; PID := M.ReadWord(); Pl := g_Player_Get(PID); @@ -2060,13 +2067,24 @@ begin kByte := M.ReadWord(); Dir := M.ReadByte(); + wctr := M.ReadLongWord(); + weapon := M.ReadByte(); + // `>=`, so server is still the authority + if (wctr >= Pl.NetWeapCtr) then + begin + Pl.CurrWeap := weapon; + Pl.NetWeapCtr := wctr; + end; + TmpX := M.ReadLongInt(); TmpY := M.ReadLongInt(); ReleaseKeysNoWeapon; if (kByte = NET_KEY_CHAT) then - PressKey(KEY_CHAT, 10000) + begin + PressKey(KEY_CHAT, 10000); + end else begin if LongBool(kByte and NET_KEY_LEFT) then PressKey(KEY_LEFT, 10000); @@ -2097,6 +2115,7 @@ var NewTeam: Byte; ww: Word; newweapon: Byte; + wctr: LongWord; begin PID := M.ReadWord(); Pl := g_Player_Get(PID); @@ -2143,16 +2162,17 @@ begin Frags := M.ReadLongInt(); Death := M.ReadLongInt(); + wctr := M.ReadLongWord(); newweapon := M.ReadByte(); {$IFDEF K8_XXX_WEAPON_DEBUG} writeln('CLIENT PLRSTATS: got: currweap=', CurrWeap, '; curfrm=', gTime, '; netweap=', newweapon, '; lastnwfrm=', NetForceWeapFIdx); {$ENDIF} - if (gTime >= NetForceWeapFIdx) then + // `>=`, so server is still the authority + if (wctr >= NetWeapCtr) then begin - //NetForceWeap := newweapon; SetWeaponHost(newweapon); + NetWeapCtr := wctr; end; - //SetWeapon(M.ReadByte()); // other flags ww := M.ReadByte(); @@ -2866,6 +2886,7 @@ begin NetOut.Write(gTime); NetOut.Write(kByte); NetOut.Write(Byte(gPlayer1.Direction)); + NetOut.Write(LongWord(gPlayer1.NetWeapCtr)); NetOut.Write(Byte(gPlayer1.CurrWeap)); {$IFDEF K8_XXX_WEAPON_DEBUG} if (kByte and NET_KEY_FIRE) <> 0 then writeln('FIRE: CurrWeap=', gPlayer1.CurrWeap); @@ -2875,9 +2896,6 @@ begin //e_WriteLog(Format('S:ws=%d', [WeaponSelect]), MSG_WARNING); g_Net_Client_Send(True, NET_CHAN_PLAYERPOS); - // force player weapon - //{if (gPlayer1.NetForceWeapFIdx < gTime) then} gPlayer1.SetWeapon(gPlayer1.NetForceWeap); - //kBytePrev := kByte; //kDirPrev := gPlayer1.Direction; end; diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 66f0099..189d241 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -162,9 +162,7 @@ type FFlag: Byte; FSecrets: Integer; FCurrWeap: Byte; - //FNetForceWeap: Byte; // spam server with this -- this is new weapon we want to use - FNetForceWeapFIdx: LongWord; // frame index; ignore weapon change if it is lesser than this - //FCurrFrameIdx: LongWord; // increased in each `Update()` + FNetWeapCtr: LongWord; // spam server with our current weapon until we'll receive this in plrpos packet FNextWeap: WORD; FNextWeapDelay: Byte; // frames (unused) FBFGFireCounter: SmallInt; @@ -270,6 +268,7 @@ type viewPortX, viewPortY, viewPortW, viewPortH: Integer; function isValidViewPort (): Boolean; inline; + procedure SetCurrWeapProp (newweap: Byte); constructor Create(); virtual; destructor Destroy(); override; @@ -359,10 +358,8 @@ type property Frags: Integer read FFrags write FFrags; property Death: Integer read FDeath write FDeath; property Kills: Integer read FKills write FKills; - property CurrWeap: Byte read FCurrWeap write FCurrWeap; - //property NetForceWeap: Byte read FNetForceWeap write FNetForceWeap; - property NetForceWeapFIdx: LongWord read FNetForceWeapFIdx write FNetForceWeapFIdx; - //property CurrFrameIdx: LongWord read FCurrFrameIdx write FCurrFrameIdx; + property CurrWeap: Byte read FCurrWeap write SetCurrWeapProp; + property NetWeapCtr: LongWord read FNetWeapCtr write FNetWeapCtr; property MonsterKills: Integer read FMonsterKills write FMonsterKills; property Secrets: Integer read FSecrets; property GodMode: Boolean read FGodMode write FGodMode; @@ -393,7 +390,7 @@ type property eFrags: Integer read FFrags write FFrags; property eDeath: Integer read FDeath write FDeath; property eKills: Integer read FKills write FKills; - property eCurrWeap: Byte read FCurrWeap write FCurrWeap; + property eCurrWeap: Byte read FCurrWeap write SetCurrWeapProp; property eMonsterKills: Integer read FMonsterKills write FMonsterKills; property eSecrets: Integer read FSecrets write FSecrets; property eGodMode: Boolean read FGodMode write FGodMode; @@ -916,7 +913,7 @@ begin gPlayers[a].FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå gPlayers[a].FCurrWeap := utils.readByte(st); - //gPlayers[a].FNetForceWeap := gPlayers[a].FCurrWeap; + gPlayers[a].FNetWeapCtr := 0; // Ñëåäóþùåå æåëàåìîå îðóæèå gPlayers[a].FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -1370,9 +1367,7 @@ begin begin if gPlayers[i] is TPlayer then begin - //if (gPlayers[i].NetForceWeapFIdx > gTime) then writeln('*** PLAYER #', i, '; gTime=', gTime, '; nfwf=', gPlayers[i].NetForceWeapFIdx); gPlayers[i].Update(); - if (not gPlayers[i].alive) or (gPlayers[i].NetForceWeapFIdx >= gTime+15) then gPlayers[i].NetForceWeapFIdx := 0; // just in case gPlayers[i].RealizeCurrentWeapon(); // WARNING! DO NOT MOVE THIS INTO `Update()`! end else @@ -1957,6 +1952,19 @@ end; function TPlayer.isValidViewPort (): Boolean; inline; begin result := (viewPortW > 0) and (viewPortH > 0); end; +procedure TPlayer.SetCurrWeapProp (newweap: Byte); +begin + if (newweap > High(FWeapon)) then exit; + if (not FWeapon[newweap]) then exit; + if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // just in case, to really override client's counter + if (FCurrWeap <> newweap) then + begin + if (newweap = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); + end; + FCurrWeap := newweap; + FModel.SetWeapon(newweap); +end; + procedure TPlayer.BFGHit(); begin g_Weapon_BFGHit(FObj.X+FObj.Rect.X+(FObj.Rect.Width div 2), @@ -2145,9 +2153,7 @@ begin FJustTeleported := False; FNetTime := 0; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; - //FCurrFrameIdx := 0; + FNetWeapCtr := 0; resetWeaponQueue(); releaseAllWeaponSwitchKeys(); @@ -3841,8 +3847,6 @@ begin exit; end; - if (FNetForceWeapFIdx >= gTime+15) then FNetForceWeapFIdx := 0; - nw := getNextWeaponIndex(); if nw = 255 then exit; // don't reset anything here if nw > High(FWeapon) then @@ -3856,22 +3860,12 @@ begin if FWeapon[nw] then begin //k8: emulate this on client immediately, or wait for server confirmation? - { - if g_Game_IsClient then - begin - FNetForceWeap := nw; - //FNetForceWeapFIdx := FCurrFrameIdx+5; // force for ~5 frames - FNetForceWeapFIdx := gTime+5; // force for ~5 frames - writeln('NETWEAPONSWITCH: fw=', NetForceWeap, '; fwfidx=', NetForceWeapFIdx, '; cfrm=', gTime); - end; - } - FNetForceWeapFIdx := gTime+5; // force for ~5 frames + Inc(FNetWeapCtr); FCurrWeap := nw; - if nw = WEAPON_SAW then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); + if (nw = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); FModel.SetWeapon(nw); FTime[T_SWITCH] := gTime+156; if g_Game_IsNet then MH_SEND_PlayerStats(FUID); - //if g_Game_IsNet and g_Game_IsClient then end; end; @@ -3894,11 +3888,12 @@ begin if (not FWeapon[W]) then exit; // server is authority! if FCurrWeap <> W then - if (W = WEAPON_SAW) then - FSawSoundSelect.PlayAt(FObj.X, FObj.Y); + begin + if (W = WEAPON_SAW) then FSawSoundSelect.PlayAt(FObj.X, FObj.Y); + end; FCurrWeap := W; - FModel.SetWeapon(CurrWeap); + FModel.SetWeapon(W); //if g_Game_IsClient then resetWeaponQueue(); end; @@ -4257,8 +4252,7 @@ begin Include(FRulez, R_BERSERK); if allowBerserkSwitching then begin - FCurrWeap := WEAPON_KASTET; - //FNetForceWeap := FCurrWeap; + CurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -4374,9 +4368,7 @@ begin FMonsterKills := 0; FDeath := 0; FSecrets := 0; - //FCurrFrameIdx := 0; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; + if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); resetWeaponQueue(); if FNoRespawn then begin @@ -4409,7 +4401,7 @@ begin FLastHit := 0; FLastFrag := 0; FComboEvnt := -1; - FNetForceWeapFIdx := 0; + if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); resetWeaponQueue(); FBFGFireCounter := -1; @@ -4582,8 +4574,7 @@ begin FShellTimer := -1; FPain := 0; FLastHit := 0; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; + if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); resetWeaponQueue(); FBFGFireCounter := -1; @@ -4651,13 +4642,10 @@ begin FWeapon[WEAPON_PISTOL] := True; FWeapon[WEAPON_KASTET] := True; - FCurrWeap := WEAPON_PISTOL; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; + CurrWeap := WEAPON_PISTOL; + if g_Game_IsClient then FNetWeapCtr := 0 else Inc(FNetWeapCtr, 2); resetWeaponQueue(); - FModel.SetWeapon(FCurrWeap); - for b := A_BULLETS to A_HIGH do FAmmo[b] := 0; @@ -4733,8 +4721,6 @@ begin if (gPlayer2 = nil) and (gLMSPID2 = FUID) then gPlayer2 := self; - //FNetForceWeap := FCurrWeap; - if g_Game_IsNet then begin MH_SEND_PlayerPos(True, FUID, NET_EVERYONE); @@ -5027,8 +5013,6 @@ var AnyServer: Boolean; SetSpect: Boolean; begin - //Inc(FCurrFrameIdx); - NetServer := g_Game_IsNet and g_Game_IsServer; AnyServer := g_Game_IsServer; @@ -5959,7 +5943,7 @@ begin FAir := FSavedState.Air; FJetFuel := FSavedState.JetFuel; FCurrWeap := FSavedState.CurrWeap; - //FNetForceWeap := FCurrWeap; + FModel.SetWeapon(FCurrWeap); FNextWeap := FSavedState.NextWeap; FNextWeapDelay := FSavedState.NextWeapDelay; @@ -6130,7 +6114,7 @@ begin FSecrets := utils.readLongInt(st); // Òåêóùåå îðóæèå FCurrWeap := utils.readByte(st); - //FNetForceWeap := FCurrWeap; + if not g_Game_IsClient then Inc(FNetWeapCtr, 2); // Æåëàåìîå îðóæèå FNextWeap := utils.readWord(st); // ...è ïàóçà @@ -6265,9 +6249,7 @@ begin Include(FRulez, R_BERSERK); if FBFGFireCounter < 1 then begin - FCurrWeap := WEAPON_KASTET; - //FNetForceWeap := FCurrWeap; - FNetForceWeapFIdx := 0; + CurrWeap := WEAPON_KASTET; resetWeaponQueue(); FModel.SetWeapon(WEAPON_KASTET); end; @@ -6696,7 +6678,7 @@ begin FAIFlags := nil; FSelectedWeapon := FCurrWeap; - FNetForceWeapFIdx := 0; + FNetWeapCtr := 0; resetWeaponQueue(); FTargetUID := 0; end; -- 2.29.2