1/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
2/* If you are missing that file, acquire a complete release at teeworlds.com. */
3
4#include "gameclient.h"
5
6#include "components/background.h"
7#include "components/binds.h"
8#include "components/broadcast.h"
9#include "components/camera.h"
10#include "components/chat.h"
11#include "components/console.h"
12#include "components/controls.h"
13#include "components/countryflags.h"
14#include "components/damageind.h"
15#include "components/debughud.h"
16#include "components/effects.h"
17#include "components/emoticon.h"
18#include "components/freezebars.h"
19#include "components/ghost.h"
20#include "components/hud.h"
21#include "components/infomessages.h"
22#include "components/items.h"
23#include "components/mapimages.h"
24#include "components/maplayers.h"
25#include "components/mapsounds.h"
26#include "components/menu_background.h"
27#include "components/menus.h"
28#include "components/motd.h"
29#include "components/nameplates.h"
30#include "components/particles.h"
31#include "components/players.h"
32#include "components/race_demo.h"
33#include "components/scoreboard.h"
34#include "components/skins.h"
35#include "components/skins7.h"
36#include "components/sounds.h"
37#include "components/spectator.h"
38#include "components/statboard.h"
39#include "components/voting.h"
40#include "lineinput.h"
41#include "prediction/entities/character.h"
42#include "prediction/entities/projectile.h"
43#include "race.h"
44#include "render.h"
45
46#include <base/dbg.h>
47#include <base/io.h>
48#include <base/log.h>
49#include <base/math.h>
50#include <base/mem.h>
51#include <base/str.h>
52#include <base/time.h>
53#include <base/vmath.h>
54
55#include <engine/client/checksum.h>
56#include <engine/client/enums.h>
57#include <engine/demo.h>
58#include <engine/discord.h>
59#include <engine/editor.h>
60#include <engine/engine.h>
61#include <engine/favorites.h>
62#include <engine/friends.h>
63#include <engine/graphics.h>
64#include <engine/map.h>
65#include <engine/serverbrowser.h>
66#include <engine/shared/config.h>
67#include <engine/shared/csv.h>
68#include <engine/sound.h>
69#include <engine/storage.h>
70#include <engine/textrender.h>
71#include <engine/updater.h>
72
73#include <generated/client_data.h>
74#include <generated/client_data7.h>
75#include <generated/protocol.h>
76#include <generated/protocol7.h>
77#include <generated/protocolglue.h>
78
79#include <game/client/projectile_data.h>
80#include <game/localization.h>
81#include <game/mapitems.h>
82#include <game/teamscore.h>
83#include <game/version.h>
84
85#include <chrono>
86#include <limits>
87
88using namespace std::chrono_literals;
89
90const char *CGameClient::Version() const { return GAME_VERSION; }
91const char *CGameClient::NetVersion() const { return GAME_NETVERSION; }
92const char *CGameClient::NetVersion7() const { return GAME_NETVERSION7; }
93int CGameClient::DDNetVersion() const { return DDNET_VERSION_NUMBER; }
94const char *CGameClient::DDNetVersionStr() const { return m_aDDNetVersionStr; }
95int CGameClient::ClientVersion7() const { return CLIENT_VERSION7; }
96const char *CGameClient::GetItemName(int Type) const { return m_NetObjHandler.GetObjName(Type); }
97
98void CGameClient::OnConsoleInit()
99{
100 m_pEngine = Kernel()->RequestInterface<IEngine>();
101 m_pClient = Kernel()->RequestInterface<IClient>();
102 m_pTextRender = Kernel()->RequestInterface<ITextRender>();
103 m_pSound = Kernel()->RequestInterface<ISound>();
104 m_pConfigManager = Kernel()->RequestInterface<IConfigManager>();
105 m_pConfig = m_pConfigManager->Values();
106 m_pInput = Kernel()->RequestInterface<IInput>();
107 m_pConsole = Kernel()->RequestInterface<IConsole>();
108 m_pStorage = Kernel()->RequestInterface<IStorage>();
109 m_pDemoPlayer = Kernel()->RequestInterface<IDemoPlayer>();
110 m_pServerBrowser = Kernel()->RequestInterface<IServerBrowser>();
111 m_pEditor = Kernel()->RequestInterface<IEditor>();
112 m_pFavorites = Kernel()->RequestInterface<IFavorites>();
113 m_pFriends = Kernel()->RequestInterface<IFriends>();
114 m_pFoes = Client()->Foes();
115 m_pDiscord = Kernel()->RequestInterface<IDiscord>();
116#if defined(CONF_AUTOUPDATE)
117 m_pUpdater = Kernel()->RequestInterface<IUpdater>();
118#endif
119 m_pHttp = Kernel()->RequestInterface<IHttp>();
120 m_pMap = CreateMap();
121
122 // make a list of all the systems, make sure to add them in the correct render order
123 m_vpAll.insert(position: m_vpAll.end(), l: {&m_Skins,
124 &m_Skins7,
125 &m_CountryFlags,
126 &m_MapImages,
127 &m_Effects, // doesn't render anything, just updates effects
128 &m_Binds,
129 &m_Binds.m_SpecialBinds,
130 &m_Controls,
131 &m_Camera,
132 &m_Sounds,
133 &m_Voting,
134 &m_Particles, // doesn't render anything, just updates all the particles
135 &m_RaceDemo,
136 &m_MapSounds,
137 &m_Censor,
138 &m_Background, // render instead of m_MapLayersBackground when g_Config.m_ClOverlayEntities == 100
139 &m_MapLayersBackground, // first to render
140 &m_Particles.m_RenderTrail,
141 &m_Particles.m_RenderTrailExtra,
142 &m_Items,
143 &m_Ghost,
144 &m_Players,
145 &m_MapLayersForeground,
146 &m_Particles.m_RenderExplosions,
147 &m_NamePlates,
148 &m_Particles.m_RenderExtra,
149 &m_Particles.m_RenderGeneral,
150 &m_FreezeBars,
151 &m_DamageInd,
152 &m_Hud,
153 &m_Spectator,
154 &m_Emoticon,
155 &m_InfoMessages,
156 &m_Chat,
157 &m_Broadcast,
158 &m_ImportantAlert,
159 &m_DebugHud,
160 &m_TouchControls,
161 &m_Scoreboard,
162 &m_Statboard,
163 &m_Motd,
164 &m_Menus,
165 &m_Tooltips,
166 &m_KeyBinder,
167 &m_GameConsole,
168 &m_MenuBackground});
169
170 // build the input stack
171 m_vpInput.insert(position: m_vpInput.end(), l: {&m_KeyBinder, // this will take over all input when we want to bind a key
172 &m_Binds.m_SpecialBinds,
173 &m_GameConsole,
174 &m_Chat, // chat has higher prio, due to that you can quit it by pressing esc
175 &m_Scoreboard,
176 &m_Motd, // for pressing esc to remove it
177 &m_Spectator,
178 &m_Emoticon,
179 &m_ImportantAlert,
180 &m_Menus,
181 &m_Controls,
182 &m_TouchControls,
183 &m_Binds});
184
185 // initialize client data
186 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
187 {
188 CClientData &Client = m_aClients[ClientId];
189 Client.m_pGameClient = this;
190 Client.m_ClientId = ClientId;
191 }
192
193 // add basic console commands
194 Console()->Register(pName: "team", pParams: "i[team-id]", Flags: CFGFLAG_CLIENT, pfnFunc: ConTeam, pUser: this, pHelp: "Switch team");
195 Console()->Register(pName: "kill", pParams: "", Flags: CFGFLAG_CLIENT, pfnFunc: ConKill, pUser: this, pHelp: "Kill yourself to restart");
196 Console()->Register(pName: "ready_change", pParams: "", Flags: CFGFLAG_CLIENT, pfnFunc: ConReadyChange7, pUser: this, pHelp: "Change ready state (0.7 only)");
197
198 // register game commands to allow the client prediction to load settings from the map
199 Console()->Register(pName: "tune", pParams: "s[tuning] ?f[value]", Flags: CFGFLAG_GAME, pfnFunc: ConTuneParam, pUser: this, pHelp: "Tune variable to value");
200 Console()->Register(pName: "tune_zone", pParams: "i[zone] s[tuning] f[value]", Flags: CFGFLAG_GAME, pfnFunc: ConTuneZone, pUser: this, pHelp: "Tune in zone a variable to value");
201 Console()->Register(pName: "mapbug", pParams: "s[mapbug]", Flags: CFGFLAG_GAME, pfnFunc: ConMapbug, pUser: this, pHelp: "Enable map compatibility mode using the specified bug (example: grenade-doubleexplosion@ddnet.tw)");
202
203 for(auto &pComponent : m_vpAll)
204 pComponent->OnInterfacesInit(pClient: this);
205
206 m_LocalServer.OnInterfacesInit(pClient: this);
207
208 // let all the other components register their console commands
209 for(auto &pComponent : m_vpAll)
210 pComponent->OnConsoleInit();
211
212 Console()->Chain(pName: "cl_languagefile", pfnChainFunc: ConchainLanguageUpdate, pUser: this);
213
214 Console()->Chain(pName: "player_name", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
215 Console()->Chain(pName: "player_clan", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
216 Console()->Chain(pName: "player_country", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
217 Console()->Chain(pName: "player_use_custom_color", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
218 Console()->Chain(pName: "player_color_body", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
219 Console()->Chain(pName: "player_color_feet", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
220 Console()->Chain(pName: "player_skin", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
221
222 Console()->Chain(pName: "player7_skin", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
223 Console()->Chain(pName: "player7_skin_body", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
224 Console()->Chain(pName: "player7_skin_marking", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
225 Console()->Chain(pName: "player7_skin_decoration", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
226 Console()->Chain(pName: "player7_skin_hands", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
227 Console()->Chain(pName: "player7_skin_feet", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
228 Console()->Chain(pName: "player7_skin_eyes", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
229 Console()->Chain(pName: "player7_color_body", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
230 Console()->Chain(pName: "player7_color_marking", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
231 Console()->Chain(pName: "player7_color_decoration", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
232 Console()->Chain(pName: "player7_color_hands", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
233 Console()->Chain(pName: "player7_color_feet", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
234 Console()->Chain(pName: "player7_color_eyes", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
235 Console()->Chain(pName: "player7_use_custom_color_body", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
236 Console()->Chain(pName: "player7_use_custom_color_marking", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
237 Console()->Chain(pName: "player7_use_custom_color_decoration", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
238 Console()->Chain(pName: "player7_use_custom_color_hands", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
239 Console()->Chain(pName: "player7_use_custom_color_feet", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
240 Console()->Chain(pName: "player7_use_custom_color_eyes", pfnChainFunc: ConchainSpecialInfoupdate, pUser: this);
241
242 Console()->Chain(pName: "dummy_name", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
243 Console()->Chain(pName: "dummy_clan", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
244 Console()->Chain(pName: "dummy_country", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
245 Console()->Chain(pName: "dummy_use_custom_color", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
246 Console()->Chain(pName: "dummy_color_body", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
247 Console()->Chain(pName: "dummy_color_feet", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
248 Console()->Chain(pName: "dummy_skin", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
249
250 Console()->Chain(pName: "dummy7_skin", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
251 Console()->Chain(pName: "dummy7_skin_body", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
252 Console()->Chain(pName: "dummy7_skin_marking", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
253 Console()->Chain(pName: "dummy7_skin_decoration", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
254 Console()->Chain(pName: "dummy7_skin_hands", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
255 Console()->Chain(pName: "dummy7_skin_feet", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
256 Console()->Chain(pName: "dummy7_skin_eyes", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
257 Console()->Chain(pName: "dummy7_color_body", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
258 Console()->Chain(pName: "dummy7_color_marking", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
259 Console()->Chain(pName: "dummy7_color_decoration", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
260 Console()->Chain(pName: "dummy7_color_hands", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
261 Console()->Chain(pName: "dummy7_color_feet", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
262 Console()->Chain(pName: "dummy7_color_eyes", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
263 Console()->Chain(pName: "dummy7_use_custom_color_body", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
264 Console()->Chain(pName: "dummy7_use_custom_color_marking", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
265 Console()->Chain(pName: "dummy7_use_custom_color_decoration", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
266 Console()->Chain(pName: "dummy7_use_custom_color_hands", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
267 Console()->Chain(pName: "dummy7_use_custom_color_feet", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
268 Console()->Chain(pName: "dummy7_use_custom_color_eyes", pfnChainFunc: ConchainSpecialDummyInfoupdate, pUser: this);
269
270 Console()->Chain(pName: "cl_skin_download_url", pfnChainFunc: ConchainRefreshSkins, pUser: this);
271 Console()->Chain(pName: "cl_skin_community_download_url", pfnChainFunc: ConchainRefreshSkins, pUser: this);
272 Console()->Chain(pName: "cl_skin_prefix", pfnChainFunc: ConchainRefreshSkins, pUser: this);
273 Console()->Chain(pName: "cl_download_skins", pfnChainFunc: ConchainRefreshSkins, pUser: this);
274 Console()->Chain(pName: "cl_download_community_skins", pfnChainFunc: ConchainRefreshSkins, pUser: this);
275 Console()->Chain(pName: "cl_vanilla_skins_only", pfnChainFunc: ConchainRefreshSkins, pUser: this);
276 Console()->Chain(pName: "events", pfnChainFunc: ConchainRefreshEventSkins, pUser: this);
277
278 Console()->Chain(pName: "cl_dummy", pfnChainFunc: ConchainSpecialDummy, pUser: this);
279
280 Console()->Chain(pName: "cl_menu_map", pfnChainFunc: ConchainMenuMap, pUser: this);
281}
282
283void CGameClient::InitializeLanguage()
284{
285 // set the language
286 g_Localization.LoadIndexfile(pStorage: Storage(), pConsole: Console());
287 if(g_Config.m_ClShowWelcome)
288 g_Localization.SelectDefaultLanguage(pConsole: Console(), pFilename: g_Config.m_ClLanguagefile, Length: sizeof(g_Config.m_ClLanguagefile));
289 g_Localization.Load(pFilename: g_Config.m_ClLanguagefile, pStorage: Storage(), pConsole: Console());
290}
291
292void CGameClient::ForceUpdateConsoleRemoteCompletionSuggestions()
293{
294 m_GameConsole.ForceUpdateRemoteCompletionSuggestions();
295}
296
297void CGameClient::OnInit()
298{
299 const int64_t OnInitStart = time_get();
300
301 Client()->SetLoadingCallback([this](IClient::ELoadingCallbackDetail Detail) {
302 const char *pTitle;
303 if(Detail == IClient::LOADING_CALLBACK_DETAIL_DEMO || DemoPlayer()->IsPlaying())
304 {
305 pTitle = Localize(pStr: "Preparing demo playback");
306 }
307 else
308 {
309 pTitle = Localize(pStr: "Connected");
310 }
311
312 const char *pMessage;
313 switch(Detail)
314 {
315 case IClient::LOADING_CALLBACK_DETAIL_MAP:
316 pMessage = Localize(pStr: "Loading map file from storage");
317 break;
318 case IClient::LOADING_CALLBACK_DETAIL_DEMO:
319 pMessage = Localize(pStr: "Loading demo file from storage");
320 break;
321 default:
322 dbg_assert_failed("Invalid callback loading detail");
323 }
324 m_Menus.RenderLoading(pCaption: pTitle, pContent: pMessage, IncreaseCounter: 0);
325 });
326
327 m_pGraphics = Kernel()->RequestInterface<IGraphics>();
328
329 // propagate pointers
330 m_UI.Init(pKernel: Kernel());
331 m_UI.SetOnBackButtonPressedCallback([this]() {
332 m_BackButtonHandledKeyBind = m_KeyBinder.HasPendingKeyReader();
333 if(m_BackButtonHandledKeyBind)
334 m_KeyBinder.AbortPendingKey();
335 });
336 m_UI.SetDispatchInputCallback([this](const IInput::CEvent &Event) {
337 if(m_BackButtonHandledKeyBind)
338 {
339 if(Event.m_Flags & IInput::FLAG_RELEASE)
340 m_BackButtonHandledKeyBind = false;
341 return;
342 }
343 OnInput(Event);
344 });
345 m_RenderTools.Init(pGraphics: Graphics(), pTextRender: TextRender());
346 m_RenderMap.Init(pGraphics: Graphics(), pTextRender: TextRender());
347
348 if(GIT_SHORTREV_HASH)
349 {
350 str_format(buffer: m_aDDNetVersionStr, buffer_size: sizeof(m_aDDNetVersionStr), format: "%s %s (%s)", GAME_NAME, GAME_RELEASE_VERSION, GIT_SHORTREV_HASH);
351 }
352 else
353 {
354 str_format(buffer: m_aDDNetVersionStr, buffer_size: sizeof(m_aDDNetVersionStr), format: "%s %s", GAME_NAME, GAME_RELEASE_VERSION);
355 }
356
357 // TODO: this should be different
358 // setup item sizes
359 for(int i = 0; i < NUM_NETOBJTYPES; i++)
360 Client()->SnapSetStaticsize(ItemType: i, Size: m_NetObjHandler.GetObjSize(Type: i));
361 // HACK: only set static size for items, which were available in the first 0.7 release
362 // so new items don't break the snapshot delta
363 static const int OLD_NUM_NETOBJTYPES = 23;
364 for(int i = 0; i < OLD_NUM_NETOBJTYPES; i++)
365 Client()->SnapSetStaticsize7(ItemType: i, Size: m_NetObjHandler7.GetObjSize(Type: i));
366
367 if(!TextRender()->LoadFonts())
368 {
369 Client()->AddWarning(Warning: SWarning(Localize(pStr: "Some fonts could not be loaded. Check the local console for details.")));
370 }
371 TextRender()->SetFontLanguageVariant(g_Config.m_ClLanguagefile);
372
373 // update and swap after font loading, they are quite huge
374 Client()->UpdateAndSwap();
375
376 const char *pLoadingDDNetCaption = Localize(pStr: "Loading DDNet Client");
377 const char *pLoadingMessageComponents = Localize(pStr: "Initializing components");
378 const char *pLoadingMessageComponentsSpecial = Localize(pStr: "Why are you slowmo replaying to read this?");
379 char aLoadingMessage[256];
380
381 // init all components
382 int SkippedComps = 1;
383 int CompCounter = 1;
384 const int NumComponents = ComponentCount();
385 for(int i = NumComponents - 1; i >= 0; --i)
386 {
387 m_vpAll[i]->OnInit();
388 // try to render a frame after each component, also flushes GPU uploads
389 if(m_Menus.IsInit())
390 {
391 str_format(buffer: aLoadingMessage, buffer_size: std::size(aLoadingMessage), format: "%s [%d/%d]", CompCounter == NumComponents ? pLoadingMessageComponentsSpecial : pLoadingMessageComponents, CompCounter, NumComponents);
392 m_Menus.RenderLoading(pCaption: pLoadingDDNetCaption, pContent: aLoadingMessage, IncreaseCounter: SkippedComps);
393 SkippedComps = 1;
394 }
395 else
396 {
397 ++SkippedComps;
398 }
399 ++CompCounter;
400 }
401
402 m_GameSkinLoaded = false;
403 m_ParticlesSkinLoaded = false;
404 m_EmoticonsSkinLoaded = false;
405 m_HudSkinLoaded = false;
406
407 // setup load amount, load textures
408 const char *pLoadingMessageAssets = Localize(pStr: "Initializing assets");
409 for(int i = 0; i < g_pData->m_NumImages; i++)
410 {
411 if(i == IMAGE_GAME)
412 LoadGameSkin(pPath: g_Config.m_ClAssetGame);
413 else if(i == IMAGE_EMOTICONS)
414 LoadEmoticonsSkin(pPath: g_Config.m_ClAssetEmoticons);
415 else if(i == IMAGE_PARTICLES)
416 LoadParticlesSkin(pPath: g_Config.m_ClAssetParticles);
417 else if(i == IMAGE_HUD)
418 LoadHudSkin(pPath: g_Config.m_ClAssetHud);
419 else if(i == IMAGE_EXTRAS)
420 LoadExtrasSkin(pPath: g_Config.m_ClAssetExtras);
421 else if(g_pData->m_aImages[i].m_pFilename[0] == '\0') // handle special null image without filename
422 g_pData->m_aImages[i].m_Id = IGraphics::CTextureHandle();
423 else
424 g_pData->m_aImages[i].m_Id = Graphics()->LoadTexture(pFilename: g_pData->m_aImages[i].m_pFilename, StorageType: IStorage::TYPE_ALL);
425 m_Menus.RenderLoading(pCaption: pLoadingDDNetCaption, pContent: pLoadingMessageAssets, IncreaseCounter: 1);
426 }
427
428 m_GameWorld.Init(pCollision: Collision(), pTuningList: m_aTuningList, pMapBugs: &m_MapBugs);
429 OnReset();
430
431 // Set free binds to DDRace binds if it's active
432 m_Binds.SetDDRaceBinds(true);
433
434 // Aggressively try to grab window again since some Windows users report
435 // window not being focused after starting client.
436 Graphics()->SetWindowGrab(true);
437
438 CChecksumData *pChecksum = Client()->ChecksumData();
439 pChecksum->m_SizeofGameClient = sizeof(*this);
440 pChecksum->m_NumComponents = m_vpAll.size();
441 for(size_t i = 0; i < m_vpAll.size(); i++)
442 {
443 if(i >= std::size(pChecksum->m_aComponentsChecksum))
444 {
445 break;
446 }
447 int Size = m_vpAll[i]->Sizeof();
448 pChecksum->m_aComponentsChecksum[i] = Size;
449 }
450
451 m_Menus.FinishLoading();
452 log_trace("gameclient", "initialization finished after %.2fms", (time_get() - OnInitStart) * 1000.0f / (float)time_freq());
453}
454
455void CGameClient::OnUpdate()
456{
457 HandleLanguageChanged();
458
459 CUIElementBase::Init(pUI: Ui()); // update static pointer because game and editor use separate UI
460
461 // handle mouse movement
462 float x = 0.0f, y = 0.0f;
463 IInput::ECursorType CursorType = Input()->CursorRelative(pX: &x, pY: &y);
464 if(CursorType != IInput::CURSOR_NONE)
465 {
466 for(auto &pComponent : m_vpInput)
467 {
468 if(pComponent->OnCursorMove(x, y, CursorType))
469 break;
470 }
471 }
472
473 // handle touch events
474 const std::vector<IInput::CTouchFingerState> &vTouchFingerStates = Input()->TouchFingerStates();
475 bool TouchHandled = false;
476 for(auto &pComponent : m_vpInput)
477 {
478 if(TouchHandled)
479 {
480 // Also update inactive components so they can handle touch fingers being released.
481 pComponent->OnTouchState(vTouchFingerStates: {});
482 }
483 else if(pComponent->OnTouchState(vTouchFingerStates))
484 {
485 Input()->ClearTouchDeltas();
486 TouchHandled = true;
487 }
488 }
489
490 // handle key presses
491 Input()->ConsumeEvents(Consumer: [&](const IInput::CEvent &Event) {
492 OnInput(Event);
493 });
494
495 if(g_Config.m_ClSubTickAiming && m_Binds.m_MouseOnAction)
496 {
497 m_Controls.m_aMousePosOnAction[g_Config.m_ClDummy] = m_Controls.m_aMousePos[g_Config.m_ClDummy];
498 m_Binds.m_MouseOnAction = false;
499 }
500
501 for(auto &pComponent : m_vpAll)
502 {
503 pComponent->OnUpdate();
504 }
505}
506
507void CGameClient::OnInput(const IInput::CEvent &Event)
508{
509 for(auto &pComponent : m_vpInput)
510 {
511 // Events with flag `FLAG_RELEASE` must always be forwarded to all components so keys being
512 // released can be handled in all components also after some components have been disabled.
513 if(pComponent->OnInput(Event) && (Event.m_Flags & ~IInput::FLAG_RELEASE) != 0)
514 break;
515 }
516}
517
518void CGameClient::OnDummySwap()
519{
520 if(g_Config.m_ClDummyResetOnSwitch)
521 {
522 int PlayerOrDummy = (g_Config.m_ClDummyResetOnSwitch == 2) ? g_Config.m_ClDummy : (!g_Config.m_ClDummy);
523 m_Controls.ResetInput(Dummy: PlayerOrDummy);
524 m_Controls.m_aInputData[PlayerOrDummy].m_Hook = 0;
525 }
526 const int PrevDummyFire = m_DummyInput.m_Fire;
527 m_DummyInput = m_Controls.m_aInputData[!g_Config.m_ClDummy];
528 m_Controls.m_aInputData[g_Config.m_ClDummy].m_Fire = PrevDummyFire;
529 m_IsDummySwapping = 1;
530}
531
532int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force)
533{
534 if(!Dummy)
535 {
536 return m_Controls.SnapInput(pData);
537 }
538 if(m_aLocalIds[!g_Config.m_ClDummy] < 0)
539 {
540 return 0;
541 }
542
543 if(!g_Config.m_ClDummyHammer)
544 {
545 if(m_DummyFire != 0)
546 {
547 m_DummyInput.m_Fire = (m_HammerInput.m_Fire + 1) & ~1;
548 m_DummyFire = 0;
549 }
550
551 if(!Force && (!m_DummyInput.m_Direction && !m_DummyInput.m_Jump && !m_DummyInput.m_Hook))
552 {
553 return 0;
554 }
555
556 mem_copy(dest: pData, source: &m_DummyInput, size: sizeof(m_DummyInput));
557 return sizeof(m_DummyInput);
558 }
559 else
560 {
561 if(m_DummyFire % 25 != 0)
562 {
563 m_DummyFire++;
564 return 0;
565 }
566 m_DummyFire++;
567
568 m_HammerInput.m_Fire = (m_HammerInput.m_Fire + 1) | 1;
569 m_HammerInput.m_WantedWeapon = WEAPON_HAMMER + 1;
570 if(!g_Config.m_ClDummyRestoreWeapon)
571 {
572 m_DummyInput.m_WantedWeapon = WEAPON_HAMMER + 1;
573 }
574
575 const vec2 Dir = m_LocalCharacterPos - m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_Predicted.m_Pos;
576 m_HammerInput.m_TargetX = (int)Dir.x;
577 m_HammerInput.m_TargetY = (int)Dir.y;
578
579 mem_copy(dest: pData, source: &m_HammerInput, size: sizeof(m_HammerInput));
580 return sizeof(m_HammerInput);
581 }
582}
583
584void CGameClient::OnConnected()
585{
586 const char *pConnectCaption = DemoPlayer()->IsPlaying() ? Localize(pStr: "Preparing demo playback") : Localize(pStr: "Connected");
587 const char *pLoadMapContent = Localize(pStr: "Initializing map logic");
588 // render loading before skip is calculated
589 m_Menus.RenderLoading(pCaption: pConnectCaption, pContent: pLoadMapContent, IncreaseCounter: 0);
590 m_Layers.Init(pMap: Map(), GameOnly: false, InitializeTilemapSkip: true);
591 m_Collision.Init(pLayers: Layers());
592 m_GameWorld.m_Core.InitSwitchers(HighestSwitchNumber: m_Collision.m_HighestSwitchNumber);
593 m_GameWorld.m_PredictedEvents.clear();
594 m_RaceHelper.Init(pGameClient: this);
595
596 // render loading before going through all components
597 m_Menus.RenderLoading(pCaption: pConnectCaption, pContent: pLoadMapContent, IncreaseCounter: 0);
598 for(auto &pComponent : m_vpAll)
599 {
600 pComponent->OnMapLoad();
601 pComponent->OnReset();
602 }
603
604 ConfigManager()->ResetGameSettings();
605 LoadMapSettings();
606
607 if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
608 {
609 Client()->SetLoadingStateDetail(IClient::LOADING_STATE_DETAIL_GETTING_READY);
610 m_Menus.RenderLoading(pCaption: pConnectCaption, pContent: Localize(pStr: "Sending initial client info"), IncreaseCounter: 0);
611
612 // send the initial info
613 SendInfo(Start: true);
614 // we should keep this in for now, because otherwise you can't spectate
615 // people at start as the other info 64 packet is only sent after the first
616 // snap
617 Client()->Rcon(pLine: "crashmeplx");
618
619 m_LocalServer.RconAuthIfPossible();
620 }
621}
622
623void CGameClient::OnReset()
624{
625 InvalidateSnapshot();
626
627 m_EditorMovementDelay = 5;
628
629 m_PredictedTick = -1;
630 std::fill(first: std::begin(arr&: m_aLastNewPredictedTick), last: std::end(arr&: m_aLastNewPredictedTick), value: -1);
631
632 m_LastRoundStartTick = -1;
633 m_LastRaceTick = -1;
634 m_LastFlagCarrierRed = -4;
635 m_LastFlagCarrierBlue = -4;
636
637 std::fill(first: std::begin(arr&: m_aCheckInfo), last: std::end(arr&: m_aCheckInfo), value: -1);
638
639 // m_aDDNetVersionStr is initialized once in OnInit
640
641 std::fill(first: std::begin(arr&: m_aLastPos), last: std::end(arr&: m_aLastPos), value: vec2(0.0f, 0.0f));
642 std::fill(first: std::begin(arr&: m_aLastActive), last: std::end(arr&: m_aLastActive), value: false);
643
644 m_GameOver = false;
645 m_GamePaused = false;
646
647 m_SuppressEvents = false;
648 m_NewTick = false;
649 m_NewPredictedTick = false;
650
651 m_aFlagDropTick[TEAM_RED] = 0;
652 m_aFlagDropTick[TEAM_BLUE] = 0;
653
654 m_ServerMode = SERVERMODE_PURE;
655 mem_zero(block: &m_GameInfo, size: sizeof(m_GameInfo));
656
657 m_DemoSpecId = SPEC_FOLLOW;
658 m_LocalCharacterPos = vec2(0.0f, 0.0f);
659
660 m_PredictedPrevChar.Reset();
661 m_PredictedChar.Reset();
662
663 // m_Snap was cleared in InvalidateSnapshot
664
665 std::fill(first: std::begin(arr&: m_aLocalTuneZone), last: std::end(arr&: m_aLocalTuneZone), value: -1);
666 std::fill(first: std::begin(arr&: m_aReceivedTuning), last: std::end(arr&: m_aReceivedTuning), value: false);
667 std::fill(first: std::begin(arr&: m_aExpectingTuningForZone), last: std::end(arr&: m_aExpectingTuningForZone), value: -1);
668 std::fill(first: std::begin(arr&: m_aExpectingTuningSince), last: std::end(arr&: m_aExpectingTuningSince), value: 0);
669 std::fill(first: std::begin(arr&: m_aTuning), last: std::end(arr&: m_aTuning), value: CTuningParams());
670
671 m_ActiveRecordings.reset();
672
673 for(auto &Client : m_aClients)
674 Client.Reset();
675
676 for(auto &Stats : m_aStats)
677 Stats.Reset();
678
679 std::fill(first: std::begin(arr&: m_aNextChangeInfo), last: std::end(arr&: m_aNextChangeInfo), value: -1);
680 std::fill(first: std::begin(arr&: m_aLocalIds), last: std::end(arr&: m_aLocalIds), value: -1);
681 m_DummyInput = {};
682 m_HammerInput = {};
683 m_DummyFire = 0;
684 m_ReceivedDDNetPlayer = false;
685 m_ReceivedDDNetPlayerFinishTimes = false;
686 m_ReceivedDDNetPlayerFinishTimesMillis = false;
687
688 m_Teams.Reset();
689 m_GameWorld.Clear();
690 m_GameWorld.m_WorldConfig.m_InfiniteAmmo = true;
691 m_PredictedWorld.CopyWorld(pFrom: &m_GameWorld);
692 m_PrevPredictedWorld.CopyWorld(pFrom: &m_PredictedWorld);
693
694 m_vSnapEntities.clear();
695
696 std::fill(first: std::begin(arr&: m_aDDRaceMsgSent), last: std::end(arr&: m_aDDRaceMsgSent), value: false);
697 std::fill(first: std::begin(arr&: m_aShowOthers), last: std::end(arr&: m_aShowOthers), value: SHOW_OTHERS_NOT_SET);
698 std::fill(first: std::begin(arr&: m_aEnableSpectatorCount), last: std::end(arr&: m_aEnableSpectatorCount), value: -1);
699 std::fill(first: std::begin(arr&: m_aLastUpdateTick), last: std::end(arr&: m_aLastUpdateTick), value: 0);
700
701 m_IsDummySwapping = false;
702 m_CharOrder.Reset();
703 std::fill(first: std::begin(arr&: m_aSwitchStateTeam), last: std::end(arr&: m_aSwitchStateTeam), value: -1);
704
705 m_MapBestTimeSeconds = FinishTime::UNSET;
706 m_MapBestTimeMillis = 0;
707 m_aMapDescription[0] = '\0';
708
709 // m_MapBugs and m_aTuningList are reset in LoadMapSettings
710
711 m_LastShowDistanceZoom = 0.0f;
712 m_LastZoom = 0.0f;
713 m_LastScreenAspect = 0.0f;
714 m_LastDeadzone = 0.0f;
715 m_LastFollowFactor = 0.0f;
716 m_LastDummyConnected = false;
717
718 m_MultiViewPersonalZoom = 0.0f;
719 m_MultiViewActivated = false;
720 m_MultiView.m_IsInit = false;
721
722 m_CursorInfo.m_CursorOwnerId = -1;
723 m_CursorInfo.m_NumSamples = 0;
724
725 for(auto &pComponent : m_vpAll)
726 pComponent->OnReset();
727
728 Editor()->ResetMentions();
729 Editor()->ResetIngameMoved();
730
731 Collision()->Unload();
732 Layers()->Unload();
733}
734
735void CGameClient::UpdatePositions()
736{
737 // local character position
738 if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
739 {
740 if(!AntiPingPlayers())
741 {
742 if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER))
743 {
744 // don't use predicted
745 }
746 else
747 m_LocalCharacterPos = mix(a: m_PredictedPrevChar.m_Pos, b: m_PredictedChar.m_Pos, amount: Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy));
748 }
749 else
750 {
751 if(!(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER))
752 {
753 if(m_Snap.m_pLocalCharacter)
754 m_LocalCharacterPos = mix(a: m_PredictedPrevChar.m_Pos, b: m_PredictedChar.m_Pos, amount: Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy));
755 }
756 // else
757 // m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
758 }
759 }
760 else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter)
761 {
762 m_LocalCharacterPos = mix(
763 a: vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y),
764 b: vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
765 }
766
767 // spectator position
768 if(m_Snap.m_SpecInfo.m_Active)
769 {
770 if(m_MultiViewActivated)
771 {
772 HandleMultiView();
773 }
774 else if(Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecId != SPEC_FOLLOW && m_Snap.m_SpecInfo.m_SpectatorId != SPEC_FREEVIEW)
775 {
776 m_Snap.m_SpecInfo.m_Position = mix(
777 a: vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorId].m_Prev.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorId].m_Prev.m_Y),
778 b: vec2(m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorId].m_Cur.m_X, m_Snap.m_aCharacters[m_Snap.m_SpecInfo.m_SpectatorId].m_Cur.m_Y),
779 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
780 m_Snap.m_SpecInfo.m_UsePosition = true;
781 }
782 else if(m_Snap.m_pSpectatorInfo && ((Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecId == SPEC_FOLLOW) || (Client()->State() != IClient::STATE_DEMOPLAYBACK && m_Snap.m_SpecInfo.m_SpectatorId != SPEC_FREEVIEW)))
783 {
784 if(m_Snap.m_pPrevSpectatorInfo && m_Snap.m_pPrevSpectatorInfo->m_SpectatorId == m_Snap.m_pSpectatorInfo->m_SpectatorId)
785 m_Snap.m_SpecInfo.m_Position = mix(a: vec2(m_Snap.m_pPrevSpectatorInfo->m_X, m_Snap.m_pPrevSpectatorInfo->m_Y),
786 b: vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y), amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
787 else
788 m_Snap.m_SpecInfo.m_Position = vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y);
789 m_Snap.m_SpecInfo.m_UsePosition = true;
790 }
791 }
792
793 if(!m_MultiViewActivated && m_MultiView.m_IsInit)
794 ResetMultiView();
795
796 UpdateRenderedCharacters();
797}
798
799void CGameClient::OnRender()
800{
801 const ColorRGBA ClearColor = color_cast<ColorRGBA>(hsl: ColorHSLA(g_Config.m_ClOverlayEntities ? g_Config.m_ClBackgroundEntitiesColor : g_Config.m_ClBackgroundColor));
802 Graphics()->Clear(r: ClearColor.r, g: ClearColor.g, b: ClearColor.b);
803
804 // check if multi view got activated
805 if(!m_MultiView.m_IsInit && m_MultiViewActivated)
806 {
807 int TeamId = 0;
808 if(m_Snap.m_SpecInfo.m_SpectatorId >= 0)
809 TeamId = m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId);
810
811 if(TeamId > MAX_CLIENTS || TeamId < 0)
812 TeamId = 0;
813
814 if(!InitMultiView(Team: TeamId))
815 {
816 dbg_msg(sys: "MultiView", fmt: "No players found to spectate");
817 ResetMultiView();
818 }
819 }
820
821 // update the local character and spectate position
822 UpdatePositions();
823
824 // display warnings
825 if(m_Menus.CanDisplayWarning())
826 {
827 std::optional<SWarning> Warning = Graphics()->CurrentWarning();
828 if(!Warning.has_value())
829 {
830 Warning = Client()->CurrentWarning();
831 }
832 if(Warning.has_value())
833 {
834 const SWarning &TheWarning = Warning.value();
835 m_Menus.PopupWarning(pTopic: TheWarning.m_aWarningTitle[0] == '\0' ? Localize(pStr: "Warning") : TheWarning.m_aWarningTitle, pBody: TheWarning.m_aWarningMsg, pButton: Localize(pStr: "Ok"), Duration: TheWarning.m_AutoHide ? 10s : 0s);
836 }
837 }
838
839 // update camera data prior to CControls::OnRender to allow CControls::m_aTargetPos to compensate using camera data
840 m_Camera.UpdateCamera();
841
842 UpdateSpectatorCursor();
843
844 // render all systems
845 for(auto &pComponent : m_vpAll)
846 pComponent->OnRender();
847
848 // clear all events/input for this frame
849 Input()->Clear();
850
851 CLineInput::RenderCandidates();
852
853 const bool WasNewTick = m_NewTick;
854
855 // clear new tick flags
856 m_NewTick = false;
857 m_NewPredictedTick = false;
858
859 if(g_Config.m_ClDummy && !Client()->DummyConnected())
860 g_Config.m_ClDummy = 0;
861
862 // resend player and dummy info if it was filtered by server
863 if(m_aLocalIds[0] >= 0 && Client()->State() == IClient::STATE_ONLINE && !m_Menus.IsActive() && WasNewTick)
864 {
865 if(m_aCheckInfo[0] == 0)
866 {
867 if(m_pClient->IsSixup())
868 {
869 if(!GotWantedSkin7(Dummy: false))
870 SendSkinChange7(Dummy: false);
871 else
872 m_aCheckInfo[0] = -1;
873 }
874 else
875 {
876 if(
877 str_comp(a: m_aClients[m_aLocalIds[0]].m_aName, b: Client()->PlayerName()) ||
878 str_comp(a: m_aClients[m_aLocalIds[0]].m_aClan, b: g_Config.m_PlayerClan) ||
879 m_aClients[m_aLocalIds[0]].m_Country != g_Config.m_PlayerCountry ||
880 str_comp(a: m_aClients[m_aLocalIds[0]].m_aSkinName, b: g_Config.m_ClPlayerSkin) ||
881 m_aClients[m_aLocalIds[0]].m_UseCustomColor != g_Config.m_ClPlayerUseCustomColor ||
882 m_aClients[m_aLocalIds[0]].m_ColorBody != (int)g_Config.m_ClPlayerColorBody ||
883 m_aClients[m_aLocalIds[0]].m_ColorFeet != (int)g_Config.m_ClPlayerColorFeet)
884 SendInfo(Start: false);
885 else
886 m_aCheckInfo[0] = -1;
887 }
888 }
889
890 if(m_aCheckInfo[0] > 0)
891 {
892 m_aCheckInfo[0] -= minimum(a: Client()->GameTick(Conn: 0) - Client()->PrevGameTick(Conn: 0), b: m_aCheckInfo[0]);
893 }
894
895 if(m_aLocalIds[1] >= 0)
896 {
897 if(m_aCheckInfo[1] == 0)
898 {
899 if(m_pClient->IsSixup())
900 {
901 if(!GotWantedSkin7(Dummy: true))
902 SendSkinChange7(Dummy: true);
903 else
904 m_aCheckInfo[1] = -1;
905 }
906 else
907 {
908 if(
909 str_comp(a: m_aClients[m_aLocalIds[1]].m_aName, b: Client()->DummyName()) ||
910 str_comp(a: m_aClients[m_aLocalIds[1]].m_aClan, b: g_Config.m_ClDummyClan) ||
911 m_aClients[m_aLocalIds[1]].m_Country != g_Config.m_ClDummyCountry ||
912 str_comp(a: m_aClients[m_aLocalIds[1]].m_aSkinName, b: g_Config.m_ClDummySkin) ||
913 m_aClients[m_aLocalIds[1]].m_UseCustomColor != g_Config.m_ClDummyUseCustomColor ||
914 m_aClients[m_aLocalIds[1]].m_ColorBody != (int)g_Config.m_ClDummyColorBody ||
915 m_aClients[m_aLocalIds[1]].m_ColorFeet != (int)g_Config.m_ClDummyColorFeet)
916 SendDummyInfo(Start: false);
917 else
918 m_aCheckInfo[1] = -1;
919 }
920 }
921
922 if(m_aCheckInfo[1] > 0)
923 {
924 m_aCheckInfo[1] -= minimum(a: Client()->GameTick(Conn: 1) - Client()->PrevGameTick(Conn: 1), b: m_aCheckInfo[1]);
925 }
926 }
927 }
928
929 UpdateManagedTeeRenderInfos();
930}
931
932void CGameClient::OnDummyDisconnect()
933{
934 m_aLocalIds[1] = -1;
935 m_aDDRaceMsgSent[1] = false;
936 m_aShowOthers[1] = SHOW_OTHERS_NOT_SET;
937 m_aEnableSpectatorCount[1] = -1;
938 m_aLastNewPredictedTick[1] = -1;
939}
940
941int CGameClient::LastRaceTick() const
942{
943 return m_LastRaceTick;
944}
945
946int CGameClient::CurrentRaceTime() const
947{
948 if(m_LastRaceTick < 0)
949 {
950 return 0;
951 }
952 return (Client()->GameTick(Conn: g_Config.m_ClDummy) - m_LastRaceTick) / Client()->GameTickSpeed();
953}
954
955bool CGameClient::IsTeamPlay() const
956{
957 return m_Snap.m_pGameInfoObj &&
958 (m_Snap.m_pGameInfoObj->m_GameFlags & GAMEFLAG_TEAMS) != 0;
959}
960
961bool CGameClient::IsWorldPaused() const
962{
963 return m_Snap.m_pGameInfoObj &&
964 (m_Snap.m_pGameInfoObj->m_GameStateFlags & (GAMESTATEFLAG_GAMEOVER | GAMESTATEFLAG_PAUSED)) != 0;
965}
966
967bool CGameClient::IsDemoPlaybackPaused() const
968{
969 return Client()->State() == IClient::STATE_DEMOPLAYBACK &&
970 DemoPlayer()->BaseInfo()->m_Paused;
971}
972
973float CGameClient::GetAnimationPlaybackSpeed() const
974{
975 if(IsWorldPaused() || IsDemoPlaybackPaused())
976 {
977 return 0.0f;
978 }
979 if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
980 {
981 return DemoPlayer()->BaseInfo()->m_Speed;
982 }
983 return 1.0f;
984}
985
986bool CGameClient::AntiPingPlayers() const
987{
988 return g_Config.m_ClAntiPing &&
989 g_Config.m_ClAntiPingPlayers &&
990 !m_Snap.m_SpecInfo.m_Active &&
991 Client()->State() != IClient::STATE_DEMOPLAYBACK;
992}
993
994bool CGameClient::AntiPingGrenade() const
995{
996 return g_Config.m_ClAntiPing &&
997 g_Config.m_ClAntiPingGrenade &&
998 !m_Snap.m_SpecInfo.m_Active &&
999 Client()->State() != IClient::STATE_DEMOPLAYBACK;
1000}
1001
1002bool CGameClient::AntiPingWeapons() const
1003{
1004 return g_Config.m_ClAntiPing &&
1005 g_Config.m_ClAntiPingWeapons &&
1006 !m_Snap.m_SpecInfo.m_Active &&
1007 Client()->State() != IClient::STATE_DEMOPLAYBACK;
1008}
1009
1010bool CGameClient::AntiPingGunfire() const
1011{
1012 return AntiPingGrenade() &&
1013 AntiPingWeapons() &&
1014 g_Config.m_ClAntiPingGunfire;
1015}
1016
1017bool CGameClient::Predict() const
1018{
1019 return g_Config.m_ClPredict &&
1020 !IsWorldPaused() &&
1021 Client()->State() != IClient::STATE_DEMOPLAYBACK &&
1022 !m_Snap.m_SpecInfo.m_Active &&
1023 m_Snap.m_pLocalCharacter;
1024}
1025
1026bool CGameClient::PredictDummy() const
1027{
1028 return g_Config.m_ClPredictDummy &&
1029 Client()->DummyConnected() &&
1030 m_Snap.m_LocalClientId >= 0 &&
1031 m_aLocalIds[!g_Config.m_ClDummy] >= 0 &&
1032 !m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_Paused;
1033}
1034
1035ColorRGBA CGameClient::GetDDTeamColor(int DDTeam, float Lightness) const
1036{
1037 // Use golden angle to generate unique colors with distinct adjacent colors.
1038 // The first DDTeam (team 1) gets angle 0°, i.e. red hue.
1039 const float Hue = std::fmod(x: (DDTeam - 1) * normalized_golden_angle, y: 1.0f);
1040 return color_cast<ColorRGBA>(hsl: ColorHSLA(Hue, 1.0f, Lightness));
1041}
1042
1043void CGameClient::FormatClientId(int ClientId, char (&aClientId)[16], EClientIdFormat Format) const
1044{
1045 if(Format == EClientIdFormat::NO_INDENT)
1046 {
1047 str_format(buffer: aClientId, buffer_size: sizeof(aClientId), format: "%d", ClientId);
1048 }
1049 else
1050 {
1051 const int HighestClientId = Format == EClientIdFormat::INDENT_AUTO ? m_Snap.m_HighestClientId : 64;
1052 const char *pFigureSpace = " ";
1053 char aNumber[8];
1054 str_format(buffer: aNumber, buffer_size: sizeof(aNumber), format: "%d", ClientId);
1055 aClientId[0] = '\0';
1056 if(ClientId < 100 && HighestClientId >= 100)
1057 {
1058 str_append(dst&: aClientId, src: pFigureSpace);
1059 }
1060 if(ClientId < 10 && HighestClientId >= 10)
1061 {
1062 str_append(dst&: aClientId, src: pFigureSpace);
1063 }
1064 str_append(dst&: aClientId, src: aNumber);
1065 }
1066 str_append(dst&: aClientId, src: ": ");
1067}
1068
1069void CGameClient::OnRelease()
1070{
1071 // release all systems
1072 for(auto &pComponent : m_vpAll)
1073 pComponent->OnRelease();
1074}
1075
1076void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker, int Conn, bool Dummy)
1077{
1078 // special messages
1079 static_assert((int)NETMSGTYPE_SV_TUNEPARAMS == (int)protocol7::NETMSGTYPE_SV_TUNEPARAMS, "0.6 and 0.7 tune message id do not match");
1080 if(MsgId == NETMSGTYPE_SV_TUNEPARAMS)
1081 {
1082 // unpack the new tuning
1083 CTuningParams NewTuning;
1084
1085 // No jetpack on DDNet incompatible servers,
1086 // jetpack strength will be received by tune params
1087 NewTuning.m_JetpackStrength = 0;
1088
1089 int *pParams = NewTuning.NetworkArray();
1090 for(int i = 0; i < CTuningParams::Num(); i++)
1091 {
1092 static_assert(offsetof(CTuningParams, m_LaserDamage) / sizeof(CTuneParam) == 30);
1093 if(i == 30 && Client()->IsSixup()) // laser_damage was removed in 0.7
1094 {
1095 continue;
1096 }
1097
1098 const int Value = pUnpacker->GetInt();
1099
1100 // check for unpacking errors
1101 if(pUnpacker->Error())
1102 break;
1103
1104 pParams[i] = Value;
1105 }
1106
1107 m_ServerMode = SERVERMODE_PURE;
1108
1109 m_aReceivedTuning[Conn] = true;
1110 // apply new tuning
1111 m_aTuning[Conn] = NewTuning;
1112 return;
1113 }
1114
1115 void *pRawMsg = TranslateGameMsg(pMsgId: &MsgId, pUnpacker, Conn);
1116
1117 if(!pRawMsg)
1118 {
1119 // the 0.7 version of this error message is printed on translation
1120 // in sixup/translate_game.cpp
1121 if(!Client()->IsSixup())
1122 {
1123 char aBuf[256];
1124 str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: "dropped weird message '%s' (%d), failed on '%s'", m_NetObjHandler.GetMsgName(Type: MsgId), MsgId, m_NetObjHandler.FailedMsgOn());
1125 Console()->Print(Level: IConsole::OUTPUT_LEVEL_ADDINFO, pFrom: "client", pStr: aBuf);
1126 }
1127 return;
1128 }
1129
1130 if(MsgId == NETMSGTYPE_SV_CHANGEINFOCOOLDOWN)
1131 {
1132 CNetMsg_Sv_ChangeInfoCooldown *pMsg = (CNetMsg_Sv_ChangeInfoCooldown *)pRawMsg;
1133 m_aNextChangeInfo[Conn] = pMsg->m_WaitUntil;
1134 return;
1135 }
1136
1137 if(Dummy)
1138 {
1139 if(MsgId == NETMSGTYPE_SV_CHAT && m_aLocalIds[0] >= 0 && m_aLocalIds[1] >= 0)
1140 {
1141 CNetMsg_Sv_Chat *pMsg = (CNetMsg_Sv_Chat *)pRawMsg;
1142
1143 if((pMsg->m_Team == 1 && (m_aClients[m_aLocalIds[0]].m_Team != m_aClients[m_aLocalIds[1]].m_Team || m_Teams.Team(ClientId: m_aLocalIds[0]) != m_Teams.Team(ClientId: m_aLocalIds[1]))) || pMsg->m_Team > 1)
1144 {
1145 m_Chat.OnMessage(MsgType: MsgId, pRawMsg);
1146 }
1147 }
1148 return; // no need of all that stuff for the dummy
1149 }
1150
1151 // TODO: this should be done smarter
1152 for(auto &pComponent : m_vpAll)
1153 pComponent->OnMessage(Msg: MsgId, pRawMsg);
1154
1155 if(MsgId == NETMSGTYPE_SV_READYTOENTER)
1156 {
1157 Client()->EnterGame(Conn);
1158 }
1159 else if(MsgId == NETMSGTYPE_SV_EMOTICON)
1160 {
1161 CNetMsg_Sv_Emoticon *pMsg = (CNetMsg_Sv_Emoticon *)pRawMsg;
1162
1163 // apply
1164 m_aClients[pMsg->m_ClientId].m_Emoticon = pMsg->m_Emoticon;
1165 m_aClients[pMsg->m_ClientId].m_EmoticonStartTick = Client()->GameTick(Conn);
1166 m_aClients[pMsg->m_ClientId].m_EmoticonStartFraction = Client()->IntraGameTickSincePrev(Conn);
1167 }
1168 else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL)
1169 {
1170 if(m_SuppressEvents)
1171 return;
1172
1173 // don't enqueue pseudo-global sounds from demos (created by PlayAndRecord)
1174 CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg;
1175 if(pMsg->m_SoundId == SOUND_CTF_DROP || pMsg->m_SoundId == SOUND_CTF_RETURN ||
1176 pMsg->m_SoundId == SOUND_CTF_CAPTURE || pMsg->m_SoundId == SOUND_CTF_GRAB_EN ||
1177 pMsg->m_SoundId == SOUND_CTF_GRAB_PL)
1178 {
1179 if(g_Config.m_SndGame)
1180 m_Sounds.Enqueue(Channel: CSounds::CHN_GLOBAL, SetId: pMsg->m_SoundId);
1181 }
1182 else
1183 {
1184 if(g_Config.m_SndGame)
1185 m_Sounds.Play(Channel: CSounds::CHN_GLOBAL, SetId: pMsg->m_SoundId, Volume: 1.0f);
1186 }
1187 }
1188 else if(MsgId == NETMSGTYPE_SV_TEAMSSTATE || MsgId == NETMSGTYPE_SV_TEAMSSTATELEGACY)
1189 {
1190 unsigned int i;
1191
1192 for(i = 0; i < MAX_CLIENTS; i++)
1193 {
1194 const int Team = pUnpacker->GetInt();
1195 if(!pUnpacker->Error() && Team >= TEAM_FLOCK && Team < NUM_DDRACE_TEAMS)
1196 m_Teams.Team(ClientId: i, Team);
1197 else
1198 {
1199 m_Teams.Team(ClientId: i, Team: 0);
1200 break;
1201 }
1202 }
1203
1204 if(i <= 16)
1205 m_Teams.m_IsDDRace16 = true;
1206
1207 m_Ghost.m_AllowRestart = true;
1208 m_RaceDemo.m_AllowRestart = true;
1209 }
1210 else if(MsgId == NETMSGTYPE_SV_KILLMSG)
1211 {
1212 CNetMsg_Sv_KillMsg *pMsg = (CNetMsg_Sv_KillMsg *)pRawMsg;
1213 // reset character prediction
1214 if(!(m_GameWorld.m_WorldConfig.m_IsFNG && pMsg->m_Weapon == WEAPON_LASER))
1215 {
1216 m_CharOrder.GiveWeak(c: pMsg->m_Victim);
1217 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: pMsg->m_Victim))
1218 pChar->ResetPrediction();
1219 m_GameWorld.ReleaseHooked(ClientId: pMsg->m_Victim);
1220 }
1221
1222 // if we are spectating a static id set (team 0) and somebody killed, and its not a guy in solo, we remove them from the list
1223 // never remove players from the list if it is a pvp server
1224 if(IsMultiViewIdSet() && m_MultiViewTeam == 0 && m_aMultiViewId[pMsg->m_Victim] && !m_aClients[pMsg->m_Victim].m_Spec && !m_MultiView.m_Solo && !m_GameInfo.m_Pvp)
1225 {
1226 m_aMultiViewId[pMsg->m_Victim] = false;
1227
1228 // if everyone of a team killed, we have no ids to spectate anymore, so we disable multi view
1229 if(!IsMultiViewIdSet())
1230 ResetMultiView();
1231 else
1232 {
1233 // the "main" tee killed, search a new one
1234 if(m_Snap.m_SpecInfo.m_SpectatorId == pMsg->m_Victim)
1235 {
1236 int NewClientId = FindFirstMultiViewId();
1237 if(NewClientId < MAX_CLIENTS && NewClientId >= 0)
1238 {
1239 CleanMultiViewId(ClientId: NewClientId);
1240 m_aMultiViewId[NewClientId] = true;
1241 m_Spectator.Spectate(SpectatorId: NewClientId);
1242 }
1243 }
1244 }
1245 }
1246 }
1247 else if(MsgId == NETMSGTYPE_SV_KILLMSGTEAM)
1248 {
1249 CNetMsg_Sv_KillMsgTeam *pMsg = (CNetMsg_Sv_KillMsgTeam *)pRawMsg;
1250
1251 // reset prediction
1252 std::vector<std::pair<int, int>> vStrongWeakSorted;
1253 for(int i = 0; i < MAX_CLIENTS; i++)
1254 {
1255 if(m_Teams.Team(ClientId: i) == pMsg->m_Team)
1256 {
1257 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
1258 {
1259 pChar->ResetPrediction();
1260 vStrongWeakSorted.emplace_back(args&: i, args: pMsg->m_First == i ? MAX_CLIENTS : (pChar ? pChar->GetStrongWeakId() : 0));
1261 }
1262 m_GameWorld.ReleaseHooked(ClientId: i);
1263 }
1264 }
1265 std::stable_sort(first: vStrongWeakSorted.begin(), last: vStrongWeakSorted.end(), comp: [](auto &Left, auto &Right) { return Left.second > Right.second; });
1266 for(auto Id : vStrongWeakSorted)
1267 {
1268 m_CharOrder.GiveWeak(c: Id.first);
1269 }
1270 }
1271 else if(MsgId == NETMSGTYPE_SV_MAPSOUNDGLOBAL)
1272 {
1273 if(m_SuppressEvents)
1274 return;
1275
1276 if(!g_Config.m_SndGame)
1277 return;
1278
1279 CNetMsg_Sv_MapSoundGlobal *pMsg = (CNetMsg_Sv_MapSoundGlobal *)pRawMsg;
1280 m_MapSounds.Play(Channel: CSounds::CHN_GLOBAL, SoundId: pMsg->m_SoundId);
1281 }
1282 else if(MsgId == NETMSGTYPE_SV_PREINPUT)
1283 {
1284 CNetMsg_Sv_PreInput *pMsg = (CNetMsg_Sv_PreInput *)pRawMsg;
1285 m_aClients[pMsg->m_Owner].m_aPreInputs[pMsg->m_IntendedTick % 200] = *pMsg;
1286 }
1287 else if(MsgId == NETMSGTYPE_SV_SAVECODE)
1288 {
1289 const CNetMsg_Sv_SaveCode *pMsg = (CNetMsg_Sv_SaveCode *)pRawMsg;
1290 OnSaveCodeNetMessage(pMsg);
1291 }
1292 else if(MsgId == NETMSGTYPE_SV_RECORD || MsgId == NETMSGTYPE_SV_RECORDLEGACY)
1293 {
1294 CNetMsg_Sv_Record *pMsg = static_cast<CNetMsg_Sv_Record *>(pRawMsg);
1295 if(pMsg->m_ServerTimeBest > 0)
1296 {
1297 m_MapBestTimeSeconds = pMsg->m_ServerTimeBest / 100;
1298 m_MapBestTimeMillis = (pMsg->m_ServerTimeBest % 100) * 10;
1299 }
1300 else if(m_MapBestTimeSeconds == FinishTime::UNSET)
1301 {
1302 // some PvP mods based on DDNet accidentally send a best time of 0, despite having no finished races
1303 }
1304 }
1305 else if(MsgId == NETMSGTYPE_SV_MAPINFO)
1306 {
1307 CNetMsg_Sv_MapInfo *pMsg = static_cast<CNetMsg_Sv_MapInfo *>(pRawMsg);
1308 str_copy(dst&: m_aMapDescription, src: pMsg->m_pDescription);
1309 }
1310}
1311
1312void CGameClient::OnStateChange(int NewState, int OldState)
1313{
1314 // reset everything when not already connected (to keep gathered stuff)
1315 if(NewState < IClient::STATE_ONLINE)
1316 OnReset();
1317
1318 // then change the state
1319 for(auto &pComponent : m_vpAll)
1320 pComponent->OnStateChange(NewState, OldState);
1321}
1322
1323void CGameClient::OnShutdown()
1324{
1325 for(auto &pComponent : m_vpAll)
1326 pComponent->OnShutdown();
1327
1328 m_LocalServer.KillServer();
1329}
1330
1331void CGameClient::OnEnterGame()
1332{
1333}
1334
1335void CGameClient::OnGameOver()
1336{
1337 if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClEditor == 0)
1338 Client()->AutoScreenshot_Start();
1339}
1340
1341void CGameClient::OnStartGame()
1342{
1343 if(Client()->State() != IClient::STATE_DEMOPLAYBACK && !g_Config.m_ClAutoDemoOnConnect)
1344 Client()->DemoRecorder_HandleAutoStart();
1345 m_Statboard.OnReset();
1346}
1347
1348void CGameClient::OnStartRound()
1349{
1350 // In GamePaused or GameOver state RoundStartTick is updated on each tick
1351 // hence no need to reset stats until player leaves GameOver
1352 // and it would be a mistake to reset stats after or during the pause
1353 m_Statboard.OnReset();
1354
1355 // Restart automatic race demo recording
1356 m_RaceDemo.OnReset();
1357}
1358
1359void CGameClient::OnFlagGrab(int TeamId)
1360{
1361 if(TeamId == TEAM_RED)
1362 m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierRed].m_FlagGrabs++;
1363 else
1364 m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierBlue].m_FlagGrabs++;
1365}
1366
1367void CGameClient::OnWindowResize()
1368{
1369 for(auto &pComponent : m_vpAll)
1370 pComponent->OnWindowResize();
1371
1372 Ui()->OnWindowResize();
1373}
1374
1375void CGameClient::OnLanguageChange()
1376{
1377 // The actual language change is delayed because it
1378 // might require clearing the text render font atlas,
1379 // which would invalidate text that is currently drawn.
1380 m_LanguageChanged = true;
1381}
1382
1383void CGameClient::HandleLanguageChanged()
1384{
1385 if(!m_LanguageChanged)
1386 return;
1387 m_LanguageChanged = false;
1388
1389 g_Localization.Load(pFilename: g_Config.m_ClLanguagefile, pStorage: Storage(), pConsole: Console());
1390 TextRender()->SetFontLanguageVariant(g_Config.m_ClLanguagefile);
1391
1392 // Clear all text containers
1393 Client()->OnWindowResize();
1394}
1395
1396void CGameClient::RenderShutdownMessage()
1397{
1398 const char *pMessage = nullptr;
1399 if(Client()->State() == IClient::STATE_QUITTING)
1400 pMessage = Localize(pStr: "Quitting. Please wait…");
1401 else if(Client()->State() == IClient::STATE_RESTARTING)
1402 pMessage = Localize(pStr: "Restarting. Please wait…");
1403 else
1404 dbg_assert_failed("Invalid client state for quitting message");
1405
1406 // This function only gets called after the render loop has already terminated, so we have to call Swap manually.
1407 Graphics()->Clear(r: 0.0f, g: 0.0f, b: 0.0f);
1408 Ui()->MapScreen();
1409 TextRender()->TextColor(Color: TextRender()->DefaultTextColor());
1410 Ui()->DoLabel(pRect: Ui()->Screen(), pText: pMessage, Size: 16.0f, Align: TEXTALIGN_MC);
1411 Graphics()->Swap();
1412 Graphics()->Clear(r: 0.0f, g: 0.0f, b: 0.0f);
1413}
1414
1415void CGameClient::ProcessDemoSnapshot(CSnapshot *pSnap)
1416{
1417 for(int Index = 0; Index < pSnap->NumItems(); Index++)
1418 {
1419 const CSnapshotItem *pItem = pSnap->GetItem(Index);
1420 int ItemType = pSnap->GetItemType(Index);
1421
1422 if(ItemType == NETOBJTYPE_PROJECTILE)
1423 {
1424 // for antiping: if the projectile netobjects from the server contains extra data, this is removed and the original content restored before recording demo
1425 CNetObj_Projectile *pProj = (CNetObj_Projectile *)((void *)pItem->Data());
1426 DemoObjectRemoveExtraProjectileInfo(pProj);
1427 }
1428 else if(ItemType == NETOBJTYPE_DDNETSPECTATORINFO)
1429 {
1430 // always record local camera info as follow mode
1431 CNetObj_DDNetSpectatorInfo *pDDNetSpectatorInfo = (CNetObj_DDNetSpectatorInfo *)((void *)pItem->Data());
1432 pDDNetSpectatorInfo->m_HasCameraInfo = true;
1433 pDDNetSpectatorInfo->m_Zoom = (m_Camera.m_Zooming ? m_Camera.m_ZoomSmoothingTarget : m_Camera.m_Zoom) * 1000.0f;
1434 pDDNetSpectatorInfo->m_Deadzone = m_Camera.Deadzone();
1435 pDDNetSpectatorInfo->m_FollowFactor = m_Camera.FollowFactor();
1436 }
1437 }
1438}
1439
1440void CGameClient::OnRconType(bool UsernameReq)
1441{
1442 m_GameConsole.RequireUsername(UsernameReq);
1443}
1444
1445void CGameClient::OnRconLine(const char *pLine)
1446{
1447 m_GameConsole.PrintLine(Type: CGameConsole::CONSOLETYPE_REMOTE, pLine);
1448}
1449
1450void CGameClient::ProcessEvents()
1451{
1452 if(m_SuppressEvents)
1453 return;
1454
1455 int SnapType = IClient::SNAP_CURRENT;
1456 int Num = Client()->SnapNumItems(SnapId: SnapType);
1457 for(int Index = 0; Index < Num; Index++)
1458 {
1459 const IClient::CSnapItem Item = Client()->SnapGetItem(SnapId: SnapType, Index);
1460
1461 // TODO: We don't have enough info about us, others, to know a correct alpha or volume value.
1462 const float Alpha = 1.0f;
1463 const float Volume = 1.0f;
1464
1465 if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
1466 {
1467 const CNetEvent_DamageInd *pEvent = (const CNetEvent_DamageInd *)Item.m_pData;
1468
1469 vec2 DamageIndPos = vec2(pEvent->m_X, pEvent->m_Y);
1470 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, DamageIndPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy), pEvent->m_Angle)))
1471 {
1472 m_Effects.DamageIndicator(Pos: vec2(pEvent->m_X, pEvent->m_Y), Dir: direction(angle: pEvent->m_Angle / 256.0f), Alpha);
1473 }
1474 }
1475 else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
1476 {
1477 const CNetEvent_Explosion *pEvent = (const CNetEvent_Explosion *)Item.m_pData;
1478
1479 vec2 ExplosionPos = vec2(pEvent->m_X, pEvent->m_Y);
1480 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, ExplosionPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy))))
1481 {
1482 m_Effects.Explosion(Pos: ExplosionPos, Alpha);
1483 }
1484 }
1485 else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
1486 {
1487 const CNetEvent_HammerHit *pEvent = (const CNetEvent_HammerHit *)Item.m_pData;
1488
1489 vec2 HammerHitPos = vec2(pEvent->m_X, pEvent->m_Y);
1490 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, HammerHitPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy))))
1491 {
1492 m_Effects.HammerHit(Pos: HammerHitPos, Alpha, Volume);
1493 }
1494 }
1495 else if(Item.m_Type == NETEVENTTYPE_BIRTHDAY)
1496 {
1497 const CNetEvent_Birthday *pEvent = (const CNetEvent_Birthday *)Item.m_pData;
1498 m_Effects.Confetti(Pos: vec2(pEvent->m_X, pEvent->m_Y), Alpha);
1499 }
1500 else if(Item.m_Type == NETEVENTTYPE_FINISH)
1501 {
1502 const CNetEvent_Finish *pEvent = (const CNetEvent_Finish *)Item.m_pData;
1503 m_Effects.Confetti(Pos: vec2(pEvent->m_X, pEvent->m_Y), Alpha);
1504 }
1505 else if(Item.m_Type == NETEVENTTYPE_SPAWN)
1506 {
1507 const CNetEvent_Spawn *pEvent = (const CNetEvent_Spawn *)Item.m_pData;
1508 m_Effects.PlayerSpawn(Pos: vec2(pEvent->m_X, pEvent->m_Y), Alpha, Volume);
1509 }
1510 else if(Item.m_Type == NETEVENTTYPE_DEATH)
1511 {
1512 const CNetEvent_Death *pEvent = (const CNetEvent_Death *)Item.m_pData;
1513 m_Effects.PlayerDeath(Pos: vec2(pEvent->m_X, pEvent->m_Y), ClientId: pEvent->m_ClientId, Alpha);
1514 }
1515 else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
1516 {
1517 const CNetEvent_SoundWorld *pEvent = (const CNetEvent_SoundWorld *)Item.m_pData;
1518 if(!Config()->m_SndGame)
1519 continue;
1520
1521 if(m_GameInfo.m_RaceSounds && ((pEvent->m_SoundId == SOUND_GUN_FIRE && !g_Config.m_SndGun) || (pEvent->m_SoundId == SOUND_PLAYER_PAIN_LONG && !g_Config.m_SndLongPain)))
1522 continue;
1523
1524 vec2 SoundPos = vec2(pEvent->m_X, pEvent->m_Y);
1525 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, SoundPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy), pEvent->m_SoundId)))
1526 {
1527 m_Sounds.PlayAt(Channel: CSounds::CHN_WORLD, SetId: pEvent->m_SoundId, Volume: 1.0f, Position: SoundPos);
1528 }
1529 }
1530 else if(Item.m_Type == NETEVENTTYPE_MAPSOUNDWORLD)
1531 {
1532 CNetEvent_MapSoundWorld *pEvent = (CNetEvent_MapSoundWorld *)Item.m_pData;
1533 if(!Config()->m_SndGame)
1534 continue;
1535
1536 m_MapSounds.PlayAt(Channel: CSounds::CHN_WORLD, SoundId: pEvent->m_SoundId, Position: vec2(pEvent->m_X, pEvent->m_Y));
1537 }
1538 }
1539}
1540
1541static CGameInfo GetGameInfo(const CNetObj_GameInfoEx *pInfoEx, int InfoExSize, const CServerInfo *pFallbackServerInfo)
1542{
1543 int Version = -1;
1544 if(InfoExSize >= 12)
1545 {
1546 Version = pInfoEx->m_Version;
1547 }
1548 else if(InfoExSize >= 8)
1549 {
1550 Version = minimum(a: pInfoEx->m_Version, b: 4);
1551 }
1552 else if(InfoExSize >= 4)
1553 {
1554 Version = 0;
1555 }
1556 int Flags = 0;
1557 if(Version >= 0)
1558 {
1559 Flags = pInfoEx->m_Flags;
1560 }
1561 int Flags2 = 0;
1562 if(Version >= 5)
1563 {
1564 Flags2 = pInfoEx->m_Flags2;
1565 }
1566 bool Race;
1567 bool FastCap;
1568 bool FNG;
1569 bool DDRace;
1570 bool DDNet;
1571 bool BlockWorlds;
1572 bool City;
1573 bool Vanilla;
1574 bool Plus;
1575 bool FDDrace;
1576 if(Version < 1)
1577 {
1578 // The game type is intentionally only available inside this
1579 // `if`. Game type sniffing should be avoided and ideally not
1580 // extended. Mods should set the relevant game flags instead.
1581 const char *pGameType = pFallbackServerInfo->m_aGameType;
1582 Race = str_find_nocase(haystack: pGameType, needle: "race") || str_find_nocase(haystack: pGameType, needle: "fastcap");
1583 FastCap = str_find_nocase(haystack: pGameType, needle: "fastcap");
1584 FNG = str_find_nocase(haystack: pGameType, needle: "fng");
1585 DDRace = str_find_nocase(haystack: pGameType, needle: "ddrace") || str_find_nocase(haystack: pGameType, needle: "mkrace");
1586 DDNet = str_find_nocase(haystack: pGameType, needle: "ddracenet") || str_find_nocase(haystack: pGameType, needle: "ddnet");
1587 BlockWorlds = str_startswith(str: pGameType, prefix: "bw ") || str_comp_nocase(a: pGameType, b: "bw") == 0;
1588 City = str_find_nocase(haystack: pGameType, needle: "city");
1589 Vanilla = str_comp(a: pGameType, b: "DM") == 0 || str_comp(a: pGameType, b: "TDM") == 0 || str_comp(a: pGameType, b: "CTF") == 0;
1590 Plus = str_find(haystack: pGameType, needle: "+");
1591 FDDrace = false;
1592 }
1593 else
1594 {
1595 Race = Flags & GAMEINFOFLAG_GAMETYPE_RACE;
1596 FastCap = Flags & GAMEINFOFLAG_GAMETYPE_FASTCAP;
1597 FNG = Flags & GAMEINFOFLAG_GAMETYPE_FNG;
1598 DDRace = Flags & GAMEINFOFLAG_GAMETYPE_DDRACE;
1599 DDNet = Flags & GAMEINFOFLAG_GAMETYPE_DDNET;
1600 BlockWorlds = Flags & GAMEINFOFLAG_GAMETYPE_BLOCK_WORLDS;
1601 Vanilla = Flags & GAMEINFOFLAG_GAMETYPE_VANILLA;
1602 Plus = Flags & GAMEINFOFLAG_GAMETYPE_PLUS;
1603 City = Version >= 5 && Flags2 & GAMEINFOFLAG2_GAMETYPE_CITY;
1604 FDDrace = Version >= 6 && Flags2 & GAMEINFOFLAG2_GAMETYPE_FDDRACE;
1605
1606 // Ensure invariants upheld by the server info parsing business.
1607 DDRace = DDRace || DDNet || FDDrace;
1608 Race = Race || FastCap || DDRace;
1609 }
1610
1611 CGameInfo Info;
1612 Info.m_FlagStartsRace = FastCap;
1613 Info.m_TimeScore = Race;
1614 Info.m_UnlimitedAmmo = Race;
1615 Info.m_DDRaceRecordMessage = DDRace && !DDNet;
1616 Info.m_RaceRecordMessage = DDNet || (Race && !DDRace);
1617 Info.m_RaceSounds = DDRace || FNG || BlockWorlds;
1618 Info.m_AllowEyeWheel = DDRace || BlockWorlds || City || Plus;
1619 Info.m_AllowHookColl = DDRace;
1620 Info.m_AllowZoom = Race || BlockWorlds || City;
1621 Info.m_BugDDRaceGhost = DDRace;
1622 Info.m_BugDDRaceInput = DDRace;
1623 Info.m_BugFNGLaserRange = FNG;
1624 Info.m_BugVanillaBounce = Vanilla;
1625 Info.m_PredictFNG = FNG;
1626 Info.m_PredictDDRace = DDRace;
1627 Info.m_PredictDDRaceTiles = DDRace && !BlockWorlds;
1628 Info.m_PredictVanilla = Vanilla || FastCap;
1629 Info.m_EntitiesDDNet = DDNet;
1630 Info.m_EntitiesDDRace = DDRace;
1631 Info.m_EntitiesRace = Race;
1632 Info.m_EntitiesFNG = FNG;
1633 Info.m_EntitiesVanilla = Vanilla;
1634 Info.m_EntitiesBW = BlockWorlds;
1635 Info.m_Race = Race;
1636 Info.m_Pvp = !Race;
1637 Info.m_DontMaskEntities = !DDNet;
1638 Info.m_AllowXSkins = false;
1639 Info.m_EntitiesFDDrace = FDDrace;
1640 Info.m_HudHealthArmor = true;
1641 Info.m_HudAmmo = true;
1642 Info.m_HudDDRace = false;
1643 Info.m_NoWeakHookAndBounce = false;
1644 Info.m_NoSkinChangeForFrozen = false;
1645 Info.m_DDRaceTeam = false;
1646 Info.m_PredictEvents = Vanilla;
1647
1648 if(Version >= 0)
1649 {
1650 Info.m_TimeScore = Flags & GAMEINFOFLAG_TIMESCORE;
1651 }
1652 if(Version >= 2)
1653 {
1654 Info.m_FlagStartsRace = Flags & GAMEINFOFLAG_FLAG_STARTS_RACE;
1655 Info.m_UnlimitedAmmo = Flags & GAMEINFOFLAG_UNLIMITED_AMMO;
1656 Info.m_DDRaceRecordMessage = Flags & GAMEINFOFLAG_DDRACE_RECORD_MESSAGE;
1657 Info.m_RaceRecordMessage = Flags & GAMEINFOFLAG_RACE_RECORD_MESSAGE;
1658 Info.m_AllowEyeWheel = Flags & GAMEINFOFLAG_ALLOW_EYE_WHEEL;
1659 Info.m_AllowHookColl = Flags & GAMEINFOFLAG_ALLOW_HOOK_COLL;
1660 Info.m_AllowZoom = Flags & GAMEINFOFLAG_ALLOW_ZOOM;
1661 Info.m_BugDDRaceGhost = Flags & GAMEINFOFLAG_BUG_DDRACE_GHOST;
1662 Info.m_BugDDRaceInput = Flags & GAMEINFOFLAG_BUG_DDRACE_INPUT;
1663 Info.m_BugFNGLaserRange = Flags & GAMEINFOFLAG_BUG_FNG_LASER_RANGE;
1664 Info.m_BugVanillaBounce = Flags & GAMEINFOFLAG_BUG_VANILLA_BOUNCE;
1665 Info.m_PredictFNG = Flags & GAMEINFOFLAG_PREDICT_FNG;
1666 Info.m_PredictDDRace = Flags & GAMEINFOFLAG_PREDICT_DDRACE;
1667 Info.m_PredictDDRaceTiles = Flags & GAMEINFOFLAG_PREDICT_DDRACE_TILES;
1668 Info.m_PredictVanilla = Flags & GAMEINFOFLAG_PREDICT_VANILLA;
1669 Info.m_EntitiesDDNet = Flags & GAMEINFOFLAG_ENTITIES_DDNET;
1670 Info.m_EntitiesDDRace = Flags & GAMEINFOFLAG_ENTITIES_DDRACE;
1671 Info.m_EntitiesRace = Flags & GAMEINFOFLAG_ENTITIES_RACE;
1672 Info.m_EntitiesFNG = Flags & GAMEINFOFLAG_ENTITIES_FNG;
1673 Info.m_EntitiesVanilla = Flags & GAMEINFOFLAG_ENTITIES_VANILLA;
1674 }
1675 if(Version >= 3)
1676 {
1677 Info.m_Race = Flags & GAMEINFOFLAG_RACE;
1678 Info.m_DontMaskEntities = Flags & GAMEINFOFLAG_DONT_MASK_ENTITIES;
1679 }
1680 if(Version >= 4)
1681 {
1682 Info.m_EntitiesBW = Flags & GAMEINFOFLAG_ENTITIES_BW;
1683 }
1684 if(Version >= 5)
1685 {
1686 Info.m_AllowXSkins = Flags2 & GAMEINFOFLAG2_ALLOW_X_SKINS;
1687 }
1688 if(Version >= 6)
1689 {
1690 Info.m_EntitiesFDDrace = Flags2 & GAMEINFOFLAG2_ENTITIES_FDDRACE;
1691 }
1692 if(Version >= 7)
1693 {
1694 Info.m_HudHealthArmor = Flags2 & GAMEINFOFLAG2_HUD_HEALTH_ARMOR;
1695 Info.m_HudAmmo = Flags2 & GAMEINFOFLAG2_HUD_AMMO;
1696 Info.m_HudDDRace = Flags2 & GAMEINFOFLAG2_HUD_DDRACE;
1697 }
1698 if(Version >= 8)
1699 {
1700 Info.m_NoWeakHookAndBounce = Flags2 & GAMEINFOFLAG2_NO_WEAK_HOOK;
1701 }
1702 if(Version >= 9)
1703 {
1704 Info.m_NoSkinChangeForFrozen = Flags2 & GAMEINFOFLAG2_NO_SKIN_CHANGE_FOR_FROZEN;
1705 }
1706 if(Version >= 10)
1707 {
1708 Info.m_DDRaceTeam = Flags2 & GAMEINFOFLAG2_DDRACE_TEAM;
1709 }
1710 if(Version >= 11)
1711 {
1712 Info.m_PredictEvents = Flags2 & GAMEINFOFLAG2_PREDICT_EVENTS;
1713 }
1714
1715 return Info;
1716}
1717
1718void CGameClient::InvalidateSnapshot()
1719{
1720 // clear all pointers
1721 mem_zero(block: &m_Snap, size: sizeof(m_Snap));
1722 m_Snap.m_SpecInfo.m_Zoom = 1.0f;
1723 m_Snap.m_LocalClientId = -1;
1724 SnapCollectEntities();
1725}
1726
1727void CGameClient::OnNewSnapshot(bool DummySwapped)
1728{
1729 auto &&Evolve = [this](CNetObj_Character *pCharacter, int Tick) {
1730 CWorldCore TempWorld;
1731 CCharacterCore TempCore = CCharacterCore();
1732 CTeamsCore TempTeams = CTeamsCore();
1733 TempCore.Init(pWorld: &TempWorld, pCollision: Collision(), pTeams: &TempTeams);
1734 TempCore.Read(pObjCore: pCharacter);
1735 TempCore.m_ActiveWeapon = pCharacter->m_Weapon;
1736
1737 while(pCharacter->m_Tick < Tick)
1738 {
1739 pCharacter->m_Tick++;
1740 TempCore.Tick(UseInput: false);
1741 TempCore.Move();
1742 TempCore.Quantize();
1743 }
1744
1745 TempCore.Write(pObjCore: pCharacter);
1746 };
1747
1748 InvalidateSnapshot();
1749
1750 m_NewTick = true;
1751
1752 ProcessEvents();
1753
1754 if(g_Config.m_DbgStress)
1755 {
1756 if((Client()->GameTick(Conn: g_Config.m_ClDummy) % 100) == 0)
1757 {
1758 char aMessage[64];
1759 int MsgLen = rand() % (sizeof(aMessage) - 1);
1760 for(int i = 0; i < MsgLen; i++)
1761 aMessage[i] = (char)('a' + (rand() % ('z' - 'a')));
1762 aMessage[MsgLen] = 0;
1763
1764 m_Chat.SendChat(Team: rand() & 1, pLine: aMessage);
1765 }
1766 }
1767
1768 CServerInfo ServerInfo;
1769 Client()->GetServerInfo(pServerInfo: &ServerInfo);
1770
1771 bool FoundGameInfoEx = false;
1772 bool GotSwitchStateTeam = false;
1773 bool HasUnsetDDNetFinishTimes = false;
1774 bool HasTrueMillisecondFinishTimes = false;
1775 m_aSwitchStateTeam[g_Config.m_ClDummy] = -1;
1776
1777 for(auto &Client : m_aClients)
1778 {
1779 Client.m_SpecCharPresent = false;
1780 }
1781
1782 // go through all the items in the snapshot and gather the info we want
1783 {
1784 m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0;
1785
1786 int Num = Client()->SnapNumItems(SnapId: IClient::SNAP_CURRENT);
1787 for(int i = 0; i < Num; i++)
1788 {
1789 const IClient::CSnapItem Item = Client()->SnapGetItem(SnapId: IClient::SNAP_CURRENT, Index: i);
1790
1791 if(Item.m_Type == NETOBJTYPE_CLIENTINFO)
1792 {
1793 const CNetObj_ClientInfo *pInfo = (const CNetObj_ClientInfo *)Item.m_pData;
1794 int ClientId = Item.m_Id;
1795 if(ClientId < MAX_CLIENTS)
1796 {
1797 CClientData *pClient = &m_aClients[ClientId];
1798
1799 if(!IntsToStr(pInts: pInfo->m_aName, NumInts: std::size(pInfo->m_aName), pStr: pClient->m_aName, StrSize: std::size(pClient->m_aName)))
1800 {
1801 str_copy(dst&: pClient->m_aName, src: "nameless tee");
1802 }
1803 IntsToStr(pInts: pInfo->m_aClan, NumInts: std::size(pInfo->m_aClan), pStr: pClient->m_aClan, StrSize: std::size(pClient->m_aClan));
1804 pClient->m_Country = pInfo->m_Country;
1805
1806 IntsToStr(pInts: pInfo->m_aSkin, NumInts: std::size(pInfo->m_aSkin), pStr: pClient->m_aSkinName, StrSize: std::size(pClient->m_aSkinName));
1807 if(!CSkin::IsValidName(pName: pClient->m_aSkinName) ||
1808 (!m_GameInfo.m_AllowXSkins && CSkins::IsSpecialSkin(pName: pClient->m_aSkinName)))
1809 {
1810 str_copy(dst&: pClient->m_aSkinName, src: "default");
1811 }
1812
1813 pClient->m_UseCustomColor = pInfo->m_UseCustomColor;
1814 pClient->m_ColorBody = pInfo->m_ColorBody;
1815 pClient->m_ColorFeet = pInfo->m_ColorFeet;
1816 }
1817 }
1818 else if(Item.m_Type == NETOBJTYPE_PLAYERINFO)
1819 {
1820 const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)Item.m_pData;
1821
1822 if(pInfo->m_ClientId < MAX_CLIENTS && pInfo->m_ClientId == Item.m_Id)
1823 {
1824 m_aClients[pInfo->m_ClientId].m_Team = pInfo->m_Team;
1825 m_aClients[pInfo->m_ClientId].m_Active = true;
1826 m_Snap.m_apPlayerInfos[pInfo->m_ClientId] = pInfo;
1827 m_Snap.m_apPrevPlayerInfos[pInfo->m_ClientId] = static_cast<const CNetObj_PlayerInfo *>(Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: Item.m_Type, Id: pInfo->m_ClientId));
1828 m_Snap.m_NumPlayers++;
1829
1830 if(pInfo->m_Local)
1831 {
1832 m_Snap.m_LocalClientId = pInfo->m_ClientId;
1833 m_Snap.m_pLocalInfo = pInfo;
1834
1835 if(pInfo->m_Team == TEAM_SPECTATORS)
1836 {
1837 m_Snap.m_SpecInfo.m_Active = true;
1838 }
1839 }
1840
1841 m_Snap.m_HighestClientId = maximum(a: m_Snap.m_HighestClientId, b: pInfo->m_ClientId);
1842
1843 // calculate team-balance
1844 if(pInfo->m_Team != TEAM_SPECTATORS)
1845 {
1846 m_Snap.m_aTeamSize[pInfo->m_Team]++;
1847 if(!m_aStats[pInfo->m_ClientId].IsActive())
1848 m_aStats[pInfo->m_ClientId].JoinGame(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy));
1849 }
1850 else if(m_aStats[pInfo->m_ClientId].IsActive())
1851 m_aStats[pInfo->m_ClientId].JoinSpec(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy));
1852 }
1853 }
1854 else if(Item.m_Type == NETOBJTYPE_DDNETPLAYER)
1855 {
1856 m_ReceivedDDNetPlayer = true;
1857 const CNetObj_DDNetPlayer *pInfo = (const CNetObj_DDNetPlayer *)Item.m_pData;
1858 if(Item.m_Id < MAX_CLIENTS)
1859 {
1860 m_aClients[Item.m_Id].m_AuthLevel = pInfo->m_AuthLevel;
1861 m_aClients[Item.m_Id].m_Afk = pInfo->m_Flags & EXPLAYERFLAG_AFK;
1862 m_aClients[Item.m_Id].m_Paused = pInfo->m_Flags & EXPLAYERFLAG_PAUSED;
1863 m_aClients[Item.m_Id].m_Spec = pInfo->m_Flags & EXPLAYERFLAG_SPEC;
1864 m_aClients[Item.m_Id].m_FinishTimeSeconds = pInfo->m_FinishTimeSeconds;
1865 m_aClients[Item.m_Id].m_FinishTimeMillis = pInfo->m_FinishTimeMillis;
1866
1867 if(m_aClients[Item.m_Id].m_FinishTimeSeconds == FinishTime::UNSET)
1868 HasUnsetDDNetFinishTimes = true;
1869 else if(m_aClients[Item.m_Id].m_FinishTimeMillis % 10 != 0)
1870 HasTrueMillisecondFinishTimes = true;
1871
1872 if(Item.m_Id == m_Snap.m_LocalClientId && (m_aClients[Item.m_Id].m_Paused || m_aClients[Item.m_Id].m_Spec))
1873 {
1874 m_Snap.m_SpecInfo.m_Active = true;
1875 }
1876 }
1877 }
1878 else if(Item.m_Type == NETOBJTYPE_CHARACTER)
1879 {
1880 if(Item.m_Id < MAX_CLIENTS)
1881 {
1882 const void *pOld = Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: NETOBJTYPE_CHARACTER, Id: Item.m_Id);
1883 m_Snap.m_aCharacters[Item.m_Id].m_Cur = *((const CNetObj_Character *)Item.m_pData);
1884 if(pOld)
1885 {
1886 m_Snap.m_aCharacters[Item.m_Id].m_Active = true;
1887 m_Snap.m_aCharacters[Item.m_Id].m_Prev = *((const CNetObj_Character *)pOld);
1888
1889 // limit evolving to 3 seconds
1890 bool EvolvePrev = Client()->PrevGameTick(Conn: g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_Id].m_Prev.m_Tick <= 3 * Client()->GameTickSpeed();
1891 bool EvolveCur = Client()->GameTick(Conn: g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_Id].m_Cur.m_Tick <= 3 * Client()->GameTickSpeed();
1892
1893 // reuse the result from the previous evolve if the snapped character didn't change since the previous snapshot
1894 if(EvolveCur && m_aClients[Item.m_Id].m_Evolved.m_Tick == Client()->PrevGameTick(Conn: g_Config.m_ClDummy))
1895 {
1896 if(mem_comp(a: &m_Snap.m_aCharacters[Item.m_Id].m_Prev, b: &m_aClients[Item.m_Id].m_Snapped, size: sizeof(CNetObj_Character)) == 0)
1897 m_Snap.m_aCharacters[Item.m_Id].m_Prev = m_aClients[Item.m_Id].m_Evolved;
1898 if(mem_comp(a: &m_Snap.m_aCharacters[Item.m_Id].m_Cur, b: &m_aClients[Item.m_Id].m_Snapped, size: sizeof(CNetObj_Character)) == 0)
1899 m_Snap.m_aCharacters[Item.m_Id].m_Cur = m_aClients[Item.m_Id].m_Evolved;
1900 }
1901
1902 if(EvolvePrev && m_Snap.m_aCharacters[Item.m_Id].m_Prev.m_Tick)
1903 Evolve(&m_Snap.m_aCharacters[Item.m_Id].m_Prev, Client()->PrevGameTick(Conn: g_Config.m_ClDummy));
1904 if(EvolveCur && m_Snap.m_aCharacters[Item.m_Id].m_Cur.m_Tick)
1905 Evolve(&m_Snap.m_aCharacters[Item.m_Id].m_Cur, Client()->GameTick(Conn: g_Config.m_ClDummy));
1906
1907 m_aClients[Item.m_Id].m_Snapped = *((const CNetObj_Character *)Item.m_pData);
1908 m_aClients[Item.m_Id].m_Evolved = m_Snap.m_aCharacters[Item.m_Id].m_Cur;
1909 }
1910 else
1911 {
1912 m_aClients[Item.m_Id].m_Evolved.m_Tick = -1;
1913 }
1914 }
1915 }
1916 else if(Item.m_Type == NETOBJTYPE_DDNETCHARACTER)
1917 {
1918 const CNetObj_DDNetCharacter *pCharacterData = (const CNetObj_DDNetCharacter *)Item.m_pData;
1919
1920 if(Item.m_Id < MAX_CLIENTS)
1921 {
1922 m_Snap.m_aCharacters[Item.m_Id].m_ExtendedData = *pCharacterData;
1923 m_Snap.m_aCharacters[Item.m_Id].m_pPrevExtendedData = (const CNetObj_DDNetCharacter *)Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: NETOBJTYPE_DDNETCHARACTER, Id: Item.m_Id);
1924 m_Snap.m_aCharacters[Item.m_Id].m_HasExtendedData = true;
1925 m_Snap.m_aCharacters[Item.m_Id].m_HasExtendedDisplayInfo = false;
1926 if(pCharacterData->m_JumpedTotal != -1)
1927 {
1928 m_Snap.m_aCharacters[Item.m_Id].m_HasExtendedDisplayInfo = true;
1929 }
1930 CClientData *pClient = &m_aClients[Item.m_Id];
1931 // Collision
1932 pClient->m_Solo = pCharacterData->m_Flags & CHARACTERFLAG_SOLO;
1933 pClient->m_Jetpack = pCharacterData->m_Flags & CHARACTERFLAG_JETPACK;
1934 pClient->m_CollisionDisabled = pCharacterData->m_Flags & CHARACTERFLAG_COLLISION_DISABLED;
1935 pClient->m_HammerHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HAMMER_HIT_DISABLED;
1936 pClient->m_GrenadeHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_GRENADE_HIT_DISABLED;
1937 pClient->m_LaserHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_LASER_HIT_DISABLED;
1938 pClient->m_ShotgunHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_SHOTGUN_HIT_DISABLED;
1939 pClient->m_HookHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HOOK_HIT_DISABLED;
1940 pClient->m_Super = pCharacterData->m_Flags & CHARACTERFLAG_SUPER;
1941 pClient->m_Invincible = pCharacterData->m_Flags & CHARACTERFLAG_INVINCIBLE;
1942
1943 // Endless
1944 pClient->m_EndlessHook = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_HOOK;
1945 pClient->m_EndlessJump = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_JUMP;
1946
1947 // Freeze
1948 pClient->m_FreezeEnd = pCharacterData->m_FreezeEnd;
1949 pClient->m_DeepFrozen = pCharacterData->m_FreezeEnd == -1;
1950 pClient->m_LiveFrozen = (pCharacterData->m_Flags & CHARACTERFLAG_MOVEMENTS_DISABLED) != 0;
1951
1952 // Telegun
1953 pClient->m_HasTelegunGrenade = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE;
1954 pClient->m_HasTelegunGun = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GUN;
1955 pClient->m_HasTelegunLaser = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_LASER;
1956
1957 pClient->m_Predicted.ReadDDNet(pObjDDNet: pCharacterData);
1958
1959 m_Teams.SetSolo(ClientId: Item.m_Id, Value: pClient->m_Solo);
1960 }
1961 }
1962 else if(Item.m_Type == NETOBJTYPE_SPECCHAR)
1963 {
1964 const CNetObj_SpecChar *pSpecCharData = (const CNetObj_SpecChar *)Item.m_pData;
1965
1966 if(Item.m_Id < MAX_CLIENTS)
1967 {
1968 CClientData *pClient = &m_aClients[Item.m_Id];
1969 pClient->m_SpecCharPresent = true;
1970 pClient->m_SpecChar.x = pSpecCharData->m_X;
1971 pClient->m_SpecChar.y = pSpecCharData->m_Y;
1972 }
1973 }
1974 else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO)
1975 {
1976 m_Snap.m_pSpectatorInfo = (const CNetObj_SpectatorInfo *)Item.m_pData;
1977 m_Snap.m_pPrevSpectatorInfo = (const CNetObj_SpectatorInfo *)Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: NETOBJTYPE_SPECTATORINFO, Id: Item.m_Id);
1978
1979 // needed for 0.7 survival
1980 // to auto spec players when dead
1981 if(Client()->IsSixup())
1982 m_Snap.m_SpecInfo.m_Active = true;
1983 m_Snap.m_SpecInfo.m_SpectatorId = m_Snap.m_pSpectatorInfo->m_SpectatorId;
1984 }
1985 else if(Item.m_Type == NETOBJTYPE_DDNETSPECTATORINFO)
1986 {
1987 const CNetObj_DDNetSpectatorInfo *pDDNetSpecInfo = (const CNetObj_DDNetSpectatorInfo *)Item.m_pData;
1988 m_Snap.m_SpecInfo.m_HasCameraInfo = pDDNetSpecInfo->m_HasCameraInfo;
1989 m_Snap.m_SpecInfo.m_Zoom = pDDNetSpecInfo->m_Zoom / 1000.0f;
1990 m_Snap.m_SpecInfo.m_Deadzone = pDDNetSpecInfo->m_Deadzone;
1991 m_Snap.m_SpecInfo.m_FollowFactor = pDDNetSpecInfo->m_FollowFactor;
1992 }
1993 else if(Item.m_Type == NETOBJTYPE_SPECTATORCOUNT)
1994 {
1995 m_Snap.m_pSpectatorCount = (const CNetObj_SpectatorCount *)Item.m_pData;
1996 }
1997 else if(Item.m_Type == NETOBJTYPE_GAMEINFO)
1998 {
1999 m_Snap.m_pGameInfoObj = (const CNetObj_GameInfo *)Item.m_pData;
2000 const bool CurrentTickGameOver = (m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER) != 0;
2001 const bool CurrentTickGamePaused = (m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED) != 0;
2002 if(!m_GameOver && CurrentTickGameOver)
2003 OnGameOver();
2004 else if(m_GameOver && !CurrentTickGameOver)
2005 OnStartGame();
2006 // Handle case that a new round is started (RoundStartTick changed)
2007 // New round is usually started after `restart` on server
2008 if(m_Snap.m_pGameInfoObj->m_RoundStartTick != m_LastRoundStartTick && !(CurrentTickGameOver || CurrentTickGamePaused || m_GamePaused))
2009 OnStartRound();
2010 m_LastRoundStartTick = m_Snap.m_pGameInfoObj->m_RoundStartTick;
2011 m_GameOver = CurrentTickGameOver;
2012 m_GamePaused = CurrentTickGamePaused;
2013 }
2014 else if(Item.m_Type == NETOBJTYPE_GAMEINFOEX)
2015 {
2016 if(FoundGameInfoEx)
2017 {
2018 continue;
2019 }
2020 FoundGameInfoEx = true;
2021 m_GameInfo = GetGameInfo(pInfoEx: (const CNetObj_GameInfoEx *)Item.m_pData, InfoExSize: Item.m_DataSize, pFallbackServerInfo: &ServerInfo);
2022 }
2023 else if(Item.m_Type == NETOBJTYPE_GAMEDATA)
2024 {
2025 m_Snap.m_pGameDataObj = static_cast<const CNetObj_GameData *>(Item.m_pData);
2026 m_Snap.m_pPrevGameDataObj = static_cast<const CNetObj_GameData *>(Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: Item.m_Type, Id: Item.m_Id));
2027 if(m_Snap.m_pGameDataObj->m_FlagCarrierRed == FLAG_TAKEN)
2028 {
2029 if(m_aFlagDropTick[TEAM_RED] == 0)
2030 m_aFlagDropTick[TEAM_RED] = Client()->GameTick(Conn: g_Config.m_ClDummy);
2031 }
2032 else
2033 m_aFlagDropTick[TEAM_RED] = 0;
2034 if(m_Snap.m_pGameDataObj->m_FlagCarrierBlue == FLAG_TAKEN)
2035 {
2036 if(m_aFlagDropTick[TEAM_BLUE] == 0)
2037 m_aFlagDropTick[TEAM_BLUE] = Client()->GameTick(Conn: g_Config.m_ClDummy);
2038 }
2039 else
2040 m_aFlagDropTick[TEAM_BLUE] = 0;
2041 if(m_LastFlagCarrierRed == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierRed >= 0)
2042 OnFlagGrab(TeamId: TEAM_RED);
2043 else if(m_LastFlagCarrierBlue == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierBlue >= 0)
2044 OnFlagGrab(TeamId: TEAM_BLUE);
2045
2046 m_LastFlagCarrierRed = m_Snap.m_pGameDataObj->m_FlagCarrierRed;
2047 m_LastFlagCarrierBlue = m_Snap.m_pGameDataObj->m_FlagCarrierBlue;
2048 }
2049 else if(Item.m_Type == NETOBJTYPE_FLAG)
2050 {
2051 const CNetObj_Flag *pPrevFlag = static_cast<const CNetObj_Flag *>(Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: Item.m_Type, Id: Item.m_Id));
2052 if(pPrevFlag == nullptr)
2053 {
2054 continue;
2055 }
2056 m_Snap.m_apFlags[m_Snap.m_NumFlags] = static_cast<const CNetObj_Flag *>(Item.m_pData);
2057 m_Snap.m_apPrevFlags[m_Snap.m_NumFlags] = pPrevFlag;
2058 ++m_Snap.m_NumFlags;
2059 }
2060 else if(Item.m_Type == NETOBJTYPE_SWITCHSTATE)
2061 {
2062 if(Item.m_DataSize < 36)
2063 {
2064 continue;
2065 }
2066 const CNetObj_SwitchState *pSwitchStateData = (const CNetObj_SwitchState *)Item.m_pData;
2067 // TODO: use NUM_DDRACE_TEAMS-1 instead of hardcoding 63
2068 // once https://github.com/ddnet/ddnet/pull/11232 is resolved
2069 int Team = std::clamp(val: Item.m_Id, lo: (int)TEAM_FLOCK, hi: 63);
2070
2071 int HighestSwitchNumber = std::clamp(val: pSwitchStateData->m_HighestSwitchNumber, lo: 0, hi: 255);
2072 if(HighestSwitchNumber != maximum(a: 0, b: (int)Switchers().size() - 1))
2073 {
2074 m_GameWorld.m_Core.InitSwitchers(HighestSwitchNumber);
2075 Collision()->m_HighestSwitchNumber = HighestSwitchNumber;
2076 }
2077
2078 for(int j = 0; j < (int)Switchers().size(); j++)
2079 {
2080 Switchers()[j].m_aStatus[Team] = (pSwitchStateData->m_aStatus[j / 32] >> (j % 32)) & 1;
2081 }
2082
2083 if(Item.m_DataSize >= 68)
2084 {
2085 // update the endtick of up to four timed switchers
2086 for(int j = 0; j < (int)std::size(pSwitchStateData->m_aEndTicks); j++)
2087 {
2088 int SwitchNumber = pSwitchStateData->m_aSwitchNumbers[j];
2089 int EndTick = pSwitchStateData->m_aEndTicks[j];
2090 if(EndTick > 0 && in_range(a: SwitchNumber, lower: 0, upper: (int)Switchers().size()))
2091 {
2092 Switchers()[SwitchNumber].m_aEndTick[Team] = EndTick;
2093 }
2094 }
2095 }
2096
2097 // update switch types
2098 for(auto &Switcher : Switchers())
2099 {
2100 if(Switcher.m_aStatus[Team])
2101 Switcher.m_aType[Team] = Switcher.m_aEndTick[Team] ? TILE_SWITCHTIMEDOPEN : TILE_SWITCHOPEN;
2102 else
2103 Switcher.m_aType[Team] = Switcher.m_aEndTick[Team] ? TILE_SWITCHTIMEDCLOSE : TILE_SWITCHCLOSE;
2104 }
2105
2106 if(!GotSwitchStateTeam)
2107 m_aSwitchStateTeam[g_Config.m_ClDummy] = Team;
2108 else
2109 m_aSwitchStateTeam[g_Config.m_ClDummy] = -1;
2110 GotSwitchStateTeam = true;
2111 }
2112 else if(Item.m_Type == NETOBJTYPE_MAPBESTTIME)
2113 {
2114 const CNetObj_MapBestTime *pMapBestTimeData = static_cast<const CNetObj_MapBestTime *>(Item.m_pData);
2115 m_MapBestTimeSeconds = pMapBestTimeData->m_MapBestTimeSeconds;
2116 m_MapBestTimeMillis = pMapBestTimeData->m_MapBestTimeMillis;
2117 }
2118 }
2119 }
2120
2121 if(!FoundGameInfoEx)
2122 {
2123 m_GameInfo = GetGameInfo(pInfoEx: nullptr, InfoExSize: 0, pFallbackServerInfo: &ServerInfo);
2124 }
2125
2126 for(CClientData &Client : m_aClients)
2127 {
2128 Client.UpdateSkinInfo();
2129 }
2130
2131 // setup local pointers
2132 if(m_Snap.m_LocalClientId >= 0)
2133 {
2134 m_aLocalIds[g_Config.m_ClDummy] = m_Snap.m_LocalClientId;
2135
2136 CSnapState::CCharacterInfo *pChr = &m_Snap.m_aCharacters[m_Snap.m_LocalClientId];
2137 if(pChr->m_Active)
2138 {
2139 if(!m_Snap.m_SpecInfo.m_Active)
2140 {
2141 m_Snap.m_pLocalCharacter = &pChr->m_Cur;
2142 m_Snap.m_pLocalPrevCharacter = &pChr->m_Prev;
2143 m_LocalCharacterPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y);
2144 }
2145 }
2146 else if(Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: NETOBJTYPE_CHARACTER, Id: m_Snap.m_LocalClientId))
2147 {
2148 // player died
2149 m_Controls.OnPlayerDeath();
2150 }
2151 }
2152 if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
2153 {
2154 if(m_Snap.m_LocalClientId == -1 && m_DemoSpecId == SPEC_FOLLOW)
2155 {
2156 // TODO: can this be done in the translation layer?
2157 if(!Client()->IsSixup())
2158 m_DemoSpecId = SPEC_FREEVIEW;
2159 }
2160 if(m_DemoSpecId != SPEC_FOLLOW)
2161 {
2162 m_Snap.m_SpecInfo.m_Active = true;
2163 if(m_DemoSpecId > SPEC_FREEVIEW && m_Snap.m_aCharacters[m_DemoSpecId].m_Active)
2164 m_Snap.m_SpecInfo.m_SpectatorId = m_DemoSpecId;
2165 else
2166 m_Snap.m_SpecInfo.m_SpectatorId = SPEC_FREEVIEW;
2167 }
2168 }
2169
2170 // clear out unneeded client data
2171 for(int i = 0; i < MAX_CLIENTS; ++i)
2172 {
2173 if(!m_Snap.m_apPlayerInfos[i] && m_aClients[i].m_Active)
2174 {
2175 m_aClients[i].Reset();
2176 m_aStats[i].Reset();
2177 }
2178 }
2179
2180 if(Client()->State() == IClient::STATE_ONLINE)
2181 {
2182 m_pDiscord->UpdatePlayerCount(Count: m_Snap.m_NumPlayers);
2183 }
2184
2185 for(int i = 0; i < MAX_CLIENTS; ++i)
2186 {
2187 // update friend state
2188 m_aClients[i].m_Friend = !(i == m_Snap.m_LocalClientId || !m_Snap.m_apPlayerInfos[i] || !Friends()->IsFriend(pName: m_aClients[i].m_aName, pClan: m_aClients[i].m_aClan, PlayersOnly: true));
2189
2190 // update foe state
2191 m_aClients[i].m_Foe = !(i == m_Snap.m_LocalClientId || !m_Snap.m_apPlayerInfos[i] || !Foes()->IsFriend(pName: m_aClients[i].m_aName, pClan: m_aClients[i].m_aClan, PlayersOnly: true));
2192 }
2193
2194 // check if we received all finish times
2195 m_ReceivedDDNetPlayerFinishTimes = m_ReceivedDDNetPlayer && !HasUnsetDDNetFinishTimes;
2196 m_ReceivedDDNetPlayerFinishTimesMillis = m_ReceivedDDNetPlayer && HasTrueMillisecondFinishTimes;
2197
2198 // sort player infos by name
2199 mem_copy(dest: m_Snap.m_apInfoByName, source: m_Snap.m_apPlayerInfos, size: sizeof(m_Snap.m_apInfoByName));
2200 std::stable_sort(first: m_Snap.m_apInfoByName, last: m_Snap.m_apInfoByName + MAX_CLIENTS,
2201 comp: [this](const CNetObj_PlayerInfo *pPlayer1, const CNetObj_PlayerInfo *pPlayer2) -> bool {
2202 if(!pPlayer2)
2203 return static_cast<bool>(pPlayer1);
2204 if(!pPlayer1)
2205 return false;
2206 return str_comp_nocase(a: m_aClients[pPlayer1->m_ClientId].m_aName, b: m_aClients[pPlayer2->m_ClientId].m_aName) < 0;
2207 });
2208
2209 bool TimeScore = m_GameInfo.m_TimeScore;
2210 bool Race7 = Client()->IsSixup() && m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameFlags & protocol7::GAMEFLAG_RACE;
2211
2212 // sort player infos by score
2213 mem_copy(dest: m_Snap.m_apInfoByScore, source: m_Snap.m_apInfoByName, size: sizeof(m_Snap.m_apInfoByScore));
2214 auto TimeComparator = CGameClient::GetScoreComparator(TimeScore, ReceivedMillisecondFinishTimes: m_ReceivedDDNetPlayerFinishTimes, Race7);
2215 auto SortByTimeScore = [TimeComparator, this](const CNetObj_PlayerInfo *pPlayer1, const CNetObj_PlayerInfo *pPlayer2) -> bool {
2216 if(!pPlayer2)
2217 return static_cast<bool>(pPlayer1);
2218 if(!pPlayer1)
2219 return false;
2220 if(m_ReceivedDDNetPlayerFinishTimes)
2221 return TimeComparator(m_aClients[pPlayer1->m_ClientId].m_FinishTimeSeconds, m_aClients[pPlayer2->m_ClientId].m_FinishTimeSeconds, m_aClients[pPlayer1->m_ClientId].m_FinishTimeMillis, m_aClients[pPlayer2->m_ClientId].m_FinishTimeMillis);
2222 return TimeComparator(pPlayer1->m_Score, pPlayer2->m_Score, 0, 0);
2223 };
2224 std::stable_sort(first: m_Snap.m_apInfoByScore, last: m_Snap.m_apInfoByScore + MAX_CLIENTS, comp: SortByTimeScore);
2225
2226 // sort player infos by DDRace Team (and score between)
2227 int Index = 0;
2228 for(int Team = TEAM_FLOCK; Team < NUM_DDRACE_TEAMS; ++Team)
2229 {
2230 for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
2231 {
2232 if(m_Snap.m_apInfoByScore[i] && m_Teams.Team(ClientId: m_Snap.m_apInfoByScore[i]->m_ClientId) == Team)
2233 m_Snap.m_apInfoByDDTeamScore[Index++] = m_Snap.m_apInfoByScore[i];
2234 }
2235 }
2236
2237 // sort player infos by DDRace Team (and name between)
2238 Index = 0;
2239 for(int Team = TEAM_FLOCK; Team < NUM_DDRACE_TEAMS; ++Team)
2240 {
2241 for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
2242 {
2243 if(m_Snap.m_apInfoByName[i] && m_Teams.Team(ClientId: m_Snap.m_apInfoByName[i]->m_ClientId) == Team)
2244 m_Snap.m_apInfoByDDTeamName[Index++] = m_Snap.m_apInfoByName[i];
2245 }
2246 }
2247
2248 if(ServerInfo.m_aGameType[0] != '0')
2249 {
2250 if(str_comp(a: ServerInfo.m_aGameType, b: "DM") != 0 && str_comp(a: ServerInfo.m_aGameType, b: "TDM") != 0 && str_comp(a: ServerInfo.m_aGameType, b: "CTF") != 0)
2251 m_ServerMode = SERVERMODE_MOD;
2252 else if(mem_comp(a: &CTuningParams::DEFAULT, b: &m_aTuning[g_Config.m_ClDummy], size: 33) == 0)
2253 m_ServerMode = SERVERMODE_PURE;
2254 else
2255 m_ServerMode = SERVERMODE_PUREMOD;
2256 }
2257
2258 // add tuning to demo when new recording was started, because server tune message was already received before
2259 std::bitset<RECORDER_MAX> CurrentRecordings;
2260 for(int i = 0; i < RECORDER_MAX; i++)
2261 {
2262 if(DemoRecorder(Recorder: i)->IsRecording())
2263 {
2264 CurrentRecordings.set(pos: i);
2265 }
2266 }
2267 const bool HasNewRecordings = (CurrentRecordings & ~m_ActiveRecordings).any();
2268 m_ActiveRecordings = CurrentRecordings;
2269 if(HasNewRecordings)
2270 {
2271 CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
2272 int *pParams = (int *)&m_aTuning[g_Config.m_ClDummy];
2273 for(unsigned i = 0; i < sizeof(m_aTuning[0]) / sizeof(int); i++)
2274 Msg.AddInt(i: pParams[i]);
2275 Client()->SendMsgActive(pMsg: &Msg, Flags: MSGFLAG_RECORD | MSGFLAG_NOSEND);
2276 }
2277
2278 for(int i = 0; i < 2; i++)
2279 {
2280 if(m_aDDRaceMsgSent[i] || !m_Snap.m_pLocalInfo)
2281 {
2282 continue;
2283 }
2284 if(i == IClient::CONN_DUMMY && !Client()->DummyConnected())
2285 {
2286 continue;
2287 }
2288 CMsgPacker Msg(NETMSGTYPE_CL_ISDDNETLEGACY, false);
2289 Msg.AddInt(i: DDNetVersion());
2290 Client()->SendMsg(Conn: i, pMsg: &Msg, Flags: MSGFLAG_VITAL);
2291 m_aDDRaceMsgSent[i] = true;
2292 }
2293
2294 if(m_Snap.m_SpecInfo.m_Active && m_MultiViewActivated)
2295 {
2296 // dont show other teams while spectating in multi view
2297 CNetMsg_Cl_ShowOthers Msg;
2298 Msg.m_Show = SHOW_OTHERS_ONLY_TEAM;
2299 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
2300
2301 // update state
2302 m_aShowOthers[g_Config.m_ClDummy] = SHOW_OTHERS_ONLY_TEAM;
2303 }
2304 else if(m_aShowOthers[g_Config.m_ClDummy] == SHOW_OTHERS_NOT_SET || m_aShowOthers[g_Config.m_ClDummy] != g_Config.m_ClShowOthers)
2305 {
2306 {
2307 CNetMsg_Cl_ShowOthers Msg;
2308 Msg.m_Show = g_Config.m_ClShowOthers;
2309 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
2310 }
2311
2312 // update state
2313 m_aShowOthers[g_Config.m_ClDummy] = g_Config.m_ClShowOthers;
2314 }
2315
2316 if(m_aEnableSpectatorCount[0] == -1 || m_aEnableSpectatorCount[0] != g_Config.m_ClShowhudSpectatorCount)
2317 {
2318 CNetMsg_Cl_EnableSpectatorCount Msg;
2319 Msg.m_Enable = g_Config.m_ClShowhudSpectatorCount;
2320 Client()->SendPackMsg(Conn: 0, pMsg: &Msg, Flags: MSGFLAG_VITAL);
2321 m_aEnableSpectatorCount[0] = g_Config.m_ClShowhudSpectatorCount;
2322 }
2323 if(Client()->DummyConnected() && (m_aEnableSpectatorCount[1] == -1 || m_aEnableSpectatorCount[1] != g_Config.m_ClShowhudSpectatorCount))
2324 {
2325 CNetMsg_Cl_EnableSpectatorCount Msg;
2326 Msg.m_Enable = g_Config.m_ClShowhudSpectatorCount;
2327 Client()->SendPackMsg(Conn: 1, pMsg: &Msg, Flags: MSGFLAG_VITAL);
2328 m_aEnableSpectatorCount[1] = g_Config.m_ClShowhudSpectatorCount;
2329 }
2330
2331 if(DummySwapped)
2332 m_Camera.UpdateCamera();
2333
2334 float ShowDistanceZoom = m_Camera.m_Zoom;
2335 float Zoom = m_Camera.m_Zoom;
2336 if(m_Camera.m_Zooming)
2337 {
2338 if(m_Camera.m_ZoomSmoothingTarget > m_Camera.m_Zoom) // Zooming out
2339 ShowDistanceZoom = m_Camera.m_ZoomSmoothingTarget;
2340 else if(m_Camera.m_ZoomSmoothingTarget < m_Camera.m_Zoom && m_LastShowDistanceZoom > 0) // Zooming in
2341 ShowDistanceZoom = m_LastShowDistanceZoom;
2342
2343 Zoom = m_Camera.m_ZoomSmoothingTarget;
2344 }
2345
2346 float Deadzone = m_Camera.Deadzone();
2347 float FollowFactor = m_Camera.FollowFactor();
2348
2349 if(m_Snap.m_SpecInfo.m_Active)
2350 {
2351 // don't send camera information when spectating
2352 Zoom = m_LastZoom;
2353 Deadzone = m_LastDeadzone;
2354 FollowFactor = m_LastFollowFactor;
2355 }
2356
2357 // initialize dummy vital when first connected
2358 if(Client()->DummyConnected() && !m_LastDummyConnected)
2359 {
2360 {
2361 CNetMsg_Cl_ShowDistance Msg;
2362 float x, y;
2363 Graphics()->CalcScreenParams(Aspect: Graphics()->ScreenAspect(), Zoom: ShowDistanceZoom, pWidth: &x, pHeight: &y);
2364 Msg.m_X = x;
2365 Msg.m_Y = y;
2366 CMsgPacker Packer(&Msg);
2367 Msg.Pack(pPacker: &Packer);
2368 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2369 }
2370 {
2371 CNetMsg_Cl_CameraInfo Msg;
2372 Msg.m_Zoom = round_truncate(f: Zoom * 1000.f);
2373 Msg.m_Deadzone = Deadzone;
2374 Msg.m_FollowFactor = FollowFactor;
2375 CMsgPacker Packer(&Msg);
2376 Msg.Pack(pPacker: &Packer);
2377 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2378 }
2379 }
2380
2381 // send show distance
2382 if(ShowDistanceZoom != m_LastShowDistanceZoom || Graphics()->ScreenAspect() != m_LastScreenAspect)
2383 {
2384 CNetMsg_Cl_ShowDistance Msg;
2385 float x, y;
2386 Graphics()->CalcScreenParams(Aspect: Graphics()->ScreenAspect(), Zoom: ShowDistanceZoom, pWidth: &x, pHeight: &y);
2387 Msg.m_X = x;
2388 Msg.m_Y = y;
2389 Client()->ChecksumData()->m_Zoom = ShowDistanceZoom;
2390 CMsgPacker Packer(&Msg);
2391 Msg.Pack(pPacker: &Packer);
2392
2393 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2394 if(Client()->DummyConnected() && m_LastDummyConnected)
2395 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2396 }
2397
2398 // send camera info
2399 if(Zoom != m_LastZoom || Deadzone != m_LastDeadzone || FollowFactor != m_LastFollowFactor)
2400 {
2401 CNetMsg_Cl_CameraInfo Msg;
2402 Msg.m_Zoom = round_truncate(f: Zoom * 1000.f);
2403 Msg.m_Deadzone = Deadzone;
2404 Msg.m_FollowFactor = FollowFactor;
2405 CMsgPacker Packer(&Msg);
2406 Msg.Pack(pPacker: &Packer);
2407
2408 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2409 if(Client()->DummyConnected() && m_LastDummyConnected)
2410 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2411 }
2412
2413 m_LastShowDistanceZoom = ShowDistanceZoom;
2414 m_LastZoom = Zoom;
2415 m_LastScreenAspect = Graphics()->ScreenAspect();
2416 m_LastDeadzone = Deadzone;
2417 m_LastFollowFactor = FollowFactor;
2418 m_LastDummyConnected = Client()->DummyConnected();
2419
2420 for(auto &pComponent : m_vpAll)
2421 pComponent->OnNewSnapshot();
2422
2423 // notify editor when local character moved
2424 UpdateEditorIngameMoved();
2425
2426 // detect air jump for other players
2427 for(int i = 0; i < MAX_CLIENTS; i++)
2428 {
2429 if(m_Snap.m_aCharacters[i].m_Active && (m_Snap.m_aCharacters[i].m_Cur.m_Jumped & 2) && !(m_Snap.m_aCharacters[i].m_Prev.m_Jumped & 2))
2430 {
2431 bool IsDummy = Client()->DummyConnected() && i == m_aLocalIds[!g_Config.m_ClDummy];
2432 bool IsLocalPlayer = i == m_Snap.m_LocalClientId;
2433
2434 if(!Predict() || (!IsLocalPlayer && !AntiPingPlayers()) || (!IsLocalPlayer && !IsDummy))
2435 {
2436 vec2 Pos = mix(a: vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
2437 b: vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
2438 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
2439 float Alpha = 1.0f;
2440 if(IsOtherTeam(ClientId: i))
2441 Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
2442 const float Volume = 1.0f; // TODO snd_game_volume_others
2443
2444 const bool Grounded = Collision()->IsOnGround(Pos: vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y), Size: CCharacterCore::PhysicalSize());
2445 if(!Grounded)
2446 {
2447 m_Effects.AirJump(Pos, Alpha, Volume);
2448 }
2449 }
2450 }
2451 }
2452
2453 if(g_Config.m_ClFreezeStars && !m_SuppressEvents)
2454 {
2455 for(auto &Character : m_Snap.m_aCharacters)
2456 {
2457 if(Character.m_Active && Character.m_HasExtendedData && Character.m_pPrevExtendedData)
2458 {
2459 int FreezeTimeNow = Character.m_ExtendedData.m_FreezeEnd - Client()->GameTick(Conn: g_Config.m_ClDummy);
2460 int FreezeTimePrev = Character.m_pPrevExtendedData->m_FreezeEnd - Client()->PrevGameTick(Conn: g_Config.m_ClDummy);
2461 vec2 Pos = vec2(Character.m_Cur.m_X, Character.m_Cur.m_Y);
2462 int StarsNow = (FreezeTimeNow + 1) / Client()->GameTickSpeed();
2463 int StarsPrev = (FreezeTimePrev + 1) / Client()->GameTickSpeed();
2464 if(StarsNow < StarsPrev || (StarsPrev == 0 && StarsNow > 0))
2465 {
2466 int Amount = StarsNow + 1;
2467 float Mid = 3 * pi / 2;
2468 float Min = Mid - pi / 3;
2469 float Max = Mid + pi / 3;
2470 for(int j = 0; j < Amount; j++)
2471 {
2472 float Angle = mix(a: Min, b: Max, amount: (j + 1) / (float)(Amount + 2));
2473 m_Effects.DamageIndicator(Pos, Dir: direction(angle: Angle), Alpha: 1.0f);
2474 }
2475 }
2476 }
2477 }
2478 }
2479
2480 // Record m_LastRaceTick for g_Config.m_ClConfirmDisconnect/QuitTime
2481 if(m_GameInfo.m_Race &&
2482 Client()->State() == IClient::STATE_ONLINE &&
2483 m_Snap.m_pGameInfoObj &&
2484 !m_Snap.m_SpecInfo.m_Active &&
2485 m_Snap.m_pLocalCharacter &&
2486 m_Snap.m_pLocalPrevCharacter)
2487 {
2488 const bool RaceFlag = m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_RACETIME;
2489 m_LastRaceTick = RaceFlag ? -m_Snap.m_pGameInfoObj->m_WarmupTimer : -1;
2490 }
2491
2492 SnapCollectEntities(); // creates a collection that associates EntityEx snap items with the entities they belong to
2493
2494 UpdateLocalTuning();
2495 m_IsDummySwapping = 0;
2496 if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
2497 UpdatePrediction();
2498}
2499
2500std::function<bool(int, int, int, int)> CGameClient::GetScoreComparator(bool TimeScore, bool ReceivedMillisecondFinishTimes, bool Race7)
2501{
2502 // 0.7 race score
2503 if(Race7)
2504 {
2505 auto CompareTimeMillis07 = [](int TimeMillis1, int TimeMillis2, int, int) {
2506 TimeMillis1 = TimeMillis1 == protocol7::FinishTime::NOT_FINISHED ? std::numeric_limits<int>::max() : TimeMillis1;
2507 TimeMillis2 = TimeMillis2 == protocol7::FinishTime::NOT_FINISHED ? std::numeric_limits<int>::max() : TimeMillis2;
2508 return TimeMillis1 < TimeMillis2;
2509 };
2510 return CompareTimeMillis07;
2511 }
2512
2513 // normal scores (like points), biggest score is highest in scoreboard
2514 if(!TimeScore)
2515 {
2516 auto CompareScore = [](int Score1, int Score2, int, int) {
2517 return Score1 > Score2;
2518 };
2519 return CompareScore;
2520 }
2521
2522 // 'classical' times, times are send negative, so biggest value has shortest time
2523 if(!ReceivedMillisecondFinishTimes)
2524 {
2525 auto CompareTimeScore = [](int TimeScore1, int TimeScore2, int, int) {
2526 TimeScore1 = TimeScore1 == FinishTime::NOT_FINISHED_TIMESCORE ? std::numeric_limits<int>::min() : TimeScore1;
2527 TimeScore2 = TimeScore2 == FinishTime::NOT_FINISHED_TIMESCORE ? std::numeric_limits<int>::min() : TimeScore2;
2528 return TimeScore1 > TimeScore2;
2529 };
2530 return CompareTimeScore;
2531 }
2532
2533 // long precise times, smallest value first, subsorting by milliseconds
2534 auto CompareTimeMillis = [](int TimeSeconds1, int TimeSeconds2, int TimeMillis1, int TimeMillis2) {
2535 TimeSeconds1 = TimeSeconds1 == FinishTime::NOT_FINISHED_MILLIS ? std::numeric_limits<int>::max() : TimeSeconds1;
2536 TimeSeconds2 = TimeSeconds2 == FinishTime::NOT_FINISHED_MILLIS ? std::numeric_limits<int>::max() : TimeSeconds2;
2537 if(TimeSeconds1 == TimeSeconds2)
2538 return TimeMillis1 < TimeMillis2;
2539 return TimeSeconds1 < TimeSeconds2;
2540 };
2541 return CompareTimeMillis;
2542}
2543
2544void CGameClient::UpdateEditorIngameMoved()
2545{
2546 const bool LocalCharacterMoved = m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter && (m_Snap.m_pLocalCharacter->m_X != m_Snap.m_pLocalPrevCharacter->m_X || m_Snap.m_pLocalCharacter->m_Y != m_Snap.m_pLocalPrevCharacter->m_Y);
2547 if(!g_Config.m_ClEditor)
2548 {
2549 m_EditorMovementDelay = 5;
2550 }
2551 else if(m_EditorMovementDelay > 0 && !LocalCharacterMoved)
2552 {
2553 --m_EditorMovementDelay;
2554 }
2555 if(m_EditorMovementDelay == 0 && LocalCharacterMoved)
2556 {
2557 Editor()->OnIngameMoved();
2558 }
2559}
2560
2561void CGameClient::ApplyPreInputs(int Tick, bool Direct, CGameWorld &GameWorld)
2562{
2563 if(!g_Config.m_ClAntiPingPreInput)
2564 return;
2565
2566 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
2567 {
2568 if(CCharacter *pChar = GameWorld.GetCharacterById(Id: ClientId))
2569 {
2570 if(ClientId == m_aLocalIds[0] || (Client()->DummyConnected() && ClientId == m_aLocalIds[1]))
2571 continue;
2572
2573 const CNetMsg_Sv_PreInput PreInput = m_aClients[ClientId].m_aPreInputs[Tick % 200];
2574 if(PreInput.m_IntendedTick != Tick)
2575 continue;
2576
2577 //convert preinput to input
2578 CNetObj_PlayerInput Input = {.m_Direction: 0};
2579 Input.m_Direction = PreInput.m_Direction;
2580 Input.m_TargetX = PreInput.m_TargetX;
2581 Input.m_TargetY = PreInput.m_TargetY;
2582 Input.m_Jump = PreInput.m_Jump;
2583 Input.m_Fire = PreInput.m_Fire;
2584 Input.m_Hook = PreInput.m_Hook;
2585 Input.m_WantedWeapon = PreInput.m_WantedWeapon;
2586 Input.m_NextWeapon = PreInput.m_NextWeapon;
2587 Input.m_PrevWeapon = PreInput.m_PrevWeapon;
2588
2589 if(Direct)
2590 {
2591 pChar->OnDirectInput(pNewInput: &Input);
2592 }
2593 else
2594 {
2595 pChar->OnPredictedInput(pNewInput: &Input);
2596 }
2597 }
2598 }
2599}
2600
2601void CGameClient::OnPredict()
2602{
2603 // store the previous values so we can detect prediction errors
2604 CCharacterCore BeforePrevChar = m_PredictedPrevChar;
2605 CCharacterCore BeforeChar = m_PredictedChar;
2606
2607 // we can't predict without our own id or own character
2608 if(m_Snap.m_LocalClientId == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_Active)
2609 return;
2610
2611 // don't predict anything if we are paused
2612 if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED)
2613 {
2614 if(m_Snap.m_pLocalCharacter)
2615 {
2616 m_PredictedChar.Read(pObjCore: m_Snap.m_pLocalCharacter);
2617 m_PredictedChar.m_ActiveWeapon = m_Snap.m_pLocalCharacter->m_Weapon;
2618 }
2619 if(m_Snap.m_pLocalPrevCharacter)
2620 {
2621 m_PredictedPrevChar.Read(pObjCore: m_Snap.m_pLocalPrevCharacter);
2622 m_PredictedPrevChar.m_ActiveWeapon = m_Snap.m_pLocalPrevCharacter->m_Weapon;
2623 }
2624 return;
2625 }
2626
2627 vec2 aBeforeRender[MAX_CLIENTS];
2628 for(int i = 0; i < MAX_CLIENTS; i++)
2629 aBeforeRender[i] = GetSmoothPos(ClientId: i);
2630
2631 // init
2632 bool Dummy = g_Config.m_ClDummy ^ m_IsDummySwapping;
2633
2634 // PredictedEvents are only handled in predicted world, so update them here
2635 m_GameWorld.m_PredictedEvents = m_PredictedWorld.m_PredictedEvents;
2636 m_PredictedWorld.CopyWorld(pFrom: &m_GameWorld);
2637
2638 // don't predict inactive players, or entities from other teams
2639 for(int i = 0; i < MAX_CLIENTS; i++)
2640 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2641 if((!m_Snap.m_aCharacters[i].m_Active && pChar->m_SnapTicks > 10) || IsOtherTeam(ClientId: i))
2642 pChar->Destroy();
2643
2644 CProjectile *pProjNext = nullptr;
2645 for(CProjectile *pProj = (CProjectile *)m_PredictedWorld.FindFirst(Type: CGameWorld::ENTTYPE_PROJECTILE); pProj; pProj = pProjNext)
2646 {
2647 pProjNext = (CProjectile *)pProj->TypeNext();
2648 if(IsOtherTeam(ClientId: pProj->GetOwner()))
2649 {
2650 pProj->Destroy();
2651 }
2652 }
2653
2654 CCharacter *pLocalChar = m_PredictedWorld.GetCharacterById(Id: m_Snap.m_LocalClientId);
2655 if(!pLocalChar)
2656 return;
2657 CCharacter *pDummyChar = nullptr;
2658 if(PredictDummy())
2659 pDummyChar = m_PredictedWorld.GetCharacterById(Id: m_aLocalIds[!g_Config.m_ClDummy]);
2660
2661 int PredictionTick = Client()->GetPredictionTick();
2662 // predict
2663 for(int Tick = Client()->GameTick(Conn: g_Config.m_ClDummy) + 1; Tick <= Client()->PredGameTick(Conn: g_Config.m_ClDummy); Tick++)
2664 {
2665 // fetch the previous characters
2666 if(Tick == PredictionTick)
2667 {
2668 for(int i = 0; i < MAX_CLIENTS; i++)
2669 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2670 m_aClients[i].m_PrevPredicted = pChar->GetCore();
2671 }
2672
2673 if(Tick == Client()->PredGameTick(Conn: g_Config.m_ClDummy))
2674 {
2675 m_PredictedPrevChar = pLocalChar->GetCore();
2676 m_aClients[m_Snap.m_LocalClientId].m_PrevPredicted = pLocalChar->GetCore();
2677
2678 if(pDummyChar)
2679 m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_PrevPredicted = pDummyChar->GetCore();
2680 }
2681
2682 // optionally allow some movement in freeze by not predicting freeze the last one to two ticks
2683 if(g_Config.m_ClPredictFreeze == 2 && Client()->PredGameTick(Conn: g_Config.m_ClDummy) - 1 - Client()->PredGameTick(Conn: g_Config.m_ClDummy) % 2 <= Tick)
2684 pLocalChar->m_CanMoveInFreeze = true;
2685
2686 // apply inputs and tick
2687 CNetObj_PlayerInput *pInputData = (CNetObj_PlayerInput *)Client()->GetInput(Tick, IsDummy: m_IsDummySwapping);
2688 CNetObj_PlayerInput *pDummyInputData = !pDummyChar ? nullptr : (CNetObj_PlayerInput *)Client()->GetInput(Tick, IsDummy: m_IsDummySwapping ^ 1);
2689 bool DummyFirst = pInputData && pDummyInputData && pDummyChar->GetCid() < pLocalChar->GetCid();
2690
2691 if(DummyFirst)
2692 pDummyChar->OnDirectInput(pNewInput: pDummyInputData);
2693 if(pInputData)
2694 pLocalChar->OnDirectInput(pNewInput: pInputData);
2695 if(pDummyInputData && !DummyFirst)
2696 pDummyChar->OnDirectInput(pNewInput: pDummyInputData);
2697
2698 ApplyPreInputs(Tick, Direct: true, GameWorld&: m_PredictedWorld);
2699
2700 m_PredictedWorld.m_GameTick = Tick;
2701 if(pInputData)
2702 pLocalChar->OnPredictedInput(pNewInput: pInputData);
2703 if(pDummyInputData)
2704 pDummyChar->OnPredictedInput(pNewInput: pDummyInputData);
2705
2706 ApplyPreInputs(Tick, Direct: false, GameWorld&: m_PredictedWorld);
2707
2708 m_PredictedWorld.Tick();
2709
2710 // fetch the current characters
2711 if(Tick == PredictionTick)
2712 {
2713 m_PrevPredictedWorld.CopyWorld(pFrom: &m_PredictedWorld);
2714
2715 for(int i = 0; i < MAX_CLIENTS; i++)
2716 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2717 m_aClients[i].m_Predicted = pChar->GetCore();
2718 }
2719
2720 if(Tick == Client()->PredGameTick(Conn: g_Config.m_ClDummy))
2721 {
2722 m_PredictedChar = pLocalChar->GetCore();
2723 m_aClients[m_Snap.m_LocalClientId].m_Predicted = pLocalChar->GetCore();
2724
2725 if(pDummyChar)
2726 m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_Predicted = pDummyChar->GetCore();
2727 }
2728
2729 for(int i = 0; i < MAX_CLIENTS; i++)
2730 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2731 {
2732 m_aClients[i].m_aPredPos[Tick % 200] = pChar->Core()->m_Pos;
2733 m_aClients[i].m_aPredTick[Tick % 200] = Tick;
2734 }
2735
2736 // check if we want to trigger effects
2737 if(Tick > m_aLastNewPredictedTick[Dummy])
2738 {
2739 m_aLastNewPredictedTick[Dummy] = Tick;
2740 m_NewPredictedTick = true;
2741 vec2 Pos = pLocalChar->Core()->m_Pos;
2742 int Events = pLocalChar->Core()->m_TriggeredEvents;
2743 if(g_Config.m_ClPredict && !m_SuppressEvents)
2744 if(Events & COREEVENT_AIR_JUMP)
2745 m_Effects.AirJump(Pos, Alpha: 1.0f, Volume: 1.0f);
2746 if(g_Config.m_SndGame && !m_SuppressEvents)
2747 {
2748 if(Events & COREEVENT_GROUND_JUMP)
2749 m_Sounds.PlayAndRecord(Channel: CSounds::CHN_WORLD, SetId: SOUND_PLAYER_JUMP, Volume: 1.0f, Position: Pos);
2750 if(Events & COREEVENT_HOOK_ATTACH_GROUND)
2751 m_Sounds.PlayAndRecord(Channel: CSounds::CHN_WORLD, SetId: SOUND_HOOK_ATTACH_GROUND, Volume: 1.0f, Position: Pos);
2752 if(Events & COREEVENT_HOOK_HIT_NOHOOK)
2753 m_Sounds.PlayAndRecord(Channel: CSounds::CHN_WORLD, SetId: SOUND_HOOK_NOATTACH, Volume: 1.0f, Position: Pos);
2754 if(Events & COREEVENT_HOOK_ATTACH_PLAYER)
2755 {
2756 m_PredictedWorld.CreatePredictedSound(Pos, SoundId: SOUND_HOOK_ATTACH_PLAYER, Id: pLocalChar->GetCid());
2757 }
2758 }
2759 }
2760
2761 // check if we want to trigger predicted airjump for dummy
2762 if(AntiPingPlayers() && pDummyChar && Tick > m_aLastNewPredictedTick[!Dummy])
2763 {
2764 m_aLastNewPredictedTick[!Dummy] = Tick;
2765 vec2 Pos = pDummyChar->Core()->m_Pos;
2766 int Events = pDummyChar->Core()->m_TriggeredEvents;
2767 if(g_Config.m_ClPredict && !m_SuppressEvents)
2768 if(Events & COREEVENT_AIR_JUMP)
2769 m_Effects.AirJump(Pos, Alpha: 1.0f, Volume: 1.0f);
2770 }
2771
2772 HandlePredictedEvents(Tick);
2773 }
2774
2775 // detect mispredictions of other players and make corrections smoother when possible
2776 if(g_Config.m_ClAntiPingSmooth && Predict() && AntiPingPlayers() && m_NewTick && m_PredictedTick >= MIN_TICK && absolute(a: m_PredictedTick - Client()->PredGameTick(Conn: g_Config.m_ClDummy)) <= 1 && absolute(a: Client()->GameTick(Conn: g_Config.m_ClDummy) - Client()->PrevGameTick(Conn: g_Config.m_ClDummy)) <= 2)
2777 {
2778 int PredTime = std::clamp(val: Client()->GetPredictionTime(), lo: 0, hi: 800);
2779 float SmoothPace = 4 - 1.5f * PredTime / 800.f; // smoothing pace (a lower value will make the smoothing quicker)
2780 int64_t Len = 1000 * PredTime * SmoothPace;
2781
2782 for(int i = 0; i < MAX_CLIENTS; i++)
2783 {
2784 if(!m_Snap.m_aCharacters[i].m_Active || i == m_Snap.m_LocalClientId || !m_aLastActive[i])
2785 continue;
2786 vec2 NewPos = (m_PredictedTick == Client()->PredGameTick(Conn: g_Config.m_ClDummy)) ? m_aClients[i].m_Predicted.m_Pos : m_aClients[i].m_PrevPredicted.m_Pos;
2787 vec2 PredErr = (m_aLastPos[i] - NewPos) / (float)minimum(a: Client()->GetPredictionTime(), b: 200);
2788 if(in_range(a: length(a: PredErr), lower: 0.05f, upper: 5.f))
2789 {
2790 vec2 PredPos = mix(a: m_aClients[i].m_PrevPredicted.m_Pos, b: m_aClients[i].m_Predicted.m_Pos, amount: Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy));
2791 vec2 CurPos = mix(
2792 a: vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
2793 b: vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
2794 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
2795 vec2 RenderDiff = PredPos - aBeforeRender[i];
2796 vec2 PredDiff = PredPos - CurPos;
2797
2798 float aMixAmount[2];
2799 for(int j = 0; j < 2; j++)
2800 {
2801 aMixAmount[j] = 1.0f;
2802 if(absolute(a: PredErr[j]) > 0.05f)
2803 {
2804 aMixAmount[j] = 0.0f;
2805 if(absolute(a: RenderDiff[j]) > 0.01f)
2806 {
2807 aMixAmount[j] = 1.f - std::clamp(val: RenderDiff[j] / PredDiff[j], lo: 0.f, hi: 1.f);
2808 aMixAmount[j] = 1.f - std::pow(x: 1.f - aMixAmount[j], y: 1 / 1.2f);
2809 }
2810 }
2811 int64_t TimePassed = time_get() - m_aClients[i].m_aSmoothStart[j];
2812 if(in_range(a: TimePassed, lower: (int64_t)0, upper: Len - 1))
2813 aMixAmount[j] = minimum(a: aMixAmount[j], b: (float)(TimePassed / (double)Len));
2814 }
2815 for(int j = 0; j < 2; j++)
2816 if(absolute(a: RenderDiff[j]) < 0.01f && absolute(a: PredDiff[j]) < 0.01f && absolute(a: m_aClients[i].m_PrevPredicted.m_Pos[j] - m_aClients[i].m_Predicted.m_Pos[j]) < 0.01f && aMixAmount[j] > aMixAmount[j ^ 1])
2817 aMixAmount[j] = aMixAmount[j ^ 1];
2818 for(int j = 0; j < 2; j++)
2819 {
2820 int64_t Remaining = minimum(a: (1.f - aMixAmount[j]) * Len, b: minimum(a: time_freq() * 0.700f, b: (1.f - aMixAmount[j ^ 1]) * Len + time_freq() * 0.300f)); // don't smooth for longer than 700ms, or more than 300ms longer along one axis than the other axis
2821 int64_t Start = time_get() - (Len - Remaining);
2822 if(!in_range(a: Start + Len, lower: m_aClients[i].m_aSmoothStart[j], upper: m_aClients[i].m_aSmoothStart[j] + Len))
2823 {
2824 m_aClients[i].m_aSmoothStart[j] = Start;
2825 m_aClients[i].m_aSmoothLen[j] = Len;
2826 }
2827 }
2828 }
2829 }
2830 }
2831
2832 for(int i = 0; i < MAX_CLIENTS; i++)
2833 {
2834 if(m_Snap.m_aCharacters[i].m_Active)
2835 {
2836 m_aLastPos[i] = m_aClients[i].m_Predicted.m_Pos;
2837 m_aLastActive[i] = true;
2838 }
2839 else
2840 m_aLastActive[i] = false;
2841 }
2842
2843 if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick(Conn: g_Config.m_ClDummy))
2844 {
2845 CNetObj_CharacterCore Before = {.m_Tick: 0}, Now = {.m_Tick: 0}, BeforePrev = {.m_Tick: 0}, NowPrev = {.m_Tick: 0};
2846 BeforeChar.Write(pObjCore: &Before);
2847 BeforePrevChar.Write(pObjCore: &BeforePrev);
2848 m_PredictedChar.Write(pObjCore: &Now);
2849 m_PredictedPrevChar.Write(pObjCore: &NowPrev);
2850
2851 if(mem_comp(a: &Before, b: &Now, size: sizeof(CNetObj_CharacterCore)) != 0)
2852 {
2853 Console()->Print(Level: IConsole::OUTPUT_LEVEL_DEBUG, pFrom: "client", pStr: "prediction error");
2854 for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore) / sizeof(int); i++)
2855 if(((int *)&Before)[i] != ((int *)&Now)[i])
2856 {
2857 char aBuf[256];
2858 str_format(buffer: aBuf, buffer_size: sizeof(aBuf), format: " %d %d %d (%d %d)", i, ((int *)&Before)[i], ((int *)&Now)[i], ((int *)&BeforePrev)[i], ((int *)&NowPrev)[i]);
2859 Console()->Print(Level: IConsole::OUTPUT_LEVEL_DEBUG, pFrom: "client", pStr: aBuf);
2860 }
2861 }
2862 }
2863
2864 m_PredictedTick = Client()->PredGameTick(Conn: g_Config.m_ClDummy);
2865
2866 if(m_NewPredictedTick)
2867 m_Ghost.OnNewPredictedSnapshot();
2868}
2869
2870void CGameClient::OnActivateEditor()
2871{
2872 OnRelease();
2873}
2874
2875CGameClient::CClientStats::CClientStats()
2876{
2877 Reset();
2878}
2879
2880void CGameClient::CClientStats::Reset()
2881{
2882 m_JoinTick = 0;
2883 m_IngameTicks = 0;
2884 m_Active = false;
2885
2886 std::fill(first: std::begin(arr&: m_aFragsWith), last: std::end(arr&: m_aFragsWith), value: 0);
2887 std::fill(first: std::begin(arr&: m_aDeathsFrom), last: std::end(arr&: m_aDeathsFrom), value: 0);
2888 m_Frags = 0;
2889 m_Deaths = 0;
2890 m_Suicides = 0;
2891 m_BestSpree = 0;
2892 m_CurrentSpree = 0;
2893
2894 m_FlagGrabs = 0;
2895 m_FlagCaptures = 0;
2896}
2897
2898void CGameClient::CClientData::UpdateSkinInfo()
2899{
2900 const CSkinDescriptor SkinDescriptor = ToSkinDescriptor();
2901 if(SkinDescriptor.m_Flags == 0)
2902 {
2903 return;
2904 }
2905
2906 const auto &&ApplySkinProperties = [&]() {
2907 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SIX)
2908 {
2909 m_pSkinInfo->TeeRenderInfo().ApplyColors(CustomColoredSkin: m_UseCustomColor, ColorBody: m_ColorBody, ColorFeet: m_ColorFeet);
2910 }
2911 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SEVEN)
2912 {
2913 for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
2914 {
2915 const CClientData::CSixup &SixupData = m_aSixup[Dummy];
2916 CTeeRenderInfo::CSixup &SixupSkinInfo = m_pSkinInfo->TeeRenderInfo().m_aSixup[Dummy];
2917 for(int Part = 0; Part < protocol7::NUM_SKINPARTS; Part++)
2918 {
2919 m_pGameClient->m_Skins7.ApplyColorTo(SixupRenderInfo&: SixupSkinInfo, UseCustomColors: SixupData.m_aUseCustomColors[Part], Value: SixupData.m_aSkinPartColors[Part], Part);
2920 }
2921 UpdateSkin7HatSprite(Dummy);
2922 UpdateSkin7BotDecoration(Dummy);
2923 }
2924 }
2925 m_pSkinInfo->TeeRenderInfo().m_Size = 64.0f;
2926 };
2927
2928 if(m_pSkinInfo == nullptr)
2929 {
2930 CTeeRenderInfo TeeRenderInfo;
2931 m_pSkinInfo = m_pGameClient->CreateManagedTeeRenderInfo(TeeRenderInfo, SkinDescriptor);
2932 m_pSkinInfo->SetRefreshCallback([&]() { UpdateRenderInfo(); });
2933 ApplySkinProperties();
2934 m_pSkinInfo->m_RefreshCallback();
2935 }
2936 else if(m_pSkinInfo->SkinDescriptor() != SkinDescriptor)
2937 {
2938 m_pSkinInfo->m_SkinDescriptor = SkinDescriptor;
2939 m_pGameClient->RefreshSkin(pManagedTeeRenderInfo: m_pSkinInfo);
2940 ApplySkinProperties();
2941 }
2942 else
2943 {
2944 ApplySkinProperties();
2945 m_pSkinInfo->m_RefreshCallback();
2946 }
2947}
2948
2949void CGameClient::CClientData::UpdateRenderInfo()
2950{
2951 m_RenderInfo = m_pSkinInfo->TeeRenderInfo();
2952
2953 // force team colors
2954 if(m_pGameClient->IsTeamPlay())
2955 {
2956 m_RenderInfo.m_CustomColoredSkin = true;
2957 for(auto &Sixup : m_RenderInfo.m_aSixup)
2958 {
2959 std::fill(first: std::begin(arr&: Sixup.m_aUseCustomColors), last: std::end(arr&: Sixup.m_aUseCustomColors), value: true);
2960 }
2961
2962 if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE)
2963 {
2964 const int aTeamColors[2] = {65461, 10223541};
2965 m_RenderInfo.m_ColorBody = color_cast<ColorRGBA>(hsl: ColorHSLA(aTeamColors[m_Team]));
2966 m_RenderInfo.m_ColorFeet = color_cast<ColorRGBA>(hsl: ColorHSLA(aTeamColors[m_Team]));
2967
2968 // 0.7
2969 for(auto &Sixup : m_RenderInfo.m_aSixup)
2970 {
2971 const ColorRGBA aTeamColorsSixup[2] = {
2972 ColorRGBA(0.753f, 0.318f, 0.318f, 1.0f),
2973 ColorRGBA(0.318f, 0.471f, 0.753f, 1.0f)};
2974 const ColorRGBA aMarkingColorsSixup[2] = {
2975 ColorRGBA(0.824f, 0.345f, 0.345f, 1.0f),
2976 ColorRGBA(0.345f, 0.514f, 0.824f, 1.0f)};
2977 float MarkingAlpha = Sixup.m_aColors[protocol7::SKINPART_MARKING].a;
2978 for(auto &Color : Sixup.m_aColors)
2979 {
2980 Color = aTeamColorsSixup[m_Team];
2981 }
2982 if(MarkingAlpha > 0.1f)
2983 {
2984 Sixup.m_aColors[protocol7::SKINPART_MARKING] = aMarkingColorsSixup[m_Team];
2985 }
2986 }
2987 }
2988 else
2989 {
2990 m_RenderInfo.m_ColorBody = color_cast<ColorRGBA>(hsl: ColorHSLA(12829350));
2991 m_RenderInfo.m_ColorFeet = color_cast<ColorRGBA>(hsl: ColorHSLA(12829350));
2992 for(auto &Sixup : m_RenderInfo.m_aSixup)
2993 {
2994 for(auto &Color : Sixup.m_aColors)
2995 {
2996 Color = color_cast<ColorRGBA>(hsl: ColorHSLA(12829350));
2997 }
2998 }
2999 }
3000 }
3001}
3002
3003void CGameClient::CClientData::Reset()
3004{
3005 m_UseCustomColor = 0;
3006 m_ColorBody = 0;
3007 m_ColorFeet = 0;
3008
3009 m_aName[0] = '\0';
3010 m_aClan[0] = '\0';
3011 m_Country = -1;
3012 str_copy(dst&: m_aSkinName, src: "default");
3013
3014 m_Team = 0;
3015 m_Emoticon = 0;
3016 m_EmoticonStartFraction = 0;
3017 m_EmoticonStartTick = -1;
3018
3019 m_Solo = false;
3020 m_Jetpack = false;
3021 m_CollisionDisabled = false;
3022 m_EndlessHook = false;
3023 m_EndlessJump = false;
3024 m_HammerHitDisabled = false;
3025 m_GrenadeHitDisabled = false;
3026 m_LaserHitDisabled = false;
3027 m_ShotgunHitDisabled = false;
3028 m_HookHitDisabled = false;
3029 m_Super = false;
3030 m_Invincible = false;
3031 m_HasTelegunGun = false;
3032 m_HasTelegunGrenade = false;
3033 m_HasTelegunLaser = false;
3034 m_FreezeEnd = 0;
3035 m_DeepFrozen = false;
3036 m_LiveFrozen = false;
3037
3038 m_Predicted.Reset();
3039 m_PrevPredicted.Reset();
3040
3041 if(m_pSkinInfo != nullptr)
3042 {
3043 // Make sure other `shared_ptr`s to this skin info will not use the refresh callback that refers to this reset client data
3044 m_pSkinInfo->SetRefreshCallback(nullptr);
3045 m_pSkinInfo = nullptr;
3046 }
3047 m_RenderInfo.Reset();
3048
3049 m_Angle = 0.0f;
3050 m_Active = false;
3051 m_ChatIgnore = false;
3052 m_EmoticonIgnore = false;
3053 m_Friend = false;
3054 m_Foe = false;
3055
3056 m_AuthLevel = AUTHED_NO;
3057 m_Afk = false;
3058 m_Paused = false;
3059 m_Spec = false;
3060
3061 std::fill(first: std::begin(arr&: m_aSwitchStates), last: std::end(arr&: m_aSwitchStates), value: 0);
3062
3063 m_Snapped.m_Tick = -1;
3064 m_Evolved.m_Tick = -1;
3065
3066 for(auto &PreInput : m_aPreInputs)
3067 {
3068 PreInput.m_IntendedTick = -1;
3069 }
3070
3071 m_RenderCur.m_Tick = -1;
3072 m_RenderPrev.m_Tick = -1;
3073 m_RenderPos = vec2(0.0f, 0.0f);
3074 m_IsPredicted = false;
3075 m_IsPredictedLocal = false;
3076 std::fill(first: std::begin(arr&: m_aSmoothStart), last: std::end(arr&: m_aSmoothStart), value: 0);
3077 std::fill(first: std::begin(arr&: m_aSmoothLen), last: std::end(arr&: m_aSmoothLen), value: 0);
3078 std::fill(first: std::begin(arr&: m_aPredPos), last: std::end(arr&: m_aPredPos), value: vec2(0.0f, 0.0f));
3079 std::fill(first: std::begin(arr&: m_aPredTick), last: std::end(arr&: m_aPredTick), value: 0);
3080 m_SpecCharPresent = false;
3081 m_SpecChar = vec2(0.0f, 0.0f);
3082
3083 for(auto &Info : m_aSixup)
3084 Info.Reset();
3085}
3086
3087CSkinDescriptor CGameClient::CClientData::ToSkinDescriptor() const
3088{
3089 CSkinDescriptor SkinDescriptor;
3090
3091 CTranslationContext::CClientData &TranslatedClient = m_pGameClient->m_pClient->m_TranslationContext.m_aClients[ClientId()];
3092 if(m_Active && !TranslatedClient.m_Active)
3093 {
3094 SkinDescriptor.m_Flags |= CSkinDescriptor::FLAG_SIX;
3095 str_copy(dst&: SkinDescriptor.m_aSkinName, src: m_aSkinName);
3096 }
3097 else if(TranslatedClient.m_Active)
3098 {
3099 SkinDescriptor.m_Flags |= CSkinDescriptor::FLAG_SEVEN;
3100 for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
3101 {
3102 for(int Part = 0; Part < protocol7::NUM_SKINPARTS; Part++)
3103 {
3104 str_copy(dst&: SkinDescriptor.m_aSixup[Dummy].m_aaSkinPartNames[Part], src: m_aSixup[Dummy].m_aaSkinPartNames[Part]);
3105 }
3106 SkinDescriptor.m_aSixup[Dummy].m_XmasHat = time_season() == ETimeSeason::XMAS;
3107 SkinDescriptor.m_aSixup[Dummy].m_BotDecoration = (TranslatedClient.m_PlayerFlags7 & protocol7::PLAYERFLAG_BOT) != 0;
3108 }
3109 }
3110
3111 return SkinDescriptor;
3112}
3113
3114void CGameClient::CClientData::CSixup::Reset()
3115{
3116 for(int i = 0; i < protocol7::NUM_SKINPARTS; ++i)
3117 {
3118 m_aaSkinPartNames[i][0] = '\0';
3119 m_aUseCustomColors[i] = 0;
3120 m_aSkinPartColors[i] = 0;
3121 }
3122}
3123
3124void CGameClient::SendSwitchTeam(int Team) const
3125{
3126 CNetMsg_Cl_SetTeam Msg;
3127 Msg.m_Team = Team;
3128 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
3129}
3130
3131void CGameClient::SendStartInfo7(bool Dummy)
3132{
3133 protocol7::CNetMsg_Cl_StartInfo Msg;
3134 Msg.m_pName = Dummy ? Client()->DummyName() : Client()->PlayerName();
3135 Msg.m_pClan = Dummy ? Config()->m_ClDummyClan : Config()->m_PlayerClan;
3136 Msg.m_Country = Dummy ? Config()->m_ClDummyCountry : Config()->m_PlayerCountry;
3137 for(int p = 0; p < protocol7::NUM_SKINPARTS; p++)
3138 {
3139 Msg.m_apSkinPartNames[p] = CSkins7::ms_apSkinVariables[(int)Dummy][p];
3140 Msg.m_aUseCustomColors[p] = *CSkins7::ms_apUCCVariables[(int)Dummy][p];
3141 Msg.m_aSkinPartColors[p] = *CSkins7::ms_apColorVariables[(int)Dummy][p];
3142 }
3143 CMsgPacker Packer(&Msg, false, true);
3144 if(Msg.Pack(pPacker: &Packer))
3145 return;
3146 Client()->SendMsg(Conn: (int)Dummy, pMsg: &Packer, Flags: MSGFLAG_VITAL | MSGFLAG_FLUSH);
3147 m_aCheckInfo[(int)Dummy] = -1;
3148}
3149
3150void CGameClient::SendSkinChange7(bool Dummy)
3151{
3152 protocol7::CNetMsg_Cl_SkinChange Msg;
3153 for(int p = 0; p < protocol7::NUM_SKINPARTS; p++)
3154 {
3155 Msg.m_apSkinPartNames[p] = CSkins7::ms_apSkinVariables[(int)Dummy][p];
3156 Msg.m_aUseCustomColors[p] = *CSkins7::ms_apUCCVariables[(int)Dummy][p];
3157 Msg.m_aSkinPartColors[p] = *CSkins7::ms_apColorVariables[(int)Dummy][p];
3158 }
3159 CMsgPacker Packer(&Msg, false, true);
3160 if(Msg.Pack(pPacker: &Packer))
3161 return;
3162 Client()->SendMsg(Conn: (int)Dummy, pMsg: &Packer, Flags: MSGFLAG_VITAL | MSGFLAG_FLUSH);
3163 m_aCheckInfo[(int)Dummy] = Client()->GameTickSpeed();
3164}
3165
3166bool CGameClient::GotWantedSkin7(bool Dummy)
3167{
3168 // validate the wanted skinparts before comparison
3169 // because the skin parts we compare against are also validated
3170 // otherwise it tries to resend the skin info when the eyes are set to "negative"
3171 // in team based modes
3172 char aSkinParts[protocol7::NUM_SKINPARTS][protocol7::MAX_SKIN_ARRAY_SIZE];
3173 char *apSkinPartsPtr[protocol7::NUM_SKINPARTS];
3174 int aUCCVars[protocol7::NUM_SKINPARTS];
3175 int aColorVars[protocol7::NUM_SKINPARTS];
3176 for(int SkinPart = 0; SkinPart < protocol7::NUM_SKINPARTS; SkinPart++)
3177 {
3178 str_copy(dst: aSkinParts[SkinPart], src: CSkins7::ms_apSkinVariables[(int)Dummy][SkinPart], dst_size: protocol7::MAX_SKIN_ARRAY_SIZE);
3179 apSkinPartsPtr[SkinPart] = aSkinParts[SkinPart];
3180 aUCCVars[SkinPart] = *CSkins7::ms_apUCCVariables[(int)Dummy][SkinPart];
3181 aColorVars[SkinPart] = *CSkins7::ms_apColorVariables[(int)Dummy][SkinPart];
3182 }
3183 m_Skins7.ValidateSkinParts(apPartNames: apSkinPartsPtr, pUseCustomColors: aUCCVars, pPartColors: aColorVars, GameFlags: m_pClient->m_TranslationContext.m_GameFlags);
3184
3185 for(int SkinPart = 0; SkinPart < protocol7::NUM_SKINPARTS; SkinPart++)
3186 {
3187 if(str_comp(a: m_aClients[m_aLocalIds[(int)Dummy]].m_aSixup[g_Config.m_ClDummy].m_aaSkinPartNames[SkinPart], b: apSkinPartsPtr[SkinPart]))
3188 return false;
3189 if(m_aClients[m_aLocalIds[(int)Dummy]].m_aSixup[g_Config.m_ClDummy].m_aUseCustomColors[SkinPart] != aUCCVars[SkinPart])
3190 return false;
3191 if(m_aClients[m_aLocalIds[(int)Dummy]].m_aSixup[g_Config.m_ClDummy].m_aSkinPartColors[SkinPart] != aColorVars[SkinPart])
3192 return false;
3193 }
3194
3195 // TODO: add name change ddnet extension to 0.7 protocol
3196 // if(str_comp(m_aClients[m_aLocalIds[(int)Dummy]].m_aName, Dummy ? Client()->DummyName() : Client()->PlayerName()))
3197 // return false;
3198 // if(str_comp(m_aClients[m_aLocalIds[(int)Dummy]].m_aClan, Dummy ? g_Config.m_ClDummyClan : g_Config.m_PlayerClan))
3199 // return false;
3200 // if(m_aClients[m_aLocalIds[(int)Dummy]].m_Country != (Dummy ? g_Config.m_ClDummyCountry : g_Config.m_PlayerCountry))
3201 // return false;
3202
3203 return true;
3204}
3205
3206void CGameClient::SendInfo(bool Start)
3207{
3208 if(m_pClient->IsSixup())
3209 {
3210 if(Start)
3211 SendStartInfo7(Dummy: false);
3212 else
3213 SendSkinChange7(Dummy: false);
3214 return;
3215 }
3216 if(Start)
3217 {
3218 CNetMsg_Cl_StartInfo Msg;
3219 Msg.m_pName = Client()->PlayerName();
3220 Msg.m_pClan = g_Config.m_PlayerClan;
3221 Msg.m_Country = g_Config.m_PlayerCountry;
3222 Msg.m_pSkin = g_Config.m_ClPlayerSkin;
3223 Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
3224 Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
3225 Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
3226 CMsgPacker Packer(&Msg);
3227 Msg.Pack(pPacker: &Packer);
3228 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL | MSGFLAG_FLUSH);
3229 m_aCheckInfo[0] = -1;
3230 }
3231 else
3232 {
3233 CNetMsg_Cl_ChangeInfo Msg;
3234 Msg.m_pName = Client()->PlayerName();
3235 Msg.m_pClan = g_Config.m_PlayerClan;
3236 Msg.m_Country = g_Config.m_PlayerCountry;
3237 Msg.m_pSkin = g_Config.m_ClPlayerSkin;
3238 Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
3239 Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
3240 Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
3241 CMsgPacker Packer(&Msg);
3242 Msg.Pack(pPacker: &Packer);
3243 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL);
3244 m_aCheckInfo[0] = Client()->GameTickSpeed();
3245 }
3246}
3247
3248void CGameClient::SendDummyInfo(bool Start)
3249{
3250 if(m_pClient->IsSixup())
3251 {
3252 if(Start)
3253 SendStartInfo7(Dummy: true);
3254 else
3255 SendSkinChange7(Dummy: true);
3256 return;
3257 }
3258 if(Start)
3259 {
3260 CNetMsg_Cl_StartInfo Msg;
3261 Msg.m_pName = Client()->DummyName();
3262 Msg.m_pClan = g_Config.m_ClDummyClan;
3263 Msg.m_Country = g_Config.m_ClDummyCountry;
3264 Msg.m_pSkin = g_Config.m_ClDummySkin;
3265 Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
3266 Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
3267 Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
3268 CMsgPacker Packer(&Msg);
3269 Msg.Pack(pPacker: &Packer);
3270 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
3271 m_aCheckInfo[1] = -1;
3272 }
3273 else
3274 {
3275 CNetMsg_Cl_ChangeInfo Msg;
3276 Msg.m_pName = Client()->DummyName();
3277 Msg.m_pClan = g_Config.m_ClDummyClan;
3278 Msg.m_Country = g_Config.m_ClDummyCountry;
3279 Msg.m_pSkin = g_Config.m_ClDummySkin;
3280 Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
3281 Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
3282 Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
3283 CMsgPacker Packer(&Msg);
3284 Msg.Pack(pPacker: &Packer);
3285 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
3286 m_aCheckInfo[1] = Client()->GameTickSpeed();
3287 }
3288}
3289
3290void CGameClient::SendKill() const
3291{
3292 CNetMsg_Cl_Kill Msg;
3293 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
3294
3295 if(g_Config.m_ClDummyCopyMoves)
3296 {
3297 CMsgPacker MsgP(NETMSGTYPE_CL_KILL, false);
3298 Client()->SendMsg(Conn: !g_Config.m_ClDummy, pMsg: &MsgP, Flags: MSGFLAG_VITAL);
3299 }
3300}
3301
3302void CGameClient::SendReadyChange7()
3303{
3304 if(!Client()->IsSixup())
3305 {
3306 Console()->Print(Level: IConsole::OUTPUT_LEVEL_STANDARD, pFrom: "client", pStr: "Error you have to be connected to a 0.7 server to use ready_change");
3307 return;
3308 }
3309 protocol7::CNetMsg_Cl_ReadyChange Msg;
3310 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL, NoTranslate: true);
3311}
3312
3313void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
3314{
3315 ((CGameClient *)pUserData)->SendSwitchTeam(Team: pResult->GetInteger(Index: 0));
3316}
3317
3318void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData)
3319{
3320 ((CGameClient *)pUserData)->SendKill();
3321}
3322
3323void CGameClient::ConReadyChange7(IConsole::IResult *pResult, void *pUserData)
3324{
3325 CGameClient *pClient = static_cast<CGameClient *>(pUserData);
3326 if(pClient->Client()->State() == IClient::STATE_ONLINE)
3327 pClient->SendReadyChange7();
3328}
3329
3330void CGameClient::ConchainLanguageUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3331{
3332 CGameClient *pThis = static_cast<CGameClient *>(pUserData);
3333 const bool Changed = pThis->Client()->GlobalTime() && pResult->NumArguments() && str_comp(a: pResult->GetString(Index: 0), b: g_Config.m_ClLanguagefile) != 0;
3334 pfnCallback(pResult, pCallbackUserData);
3335 if(Changed)
3336 {
3337 pThis->OnLanguageChange();
3338 }
3339}
3340
3341void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3342{
3343 pfnCallback(pResult, pCallbackUserData);
3344 if(pResult->NumArguments())
3345 ((CGameClient *)pUserData)->SendInfo(Start: false);
3346}
3347
3348void CGameClient::ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3349{
3350 pfnCallback(pResult, pCallbackUserData);
3351 if(pResult->NumArguments())
3352 ((CGameClient *)pUserData)->SendDummyInfo(Start: false);
3353}
3354
3355void CGameClient::ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3356{
3357 pfnCallback(pResult, pCallbackUserData);
3358 if(pResult->NumArguments())
3359 {
3360 if(g_Config.m_ClDummy && !((CGameClient *)pUserData)->Client()->DummyConnected())
3361 g_Config.m_ClDummy = 0;
3362 }
3363}
3364
3365IGameClient *CreateGameClient()
3366{
3367 return new CGameClient();
3368}
3369
3370int CGameClient::IntersectCharacter(vec2 HookPos, vec2 NewPos, vec2 &NewPos2, int OwnId, vec2 *pPlayerPosition)
3371{
3372 float Distance = 0.0f;
3373 int ClosestId = -1;
3374
3375 const CClientData &OwnClientData = m_aClients[OwnId];
3376
3377 for(int i = 0; i < MAX_CLIENTS; i++)
3378 {
3379 if(i == OwnId)
3380 continue;
3381
3382 const CClientData &Data = m_aClients[i];
3383
3384 if(!Data.m_Active || !m_Snap.m_aCharacters[i].m_Active)
3385 continue;
3386
3387 CNetObj_Character Prev = m_Snap.m_aCharacters[i].m_Prev;
3388 CNetObj_Character Player = m_Snap.m_aCharacters[i].m_Cur;
3389
3390 vec2 Position = mix(a: vec2(Prev.m_X, Prev.m_Y), b: vec2(Player.m_X, Player.m_Y), amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
3391
3392 bool IsOneSuper = Data.m_Super || OwnClientData.m_Super;
3393 bool IsOneSolo = Data.m_Solo || OwnClientData.m_Solo;
3394
3395 if(!IsOneSuper && (!m_Teams.SameTeam(ClientId1: i, ClientId2: OwnId) || IsOneSolo || OwnClientData.m_HookHitDisabled))
3396 continue;
3397
3398 vec2 ClosestPoint;
3399 if(closest_point_on_line(line_pointA: HookPos, line_pointB: NewPos, target_point: Position, out_pos&: ClosestPoint))
3400 {
3401 if(distance(a: Position, b: ClosestPoint) < CCharacterCore::PhysicalSize() + 2.0f)
3402 {
3403 if(ClosestId == -1 || distance(a: HookPos, b: Position) < Distance)
3404 {
3405 NewPos2 = ClosestPoint;
3406 ClosestId = i;
3407 Distance = distance(a: HookPos, b: Position);
3408 if(pPlayerPosition)
3409 *pPlayerPosition = Position;
3410 }
3411 }
3412 }
3413 }
3414
3415 return ClosestId;
3416}
3417
3418ColorRGBA CalculateNameColor(ColorHSLA TextColorHSL)
3419{
3420 return color_cast<ColorRGBA>(hsl: ColorHSLA(TextColorHSL.h, TextColorHSL.s * 0.68f, TextColorHSL.l * 0.81f));
3421}
3422
3423void CGameClient::UpdateLocalTuning()
3424{
3425 m_GameWorld.m_WorldConfig.m_UseTuneZones = m_GameInfo.m_PredictDDRaceTiles;
3426
3427 // always update default tune zone, even without character
3428 if(!m_GameWorld.m_WorldConfig.m_UseTuneZones)
3429 m_GameWorld.TuningList()[0] = m_aTuning[g_Config.m_ClDummy];
3430
3431 if(!m_Snap.m_pLocalCharacter && !m_Snap.m_pSpectatorInfo)
3432 return;
3433
3434 vec2 LocalPos = m_Snap.m_pLocalCharacter ? vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y) : vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y);
3435
3436 // update the tuning at the local position with the latest tunings received before the new snapshot
3437 if(m_GameWorld.m_WorldConfig.m_UseTuneZones)
3438 {
3439 int TuneZone =
3440 m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_HasExtendedData &&
3441 m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_ExtendedData.m_TuneZoneOverride != TuneZone::OVERRIDE_NONE ?
3442 m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_ExtendedData.m_TuneZoneOverride :
3443 Collision()->IsTune(Index: Collision()->GetMapIndex(Pos: LocalPos));
3444
3445 if(TuneZone != m_aLocalTuneZone[g_Config.m_ClDummy])
3446 {
3447 // our tunezone changed, expecting tuning message
3448 m_aLocalTuneZone[g_Config.m_ClDummy] = m_aExpectingTuningForZone[g_Config.m_ClDummy] = TuneZone;
3449 m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
3450 }
3451
3452 // tunezone could have changed, send dummy tuning to demo
3453 if(m_ActiveRecordings.any() && m_IsDummySwapping && m_aLocalTuneZone[0] != m_aLocalTuneZone[1])
3454 {
3455 CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
3456 int *pParams = (int *)&m_aTuning[g_Config.m_ClDummy];
3457 for(unsigned i = 0; i < sizeof(m_aTuning[0]) / sizeof(int); i++)
3458 Msg.AddInt(i: pParams[i]);
3459 Client()->SendMsgActive(pMsg: &Msg, Flags: MSGFLAG_RECORD | MSGFLAG_NOSEND);
3460 }
3461
3462 if(m_aExpectingTuningForZone[g_Config.m_ClDummy] >= 0)
3463 {
3464 if(m_aReceivedTuning[g_Config.m_ClDummy])
3465 {
3466 TuningList()[m_aExpectingTuningForZone[g_Config.m_ClDummy]] = m_aTuning[g_Config.m_ClDummy];
3467 m_GameWorld.TuningList()[m_aExpectingTuningForZone[g_Config.m_ClDummy]] = m_aTuning[g_Config.m_ClDummy];
3468 m_aReceivedTuning[g_Config.m_ClDummy] = false;
3469 m_aExpectingTuningForZone[g_Config.m_ClDummy] = -1;
3470 }
3471 else if(m_aExpectingTuningSince[g_Config.m_ClDummy] >= 5)
3472 {
3473 // if we are expecting tuning for more than 10 snaps (less than a quarter of a second)
3474 // it is probably dropped or it was received out of order
3475 // or applied to another tunezone.
3476 // we need to fallback to current tuning to fix ourselves.
3477 m_aExpectingTuningForZone[g_Config.m_ClDummy] = -1;
3478 m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
3479 m_aReceivedTuning[g_Config.m_ClDummy] = false;
3480 log_debug("tunezone", "the tuning was missed");
3481 }
3482 else
3483 {
3484 // if we are expecting tuning and have not received one yet.
3485 // do not update any tuning, so we don't apply it to the wrong tunezone.
3486 log_debug("tunezone", "waiting for tuning for zone %d", m_aExpectingTuningForZone[g_Config.m_ClDummy]);
3487 m_aExpectingTuningSince[g_Config.m_ClDummy]++;
3488 }
3489 }
3490 else
3491 {
3492 // if we have processed what we need, and the tuning is still wrong due to out of order message
3493 // fix our tuning by using the current one
3494 m_GameWorld.TuningList()[TuneZone] = m_aTuning[g_Config.m_ClDummy];
3495 m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
3496 m_aReceivedTuning[g_Config.m_ClDummy] = false;
3497 }
3498 }
3499}
3500
3501void CGameClient::UpdatePrediction()
3502{
3503 m_GameWorld.m_WorldConfig.m_IsVanilla = m_GameInfo.m_PredictVanilla;
3504 m_GameWorld.m_WorldConfig.m_IsDDRace = m_GameInfo.m_PredictDDRace;
3505 m_GameWorld.m_WorldConfig.m_IsFNG = m_GameInfo.m_PredictFNG;
3506 m_GameWorld.m_WorldConfig.m_PredictDDRace = m_GameInfo.m_PredictDDRace;
3507 m_GameWorld.m_WorldConfig.m_PredictTiles = m_GameInfo.m_PredictDDRace && m_GameInfo.m_PredictDDRaceTiles;
3508 m_GameWorld.m_WorldConfig.m_PredictFreeze = g_Config.m_ClPredictFreeze;
3509 m_GameWorld.m_WorldConfig.m_PredictWeapons = AntiPingWeapons();
3510 m_GameWorld.m_WorldConfig.m_BugDDRaceInput = m_GameInfo.m_BugDDRaceInput;
3511 m_GameWorld.m_WorldConfig.m_NoWeakHookAndBounce = m_GameInfo.m_NoWeakHookAndBounce;
3512 m_GameWorld.m_WorldConfig.m_PredictEvents = m_GameInfo.m_PredictEvents;
3513
3514 if(!m_Snap.m_pLocalCharacter)
3515 {
3516 if(CCharacter *pLocalChar = m_GameWorld.GetCharacterById(Id: m_Snap.m_LocalClientId))
3517 pLocalChar->Destroy();
3518 return;
3519 }
3520
3521 if(m_Snap.m_pLocalCharacter->m_AmmoCount > 0 && m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA)
3522 m_GameWorld.m_WorldConfig.m_InfiniteAmmo = false;
3523 m_GameWorld.m_WorldConfig.m_IsSolo = !m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_HasExtendedData && !m_aTuning[g_Config.m_ClDummy].m_PlayerCollision && !m_aTuning[g_Config.m_ClDummy].m_PlayerHooking;
3524
3525 CCharacter *pLocalChar = m_GameWorld.GetCharacterById(Id: m_Snap.m_LocalClientId);
3526 CCharacter *pDummyChar = nullptr;
3527 if(PredictDummy())
3528 pDummyChar = m_GameWorld.GetCharacterById(Id: m_aLocalIds[!g_Config.m_ClDummy]);
3529
3530 // update strong and weak hook
3531 if(pLocalChar && !m_Snap.m_SpecInfo.m_Active && Client()->State() != IClient::STATE_DEMOPLAYBACK && (m_aTuning[g_Config.m_ClDummy].m_PlayerCollision || m_aTuning[g_Config.m_ClDummy].m_PlayerHooking))
3532 {
3533 if(m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_HasExtendedData)
3534 {
3535 int aIds[MAX_CLIENTS];
3536 for(int &Id : aIds)
3537 Id = -1;
3538 for(int i = 0; i < MAX_CLIENTS; i++)
3539 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3540 aIds[pChar->GetStrongWeakId()] = i;
3541 for(int Id : aIds)
3542 if(Id >= 0)
3543 m_CharOrder.GiveStrong(c: Id);
3544 }
3545 else
3546 {
3547 // manual detection
3548 DetectStrongHook();
3549 }
3550 for(int i : m_CharOrder.m_Ids)
3551 {
3552 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3553 {
3554 m_GameWorld.RemoveEntity(pEntity: pChar);
3555 m_GameWorld.InsertEntity(pEntity: pChar);
3556 }
3557 }
3558 }
3559
3560 // advance the gameworld to the current gametick
3561 if(pLocalChar && absolute(a: m_GameWorld.GameTick() - Client()->GameTick(Conn: g_Config.m_ClDummy)) < Client()->GameTickSpeed())
3562 {
3563 for(int Tick = m_GameWorld.GameTick() + 1; Tick <= Client()->GameTick(Conn: g_Config.m_ClDummy); Tick++)
3564 {
3565 CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick);
3566 CNetObj_PlayerInput *pDummyInput = nullptr;
3567 if(pDummyChar)
3568 pDummyInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick, IsDummy: 1);
3569 if(pInput)
3570 pLocalChar->OnDirectInput(pNewInput: pInput);
3571 if(pDummyInput)
3572 pDummyChar->OnDirectInput(pNewInput: pDummyInput);
3573
3574 ApplyPreInputs(Tick, Direct: true, GameWorld&: m_GameWorld);
3575
3576 m_GameWorld.m_GameTick = Tick;
3577 if(pInput)
3578 pLocalChar->OnPredictedInput(pNewInput: pInput);
3579 if(pDummyInput)
3580 pDummyChar->OnPredictedInput(pNewInput: pDummyInput);
3581
3582 ApplyPreInputs(Tick, Direct: false, GameWorld&: m_GameWorld);
3583
3584 m_GameWorld.Tick();
3585
3586 for(int i = 0; i < MAX_CLIENTS; i++)
3587 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3588 {
3589 m_aClients[i].m_aPredPos[Tick % 200] = pChar->Core()->m_Pos;
3590 m_aClients[i].m_aPredTick[Tick % 200] = Tick;
3591 }
3592 }
3593 }
3594 else
3595 {
3596 // skip to current gametick
3597 m_GameWorld.m_GameTick = Client()->GameTick(Conn: g_Config.m_ClDummy);
3598 if(pLocalChar)
3599 if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy)))
3600 pLocalChar->SetInput(pInput);
3601 if(pDummyChar)
3602 if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy), IsDummy: 1))
3603 pDummyChar->SetInput(pInput);
3604 }
3605
3606 for(int i = 0; i < MAX_CLIENTS; i++)
3607 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3608 {
3609 m_aClients[i].m_aPredPos[Client()->GameTick(Conn: g_Config.m_ClDummy) % 200] = pChar->Core()->m_Pos;
3610 m_aClients[i].m_aPredTick[Client()->GameTick(Conn: g_Config.m_ClDummy) % 200] = Client()->GameTick(Conn: g_Config.m_ClDummy);
3611 }
3612
3613 // update the local gameworld with the new snapshot
3614 m_GameWorld.NetObjBegin(Teams: m_Teams, LocalClientId: m_Snap.m_LocalClientId);
3615
3616 for(int i = 0; i < MAX_CLIENTS; i++)
3617 if(m_Snap.m_aCharacters[i].m_Active)
3618 {
3619 bool IsLocal = (i == m_Snap.m_LocalClientId || (PredictDummy() && i == m_aLocalIds[!g_Config.m_ClDummy]));
3620 int GameTeam = IsTeamPlay() ? m_aClients[i].m_Team : i;
3621 m_GameWorld.NetCharAdd(ObjId: i, pChar: &m_Snap.m_aCharacters[i].m_Cur,
3622 pExtended: m_Snap.m_aCharacters[i].m_HasExtendedData ? &m_Snap.m_aCharacters[i].m_ExtendedData : nullptr,
3623 GameTeam, IsLocal);
3624 }
3625
3626 for(const CSnapEntities &EntData : SnapEntities())
3627 m_GameWorld.NetObjAdd(ObjId: EntData.m_Item.m_Id, ObjType: EntData.m_Item.m_Type, pObjData: EntData.m_Item.m_pData, pDataEx: EntData.m_pDataEx);
3628
3629 m_GameWorld.NetObjEnd();
3630}
3631
3632void CGameClient::UpdateSpectatorCursor()
3633{
3634 int CursorOwnerId = m_Snap.m_LocalClientId;
3635 if(m_Snap.m_SpecInfo.m_Active)
3636 {
3637 CursorOwnerId = m_Snap.m_SpecInfo.m_SpectatorId;
3638 }
3639
3640 if(CursorOwnerId != m_CursorInfo.m_CursorOwnerId)
3641 {
3642 // reset cursor sample count upon changing spectating character
3643 m_CursorInfo.m_NumSamples = 0;
3644 m_CursorInfo.m_CursorOwnerId = CursorOwnerId;
3645 }
3646
3647 if(m_MultiViewActivated || CursorOwnerId < 0 || CursorOwnerId >= MAX_CLIENTS)
3648 {
3649 // do not show spec cursor in multi-view
3650 m_CursorInfo.m_Available = false;
3651 m_CursorInfo.m_NumSamples = 0;
3652 return;
3653 }
3654
3655 const CSnapState::CCharacterInfo &CharInfo = m_Snap.m_aCharacters[CursorOwnerId];
3656 const CClientData &CursorOwnerClient = m_aClients[CursorOwnerId];
3657 if(!CharInfo.m_HasExtendedDisplayInfo || !CursorOwnerClient.m_Active || (!g_Config.m_Debug && CursorOwnerClient.m_Paused))
3658 {
3659 // hide cursor when the spectating player is paused
3660 m_CursorInfo.m_Available = false;
3661 m_CursorInfo.m_NumSamples = 0;
3662 return;
3663 }
3664
3665 m_CursorInfo.m_Available = true;
3666 m_CursorInfo.m_Position = CursorOwnerClient.m_RenderPos;
3667 m_CursorInfo.m_Weapon = CharInfo.m_Cur.m_Weapon;
3668
3669 const vec2 Target = vec2(CharInfo.m_ExtendedData.m_TargetX, CharInfo.m_ExtendedData.m_TargetY);
3670
3671 if(IsDemoPlaybackPaused())
3672 {
3673 m_CursorInfo.m_CursorOwnerId = -1;
3674 m_CursorInfo.m_NumSamples = 0;
3675 const vec2 TargetNew = vec2(CharInfo.m_ExtendedData.m_TargetX, CharInfo.m_ExtendedData.m_TargetY);
3676 if(CharInfo.m_pPrevExtendedData)
3677 {
3678 const vec2 TargetOld = vec2(CharInfo.m_pPrevExtendedData->m_TargetX, CharInfo.m_pPrevExtendedData->m_TargetY);
3679 m_CursorInfo.m_Target = mix(a: TargetOld, b: TargetNew, amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
3680 }
3681 else
3682 {
3683 m_CursorInfo.m_Target = TargetNew;
3684 }
3685 }
3686 else
3687 {
3688 // interpolate cursor positions
3689 const double Tick = Client()->GameTick(Conn: g_Config.m_ClDummy);
3690
3691 const bool HasSample = m_CursorInfo.m_NumSamples > 0;
3692 const vec2 LastInput = HasSample ? m_CursorInfo.m_aTargetSamplesData[m_CursorInfo.m_NumSamples - 1] : vec2(0.0f, 0.0f);
3693 const double LastTime = HasSample ? m_CursorInfo.m_aTargetSamplesTime[m_CursorInfo.m_NumSamples - 1] : 0.0;
3694 bool NewSample = LastInput != Target || LastTime + CCursorInfo::REST_THRESHOLD < Tick;
3695
3696 if(LastTime > Tick)
3697 {
3698 // clear samples when time flows backwards
3699 m_CursorInfo.m_NumSamples = 0;
3700 NewSample = true;
3701 }
3702
3703 if(m_CursorInfo.m_NumSamples == 0)
3704 {
3705 m_CursorInfo.m_aTargetSamplesTime[0] = Tick - CCursorInfo::INTERP_DELAY;
3706 m_CursorInfo.m_aTargetSamplesData[0] = Target;
3707 }
3708
3709 if(NewSample)
3710 {
3711 if(m_CursorInfo.m_NumSamples == CCursorInfo::CURSOR_SAMPLES)
3712 {
3713 m_CursorInfo.m_NumSamples--;
3714 mem_move(dest: m_CursorInfo.m_aTargetSamplesTime, source: m_CursorInfo.m_aTargetSamplesTime + 1, size: m_CursorInfo.m_NumSamples * sizeof(double));
3715 mem_move(dest: m_CursorInfo.m_aTargetSamplesData, source: m_CursorInfo.m_aTargetSamplesData + 1, size: m_CursorInfo.m_NumSamples * sizeof(vec2));
3716 }
3717 m_CursorInfo.m_aTargetSamplesTime[m_CursorInfo.m_NumSamples] = Tick;
3718 m_CursorInfo.m_aTargetSamplesData[m_CursorInfo.m_NumSamples] = Target;
3719 m_CursorInfo.m_NumSamples++;
3720 }
3721
3722 // using double to avoid precision loss when converting int tick to decimal type
3723 const double DisplayTime = Tick - CCursorInfo::INTERP_DELAY + double(Client()->IntraGameTickSincePrev(Conn: g_Config.m_ClDummy));
3724 double aTime[CCursorInfo::SAMPLE_FRAME_WINDOW];
3725 vec2 aData[CCursorInfo::SAMPLE_FRAME_WINDOW];
3726
3727 // find the available sample timing
3728 int Index = m_CursorInfo.m_NumSamples;
3729 for(int i = 0; i < m_CursorInfo.m_NumSamples; i++)
3730 {
3731 if(m_CursorInfo.m_aTargetSamplesTime[i] > DisplayTime)
3732 {
3733 Index = i;
3734 break;
3735 }
3736 }
3737
3738 for(int i = 0; i < CCursorInfo::SAMPLE_FRAME_WINDOW; i++)
3739 {
3740 const int Offset = i - CCursorInfo::SAMPLE_FRAME_OFFSET;
3741 const int SampleIndex = Index + Offset;
3742 if(SampleIndex < 0)
3743 {
3744 aTime[i] = m_CursorInfo.m_aTargetSamplesTime[0] + CCursorInfo::REST_THRESHOLD * Offset;
3745 aData[i] = m_CursorInfo.m_aTargetSamplesData[0];
3746 }
3747 else if(SampleIndex >= m_CursorInfo.m_NumSamples)
3748 {
3749 aTime[i] = m_CursorInfo.m_aTargetSamplesTime[m_CursorInfo.m_NumSamples - 1] + CCursorInfo::REST_THRESHOLD * (Offset + 1);
3750 aData[i] = m_CursorInfo.m_aTargetSamplesData[m_CursorInfo.m_NumSamples - 1];
3751 }
3752 else
3753 {
3754 aTime[i] = m_CursorInfo.m_aTargetSamplesTime[SampleIndex];
3755 aData[i] = m_CursorInfo.m_aTargetSamplesData[SampleIndex];
3756 }
3757 }
3758
3759 m_CursorInfo.m_Target = mix_polynomial(time: aTime, data: aData, samples: CCursorInfo::SAMPLE_FRAME_WINDOW, amount: DisplayTime, init: vec2(0.0f, 0.0f));
3760 }
3761
3762 vec2 TargetCameraOffset(0, 0);
3763 float l = length(a: m_CursorInfo.m_Target);
3764
3765 if(l > 0.0001f) // make sure that this isn't 0
3766 {
3767 float OffsetAmount = maximum(a: l - m_Snap.m_SpecInfo.m_Deadzone, b: 0.0f) * (m_Snap.m_SpecInfo.m_FollowFactor / 100.0f);
3768 TargetCameraOffset = normalize(v: m_CursorInfo.m_Target) * OffsetAmount;
3769 }
3770
3771 // if we are in auto spec mode, use camera zoom to smooth out cursor transitions
3772 const float Zoom = (m_Camera.m_Zooming && m_Camera.m_AutoSpecCameraZooming) ? m_Camera.m_Zoom : m_Snap.m_SpecInfo.m_Zoom;
3773 m_CursorInfo.m_WorldTarget = m_CursorInfo.m_Position + (m_CursorInfo.m_Target - TargetCameraOffset) * Zoom + TargetCameraOffset;
3774}
3775
3776void CGameClient::UpdateRenderedCharacters()
3777{
3778 for(int i = 0; i < MAX_CLIENTS; i++)
3779 {
3780 if(!m_Snap.m_aCharacters[i].m_Active)
3781 continue;
3782 m_aClients[i].m_RenderCur = m_Snap.m_aCharacters[i].m_Cur;
3783 m_aClients[i].m_RenderPrev = m_Snap.m_aCharacters[i].m_Prev;
3784 m_aClients[i].m_IsPredicted = false;
3785 m_aClients[i].m_IsPredictedLocal = false;
3786 vec2 UnpredPos = mix(
3787 a: vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
3788 b: vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
3789 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
3790 vec2 Pos = UnpredPos;
3791
3792 CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i);
3793 if(Predict() && (i == m_Snap.m_LocalClientId || (AntiPingPlayers() && !IsOtherTeam(ClientId: i))) && pChar)
3794 {
3795 m_aClients[i].m_Predicted.Write(pObjCore: &m_aClients[i].m_RenderCur);
3796 m_aClients[i].m_PrevPredicted.Write(pObjCore: &m_aClients[i].m_RenderPrev);
3797
3798 m_aClients[i].m_IsPredicted = true;
3799
3800 Pos = mix(
3801 a: vec2(m_aClients[i].m_RenderPrev.m_X, m_aClients[i].m_RenderPrev.m_Y),
3802 b: vec2(m_aClients[i].m_RenderCur.m_X, m_aClients[i].m_RenderCur.m_Y),
3803 amount: m_aClients[i].m_IsPredicted ? Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy) : Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
3804
3805 if(i == m_Snap.m_LocalClientId || (PredictDummy() && i == m_aLocalIds[!g_Config.m_ClDummy]))
3806 {
3807 m_aClients[i].m_IsPredictedLocal = true;
3808 if(AntiPingGunfire() && ((pChar->m_NinjaJetpack && pChar->m_FreezeTime == 0) || m_Snap.m_aCharacters[i].m_Cur.m_Weapon != WEAPON_NINJA || m_Snap.m_aCharacters[i].m_Cur.m_Weapon == m_aClients[i].m_Predicted.m_ActiveWeapon))
3809 {
3810 m_aClients[i].m_RenderCur.m_AttackTick = pChar->GetAttackTick();
3811 if(m_Snap.m_aCharacters[i].m_Cur.m_Weapon != WEAPON_NINJA && !(pChar->m_NinjaJetpack && pChar->Core()->m_ActiveWeapon == WEAPON_GUN))
3812 m_aClients[i].m_RenderCur.m_Weapon = m_aClients[i].m_Predicted.m_ActiveWeapon;
3813 }
3814 }
3815 else
3816 {
3817 // use unpredicted values for other players
3818 m_aClients[i].m_RenderPrev.m_Angle = m_Snap.m_aCharacters[i].m_Prev.m_Angle;
3819 m_aClients[i].m_RenderCur.m_Angle = m_Snap.m_aCharacters[i].m_Cur.m_Angle;
3820
3821 if(g_Config.m_ClAntiPingSmooth)
3822 Pos = GetSmoothPos(ClientId: i);
3823 }
3824 }
3825 m_aClients[i].m_RenderPos = Pos;
3826 if(Predict() && i == m_Snap.m_LocalClientId)
3827 m_LocalCharacterPos = Pos;
3828 }
3829}
3830
3831void CGameClient::HandlePredictedEvents(const int Tick)
3832{
3833 const float Alpha = 1.0f;
3834 const float Volume = 1.0f;
3835
3836 auto EventsIterator = m_PredictedWorld.m_PredictedEvents.begin();
3837 while(EventsIterator != m_PredictedWorld.m_PredictedEvents.end())
3838 {
3839 if(!EventsIterator->m_Handled && EventsIterator->m_Tick <= Tick)
3840 {
3841 if(EventsIterator->m_EventId == NETEVENTTYPE_SOUNDWORLD)
3842 {
3843 if(m_GameInfo.m_RaceSounds && ((EventsIterator->m_ExtraInfo == SOUND_GUN_FIRE && !g_Config.m_SndGun) || (EventsIterator->m_ExtraInfo == SOUND_PLAYER_PAIN_LONG && !g_Config.m_SndLongPain)))
3844 {
3845 EventsIterator = m_PredictedWorld.m_PredictedEvents.erase(position: EventsIterator);
3846 continue;
3847 }
3848 m_Sounds.PlayAt(Channel: CSounds::CHN_WORLD, SetId: EventsIterator->m_ExtraInfo, Volume: 1.0f, Position: EventsIterator->m_Pos);
3849 }
3850 else if(EventsIterator->m_EventId == NETEVENTTYPE_EXPLOSION)
3851 {
3852 m_Effects.Explosion(Pos: EventsIterator->m_Pos, Alpha);
3853 }
3854 else if(EventsIterator->m_EventId == NETEVENTTYPE_HAMMERHIT)
3855 {
3856 m_Effects.HammerHit(Pos: EventsIterator->m_Pos, Alpha, Volume);
3857 }
3858 else if(EventsIterator->m_EventId == NETEVENTTYPE_DAMAGEIND)
3859 {
3860 m_Effects.DamageIndicator(Pos: EventsIterator->m_Pos, Dir: direction(angle: EventsIterator->m_ExtraInfo / 256.0f), Alpha);
3861 }
3862
3863 EventsIterator->m_Handled = true;
3864 ++EventsIterator;
3865 continue;
3866 }
3867 else if(Tick - EventsIterator->m_Tick > 3 * Client()->GameTickSpeed()) // 3 seconds
3868 {
3869 // remove too old events
3870 EventsIterator = m_PredictedWorld.m_PredictedEvents.erase(position: EventsIterator);
3871 }
3872 else
3873 {
3874 ++EventsIterator;
3875 }
3876 }
3877}
3878
3879void CGameClient::DetectStrongHook()
3880{
3881 // attempt to detect strong/weak between players
3882 for(int FromPlayer = 0; FromPlayer < MAX_CLIENTS; FromPlayer++)
3883 {
3884 if(!m_Snap.m_aCharacters[FromPlayer].m_Active)
3885 continue;
3886 int ToPlayer = m_Snap.m_aCharacters[FromPlayer].m_Prev.m_HookedPlayer;
3887 if(ToPlayer < 0 || ToPlayer >= MAX_CLIENTS || !m_Snap.m_aCharacters[ToPlayer].m_Active || ToPlayer != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_HookedPlayer)
3888 continue;
3889 if(absolute(a: minimum(a: m_aLastUpdateTick[ToPlayer], b: m_aLastUpdateTick[FromPlayer]) - Client()->GameTick(Conn: g_Config.m_ClDummy)) < Client()->GameTickSpeed() / 4)
3890 continue;
3891 if(m_Snap.m_aCharacters[FromPlayer].m_Prev.m_Direction != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_Direction || m_Snap.m_aCharacters[ToPlayer].m_Prev.m_Direction != m_Snap.m_aCharacters[ToPlayer].m_Cur.m_Direction)
3892 continue;
3893
3894 CCharacter *pFromCharWorld = m_GameWorld.GetCharacterById(Id: FromPlayer);
3895 CCharacter *pToCharWorld = m_GameWorld.GetCharacterById(Id: ToPlayer);
3896 if(!pFromCharWorld || !pToCharWorld)
3897 continue;
3898
3899 m_aLastUpdateTick[ToPlayer] = m_aLastUpdateTick[FromPlayer] = Client()->GameTick(Conn: g_Config.m_ClDummy);
3900
3901 float aPredictErr[2];
3902 CCharacterCore ToCharCur;
3903 ToCharCur.Read(pObjCore: &m_Snap.m_aCharacters[ToPlayer].m_Cur);
3904
3905 CWorldCore World;
3906
3907 for(int Direction = 0; Direction < 2; Direction++)
3908 {
3909 CCharacterCore ToChar = pFromCharWorld->GetCore();
3910 ToChar.Init(pWorld: &World, pCollision: Collision(), pTeams: &m_Teams);
3911 World.m_apCharacters[ToPlayer] = &ToChar;
3912 ToChar.Read(pObjCore: &m_Snap.m_aCharacters[ToPlayer].m_Prev);
3913
3914 CCharacterCore FromChar = pFromCharWorld->GetCore();
3915 FromChar.Init(pWorld: &World, pCollision: Collision(), pTeams: &m_Teams);
3916 World.m_apCharacters[FromPlayer] = &FromChar;
3917 FromChar.Read(pObjCore: &m_Snap.m_aCharacters[FromPlayer].m_Prev);
3918
3919 for(int Tick = Client()->PrevGameTick(Conn: g_Config.m_ClDummy); Tick < Client()->GameTick(Conn: g_Config.m_ClDummy); Tick++)
3920 {
3921 if(Direction == 0)
3922 {
3923 FromChar.Tick(UseInput: false);
3924 ToChar.Tick(UseInput: false);
3925 }
3926 else
3927 {
3928 ToChar.Tick(UseInput: false);
3929 FromChar.Tick(UseInput: false);
3930 }
3931 FromChar.Move();
3932 FromChar.Quantize();
3933 ToChar.Move();
3934 ToChar.Quantize();
3935 }
3936 aPredictErr[Direction] = distance(a: ToChar.m_Vel, b: ToCharCur.m_Vel);
3937 }
3938 const float LOW = 0.0001f;
3939 const float HIGH = 0.07f;
3940 if(aPredictErr[1] < LOW && aPredictErr[0] > HIGH)
3941 {
3942 if(m_CharOrder.HasStrongAgainst(From: ToPlayer, To: FromPlayer))
3943 {
3944 if(ToPlayer != m_Snap.m_LocalClientId)
3945 m_CharOrder.GiveWeak(c: ToPlayer);
3946 else
3947 m_CharOrder.GiveStrong(c: FromPlayer);
3948 }
3949 }
3950 else if(aPredictErr[0] < LOW && aPredictErr[1] > HIGH)
3951 {
3952 if(m_CharOrder.HasStrongAgainst(From: FromPlayer, To: ToPlayer))
3953 {
3954 if(ToPlayer != m_Snap.m_LocalClientId)
3955 m_CharOrder.GiveStrong(c: ToPlayer);
3956 else
3957 m_CharOrder.GiveWeak(c: FromPlayer);
3958 }
3959 }
3960 }
3961}
3962
3963vec2 CGameClient::GetSmoothPos(int ClientId)
3964{
3965 vec2 Pos = mix(a: m_aClients[ClientId].m_PrevPredicted.m_Pos, b: m_aClients[ClientId].m_Predicted.m_Pos, amount: Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy));
3966 int64_t Now = time_get();
3967 for(int i = 0; i < 2; i++)
3968 {
3969 int64_t Len = std::clamp(val: m_aClients[ClientId].m_aSmoothLen[i], lo: (int64_t)1, hi: time_freq());
3970 int64_t TimePassed = Now - m_aClients[ClientId].m_aSmoothStart[i];
3971 if(in_range(a: TimePassed, lower: (int64_t)0, upper: Len - 1))
3972 {
3973 float MixAmount = 1.f - std::pow(x: 1.f - TimePassed / (float)Len, y: 1.2f);
3974 int SmoothTick;
3975 float SmoothIntra;
3976 Client()->GetSmoothTick(pSmoothTick: &SmoothTick, pSmoothIntraTick: &SmoothIntra, MixAmount);
3977 if(SmoothTick > 0 && m_aClients[ClientId].m_aPredTick[(SmoothTick - 1) % 200] >= Client()->PrevGameTick(Conn: g_Config.m_ClDummy) && m_aClients[ClientId].m_aPredTick[SmoothTick % 200] <= Client()->PredGameTick(Conn: g_Config.m_ClDummy))
3978 Pos[i] = mix(a: m_aClients[ClientId].m_aPredPos[(SmoothTick - 1) % 200][i], b: m_aClients[ClientId].m_aPredPos[SmoothTick % 200][i], amount: SmoothIntra);
3979 }
3980 }
3981 return Pos;
3982}
3983
3984void CGameClient::Echo(const char *pString)
3985{
3986 m_Chat.Echo(pString);
3987}
3988
3989bool CGameClient::IsOtherTeam(int ClientId) const
3990{
3991 bool Local = m_Snap.m_LocalClientId == ClientId;
3992
3993 if(m_Snap.m_LocalClientId < 0)
3994 return false;
3995 else if((m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorId == SPEC_FREEVIEW) || ClientId < 0)
3996 return false;
3997 else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorId != SPEC_FREEVIEW)
3998 {
3999 if(m_Teams.Team(ClientId) == TEAM_SUPER || m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId) == TEAM_SUPER)
4000 return false;
4001 return m_Teams.Team(ClientId) != m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId);
4002 }
4003 else if((m_aClients[m_Snap.m_LocalClientId].m_Solo || m_aClients[ClientId].m_Solo) && !Local)
4004 return true;
4005
4006 if(m_Teams.Team(ClientId) == TEAM_SUPER || m_Teams.Team(ClientId: m_Snap.m_LocalClientId) == TEAM_SUPER)
4007 return false;
4008
4009 return m_Teams.Team(ClientId) != m_Teams.Team(ClientId: m_Snap.m_LocalClientId);
4010}
4011
4012int CGameClient::SwitchStateTeam() const
4013{
4014 if(m_aSwitchStateTeam[g_Config.m_ClDummy] >= 0)
4015 return m_aSwitchStateTeam[g_Config.m_ClDummy];
4016 else if(m_Snap.m_LocalClientId < 0)
4017 return 0;
4018 else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorId != SPEC_FREEVIEW)
4019 return m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId);
4020 return m_Teams.Team(ClientId: m_Snap.m_LocalClientId);
4021}
4022
4023bool CGameClient::IsLocalCharSuper() const
4024{
4025 if(m_Snap.m_LocalClientId < 0)
4026 return false;
4027 return m_aClients[m_Snap.m_LocalClientId].m_Super;
4028}
4029
4030CGameClient::CImageAsset CGameClient::LoadAssetFromPath(const char *pPath, bool AsDir, int AssetId, const char *pDirectory) const
4031{
4032 CImageAsset LoadedAsset;
4033 LoadedAsset.m_IsDefault = str_comp(a: pPath, b: "default") == 0;
4034 if(LoadedAsset.m_IsDefault)
4035 {
4036 str_copy(dst&: LoadedAsset.m_aPath, src: g_pData->m_aImages[AssetId].m_pFilename);
4037 }
4038 else if(AsDir)
4039 {
4040 str_format(buffer: LoadedAsset.m_aPath, buffer_size: sizeof(LoadedAsset.m_aPath), format: "assets/%s/%s/%s", pDirectory, pPath, g_pData->m_aImages[AssetId].m_pFilename);
4041 }
4042 else
4043 {
4044 str_format(buffer: LoadedAsset.m_aPath, buffer_size: sizeof(LoadedAsset.m_aPath), format: "assets/%s/%s.png", pDirectory, pPath);
4045 }
4046
4047 Graphics()->LoadPng(Image&: LoadedAsset.m_ImageInfo, pFilename: LoadedAsset.m_aPath, StorageType: IStorage::TYPE_ALL);
4048 return LoadedAsset;
4049}
4050
4051void CGameClient::LoadGameSkin(const char *pPath, bool AsDir)
4052{
4053 if(m_GameSkinLoaded)
4054 {
4055 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHealthFull);
4056 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHealthEmpty);
4057 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteArmorFull);
4058 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteArmorEmpty);
4059
4060 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponHammerCursor);
4061 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGunCursor);
4062 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponShotgunCursor);
4063 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGrenadeCursor);
4064 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponNinjaCursor);
4065 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponLaserCursor);
4066
4067 for(auto &SpriteWeaponCursor : m_GameSkin.m_aSpriteWeaponCursors)
4068 {
4069 SpriteWeaponCursor = IGraphics::CTextureHandle();
4070 }
4071
4072 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHookChain);
4073 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHookHead);
4074 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponHammer);
4075 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGun);
4076 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponShotgun);
4077 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGrenade);
4078 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponNinja);
4079 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponLaser);
4080
4081 for(auto &SpriteWeapon : m_GameSkin.m_aSpriteWeapons)
4082 {
4083 SpriteWeapon = IGraphics::CTextureHandle();
4084 }
4085
4086 for(auto &SpriteParticle : m_GameSkin.m_aSpriteParticles)
4087 {
4088 Graphics()->UnloadTexture(pIndex: &SpriteParticle);
4089 }
4090
4091 for(auto &SpriteStar : m_GameSkin.m_aSpriteStars)
4092 {
4093 Graphics()->UnloadTexture(pIndex: &SpriteStar);
4094 }
4095
4096 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGunProjectile);
4097 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponShotgunProjectile);
4098 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGrenadeProjectile);
4099 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponHammerProjectile);
4100 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponNinjaProjectile);
4101 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponLaserProjectile);
4102
4103 for(auto &SpriteWeaponProjectile : m_GameSkin.m_aSpriteWeaponProjectiles)
4104 {
4105 SpriteWeaponProjectile = IGraphics::CTextureHandle();
4106 }
4107
4108 for(int i = 0; i < 3; ++i)
4109 {
4110 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_aSpriteWeaponGunMuzzles[i]);
4111 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i]);
4112 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i]);
4113
4114 for(auto &SpriteWeaponsMuzzle : m_GameSkin.m_aaSpriteWeaponsMuzzles)
4115 {
4116 SpriteWeaponsMuzzle[i] = IGraphics::CTextureHandle();
4117 }
4118 }
4119
4120 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupHealth);
4121 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmor);
4122 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorShotgun);
4123 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorGrenade);
4124 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorLaser);
4125 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorNinja);
4126 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupGrenade);
4127 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupShotgun);
4128 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupLaser);
4129 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupNinja);
4130 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupGun);
4131 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupHammer);
4132
4133 for(auto &SpritePickupWeapon : m_GameSkin.m_aSpritePickupWeapons)
4134 {
4135 SpritePickupWeapon = IGraphics::CTextureHandle();
4136 }
4137
4138 for(auto &SpritePickupWeaponArmor : m_GameSkin.m_aSpritePickupWeaponArmor)
4139 {
4140 SpritePickupWeaponArmor = IGraphics::CTextureHandle();
4141 }
4142
4143 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteFlagBlue);
4144 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteFlagRed);
4145
4146 if(m_GameSkin.IsSixup())
4147 {
4148 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarFullLeft);
4149 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarFull);
4150 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarEmpty);
4151 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarEmptyRight);
4152 }
4153
4154 m_GameSkinLoaded = false;
4155 }
4156
4157 CImageAsset LoadedAsset = LoadAssetFromPath(pPath, AsDir, AssetId: IMAGE_GAME, pDirectory: "game");
4158 CImageInfo &ImgInfo = LoadedAsset.m_ImageInfo;
4159 if(!LoadedAsset.IsLoaded() && !LoadedAsset.m_IsDefault)
4160 {
4161 if(AsDir)
4162 LoadGameSkin(pPath: "default");
4163 else
4164 LoadGameSkin(pPath, AsDir: true);
4165 }
4166 else if(LoadedAsset.IsLoaded() && Graphics()->CheckImageDivisibility(pContextName: LoadedAsset.m_aPath, Image&: ImgInfo, DivX: g_pData->m_aSprites[SPRITE_HEALTH_FULL].m_pSet->m_Gridx, DivY: g_pData->m_aSprites[SPRITE_HEALTH_FULL].m_pSet->m_Gridy, AllowResize: true) && Graphics()->IsImageFormatRgba(pContextName: LoadedAsset.m_aPath, Image: ImgInfo))
4167 {
4168 m_GameSkin.m_SpriteHealthFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HEALTH_FULL]);
4169 m_GameSkin.m_SpriteHealthEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HEALTH_EMPTY]);
4170 m_GameSkin.m_SpriteArmorFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_ARMOR_FULL]);
4171 m_GameSkin.m_SpriteArmorEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_ARMOR_EMPTY]);
4172
4173 m_GameSkin.m_SpriteWeaponHammerCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_CURSOR]);
4174 m_GameSkin.m_SpriteWeaponGunCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_CURSOR]);
4175 m_GameSkin.m_SpriteWeaponShotgunCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_CURSOR]);
4176 m_GameSkin.m_SpriteWeaponGrenadeCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_CURSOR]);
4177 m_GameSkin.m_SpriteWeaponNinjaCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_CURSOR]);
4178 m_GameSkin.m_SpriteWeaponLaserCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_LASER_CURSOR]);
4179
4180 m_GameSkin.m_aSpriteWeaponCursors[0] = m_GameSkin.m_SpriteWeaponHammerCursor;
4181 m_GameSkin.m_aSpriteWeaponCursors[1] = m_GameSkin.m_SpriteWeaponGunCursor;
4182 m_GameSkin.m_aSpriteWeaponCursors[2] = m_GameSkin.m_SpriteWeaponShotgunCursor;
4183 m_GameSkin.m_aSpriteWeaponCursors[3] = m_GameSkin.m_SpriteWeaponGrenadeCursor;
4184 m_GameSkin.m_aSpriteWeaponCursors[4] = m_GameSkin.m_SpriteWeaponLaserCursor;
4185 m_GameSkin.m_aSpriteWeaponCursors[5] = m_GameSkin.m_SpriteWeaponNinjaCursor;
4186
4187 // weapons and hook
4188 m_GameSkin.m_SpriteHookChain = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HOOK_CHAIN]);
4189 m_GameSkin.m_SpriteHookHead = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HOOK_HEAD]);
4190 m_GameSkin.m_SpriteWeaponHammer = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_BODY]);
4191 m_GameSkin.m_SpriteWeaponGun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_BODY]);
4192 m_GameSkin.m_SpriteWeaponShotgun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_BODY]);
4193 m_GameSkin.m_SpriteWeaponGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_BODY]);
4194 m_GameSkin.m_SpriteWeaponNinja = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_BODY]);
4195 m_GameSkin.m_SpriteWeaponLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_LASER_BODY]);
4196
4197 m_GameSkin.m_aSpriteWeapons[0] = m_GameSkin.m_SpriteWeaponHammer;
4198 m_GameSkin.m_aSpriteWeapons[1] = m_GameSkin.m_SpriteWeaponGun;
4199 m_GameSkin.m_aSpriteWeapons[2] = m_GameSkin.m_SpriteWeaponShotgun;
4200 m_GameSkin.m_aSpriteWeapons[3] = m_GameSkin.m_SpriteWeaponGrenade;
4201 m_GameSkin.m_aSpriteWeapons[4] = m_GameSkin.m_SpriteWeaponLaser;
4202 m_GameSkin.m_aSpriteWeapons[5] = m_GameSkin.m_SpriteWeaponNinja;
4203
4204 // particles
4205 for(int i = 0; i < 9; ++i)
4206 {
4207 m_GameSkin.m_aSpriteParticles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART1 + i]);
4208 }
4209
4210 // stars
4211 for(int i = 0; i < 3; ++i)
4212 {
4213 m_GameSkin.m_aSpriteStars[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_STAR1 + i]);
4214 }
4215
4216 // projectiles
4217 m_GameSkin.m_SpriteWeaponGunProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_PROJ]);
4218 m_GameSkin.m_SpriteWeaponShotgunProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_PROJ]);
4219 m_GameSkin.m_SpriteWeaponGrenadeProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_PROJ]);
4220
4221 // these weapons have no projectiles
4222 m_GameSkin.m_SpriteWeaponHammerProjectile = IGraphics::CTextureHandle();
4223 m_GameSkin.m_SpriteWeaponNinjaProjectile = IGraphics::CTextureHandle();
4224
4225 m_GameSkin.m_SpriteWeaponLaserProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_LASER_PROJ]);
4226
4227 m_GameSkin.m_aSpriteWeaponProjectiles[0] = m_GameSkin.m_SpriteWeaponHammerProjectile;
4228 m_GameSkin.m_aSpriteWeaponProjectiles[1] = m_GameSkin.m_SpriteWeaponGunProjectile;
4229 m_GameSkin.m_aSpriteWeaponProjectiles[2] = m_GameSkin.m_SpriteWeaponShotgunProjectile;
4230 m_GameSkin.m_aSpriteWeaponProjectiles[3] = m_GameSkin.m_SpriteWeaponGrenadeProjectile;
4231 m_GameSkin.m_aSpriteWeaponProjectiles[4] = m_GameSkin.m_SpriteWeaponLaserProjectile;
4232 m_GameSkin.m_aSpriteWeaponProjectiles[5] = m_GameSkin.m_SpriteWeaponNinjaProjectile;
4233
4234 // muzzles
4235 for(int i = 0; i < 3; ++i)
4236 {
4237 m_GameSkin.m_aSpriteWeaponGunMuzzles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_MUZZLE1 + i]);
4238 m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_MUZZLE1 + i]);
4239 m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_MUZZLE1 + i]);
4240
4241 m_GameSkin.m_aaSpriteWeaponsMuzzles[1][i] = m_GameSkin.m_aSpriteWeaponGunMuzzles[i];
4242 m_GameSkin.m_aaSpriteWeaponsMuzzles[2][i] = m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i];
4243 m_GameSkin.m_aaSpriteWeaponsMuzzles[5][i] = m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i];
4244 }
4245
4246 // pickups
4247 m_GameSkin.m_SpritePickupHealth = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_HEALTH]);
4248 m_GameSkin.m_SpritePickupArmor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR]);
4249 m_GameSkin.m_SpritePickupHammer = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_HAMMER]);
4250 m_GameSkin.m_SpritePickupGun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_GUN]);
4251 m_GameSkin.m_SpritePickupShotgun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_SHOTGUN]);
4252 m_GameSkin.m_SpritePickupGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_GRENADE]);
4253 m_GameSkin.m_SpritePickupLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_LASER]);
4254 m_GameSkin.m_SpritePickupNinja = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_NINJA]);
4255 m_GameSkin.m_SpritePickupArmorShotgun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_SHOTGUN]);
4256 m_GameSkin.m_SpritePickupArmorGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_GRENADE]);
4257 m_GameSkin.m_SpritePickupArmorNinja = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_NINJA]);
4258 m_GameSkin.m_SpritePickupArmorLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_LASER]);
4259
4260 m_GameSkin.m_aSpritePickupWeapons[0] = m_GameSkin.m_SpritePickupHammer;
4261 m_GameSkin.m_aSpritePickupWeapons[1] = m_GameSkin.m_SpritePickupGun;
4262 m_GameSkin.m_aSpritePickupWeapons[2] = m_GameSkin.m_SpritePickupShotgun;
4263 m_GameSkin.m_aSpritePickupWeapons[3] = m_GameSkin.m_SpritePickupGrenade;
4264 m_GameSkin.m_aSpritePickupWeapons[4] = m_GameSkin.m_SpritePickupLaser;
4265 m_GameSkin.m_aSpritePickupWeapons[5] = m_GameSkin.m_SpritePickupNinja;
4266
4267 m_GameSkin.m_aSpritePickupWeaponArmor[0] = m_GameSkin.m_SpritePickupArmorShotgun;
4268 m_GameSkin.m_aSpritePickupWeaponArmor[1] = m_GameSkin.m_SpritePickupArmorGrenade;
4269 m_GameSkin.m_aSpritePickupWeaponArmor[2] = m_GameSkin.m_SpritePickupArmorNinja;
4270 m_GameSkin.m_aSpritePickupWeaponArmor[3] = m_GameSkin.m_SpritePickupArmorLaser;
4271
4272 // flags
4273 m_GameSkin.m_SpriteFlagBlue = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_FLAG_BLUE]);
4274 m_GameSkin.m_SpriteFlagRed = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_FLAG_RED]);
4275
4276 // ninja bar (0.7)
4277 if(!Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]) ||
4278 !Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]) ||
4279 !Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]) ||
4280 !Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]))
4281 {
4282 m_GameSkin.m_SpriteNinjaBarFullLeft = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]);
4283 m_GameSkin.m_SpriteNinjaBarFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]);
4284 m_GameSkin.m_SpriteNinjaBarEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]);
4285 m_GameSkin.m_SpriteNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]);
4286 }
4287
4288 m_GameSkinLoaded = true;
4289 }
4290 ImgInfo.Free();
4291}
4292
4293void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir)
4294{
4295 if(m_EmoticonsSkinLoaded)
4296 {
4297 for(auto &SpriteEmoticon : m_EmoticonsSkin.m_aSpriteEmoticons)
4298 Graphics()->UnloadTexture(pIndex: &SpriteEmoticon);
4299
4300 m_EmoticonsSkinLoaded = false;
4301 }
4302
4303 CImageAsset LoadedAsset = LoadAssetFromPath(pPath, AsDir, AssetId: IMAGE_EMOTICONS, pDirectory: "emoticons");
4304 CImageInfo &ImgInfo = LoadedAsset.m_ImageInfo;
4305 if(!LoadedAsset.IsLoaded() && !LoadedAsset.m_IsDefault)
4306 {
4307 if(AsDir)
4308 LoadEmoticonsSkin(pPath: "default");
4309 else
4310 LoadEmoticonsSkin(pPath, AsDir: true);
4311 }
4312 else if(LoadedAsset.IsLoaded() && Graphics()->CheckImageDivisibility(pContextName: LoadedAsset.m_aPath, Image&: ImgInfo, DivX: g_pData->m_aSprites[SPRITE_OOP].m_pSet->m_Gridx, DivY: g_pData->m_aSprites[SPRITE_OOP].m_pSet->m_Gridy, AllowResize: true) && Graphics()->IsImageFormatRgba(pContextName: LoadedAsset.m_aPath, Image: ImgInfo))
4313 {
4314 for(int i = 0; i < 16; ++i)
4315 m_EmoticonsSkin.m_aSpriteEmoticons[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_OOP + i]);
4316
4317 m_EmoticonsSkinLoaded = true;
4318 }
4319 ImgInfo.Free();
4320}
4321
4322void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir)
4323{
4324 if(m_ParticlesSkinLoaded)
4325 {
4326 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleSlice);
4327 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleBall);
4328 for(auto &SpriteParticleSplat : m_ParticlesSkin.m_aSpriteParticleSplat)
4329 Graphics()->UnloadTexture(pIndex: &SpriteParticleSplat);
4330 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleSmoke);
4331 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleShell);
4332 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleExpl);
4333 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleAirJump);
4334 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleHit);
4335
4336 for(auto &SpriteParticle : m_ParticlesSkin.m_aSpriteParticles)
4337 SpriteParticle = IGraphics::CTextureHandle();
4338
4339 m_ParticlesSkinLoaded = false;
4340 }
4341
4342 CImageAsset LoadedAsset = LoadAssetFromPath(pPath, AsDir, AssetId: IMAGE_PARTICLES, pDirectory: "particles");
4343 CImageInfo &ImgInfo = LoadedAsset.m_ImageInfo;
4344 if(!LoadedAsset.IsLoaded() && !LoadedAsset.m_IsDefault)
4345 {
4346 if(AsDir)
4347 LoadParticlesSkin(pPath: "default");
4348 else
4349 LoadParticlesSkin(pPath, AsDir: true);
4350 }
4351 else if(LoadedAsset.IsLoaded() && Graphics()->CheckImageDivisibility(pContextName: LoadedAsset.m_aPath, Image&: ImgInfo, DivX: g_pData->m_aSprites[SPRITE_PART_SLICE].m_pSet->m_Gridx, DivY: g_pData->m_aSprites[SPRITE_PART_SLICE].m_pSet->m_Gridy, AllowResize: true) && Graphics()->IsImageFormatRgba(pContextName: LoadedAsset.m_aPath, Image: ImgInfo))
4352 {
4353 m_ParticlesSkin.m_SpriteParticleSlice = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SLICE]);
4354 m_ParticlesSkin.m_SpriteParticleBall = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_BALL]);
4355 for(int i = 0; i < 3; ++i)
4356 m_ParticlesSkin.m_aSpriteParticleSplat[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SPLAT01 + i]);
4357 m_ParticlesSkin.m_SpriteParticleSmoke = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SMOKE]);
4358 m_ParticlesSkin.m_SpriteParticleShell = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SHELL]);
4359 m_ParticlesSkin.m_SpriteParticleExpl = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_EXPL01]);
4360 m_ParticlesSkin.m_SpriteParticleAirJump = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_AIRJUMP]);
4361 m_ParticlesSkin.m_SpriteParticleHit = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_HIT01]);
4362
4363 m_ParticlesSkin.m_aSpriteParticles[0] = m_ParticlesSkin.m_SpriteParticleSlice;
4364 m_ParticlesSkin.m_aSpriteParticles[1] = m_ParticlesSkin.m_SpriteParticleBall;
4365 for(int i = 0; i < 3; ++i)
4366 m_ParticlesSkin.m_aSpriteParticles[2 + i] = m_ParticlesSkin.m_aSpriteParticleSplat[i];
4367 m_ParticlesSkin.m_aSpriteParticles[5] = m_ParticlesSkin.m_SpriteParticleSmoke;
4368 m_ParticlesSkin.m_aSpriteParticles[6] = m_ParticlesSkin.m_SpriteParticleShell;
4369 m_ParticlesSkin.m_aSpriteParticles[7] = m_ParticlesSkin.m_SpriteParticleExpl;
4370 m_ParticlesSkin.m_aSpriteParticles[8] = m_ParticlesSkin.m_SpriteParticleAirJump;
4371 m_ParticlesSkin.m_aSpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit;
4372
4373 m_ParticlesSkinLoaded = true;
4374 }
4375 ImgInfo.Free();
4376}
4377
4378void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
4379{
4380 if(m_HudSkinLoaded)
4381 {
4382 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudAirjump);
4383 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudAirjumpEmpty);
4384 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudSolo);
4385 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudCollisionDisabled);
4386 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudEndlessJump);
4387 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudEndlessHook);
4388 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudJetpack);
4389 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarFullLeft);
4390 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarFull);
4391 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarEmpty);
4392 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarEmptyRight);
4393 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarFullLeft);
4394 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarFull);
4395 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarEmpty);
4396 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarEmptyRight);
4397 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudHookHitDisabled);
4398 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudHammerHitDisabled);
4399 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudShotgunHitDisabled);
4400 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudGrenadeHitDisabled);
4401 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudLaserHitDisabled);
4402 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudGunHitDisabled);
4403 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudDeepFrozen);
4404 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudLiveFrozen);
4405 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeleportGrenade);
4406 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeleportGun);
4407 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeleportLaser);
4408 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudPracticeMode);
4409 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudLockMode);
4410 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeam0Mode);
4411 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudDummyHammer);
4412 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudDummyCopy);
4413 m_HudSkinLoaded = false;
4414 }
4415
4416 CImageAsset LoadedAsset = LoadAssetFromPath(pPath, AsDir, AssetId: IMAGE_HUD, pDirectory: "hud");
4417 CImageInfo &ImgInfo = LoadedAsset.m_ImageInfo;
4418 if(!LoadedAsset.IsLoaded() && !LoadedAsset.m_IsDefault)
4419 {
4420 if(AsDir)
4421 LoadHudSkin(pPath: "default");
4422 else
4423 LoadHudSkin(pPath, AsDir: true);
4424 }
4425 else if(LoadedAsset.IsLoaded() && Graphics()->CheckImageDivisibility(pContextName: LoadedAsset.m_aPath, Image&: ImgInfo, DivX: g_pData->m_aSprites[SPRITE_HUD_AIRJUMP].m_pSet->m_Gridx, DivY: g_pData->m_aSprites[SPRITE_HUD_AIRJUMP].m_pSet->m_Gridy, AllowResize: true) && Graphics()->IsImageFormatRgba(pContextName: LoadedAsset.m_aPath, Image: ImgInfo))
4426 {
4427 m_HudSkin.m_SpriteHudAirjump = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP]);
4428 m_HudSkin.m_SpriteHudAirjumpEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP_EMPTY]);
4429 m_HudSkin.m_SpriteHudSolo = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_SOLO]);
4430 m_HudSkin.m_SpriteHudCollisionDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_COLLISION_DISABLED]);
4431 m_HudSkin.m_SpriteHudEndlessJump = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_JUMP]);
4432 m_HudSkin.m_SpriteHudEndlessHook = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_HOOK]);
4433 m_HudSkin.m_SpriteHudJetpack = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_JETPACK]);
4434 m_HudSkin.m_SpriteHudFreezeBarFullLeft = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_FULL_LEFT]);
4435 m_HudSkin.m_SpriteHudFreezeBarFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_FULL]);
4436 m_HudSkin.m_SpriteHudFreezeBarEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_EMPTY]);
4437 m_HudSkin.m_SpriteHudFreezeBarEmptyRight = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_EMPTY_RIGHT]);
4438 m_HudSkin.m_SpriteHudNinjaBarFullLeft = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL_LEFT]);
4439 m_HudSkin.m_SpriteHudNinjaBarFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL]);
4440 m_HudSkin.m_SpriteHudNinjaBarEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY]);
4441 m_HudSkin.m_SpriteHudNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY_RIGHT]);
4442 m_HudSkin.m_SpriteHudHookHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_HOOK_HIT_DISABLED]);
4443 m_HudSkin.m_SpriteHudHammerHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_HAMMER_HIT_DISABLED]);
4444 m_HudSkin.m_SpriteHudShotgunHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_SHOTGUN_HIT_DISABLED]);
4445 m_HudSkin.m_SpriteHudGrenadeHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_GRENADE_HIT_DISABLED]);
4446 m_HudSkin.m_SpriteHudLaserHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_LASER_HIT_DISABLED]);
4447 m_HudSkin.m_SpriteHudGunHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_GUN_HIT_DISABLED]);
4448 m_HudSkin.m_SpriteHudDeepFrozen = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_DEEP_FROZEN]);
4449 m_HudSkin.m_SpriteHudLiveFrozen = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_LIVE_FROZEN]);
4450 m_HudSkin.m_SpriteHudTeleportGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GRENADE]);
4451 m_HudSkin.m_SpriteHudTeleportGun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GUN]);
4452 m_HudSkin.m_SpriteHudTeleportLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_LASER]);
4453 m_HudSkin.m_SpriteHudPracticeMode = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_PRACTICE_MODE]);
4454 m_HudSkin.m_SpriteHudLockMode = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_LOCK_MODE]);
4455 m_HudSkin.m_SpriteHudTeam0Mode = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TEAM0_MODE]);
4456 m_HudSkin.m_SpriteHudDummyHammer = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_DUMMY_HAMMER]);
4457 m_HudSkin.m_SpriteHudDummyCopy = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_DUMMY_COPY]);
4458
4459 m_HudSkinLoaded = true;
4460 }
4461 ImgInfo.Free();
4462}
4463
4464void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir)
4465{
4466 if(m_ExtrasSkinLoaded)
4467 {
4468 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpriteParticleSnowflake);
4469 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpriteParticleSparkle);
4470 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpritePulley);
4471 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpriteHectagon);
4472
4473 for(auto &SpriteParticle : m_ExtrasSkin.m_aSpriteParticles)
4474 SpriteParticle = IGraphics::CTextureHandle();
4475
4476 m_ExtrasSkinLoaded = false;
4477 }
4478
4479 CImageAsset LoadedAsset = LoadAssetFromPath(pPath, AsDir, AssetId: IMAGE_EXTRAS, pDirectory: "extras");
4480 CImageInfo &ImgInfo = LoadedAsset.m_ImageInfo;
4481 if(!LoadedAsset.IsLoaded() && !LoadedAsset.m_IsDefault)
4482 {
4483 if(AsDir)
4484 LoadExtrasSkin(pPath: "default");
4485 else
4486 LoadExtrasSkin(pPath, AsDir: true);
4487 }
4488 else if(LoadedAsset.IsLoaded() && Graphics()->CheckImageDivisibility(pContextName: LoadedAsset.m_aPath, Image&: ImgInfo, DivX: g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE].m_pSet->m_Gridx, DivY: g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE].m_pSet->m_Gridy, AllowResize: true) && Graphics()->IsImageFormatRgba(pContextName: LoadedAsset.m_aPath, Image: ImgInfo))
4489 {
4490 m_ExtrasSkin.m_SpriteParticleSnowflake = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE]);
4491 m_ExtrasSkin.m_SpriteParticleSparkle = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SPARKLE]);
4492 m_ExtrasSkin.m_SpritePulley = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_PULLEY]);
4493 m_ExtrasSkin.m_SpriteHectagon = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_HECTAGON]);
4494
4495 m_ExtrasSkin.m_aSpriteParticles[0] = m_ExtrasSkin.m_SpriteParticleSnowflake;
4496 m_ExtrasSkin.m_aSpriteParticles[1] = m_ExtrasSkin.m_SpriteParticleSparkle;
4497 m_ExtrasSkin.m_aSpriteParticles[2] = m_ExtrasSkin.m_SpritePulley;
4498 m_ExtrasSkin.m_aSpriteParticles[3] = m_ExtrasSkin.m_SpriteHectagon;
4499
4500 m_ExtrasSkinLoaded = true;
4501 }
4502 ImgInfo.Free();
4503}
4504
4505void CGameClient::RefreshSkin(const std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo)
4506{
4507 CTeeRenderInfo &TeeInfo = pManagedTeeRenderInfo->TeeRenderInfo();
4508 const CSkinDescriptor &SkinDescriptor = pManagedTeeRenderInfo->SkinDescriptor();
4509
4510 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SIX)
4511 {
4512 TeeInfo.Apply(pSkin: m_Skins.Find(pName: SkinDescriptor.m_aSkinName));
4513 }
4514
4515 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SEVEN)
4516 {
4517 for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
4518 {
4519 for(int Part = 0; Part < protocol7::NUM_SKINPARTS; Part++)
4520 {
4521 m_Skins7.FindSkinPart(Part, pName: SkinDescriptor.m_aSixup[Dummy].m_aaSkinPartNames[Part], AllowSpecialPart: true)->ApplyTo(SixupRenderInfo&: TeeInfo.m_aSixup[Dummy]);
4522
4523 if(SkinDescriptor.m_aSixup[Dummy].m_XmasHat)
4524 {
4525 TeeInfo.m_aSixup[Dummy].m_HatTexture = m_Skins7.XmasHatTexture();
4526 }
4527 else
4528 {
4529 TeeInfo.m_aSixup[Dummy].m_HatTexture.Invalidate();
4530 }
4531
4532 if(SkinDescriptor.m_aSixup[Dummy].m_BotDecoration)
4533 {
4534 TeeInfo.m_aSixup[Dummy].m_BotTexture = m_Skins7.BotDecorationTexture();
4535 }
4536 else
4537 {
4538 TeeInfo.m_aSixup[Dummy].m_BotTexture.Invalidate();
4539 }
4540 }
4541 }
4542 }
4543
4544 if(SkinDescriptor.m_Flags != 0 && pManagedTeeRenderInfo->m_RefreshCallback)
4545 {
4546 pManagedTeeRenderInfo->m_RefreshCallback();
4547 }
4548}
4549
4550void CGameClient::RefreshSkins(int SkinDescriptorFlags)
4551{
4552 dbg_assert(SkinDescriptorFlags != 0, "SkinDescriptorFlags invalid");
4553
4554 const auto SkinStartLoadTime = time_get_nanoseconds();
4555 const auto &&ProgressCallback = [&]() {
4556 // if skin refreshing takes to long, swap to a loading screen
4557 if(time_get_nanoseconds() - SkinStartLoadTime > 500ms)
4558 {
4559 m_Menus.RenderLoading(pCaption: Localize(pStr: "Loading skin files"), pContent: "", IncreaseCounter: 0);
4560 }
4561 };
4562 if(SkinDescriptorFlags & CSkinDescriptor::FLAG_SIX)
4563 {
4564 m_Skins.Refresh(SkinLoadedCallback: ProgressCallback);
4565 }
4566 if(SkinDescriptorFlags & CSkinDescriptor::FLAG_SEVEN)
4567 {
4568 m_Skins7.Refresh(SkinLoadedCallback: ProgressCallback);
4569 }
4570
4571 for(std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo : m_vpManagedTeeRenderInfos)
4572 {
4573 if(!(pManagedTeeRenderInfo->SkinDescriptor().m_Flags & SkinDescriptorFlags))
4574 {
4575 continue;
4576 }
4577 RefreshSkin(pManagedTeeRenderInfo);
4578 }
4579}
4580
4581void CGameClient::OnSkinUpdate(const char *pSkinName)
4582{
4583 // If the refreshed skin's name starts with the current skin prefix, we also have to
4584 // refresh skins matching the unprefixed skin name, e.g. if "santa_cammo" is refreshed
4585 // with prefix "santa" we need to refresh both "santa_cammo" and "cammo".
4586 const char *pSkinPrefix = m_Skins.SkinPrefix();
4587 const int SkinPrefixLength = str_length(str: pSkinPrefix);
4588 char aSkinNameWithoutPrefix[MAX_SKIN_LENGTH];
4589 if(SkinPrefixLength > 0 &&
4590 str_comp_num(a: pSkinName, b: pSkinPrefix, num: SkinPrefixLength) == 0 &&
4591 pSkinName[SkinPrefixLength] == '_' &&
4592 pSkinName[SkinPrefixLength + 1] != '\0')
4593 {
4594 str_copy(dst&: aSkinNameWithoutPrefix, src: &pSkinName[SkinPrefixLength + 1]);
4595 }
4596 else
4597 {
4598 aSkinNameWithoutPrefix[0] = '\0';
4599 }
4600 const auto &&NameMatches = [&](const char *pCheckName) {
4601 if(str_comp(a: pCheckName, b: pSkinName) == 0)
4602 {
4603 return true;
4604 }
4605 if(aSkinNameWithoutPrefix[0] != '\0' &&
4606 str_comp(a: pCheckName, b: aSkinNameWithoutPrefix) == 0)
4607 {
4608 return true;
4609 }
4610 return false;
4611 };
4612
4613 for(std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo : m_vpManagedTeeRenderInfos)
4614 {
4615 if(!(pManagedTeeRenderInfo->SkinDescriptor().m_Flags & CSkinDescriptor::FLAG_SIX) ||
4616 !NameMatches(pManagedTeeRenderInfo->SkinDescriptor().m_aSkinName))
4617 {
4618 continue;
4619 }
4620 RefreshSkin(pManagedTeeRenderInfo);
4621 }
4622}
4623
4624std::shared_ptr<CManagedTeeRenderInfo> CGameClient::CreateManagedTeeRenderInfo(const CTeeRenderInfo &TeeRenderInfo, const CSkinDescriptor &SkinDescriptor)
4625{
4626 std::shared_ptr<CManagedTeeRenderInfo> pManagedTeeRenderInfo = std::make_shared<CManagedTeeRenderInfo>(args: TeeRenderInfo, args: SkinDescriptor);
4627 RefreshSkin(pManagedTeeRenderInfo);
4628 m_vpManagedTeeRenderInfos.emplace_back(args&: pManagedTeeRenderInfo);
4629 return pManagedTeeRenderInfo;
4630}
4631
4632std::shared_ptr<CManagedTeeRenderInfo> CGameClient::CreateManagedTeeRenderInfo(const CClientData &Client)
4633{
4634 return CreateManagedTeeRenderInfo(TeeRenderInfo: Client.m_RenderInfo, SkinDescriptor: Client.ToSkinDescriptor());
4635}
4636
4637void CGameClient::UpdateManagedTeeRenderInfos()
4638{
4639 while(!m_vpManagedTeeRenderInfos.empty())
4640 {
4641 auto UnusedInfo = std::find_if(first: m_vpManagedTeeRenderInfos.begin(), last: m_vpManagedTeeRenderInfos.end(), pred: [&](const auto &pItem) {
4642 return pItem.use_count() <= 1;
4643 });
4644 if(UnusedInfo == m_vpManagedTeeRenderInfos.end())
4645 {
4646 break;
4647 }
4648 m_vpManagedTeeRenderInfos.erase(position: UnusedInfo);
4649 }
4650}
4651
4652void CGameClient::CollectManagedTeeRenderInfos(const std::function<void(const char *pSkinName)> &ActiveSkinAcceptor)
4653{
4654 for(const std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo : m_vpManagedTeeRenderInfos)
4655 {
4656 if(pManagedTeeRenderInfo->m_SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SIX)
4657 {
4658 ActiveSkinAcceptor(pManagedTeeRenderInfo->m_SkinDescriptor.m_aSkinName);
4659 }
4660 }
4661}
4662
4663void CGameClient::ConchainRefreshSkins(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
4664{
4665 CGameClient *pThis = static_cast<CGameClient *>(pUserData);
4666 pfnCallback(pResult, pCallbackUserData);
4667 if(pResult->NumArguments() && pThis->m_Menus.IsInit())
4668 {
4669 pThis->RefreshSkins(SkinDescriptorFlags: CSkinDescriptor::FLAG_SIX);
4670 }
4671}
4672
4673void CGameClient::ConchainRefreshEventSkins(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
4674{
4675 CGameClient *pThis = static_cast<CGameClient *>(pUserData);
4676 pfnCallback(pResult, pCallbackUserData);
4677 if(pResult->NumArguments() && pThis->m_Menus.IsInit())
4678 {
4679 pThis->m_Skins.RefreshEventSkins();
4680 pThis->RefreshSkins(SkinDescriptorFlags: CSkinDescriptor::FLAG_SIX);
4681 }
4682}
4683
4684static bool UnknownMapSettingCallback(const char *pCommand, void *pUser)
4685{
4686 return true;
4687}
4688
4689void CGameClient::LoadMapSettings()
4690{
4691 m_MapBugs = CMapBugs::Create(pName: Map()->BaseName(), Size: Map()->Size(), Sha256: Map()->Sha256());
4692
4693 // Reset Tunezones
4694 for(int TuneZone = 0; TuneZone < TuneZone::NUM; TuneZone++)
4695 {
4696 TuningList()[TuneZone] = CTuningParams::DEFAULT;
4697 TuningList()[TuneZone].Set(pName: "gun_curvature", Value: 0);
4698 TuningList()[TuneZone].Set(pName: "gun_speed", Value: 1400);
4699 TuningList()[TuneZone].Set(pName: "shotgun_curvature", Value: 0);
4700 TuningList()[TuneZone].Set(pName: "shotgun_speed", Value: 500);
4701 TuningList()[TuneZone].Set(pName: "shotgun_speeddiff", Value: 0);
4702 }
4703
4704 // Load map tunings
4705 int Start, Num;
4706 Map()->GetType(Type: MAPITEMTYPE_INFO, pStart: &Start, pNum: &Num);
4707 for(int i = Start; i < Start + Num; i++)
4708 {
4709 int ItemId;
4710 CMapItemInfoSettings *pItem = (CMapItemInfoSettings *)Map()->GetItem(Index: i, pType: nullptr, pId: &ItemId);
4711 int ItemSize = Map()->GetItemSize(Index: i);
4712 if(!pItem || ItemId != 0)
4713 continue;
4714
4715 if(ItemSize < (int)sizeof(CMapItemInfoSettings))
4716 break;
4717 if(!(pItem->m_Settings > -1))
4718 break;
4719
4720 int Size = Map()->GetDataSize(Index: pItem->m_Settings);
4721 char *pSettings = (char *)Map()->GetData(Index: pItem->m_Settings);
4722 char *pNext = pSettings;
4723 Console()->SetUnknownCommandCallback(pfnCallback: UnknownMapSettingCallback, pUser: nullptr);
4724 while(pNext < pSettings + Size)
4725 {
4726 int StrSize = str_length(str: pNext) + 1;
4727 Console()->ExecuteLine(pStr: pNext, ClientId: IConsole::CLIENT_ID_GAME);
4728 pNext += StrSize;
4729 }
4730 Console()->SetUnknownCommandCallback(pfnCallback: IConsole::EmptyUnknownCommandCallback, pUser: nullptr);
4731 Map()->UnloadData(Index: pItem->m_Settings);
4732 break;
4733 }
4734}
4735
4736void CGameClient::ConTuneParam(IConsole::IResult *pResult, void *pUserData)
4737{
4738 CGameClient *pSelf = (CGameClient *)pUserData;
4739 const char *pParamName = pResult->GetString(Index: 0);
4740 if(pResult->NumArguments() == 2)
4741 {
4742 float NewValue = pResult->GetFloat(Index: 1);
4743 pSelf->TuningList()[0].Set(pName: pParamName, Value: NewValue);
4744 }
4745}
4746
4747void CGameClient::ConTuneZone(IConsole::IResult *pResult, void *pUserData)
4748{
4749 CGameClient *pSelf = (CGameClient *)pUserData;
4750 int List = pResult->GetInteger(Index: 0);
4751 const char *pParamName = pResult->GetString(Index: 1);
4752 float NewValue = pResult->GetFloat(Index: 2);
4753
4754 if(List >= 0 && List < TuneZone::NUM)
4755 pSelf->TuningList()[List].Set(pName: pParamName, Value: NewValue);
4756}
4757
4758void CGameClient::ConMapbug(IConsole::IResult *pResult, void *pUserData)
4759{
4760 CGameClient *pSelf = (CGameClient *)pUserData;
4761 const char *pMapBugName = pResult->GetString(Index: 0);
4762
4763 switch(pSelf->m_MapBugs.Update(pBug: pMapBugName))
4764 {
4765 case EMapBugUpdate::OK:
4766 break;
4767 case EMapBugUpdate::OVERRIDDEN:
4768 log_debug("mapbugs", "map-internal setting overridden by database");
4769 break;
4770 case EMapBugUpdate::NOTFOUND:
4771 log_debug("mapbugs", "unknown map bug '%s', ignoring", pMapBugName);
4772 break;
4773 default:
4774 dbg_assert_failed("unreachable");
4775 }
4776}
4777
4778void CGameClient::ConchainMenuMap(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
4779{
4780 CGameClient *pSelf = (CGameClient *)pUserData;
4781 if(pResult->NumArguments())
4782 {
4783 if(str_comp(a: g_Config.m_ClMenuMap, b: pResult->GetString(Index: 0)) != 0)
4784 {
4785 str_copy(dst&: g_Config.m_ClMenuMap, src: pResult->GetString(Index: 0));
4786 pSelf->m_MenuBackground.LoadMenuBackground();
4787 }
4788 }
4789 else
4790 pfnCallback(pResult, pCallbackUserData);
4791}
4792
4793void CGameClient::DummyResetInput()
4794{
4795 if(!Client()->DummyConnected())
4796 return;
4797
4798 if((m_DummyInput.m_Fire & 1) != 0)
4799 m_DummyInput.m_Fire++;
4800
4801 m_Controls.ResetInput(Dummy: !g_Config.m_ClDummy);
4802 m_Controls.m_aInputData[!g_Config.m_ClDummy].m_Hook = 0;
4803 m_Controls.m_aInputData[!g_Config.m_ClDummy].m_Fire = m_DummyInput.m_Fire;
4804
4805 m_DummyInput = m_Controls.m_aInputData[!g_Config.m_ClDummy];
4806}
4807
4808bool CGameClient::CanDisplayWarning() const
4809{
4810 return m_Menus.CanDisplayWarning();
4811}
4812
4813CNetObjHandler *CGameClient::GetNetObjHandler()
4814{
4815 return &m_NetObjHandler;
4816}
4817
4818protocol7::CNetObjHandler *CGameClient::GetNetObjHandler7()
4819{
4820 return &m_NetObjHandler7;
4821}
4822
4823void CGameClient::SnapCollectEntities()
4824{
4825 int NumSnapItems = Client()->SnapNumItems(SnapId: IClient::SNAP_CURRENT);
4826
4827 std::vector<CSnapEntities> vItemData;
4828 std::vector<CSnapEntities> vItemEx;
4829
4830 for(int Index = 0; Index < NumSnapItems; Index++)
4831 {
4832 const IClient::CSnapItem Item = Client()->SnapGetItem(SnapId: IClient::SNAP_CURRENT, Index);
4833 if(Item.m_Type == NETOBJTYPE_ENTITYEX)
4834 vItemEx.push_back(x: {.m_Item: Item, .m_pDataEx: nullptr});
4835 else if(Item.m_Type == NETOBJTYPE_PICKUP || Item.m_Type == NETOBJTYPE_DDNETPICKUP || Item.m_Type == NETOBJTYPE_LASER || Item.m_Type == NETOBJTYPE_DDNETLASER || Item.m_Type == NETOBJTYPE_PROJECTILE || Item.m_Type == NETOBJTYPE_DDRACEPROJECTILE || Item.m_Type == NETOBJTYPE_DDNETPROJECTILE)
4836 vItemData.push_back(x: {.m_Item: Item, .m_pDataEx: nullptr});
4837 }
4838
4839 // sort by id
4840 class CEntComparer
4841 {
4842 public:
4843 bool operator()(const CSnapEntities &Lhs, const CSnapEntities &Rhs) const
4844 {
4845 return Lhs.m_Item.m_Id < Rhs.m_Item.m_Id;
4846 }
4847 };
4848
4849 std::sort(first: vItemData.begin(), last: vItemData.end(), comp: CEntComparer());
4850 std::sort(first: vItemEx.begin(), last: vItemEx.end(), comp: CEntComparer());
4851
4852 // merge extended items with items they belong to
4853 m_vSnapEntities.clear();
4854
4855 size_t IndexEx = 0;
4856 for(const CSnapEntities &Ent : vItemData)
4857 {
4858 while(IndexEx < vItemEx.size() && vItemEx[IndexEx].m_Item.m_Id < Ent.m_Item.m_Id)
4859 IndexEx++;
4860
4861 const CNetObj_EntityEx *pDataEx = nullptr;
4862 if(IndexEx < vItemEx.size() && vItemEx[IndexEx].m_Item.m_Id == Ent.m_Item.m_Id)
4863 pDataEx = (const CNetObj_EntityEx *)vItemEx[IndexEx].m_Item.m_pData;
4864
4865 m_vSnapEntities.push_back(x: {.m_Item: Ent.m_Item, .m_pDataEx: pDataEx});
4866 }
4867}
4868
4869void CGameClient::HandleMultiView()
4870{
4871 bool IsTeamZero = IsMultiViewIdSet();
4872 bool Init = false;
4873 vec2 MinPos, MaxPos;
4874 float SumVel = 0.0f;
4875 int AmountPlayers = 0;
4876
4877 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
4878 {
4879 // look at players who are vanished
4880 if(m_MultiView.m_aVanish[ClientId])
4881 {
4882 // not in freeze anymore and the delay is over
4883 if(m_MultiView.m_aLastFreeze[ClientId] + 6.0f <= Client()->LocalTime() && m_aClients[ClientId].m_FreezeEnd == 0)
4884 {
4885 m_MultiView.m_aVanish[ClientId] = false;
4886 m_MultiView.m_aLastFreeze[ClientId] = 0.0f;
4887 }
4888 }
4889
4890 // we look at team 0 and the player is not in the spec list
4891 if(IsTeamZero && !m_aMultiViewId[ClientId])
4892 continue;
4893
4894 // player is vanished
4895 if(m_MultiView.m_aVanish[ClientId])
4896 continue;
4897
4898 // the player is not in the team we are spectating
4899 if(m_Teams.Team(ClientId) != m_MultiViewTeam)
4900 continue;
4901
4902 vec2 PlayerPos;
4903 if(m_Snap.m_aCharacters[ClientId].m_Active)
4904 PlayerPos = m_aClients[ClientId].m_RenderPos;
4905 else if(m_aClients[ClientId].m_Spec) // tee is in spec
4906 PlayerPos = m_aClients[ClientId].m_SpecChar;
4907 else
4908 continue;
4909
4910 // player is far away and frozen
4911 if(distance(a: m_MultiView.m_OldPos, b: PlayerPos) > 1100 && m_aClients[ClientId].m_FreezeEnd != 0)
4912 {
4913 // check if the player is frozen for more than 3 seconds, if so vanish them
4914 if(m_MultiView.m_aLastFreeze[ClientId] == 0.0f)
4915 {
4916 m_MultiView.m_aLastFreeze[ClientId] = Client()->LocalTime();
4917 }
4918 else if(m_MultiView.m_aLastFreeze[ClientId] + 3.0f <= Client()->LocalTime())
4919 {
4920 m_MultiView.m_aVanish[ClientId] = true;
4921 // player we want to be vanished is our "main" tee, so lets switch the tee
4922 if(ClientId == m_Snap.m_SpecInfo.m_SpectatorId)
4923 m_Spectator.Spectate(SpectatorId: FindFirstMultiViewId());
4924 }
4925 }
4926 else if(m_MultiView.m_aLastFreeze[ClientId] != 0)
4927 {
4928 m_MultiView.m_aLastFreeze[ClientId] = 0;
4929 }
4930
4931 // set the minimum and maximum position
4932 if(!Init)
4933 {
4934 MinPos = PlayerPos;
4935 MaxPos = PlayerPos;
4936 Init = true;
4937 }
4938 else
4939 {
4940 MinPos.x = std::min(a: MinPos.x, b: PlayerPos.x);
4941 MaxPos.x = std::max(a: MaxPos.x, b: PlayerPos.x);
4942 MinPos.y = std::min(a: MinPos.y, b: PlayerPos.y);
4943 MaxPos.y = std::max(a: MaxPos.y, b: PlayerPos.y);
4944 }
4945
4946 // sum up the velocity of all players we are spectating
4947 const CNetObj_Character &CurrentCharacter = m_Snap.m_aCharacters[ClientId].m_Cur;
4948 SumVel += length(a: vec2(CurrentCharacter.m_VelX / 256.0f, CurrentCharacter.m_VelY / 256.0f)) * 50.0f / 32.0f;
4949 AmountPlayers++;
4950 }
4951
4952 // if we have found no players, we disable multi view
4953 if(AmountPlayers == 0)
4954 {
4955 if(m_MultiView.m_SecondChance == 0.0f)
4956 {
4957 m_MultiView.m_SecondChance = Client()->LocalTime() + 0.3f;
4958 }
4959 else if(m_MultiView.m_SecondChance < Client()->LocalTime())
4960 {
4961 ResetMultiView();
4962 }
4963 return;
4964 }
4965 else if(m_MultiView.m_SecondChance != 0.0f)
4966 {
4967 m_MultiView.m_SecondChance = 0.0f;
4968 }
4969
4970 // if we only have one tee that's in the list, we activate solo-mode
4971 m_MultiView.m_Solo = std::count(first: std::begin(arr&: m_aMultiViewId), last: std::end(arr&: m_aMultiViewId), value: true) == 1;
4972
4973 vec2 TargetPos = vec2((MinPos.x + MaxPos.x) / 2.0f, (MinPos.y + MaxPos.y) / 2.0f);
4974 // dont hide the position hud if its only one player
4975 m_MultiViewShowHud = AmountPlayers == 1;
4976 // get the average velocity
4977 float AvgVel = std::clamp(val: SumVel / AmountPlayers, lo: 0.0f, hi: 1000.0f);
4978
4979 if(m_MultiView.m_OldPersonalZoom == m_MultiViewPersonalZoom)
4980 m_Camera.SetZoom(Target: CalculateMultiViewZoom(MinPos, MaxPos, Vel: AvgVel), Smoothness: g_Config.m_ClMultiViewZoomSmoothness, IsUser: false);
4981 else
4982 m_Camera.SetZoom(Target: CalculateMultiViewZoom(MinPos, MaxPos, Vel: AvgVel), Smoothness: 50, IsUser: false);
4983
4984 m_Snap.m_SpecInfo.m_Position = m_MultiView.m_OldPos + ((TargetPos - m_MultiView.m_OldPos) * CalculateMultiViewMultiplier(TargetPos));
4985 m_MultiView.m_OldPos = m_Snap.m_SpecInfo.m_Position;
4986 m_Snap.m_SpecInfo.m_UsePosition = true;
4987}
4988
4989bool CGameClient::InitMultiView(int Team)
4990{
4991 float Width, Height;
4992 CleanMultiViewIds();
4993 m_MultiView.m_IsInit = true;
4994
4995 // get the current view coordinates
4996 Graphics()->CalcScreenParams(Aspect: Graphics()->ScreenAspect(), Zoom: m_Camera.m_Zoom, pWidth: &Width, pHeight: &Height);
4997 vec2 AxisX = vec2(m_Camera.m_Center.x - (Width / 2.0f), m_Camera.m_Center.x + (Width / 2.0f));
4998 vec2 AxisY = vec2(m_Camera.m_Center.y - (Height / 2.0f), m_Camera.m_Center.y + (Height / 2.0f));
4999
5000 if(Team > 0)
5001 {
5002 m_MultiViewTeam = Team;
5003 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
5004 m_aMultiViewId[ClientId] = m_Teams.Team(ClientId) == Team;
5005 }
5006 else
5007 {
5008 // we want to allow spectating players in teams directly if there is no other team on screen
5009 // to do that, -1 is used temporarily for "we don't know which team to spectate yet"
5010 m_MultiViewTeam = -1;
5011
5012 int Count = 0;
5013 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
5014 {
5015 vec2 PlayerPos;
5016
5017 // get the position of the player
5018 if(m_Snap.m_aCharacters[ClientId].m_Active)
5019 PlayerPos = vec2(m_Snap.m_aCharacters[ClientId].m_Cur.m_X, m_Snap.m_aCharacters[ClientId].m_Cur.m_Y);
5020 else if(m_aClients[ClientId].m_Spec)
5021 PlayerPos = m_aClients[ClientId].m_SpecChar;
5022 else
5023 continue;
5024
5025 if(PlayerPos.x == 0 || PlayerPos.y == 0)
5026 continue;
5027
5028 // skip players that aren't in view
5029 if(PlayerPos.x <= AxisX.x || PlayerPos.x >= AxisX.y || PlayerPos.y <= AxisY.x || PlayerPos.y >= AxisY.y)
5030 continue;
5031
5032 if(m_MultiViewTeam == -1)
5033 {
5034 // use the current player's team for now, but it might switch to team 0 if any other team is found
5035 m_MultiViewTeam = m_Teams.Team(ClientId);
5036 }
5037 else if(m_MultiViewTeam != 0 && m_Teams.Team(ClientId) != m_MultiViewTeam)
5038 {
5039 // mismatched teams; remove all previously added players again and switch to team 0 instead
5040 std::fill_n(first: m_aMultiViewId, n: ClientId, value: false);
5041 m_MultiViewTeam = 0;
5042 }
5043
5044 m_aMultiViewId[ClientId] = true;
5045 Count++;
5046 }
5047
5048 // might still be -1 if not a single player was in view; fallback to team 0 in that case
5049 if(m_MultiViewTeam == -1)
5050 m_MultiViewTeam = 0;
5051
5052 // we are spectating only one player
5053 m_MultiView.m_Solo = Count == 1;
5054 }
5055
5056 if(IsMultiViewIdSet())
5057 {
5058 int SpectatorId = m_Snap.m_SpecInfo.m_SpectatorId;
5059 int NewSpectatorId = -1;
5060
5061 vec2 CurPosition(m_Camera.m_Center);
5062 if(SpectatorId != SPEC_FREEVIEW)
5063 {
5064 const CNetObj_Character &CurCharacter = m_Snap.m_aCharacters[SpectatorId].m_Cur;
5065 CurPosition.x = CurCharacter.m_X;
5066 CurPosition.y = CurCharacter.m_Y;
5067 }
5068
5069 int ClosestDistance = std::numeric_limits<int>::max();
5070 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
5071 {
5072 if(!m_Snap.m_apPlayerInfos[ClientId] || m_Snap.m_apPlayerInfos[ClientId]->m_Team == TEAM_SPECTATORS || m_Teams.Team(ClientId) != m_MultiViewTeam)
5073 continue;
5074
5075 vec2 PlayerPos;
5076 if(m_Snap.m_aCharacters[ClientId].m_Active)
5077 PlayerPos = vec2(m_aClients[ClientId].m_RenderPos.x, m_aClients[ClientId].m_RenderPos.y);
5078 else if(m_aClients[ClientId].m_Spec) // tee is in spec
5079 PlayerPos = m_aClients[ClientId].m_SpecChar;
5080 else
5081 continue;
5082
5083 int Distance = distance(a: CurPosition, b: PlayerPos);
5084 if(NewSpectatorId == -1 || Distance < ClosestDistance)
5085 {
5086 NewSpectatorId = ClientId;
5087 ClosestDistance = Distance;
5088 }
5089 }
5090
5091 if(NewSpectatorId > -1)
5092 m_Spectator.Spectate(SpectatorId: NewSpectatorId);
5093 }
5094
5095 return IsMultiViewIdSet();
5096}
5097
5098float CGameClient::CalculateMultiViewMultiplier(vec2 TargetPos)
5099{
5100 float MaxCameraDist = 200.0f;
5101 float MinCameraDist = 20.0f;
5102 float MaxVel = g_Config.m_ClMultiViewSensitivity / 150.0f;
5103 float MinVel = 0.007f;
5104 float CurrentCameraDistance = distance(a: m_MultiView.m_OldPos, b: TargetPos);
5105 float UpperLimit = 1.0f;
5106
5107 if(m_MultiView.m_Teleported && CurrentCameraDistance <= 100.0f)
5108 m_MultiView.m_Teleported = false;
5109
5110 // somebody got teleported very likely
5111 if((m_MultiView.m_Teleported || CurrentCameraDistance - m_MultiView.m_OldCameraDistance > 100.0f) && m_MultiView.m_OldCameraDistance != 0.0f)
5112 {
5113 UpperLimit = 0.1f; // dont try to compensate it by flickering
5114 m_MultiView.m_Teleported = true;
5115 }
5116 m_MultiView.m_OldCameraDistance = CurrentCameraDistance;
5117
5118 return std::clamp(val: MapValue(MaxValue: MaxCameraDist, MinValue: MinCameraDist, MaxRange: MaxVel, MinRange: MinVel, Value: CurrentCameraDistance), lo: MinVel, hi: UpperLimit);
5119}
5120
5121float CGameClient::CalculateMultiViewZoom(vec2 MinPos, vec2 MaxPos, float Vel)
5122{
5123 float Ratio = Graphics()->ScreenAspect();
5124 float ZoomX = 0.0f, ZoomY;
5125
5126 // only calc two axis if the aspect ratio is not 1:1
5127 if(Ratio != 1.0f)
5128 ZoomX = (0.001309f - 0.000328f * Ratio) * (MaxPos.x - MinPos.x) + (0.741413f - 0.032959f * Ratio);
5129
5130 // calculate the according zoom with linear function
5131 ZoomY = 0.001309f * (MaxPos.y - MinPos.y) + 0.741413f;
5132 // choose the highest zoom
5133 float Zoom = std::max(a: ZoomX, b: ZoomY);
5134 // zoom out to maximum 10 percent of the current zoom for 70 velocity
5135 float Diff = std::clamp(val: MapValue(MaxValue: 70.0f, MinValue: 15.0f, MaxRange: Zoom * 0.10f, MinRange: 0.0f, Value: Vel), lo: 0.0f, hi: Zoom * 0.10f);
5136 // zoom should stay between 1.1 and 20.0
5137 Zoom = std::clamp(val: Zoom + Diff, lo: 1.1f, hi: 20.0f);
5138 // dont go below default zoom
5139 Zoom = std::max(a: CCamera::ZoomStepsToValue(Steps: g_Config.m_ClDefaultZoom - 10), b: Zoom);
5140 // add the user preference
5141 Zoom -= Zoom * 0.1f * m_MultiViewPersonalZoom;
5142 m_MultiView.m_OldPersonalZoom = m_MultiViewPersonalZoom;
5143
5144 return Zoom;
5145}
5146
5147float CGameClient::MapValue(float MaxValue, float MinValue, float MaxRange, float MinRange, float Value)
5148{
5149 return (MaxRange - MinRange) / (MaxValue - MinValue) * (Value - MinValue) + MinRange;
5150}
5151
5152void CGameClient::ResetMultiView()
5153{
5154 m_Camera.SetZoom(Target: CCamera::ZoomStepsToValue(Steps: g_Config.m_ClDefaultZoom - 10), Smoothness: g_Config.m_ClSmoothZoomTime, IsUser: true);
5155 m_MultiViewPersonalZoom = 0.0f;
5156 m_MultiViewActivated = false;
5157 m_MultiView.m_Solo = false;
5158 m_MultiView.m_IsInit = false;
5159 m_MultiView.m_Teleported = false;
5160 m_MultiView.m_OldCameraDistance = 0.0f;
5161}
5162
5163void CGameClient::CleanMultiViewIds()
5164{
5165 std::fill(first: std::begin(arr&: m_aMultiViewId), last: std::end(arr&: m_aMultiViewId), value: false);
5166 std::fill(first: std::begin(arr&: m_MultiView.m_aLastFreeze), last: std::end(arr&: m_MultiView.m_aLastFreeze), value: 0.0f);
5167 std::fill(first: std::begin(arr&: m_MultiView.m_aVanish), last: std::end(arr&: m_MultiView.m_aVanish), value: false);
5168}
5169
5170void CGameClient::CleanMultiViewId(int ClientId)
5171{
5172 if(ClientId >= MAX_CLIENTS || ClientId < 0)
5173 return;
5174
5175 m_aMultiViewId[ClientId] = false;
5176 m_MultiView.m_aLastFreeze[ClientId] = 0.0f;
5177 m_MultiView.m_aVanish[ClientId] = false;
5178}
5179
5180bool CGameClient::IsMultiViewIdSet()
5181{
5182 return std::any_of(first: std::begin(arr&: m_aMultiViewId), last: std::end(arr&: m_aMultiViewId), pred: [](bool IsSet) { return IsSet; });
5183}
5184
5185int CGameClient::FindFirstMultiViewId()
5186{
5187 int ClientId = -1;
5188 for(int i = 0; i < MAX_CLIENTS; i++)
5189 {
5190 if(m_aMultiViewId[i] && !m_MultiView.m_aVanish[i])
5191 return i;
5192 }
5193 return ClientId;
5194}
5195
5196void CGameClient::OnSaveCodeNetMessage(const CNetMsg_Sv_SaveCode *pMsg)
5197{
5198 char aBuf[512];
5199 if(pMsg->m_pError[0] != '\0')
5200 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: pMsg->m_pError);
5201
5202 int State = pMsg->m_State;
5203 if(State == SAVESTATE_PENDING)
5204 {
5205 if(pMsg->m_pCode[0] == '\0')
5206 {
5207 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5208 format: Localize(pStr: "Team save in progress. You'll be able to load with '/load %s'"),
5209 pMsg->m_pGeneratedCode);
5210 }
5211 else
5212 {
5213 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5214 format: Localize(pStr: "Team save in progress. You'll be able to load with '/load %s' if save is successful or with '/load %s' if it fails"),
5215 pMsg->m_pCode,
5216 pMsg->m_pGeneratedCode);
5217 }
5218 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: aBuf);
5219 }
5220 else if(State == SAVESTATE_DONE)
5221 {
5222 if(pMsg->m_pServerName[0] == '\0')
5223 {
5224 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5225 format: "Team successfully saved by %s. Use '/load %s' to continue",
5226 pMsg->m_pSaveRequester,
5227 pMsg->m_pCode[0] ? pMsg->m_pCode : pMsg->m_pGeneratedCode);
5228 }
5229 else
5230 {
5231 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5232 format: "Team successfully saved by %s. Use '/load %s' on %s to continue",
5233 pMsg->m_pSaveRequester,
5234 pMsg->m_pCode[0] ? pMsg->m_pCode : pMsg->m_pGeneratedCode,
5235 pMsg->m_pServerName);
5236 }
5237 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: aBuf);
5238 }
5239 else if(State == SAVESTATE_FALLBACKFILE)
5240 {
5241 if(pMsg->m_pServerName[0] == '\0')
5242 {
5243 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5244 format: Localize(pStr: "Team successfully saved by %s. The database connection failed, using generated save code instead to avoid collisions. Use '/load %s' to continue"),
5245 pMsg->m_pSaveRequester,
5246 pMsg->m_pGeneratedCode);
5247 }
5248 else
5249 {
5250 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5251 format: Localize(pStr: "Team successfully saved by %s. The database connection failed, using generated save code instead to avoid collisions. Use '/load %s' on %s to continue"),
5252 pMsg->m_pSaveRequester,
5253 pMsg->m_pGeneratedCode,
5254 pMsg->m_pServerName);
5255 }
5256 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: aBuf);
5257 }
5258 else if(State == SAVESTATE_ERROR)
5259 {
5260 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: Localize(pStr: "Save failed!"));
5261 }
5262
5263 if(State != SAVESTATE_PENDING && State != SAVESTATE_ERROR && Client()->State() != IClient::STATE_DEMOPLAYBACK)
5264 {
5265 StoreSave(pTeamMembers: pMsg->m_pTeamMembers, pGeneratedCode: pMsg->m_pCode[0] ? pMsg->m_pCode : pMsg->m_pGeneratedCode);
5266 }
5267}
5268
5269void CGameClient::StoreSave(const char *pTeamMembers, const char *pGeneratedCode) const
5270{
5271 static constexpr const char *SAVES_HEADER[] = {
5272 "Time",
5273 "Players",
5274 "Map",
5275 "Code",
5276 };
5277
5278 char aTimestamp[20];
5279 str_timestamp_format(buffer: aTimestamp, buffer_size: sizeof(aTimestamp), format: TimestampFormat::SPACE);
5280
5281 const bool SavesFileExists = Storage()->FileExists(pFilename: SAVES_FILE, Type: IStorage::TYPE_SAVE);
5282 IOHANDLE File = Storage()->OpenFile(pFilename: SAVES_FILE, Flags: IOFLAG_APPEND, Type: IStorage::TYPE_SAVE);
5283 if(!File)
5284 {
5285 log_error("saves", "Failed to open the saves file '%s'", SAVES_FILE);
5286 return;
5287 }
5288
5289 const char *apColumns[std::size(SAVES_HEADER)] = {
5290 aTimestamp,
5291 pTeamMembers,
5292 Map()->BaseName(),
5293 pGeneratedCode,
5294 };
5295
5296 if(!SavesFileExists)
5297 {
5298 CsvWrite(File, NumColumns: std::size(SAVES_HEADER), ppColumns: SAVES_HEADER);
5299 }
5300 CsvWrite(File, NumColumns: std::size(SAVES_HEADER), ppColumns: apColumns);
5301 io_close(io: File);
5302}
5303