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 {
748 m_LocalCharacterPos = mix(a: m_PredictedPrevChar.m_Pos, b: m_PredictedChar.m_Pos, amount: Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy));
749 }
750 }
751 else
752 {
753 if(!(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER))
754 {
755 if(m_Snap.m_pLocalCharacter)
756 m_LocalCharacterPos = mix(a: m_PredictedPrevChar.m_Pos, b: m_PredictedChar.m_Pos, amount: Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy));
757 }
758 // else
759 // m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
760 }
761 }
762 else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter)
763 {
764 m_LocalCharacterPos = mix(
765 a: vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y),
766 b: vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
767 }
768
769 // spectator position
770 if(m_Snap.m_SpecInfo.m_Active)
771 {
772 if(m_MultiViewActivated)
773 {
774 HandleMultiView();
775 }
776 else if(Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecId != SPEC_FOLLOW && m_Snap.m_SpecInfo.m_SpectatorId != SPEC_FREEVIEW)
777 {
778 m_Snap.m_SpecInfo.m_Position = mix(
779 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),
780 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),
781 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
782 m_Snap.m_SpecInfo.m_UsePosition = true;
783 }
784 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)))
785 {
786 if(m_Snap.m_pPrevSpectatorInfo && m_Snap.m_pPrevSpectatorInfo->m_SpectatorId == m_Snap.m_pSpectatorInfo->m_SpectatorId)
787 m_Snap.m_SpecInfo.m_Position = mix(a: vec2(m_Snap.m_pPrevSpectatorInfo->m_X, m_Snap.m_pPrevSpectatorInfo->m_Y),
788 b: vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y), amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
789 else
790 m_Snap.m_SpecInfo.m_Position = vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y);
791 m_Snap.m_SpecInfo.m_UsePosition = true;
792 }
793 }
794
795 if(!m_MultiViewActivated && m_MultiView.m_IsInit)
796 ResetMultiView();
797
798 UpdateRenderedCharacters();
799}
800
801void CGameClient::OnRender()
802{
803 const ColorRGBA ClearColor = color_cast<ColorRGBA>(hsl: ColorHSLA(g_Config.m_ClOverlayEntities ? g_Config.m_ClBackgroundEntitiesColor : g_Config.m_ClBackgroundColor));
804 Graphics()->Clear(r: ClearColor.r, g: ClearColor.g, b: ClearColor.b);
805
806 // check if multi view got activated
807 if(!m_MultiView.m_IsInit && m_MultiViewActivated)
808 {
809 int TeamId = 0;
810 if(m_Snap.m_SpecInfo.m_SpectatorId >= 0)
811 TeamId = m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId);
812
813 if(TeamId > MAX_CLIENTS || TeamId < 0)
814 TeamId = 0;
815
816 if(!InitMultiView(Team: TeamId))
817 {
818 dbg_msg(sys: "MultiView", fmt: "No players found to spectate");
819 ResetMultiView();
820 }
821 }
822
823 // update the local character and spectate position
824 UpdatePositions();
825
826 // display warnings
827 if(m_Menus.CanDisplayWarning())
828 {
829 std::optional<SWarning> Warning = Graphics()->CurrentWarning();
830 if(!Warning.has_value())
831 {
832 Warning = Client()->CurrentWarning();
833 }
834 if(Warning.has_value())
835 {
836 const SWarning &TheWarning = Warning.value();
837 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);
838 }
839 }
840
841 // update camera data prior to CControls::OnRender to allow CControls::m_aTargetPos to compensate using camera data
842 m_Camera.UpdateCamera();
843
844 UpdateSpectatorCursor();
845
846 // render all systems
847 for(auto &pComponent : m_vpAll)
848 pComponent->OnRender();
849
850 // clear all events/input for this frame
851 Input()->Clear();
852
853 CLineInput::RenderCandidates();
854
855 const bool WasNewTick = m_NewTick;
856
857 // clear new tick flags
858 m_NewTick = false;
859 m_NewPredictedTick = false;
860
861 if(g_Config.m_ClDummy && !Client()->DummyConnected())
862 g_Config.m_ClDummy = 0;
863
864 // resend player and dummy info if it was filtered by server
865 if(m_aLocalIds[0] >= 0 && Client()->State() == IClient::STATE_ONLINE && !m_Menus.IsActive() && WasNewTick)
866 {
867 if(m_aCheckInfo[0] == 0)
868 {
869 if(m_pClient->IsSixup())
870 {
871 if(!GotWantedSkin7(Dummy: false))
872 SendSkinChange7(Dummy: false);
873 else
874 m_aCheckInfo[0] = -1;
875 }
876 else
877 {
878 if(
879 str_comp(a: m_aClients[m_aLocalIds[0]].m_aName, b: Client()->PlayerName()) ||
880 str_comp(a: m_aClients[m_aLocalIds[0]].m_aClan, b: g_Config.m_PlayerClan) ||
881 m_aClients[m_aLocalIds[0]].m_Country != g_Config.m_PlayerCountry ||
882 str_comp(a: m_aClients[m_aLocalIds[0]].m_aSkinName, b: g_Config.m_ClPlayerSkin) ||
883 m_aClients[m_aLocalIds[0]].m_UseCustomColor != g_Config.m_ClPlayerUseCustomColor ||
884 m_aClients[m_aLocalIds[0]].m_ColorBody != (int)g_Config.m_ClPlayerColorBody ||
885 m_aClients[m_aLocalIds[0]].m_ColorFeet != (int)g_Config.m_ClPlayerColorFeet)
886 SendInfo(Start: false);
887 else
888 m_aCheckInfo[0] = -1;
889 }
890 }
891
892 if(m_aCheckInfo[0] > 0)
893 {
894 m_aCheckInfo[0] -= std::min(a: Client()->GameTick(Conn: 0) - Client()->PrevGameTick(Conn: 0), b: m_aCheckInfo[0]);
895 }
896
897 if(m_aLocalIds[1] >= 0)
898 {
899 if(m_aCheckInfo[1] == 0)
900 {
901 if(m_pClient->IsSixup())
902 {
903 if(!GotWantedSkin7(Dummy: true))
904 SendSkinChange7(Dummy: true);
905 else
906 m_aCheckInfo[1] = -1;
907 }
908 else
909 {
910 if(
911 str_comp(a: m_aClients[m_aLocalIds[1]].m_aName, b: Client()->DummyName()) ||
912 str_comp(a: m_aClients[m_aLocalIds[1]].m_aClan, b: g_Config.m_ClDummyClan) ||
913 m_aClients[m_aLocalIds[1]].m_Country != g_Config.m_ClDummyCountry ||
914 str_comp(a: m_aClients[m_aLocalIds[1]].m_aSkinName, b: g_Config.m_ClDummySkin) ||
915 m_aClients[m_aLocalIds[1]].m_UseCustomColor != g_Config.m_ClDummyUseCustomColor ||
916 m_aClients[m_aLocalIds[1]].m_ColorBody != (int)g_Config.m_ClDummyColorBody ||
917 m_aClients[m_aLocalIds[1]].m_ColorFeet != (int)g_Config.m_ClDummyColorFeet)
918 SendDummyInfo(Start: false);
919 else
920 m_aCheckInfo[1] = -1;
921 }
922 }
923
924 if(m_aCheckInfo[1] > 0)
925 {
926 m_aCheckInfo[1] -= std::min(a: Client()->GameTick(Conn: 1) - Client()->PrevGameTick(Conn: 1), b: m_aCheckInfo[1]);
927 }
928 }
929 }
930
931 UpdateManagedTeeRenderInfos();
932}
933
934void CGameClient::OnDummyDisconnect()
935{
936 m_aLocalIds[1] = -1;
937 m_aDDRaceMsgSent[1] = false;
938 m_aShowOthers[1] = SHOW_OTHERS_NOT_SET;
939 m_aEnableSpectatorCount[1] = -1;
940 m_aLastNewPredictedTick[1] = -1;
941}
942
943int CGameClient::LastRaceTick() const
944{
945 return m_LastRaceTick;
946}
947
948int CGameClient::CurrentRaceTime() const
949{
950 if(m_LastRaceTick < 0)
951 {
952 return 0;
953 }
954 return (Client()->GameTick(Conn: g_Config.m_ClDummy) - m_LastRaceTick) / Client()->GameTickSpeed();
955}
956
957bool CGameClient::IsTeamPlay() const
958{
959 return m_Snap.m_pGameInfoObj &&
960 (m_Snap.m_pGameInfoObj->m_GameFlags & GAMEFLAG_TEAMS) != 0;
961}
962
963bool CGameClient::IsWorldPaused() const
964{
965 return m_Snap.m_pGameInfoObj &&
966 (m_Snap.m_pGameInfoObj->m_GameStateFlags & (GAMESTATEFLAG_GAMEOVER | GAMESTATEFLAG_PAUSED)) != 0;
967}
968
969bool CGameClient::IsDemoPlaybackPaused() const
970{
971 return Client()->State() == IClient::STATE_DEMOPLAYBACK &&
972 DemoPlayer()->BaseInfo()->m_Paused;
973}
974
975float CGameClient::GetAnimationPlaybackSpeed() const
976{
977 if(IsWorldPaused() || IsDemoPlaybackPaused())
978 {
979 return 0.0f;
980 }
981 if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
982 {
983 return DemoPlayer()->BaseInfo()->m_Speed;
984 }
985 return 1.0f;
986}
987
988bool CGameClient::AntiPingPlayers() const
989{
990 return g_Config.m_ClAntiPing &&
991 g_Config.m_ClAntiPingPlayers &&
992 !m_Snap.m_SpecInfo.m_Active &&
993 Client()->State() != IClient::STATE_DEMOPLAYBACK;
994}
995
996bool CGameClient::AntiPingGrenade() const
997{
998 return g_Config.m_ClAntiPing &&
999 g_Config.m_ClAntiPingGrenade &&
1000 !m_Snap.m_SpecInfo.m_Active &&
1001 Client()->State() != IClient::STATE_DEMOPLAYBACK;
1002}
1003
1004bool CGameClient::AntiPingWeapons() const
1005{
1006 return g_Config.m_ClAntiPing &&
1007 g_Config.m_ClAntiPingWeapons &&
1008 !m_Snap.m_SpecInfo.m_Active &&
1009 Client()->State() != IClient::STATE_DEMOPLAYBACK;
1010}
1011
1012bool CGameClient::AntiPingGunfire() const
1013{
1014 return AntiPingGrenade() &&
1015 AntiPingWeapons() &&
1016 g_Config.m_ClAntiPingGunfire;
1017}
1018
1019bool CGameClient::Predict() const
1020{
1021 return g_Config.m_ClPredict &&
1022 !IsWorldPaused() &&
1023 Client()->State() != IClient::STATE_DEMOPLAYBACK &&
1024 !m_Snap.m_SpecInfo.m_Active &&
1025 m_Snap.m_pLocalCharacter;
1026}
1027
1028bool CGameClient::PredictDummy() const
1029{
1030 return g_Config.m_ClPredictDummy &&
1031 Client()->DummyConnected() &&
1032 m_Snap.m_LocalClientId >= 0 &&
1033 m_aLocalIds[!g_Config.m_ClDummy] >= 0 &&
1034 !m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_Paused;
1035}
1036
1037ColorRGBA CGameClient::GetDDTeamColor(int DDTeam, float Lightness) const
1038{
1039 // Use golden angle to generate unique colors with distinct adjacent colors.
1040 // The first DDTeam (team 1) gets angle 0°, i.e. red hue.
1041 const float Hue = std::fmod(x: (DDTeam - 1) * normalized_golden_angle, y: 1.0f);
1042 return color_cast<ColorRGBA>(hsl: ColorHSLA(Hue, 1.0f, Lightness));
1043}
1044
1045void CGameClient::FormatClientId(int ClientId, char (&aClientId)[16], EClientIdFormat Format) const
1046{
1047 if(Format == EClientIdFormat::NO_INDENT)
1048 {
1049 str_format(buffer: aClientId, buffer_size: sizeof(aClientId), format: "%d", ClientId);
1050 }
1051 else
1052 {
1053 const int HighestClientId = Format == EClientIdFormat::INDENT_AUTO ? m_Snap.m_HighestClientId : 64;
1054 const char *pFigureSpace = " ";
1055 char aNumber[8];
1056 str_format(buffer: aNumber, buffer_size: sizeof(aNumber), format: "%d", ClientId);
1057 aClientId[0] = '\0';
1058 if(ClientId < 100 && HighestClientId >= 100)
1059 {
1060 str_append(dst&: aClientId, src: pFigureSpace);
1061 }
1062 if(ClientId < 10 && HighestClientId >= 10)
1063 {
1064 str_append(dst&: aClientId, src: pFigureSpace);
1065 }
1066 str_append(dst&: aClientId, src: aNumber);
1067 }
1068 str_append(dst&: aClientId, src: ": ");
1069}
1070
1071void CGameClient::OnRelease()
1072{
1073 // release all systems
1074 for(auto &pComponent : m_vpAll)
1075 pComponent->OnRelease();
1076}
1077
1078void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker, int Conn, bool Dummy)
1079{
1080 // special messages
1081 static_assert((int)NETMSGTYPE_SV_TUNEPARAMS == (int)protocol7::NETMSGTYPE_SV_TUNEPARAMS, "0.6 and 0.7 tune message id do not match");
1082 if(MsgId == NETMSGTYPE_SV_TUNEPARAMS)
1083 {
1084 // unpack the new tuning
1085 CTuningParams NewTuning;
1086
1087 // No jetpack on DDNet incompatible servers,
1088 // jetpack strength will be received by tune params
1089 NewTuning.m_JetpackStrength = 0;
1090
1091 int *pParams = NewTuning.NetworkArray();
1092 for(int i = 0; i < CTuningParams::Num(); i++)
1093 {
1094 static_assert(offsetof(CTuningParams, m_LaserDamage) / sizeof(CTuneParam) == 30);
1095 if(i == 30 && Client()->IsSixup()) // laser_damage was removed in 0.7
1096 {
1097 continue;
1098 }
1099
1100 const int Value = pUnpacker->GetInt();
1101
1102 // check for unpacking errors
1103 if(pUnpacker->Error())
1104 break;
1105
1106 pParams[i] = Value;
1107 }
1108
1109 m_ServerMode = SERVERMODE_PURE;
1110
1111 m_aReceivedTuning[Conn] = true;
1112 // apply new tuning
1113 m_aTuning[Conn] = NewTuning;
1114 return;
1115 }
1116
1117 void *pRawMsg = TranslateGameMsg(pMsgId: &MsgId, pUnpacker, Conn);
1118
1119 if(!pRawMsg)
1120 {
1121 // the 0.7 version of this error message is printed on translation
1122 // in sixup/translate_game.cpp
1123 if(!Client()->IsSixup())
1124 {
1125 char aBuf[256];
1126 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());
1127 Console()->Print(Level: IConsole::OUTPUT_LEVEL_ADDINFO, pFrom: "client", pStr: aBuf);
1128 }
1129 return;
1130 }
1131
1132 if(MsgId == NETMSGTYPE_SV_CHANGEINFOCOOLDOWN)
1133 {
1134 CNetMsg_Sv_ChangeInfoCooldown *pMsg = (CNetMsg_Sv_ChangeInfoCooldown *)pRawMsg;
1135 m_aNextChangeInfo[Conn] = pMsg->m_WaitUntil;
1136 return;
1137 }
1138
1139 if(Dummy)
1140 {
1141 if(MsgId == NETMSGTYPE_SV_CHAT && m_aLocalIds[0] >= 0 && m_aLocalIds[1] >= 0)
1142 {
1143 CNetMsg_Sv_Chat *pMsg = (CNetMsg_Sv_Chat *)pRawMsg;
1144
1145 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)
1146 {
1147 m_Chat.OnMessage(MsgType: MsgId, pRawMsg);
1148 }
1149 }
1150 return; // no need of all that stuff for the dummy
1151 }
1152
1153 // TODO: this should be done smarter
1154 for(auto &pComponent : m_vpAll)
1155 pComponent->OnMessage(Msg: MsgId, pRawMsg);
1156
1157 if(MsgId == NETMSGTYPE_SV_READYTOENTER)
1158 {
1159 Client()->EnterGame(Conn);
1160 }
1161 else if(MsgId == NETMSGTYPE_SV_EMOTICON)
1162 {
1163 CNetMsg_Sv_Emoticon *pMsg = (CNetMsg_Sv_Emoticon *)pRawMsg;
1164
1165 // apply
1166 m_aClients[pMsg->m_ClientId].m_Emoticon = pMsg->m_Emoticon;
1167 m_aClients[pMsg->m_ClientId].m_EmoticonStartTick = Client()->GameTick(Conn);
1168 m_aClients[pMsg->m_ClientId].m_EmoticonStartFraction = Client()->IntraGameTickSincePrev(Conn);
1169 }
1170 else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL)
1171 {
1172 if(m_SuppressEvents)
1173 return;
1174
1175 // don't enqueue pseudo-global sounds from demos (created by PlayAndRecord)
1176 CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg;
1177 if(pMsg->m_SoundId == SOUND_CTF_DROP || pMsg->m_SoundId == SOUND_CTF_RETURN ||
1178 pMsg->m_SoundId == SOUND_CTF_CAPTURE || pMsg->m_SoundId == SOUND_CTF_GRAB_EN ||
1179 pMsg->m_SoundId == SOUND_CTF_GRAB_PL)
1180 {
1181 if(g_Config.m_SndGame)
1182 m_Sounds.Enqueue(Channel: CSounds::CHN_GLOBAL, SetId: pMsg->m_SoundId);
1183 }
1184 else
1185 {
1186 if(g_Config.m_SndGame)
1187 m_Sounds.Play(Channel: CSounds::CHN_GLOBAL, SetId: pMsg->m_SoundId, Volume: 1.0f);
1188 }
1189 }
1190 else if(MsgId == NETMSGTYPE_SV_TEAMSSTATE || MsgId == NETMSGTYPE_SV_TEAMSSTATELEGACY)
1191 {
1192 unsigned int i;
1193
1194 for(i = 0; i < MAX_CLIENTS; i++)
1195 {
1196 const int Team = pUnpacker->GetInt();
1197 if(!pUnpacker->Error() && Team >= TEAM_FLOCK && Team < NUM_DDRACE_TEAMS)
1198 {
1199 m_Teams.Team(ClientId: i, Team);
1200 }
1201 else
1202 {
1203 m_Teams.Team(ClientId: i, Team: 0);
1204 break;
1205 }
1206 }
1207
1208 if(i <= 16)
1209 m_Teams.m_IsDDRace16 = true;
1210
1211 m_Ghost.m_AllowRestart = true;
1212 m_RaceDemo.m_AllowRestart = true;
1213 }
1214 else if(MsgId == NETMSGTYPE_SV_KILLMSG)
1215 {
1216 CNetMsg_Sv_KillMsg *pMsg = (CNetMsg_Sv_KillMsg *)pRawMsg;
1217 // reset character prediction
1218 if(!(m_GameWorld.m_WorldConfig.m_IsFNG && pMsg->m_Weapon == WEAPON_LASER))
1219 {
1220 m_CharOrder.GiveWeak(c: pMsg->m_Victim);
1221 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: pMsg->m_Victim))
1222 pChar->ResetPrediction();
1223 m_GameWorld.ReleaseHooked(ClientId: pMsg->m_Victim);
1224 }
1225
1226 // 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
1227 // never remove players from the list if it is a pvp server
1228 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)
1229 {
1230 m_aMultiViewId[pMsg->m_Victim] = false;
1231
1232 // if everyone of a team killed, we have no ids to spectate anymore, so we disable multi view
1233 if(!IsMultiViewIdSet())
1234 {
1235 ResetMultiView();
1236 }
1237 else
1238 {
1239 // the "main" tee killed, search a new one
1240 if(m_Snap.m_SpecInfo.m_SpectatorId == pMsg->m_Victim)
1241 {
1242 int NewClientId = FindFirstMultiViewId();
1243 if(NewClientId < MAX_CLIENTS && NewClientId >= 0)
1244 {
1245 CleanMultiViewId(ClientId: NewClientId);
1246 m_aMultiViewId[NewClientId] = true;
1247 m_Spectator.Spectate(SpectatorId: NewClientId);
1248 }
1249 }
1250 }
1251 }
1252 }
1253 else if(MsgId == NETMSGTYPE_SV_KILLMSGTEAM)
1254 {
1255 CNetMsg_Sv_KillMsgTeam *pMsg = (CNetMsg_Sv_KillMsgTeam *)pRawMsg;
1256
1257 // reset prediction
1258 std::vector<std::pair<int, int>> vStrongWeakSorted;
1259 for(int i = 0; i < MAX_CLIENTS; i++)
1260 {
1261 if(m_Teams.Team(ClientId: i) == pMsg->m_Team)
1262 {
1263 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
1264 {
1265 pChar->ResetPrediction();
1266 vStrongWeakSorted.emplace_back(args&: i, args: pMsg->m_First == i ? MAX_CLIENTS : (pChar ? pChar->GetStrongWeakId() : 0));
1267 }
1268 m_GameWorld.ReleaseHooked(ClientId: i);
1269 }
1270 }
1271 std::stable_sort(first: vStrongWeakSorted.begin(), last: vStrongWeakSorted.end(), comp: [](auto &Left, auto &Right) { return Left.second > Right.second; });
1272 for(auto Id : vStrongWeakSorted)
1273 {
1274 m_CharOrder.GiveWeak(c: Id.first);
1275 }
1276 }
1277 else if(MsgId == NETMSGTYPE_SV_MAPSOUNDGLOBAL)
1278 {
1279 if(m_SuppressEvents)
1280 return;
1281
1282 if(!g_Config.m_SndGame)
1283 return;
1284
1285 CNetMsg_Sv_MapSoundGlobal *pMsg = (CNetMsg_Sv_MapSoundGlobal *)pRawMsg;
1286 m_MapSounds.Play(Channel: CSounds::CHN_GLOBAL, SoundId: pMsg->m_SoundId);
1287 }
1288 else if(MsgId == NETMSGTYPE_SV_PREINPUT)
1289 {
1290 CNetMsg_Sv_PreInput *pMsg = (CNetMsg_Sv_PreInput *)pRawMsg;
1291 m_aClients[pMsg->m_Owner].m_aPreInputs[pMsg->m_IntendedTick % 200] = *pMsg;
1292 }
1293 else if(MsgId == NETMSGTYPE_SV_SAVECODE)
1294 {
1295 const CNetMsg_Sv_SaveCode *pMsg = (CNetMsg_Sv_SaveCode *)pRawMsg;
1296 OnSaveCodeNetMessage(pMsg);
1297 }
1298 else if(MsgId == NETMSGTYPE_SV_RECORD || MsgId == NETMSGTYPE_SV_RECORDLEGACY)
1299 {
1300 CNetMsg_Sv_Record *pMsg = static_cast<CNetMsg_Sv_Record *>(pRawMsg);
1301 if(pMsg->m_ServerTimeBest > 0)
1302 {
1303 m_MapBestTimeSeconds = pMsg->m_ServerTimeBest / 100;
1304 m_MapBestTimeMillis = (pMsg->m_ServerTimeBest % 100) * 10;
1305 }
1306 else if(m_MapBestTimeSeconds == FinishTime::UNSET)
1307 {
1308 // some PvP mods based on DDNet accidentally send a best time of 0, despite having no finished races
1309 }
1310 }
1311 else if(MsgId == NETMSGTYPE_SV_MAPINFO)
1312 {
1313 CNetMsg_Sv_MapInfo *pMsg = static_cast<CNetMsg_Sv_MapInfo *>(pRawMsg);
1314 str_copy(dst&: m_aMapDescription, src: pMsg->m_pDescription);
1315 }
1316}
1317
1318void CGameClient::OnStateChange(int NewState, int OldState)
1319{
1320 // reset everything when not already connected (to keep gathered stuff)
1321 if(NewState < IClient::STATE_ONLINE)
1322 OnReset();
1323
1324 // then change the state
1325 for(auto &pComponent : m_vpAll)
1326 pComponent->OnStateChange(NewState, OldState);
1327}
1328
1329void CGameClient::OnShutdown()
1330{
1331 for(auto &pComponent : m_vpAll)
1332 pComponent->OnShutdown();
1333
1334 m_LocalServer.KillServer();
1335}
1336
1337void CGameClient::OnEnterGame()
1338{
1339}
1340
1341void CGameClient::OnGameOver()
1342{
1343 if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClEditor == 0)
1344 Client()->AutoScreenshot_Start();
1345}
1346
1347void CGameClient::OnStartGame()
1348{
1349 if(Client()->State() != IClient::STATE_DEMOPLAYBACK && !g_Config.m_ClAutoDemoOnConnect)
1350 Client()->DemoRecorder_HandleAutoStart();
1351 m_Statboard.OnReset();
1352}
1353
1354void CGameClient::OnStartRound()
1355{
1356 // In GamePaused or GameOver state RoundStartTick is updated on each tick
1357 // hence no need to reset stats until player leaves GameOver
1358 // and it would be a mistake to reset stats after or during the pause
1359 m_Statboard.OnReset();
1360
1361 // Restart automatic race demo recording
1362 m_RaceDemo.OnReset();
1363}
1364
1365void CGameClient::OnFlagGrab(int TeamId)
1366{
1367 if(TeamId == TEAM_RED)
1368 m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierRed].m_FlagGrabs++;
1369 else
1370 m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierBlue].m_FlagGrabs++;
1371}
1372
1373void CGameClient::OnWindowResize()
1374{
1375 for(auto &pComponent : m_vpAll)
1376 pComponent->OnWindowResize();
1377
1378 Ui()->OnWindowResize();
1379}
1380
1381void CGameClient::OnLanguageChange()
1382{
1383 // The actual language change is delayed because it
1384 // might require clearing the text render font atlas,
1385 // which would invalidate text that is currently drawn.
1386 m_LanguageChanged = true;
1387}
1388
1389void CGameClient::HandleLanguageChanged()
1390{
1391 if(!m_LanguageChanged)
1392 return;
1393 m_LanguageChanged = false;
1394
1395 g_Localization.Load(pFilename: g_Config.m_ClLanguagefile, pStorage: Storage(), pConsole: Console());
1396 TextRender()->SetFontLanguageVariant(g_Config.m_ClLanguagefile);
1397
1398 // Clear all text containers
1399 Client()->OnWindowResize();
1400}
1401
1402void CGameClient::RenderShutdownMessage()
1403{
1404 const char *pMessage = nullptr;
1405 if(Client()->State() == IClient::STATE_QUITTING)
1406 pMessage = Localize(pStr: "Quitting. Please wait…");
1407 else if(Client()->State() == IClient::STATE_RESTARTING)
1408 pMessage = Localize(pStr: "Restarting. Please wait…");
1409 else
1410 dbg_assert_failed("Invalid client state for quitting message");
1411
1412 // This function only gets called after the render loop has already terminated, so we have to call Swap manually.
1413 Graphics()->Clear(r: 0.0f, g: 0.0f, b: 0.0f);
1414 Ui()->MapScreen();
1415 TextRender()->TextColor(Color: TextRender()->DefaultTextColor());
1416 Ui()->DoLabel(pRect: Ui()->Screen(), pText: pMessage, Size: 16.0f, Align: TEXTALIGN_MC);
1417 Graphics()->Swap();
1418 Graphics()->Clear(r: 0.0f, g: 0.0f, b: 0.0f);
1419}
1420
1421void CGameClient::ProcessDemoSnapshot(CSnapshot *pSnap)
1422{
1423 for(int Index = 0; Index < pSnap->NumItems(); Index++)
1424 {
1425 const CSnapshotItem *pItem = pSnap->GetItem(Index);
1426 int ItemType = pSnap->GetItemType(Index);
1427
1428 if(ItemType == NETOBJTYPE_PROJECTILE)
1429 {
1430 // for antiping: if the projectile netobjects from the server contains extra data, this is removed and the original content restored before recording demo
1431 CNetObj_Projectile *pProj = (CNetObj_Projectile *)((void *)pItem->Data());
1432 DemoObjectRemoveExtraProjectileInfo(pProj);
1433 }
1434 else if(ItemType == NETOBJTYPE_DDNETSPECTATORINFO)
1435 {
1436 // always record local camera info as follow mode
1437 CNetObj_DDNetSpectatorInfo *pDDNetSpectatorInfo = (CNetObj_DDNetSpectatorInfo *)((void *)pItem->Data());
1438 pDDNetSpectatorInfo->m_HasCameraInfo = true;
1439 pDDNetSpectatorInfo->m_Zoom = (m_Camera.m_Zooming ? m_Camera.m_ZoomSmoothingTarget : m_Camera.m_Zoom) * 1000.0f;
1440 pDDNetSpectatorInfo->m_Deadzone = m_Camera.Deadzone();
1441 pDDNetSpectatorInfo->m_FollowFactor = m_Camera.FollowFactor();
1442 }
1443 }
1444}
1445
1446void CGameClient::OnRconType(bool UsernameReq)
1447{
1448 m_GameConsole.RequireUsername(UsernameReq);
1449}
1450
1451void CGameClient::OnRconLine(const char *pLine)
1452{
1453 m_GameConsole.PrintLine(Type: CGameConsole::CONSOLETYPE_REMOTE, pLine);
1454}
1455
1456void CGameClient::ProcessEvents()
1457{
1458 if(m_SuppressEvents)
1459 return;
1460
1461 int SnapType = IClient::SNAP_CURRENT;
1462 int Num = Client()->SnapNumItems(SnapId: SnapType);
1463 for(int Index = 0; Index < Num; Index++)
1464 {
1465 const IClient::CSnapItem Item = Client()->SnapGetItem(SnapId: SnapType, Index);
1466
1467 // TODO: We don't have enough info about us, others, to know a correct alpha or volume value.
1468 const float Alpha = 1.0f;
1469 const float Volume = 1.0f;
1470
1471 if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
1472 {
1473 const CNetEvent_DamageInd *pEvent = (const CNetEvent_DamageInd *)Item.m_pData;
1474
1475 vec2 DamageIndPos = vec2(pEvent->m_X, pEvent->m_Y);
1476 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, DamageIndPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy), pEvent->m_Angle)))
1477 {
1478 m_Effects.DamageIndicator(Pos: vec2(pEvent->m_X, pEvent->m_Y), Dir: direction(angle: pEvent->m_Angle / 256.0f), Alpha);
1479 }
1480 }
1481 else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
1482 {
1483 const CNetEvent_Explosion *pEvent = (const CNetEvent_Explosion *)Item.m_pData;
1484
1485 vec2 ExplosionPos = vec2(pEvent->m_X, pEvent->m_Y);
1486 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, ExplosionPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy))))
1487 {
1488 m_Effects.Explosion(Pos: ExplosionPos, Alpha);
1489 }
1490 }
1491 else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
1492 {
1493 const CNetEvent_HammerHit *pEvent = (const CNetEvent_HammerHit *)Item.m_pData;
1494
1495 vec2 HammerHitPos = vec2(pEvent->m_X, pEvent->m_Y);
1496 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, HammerHitPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy))))
1497 {
1498 m_Effects.HammerHit(Pos: HammerHitPos, Alpha, Volume);
1499 }
1500 }
1501 else if(Item.m_Type == NETEVENTTYPE_BIRTHDAY)
1502 {
1503 const CNetEvent_Birthday *pEvent = (const CNetEvent_Birthday *)Item.m_pData;
1504 m_Effects.Confetti(Pos: vec2(pEvent->m_X, pEvent->m_Y), Alpha);
1505 }
1506 else if(Item.m_Type == NETEVENTTYPE_FINISH)
1507 {
1508 const CNetEvent_Finish *pEvent = (const CNetEvent_Finish *)Item.m_pData;
1509 m_Effects.Confetti(Pos: vec2(pEvent->m_X, pEvent->m_Y), Alpha);
1510 }
1511 else if(Item.m_Type == NETEVENTTYPE_SPAWN)
1512 {
1513 const CNetEvent_Spawn *pEvent = (const CNetEvent_Spawn *)Item.m_pData;
1514 m_Effects.PlayerSpawn(Pos: vec2(pEvent->m_X, pEvent->m_Y), Alpha, Volume);
1515 }
1516 else if(Item.m_Type == NETEVENTTYPE_DEATH)
1517 {
1518 const CNetEvent_Death *pEvent = (const CNetEvent_Death *)Item.m_pData;
1519 m_Effects.PlayerDeath(Pos: vec2(pEvent->m_X, pEvent->m_Y), ClientId: pEvent->m_ClientId, Alpha);
1520 }
1521 else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
1522 {
1523 const CNetEvent_SoundWorld *pEvent = (const CNetEvent_SoundWorld *)Item.m_pData;
1524 if(!Config()->m_SndGame)
1525 continue;
1526
1527 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)))
1528 continue;
1529
1530 vec2 SoundPos = vec2(pEvent->m_X, pEvent->m_Y);
1531 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, SoundPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy), pEvent->m_SoundId)))
1532 {
1533 m_Sounds.PlayAt(Channel: CSounds::CHN_WORLD, SetId: pEvent->m_SoundId, Volume: 1.0f, Position: SoundPos);
1534 }
1535 }
1536 else if(Item.m_Type == NETEVENTTYPE_MAPSOUNDWORLD)
1537 {
1538 CNetEvent_MapSoundWorld *pEvent = (CNetEvent_MapSoundWorld *)Item.m_pData;
1539 if(!Config()->m_SndGame)
1540 continue;
1541
1542 m_MapSounds.PlayAt(Channel: CSounds::CHN_WORLD, SoundId: pEvent->m_SoundId, Position: vec2(pEvent->m_X, pEvent->m_Y));
1543 }
1544 }
1545}
1546
1547static CGameInfo GetGameInfo(const CNetObj_GameInfoEx *pInfoEx, int InfoExSize, const CServerInfo *pFallbackServerInfo)
1548{
1549 int Version = -1;
1550 if(InfoExSize >= 12)
1551 {
1552 Version = pInfoEx->m_Version;
1553 }
1554 else if(InfoExSize >= 8)
1555 {
1556 Version = std::min(a: pInfoEx->m_Version, b: 4);
1557 }
1558 else if(InfoExSize >= 4)
1559 {
1560 Version = 0;
1561 }
1562 int Flags = 0;
1563 if(Version >= 0)
1564 {
1565 Flags = pInfoEx->m_Flags;
1566 }
1567 int Flags2 = 0;
1568 if(Version >= 5)
1569 {
1570 Flags2 = pInfoEx->m_Flags2;
1571 }
1572 bool Race;
1573 bool FastCap;
1574 bool FNG;
1575 bool DDRace;
1576 bool DDNet;
1577 bool BlockWorlds;
1578 bool City;
1579 bool Vanilla;
1580 bool Plus;
1581 bool FDDrace;
1582 if(Version < 1)
1583 {
1584 // The game type is intentionally only available inside this
1585 // `if`. Game type sniffing should be avoided and ideally not
1586 // extended. Mods should set the relevant game flags instead.
1587 const char *pGameType = pFallbackServerInfo->m_aGameType;
1588 Race = str_find_nocase(haystack: pGameType, needle: "race") || str_find_nocase(haystack: pGameType, needle: "fastcap");
1589 FastCap = str_find_nocase(haystack: pGameType, needle: "fastcap");
1590 FNG = str_find_nocase(haystack: pGameType, needle: "fng");
1591 DDRace = str_find_nocase(haystack: pGameType, needle: "ddrace") || str_find_nocase(haystack: pGameType, needle: "mkrace");
1592 DDNet = str_find_nocase(haystack: pGameType, needle: "ddracenet") || str_find_nocase(haystack: pGameType, needle: "ddnet");
1593 BlockWorlds = str_startswith(str: pGameType, prefix: "bw ") || str_comp_nocase(a: pGameType, b: "bw") == 0;
1594 City = str_find_nocase(haystack: pGameType, needle: "city");
1595 Vanilla = str_comp(a: pGameType, b: "DM") == 0 || str_comp(a: pGameType, b: "TDM") == 0 || str_comp(a: pGameType, b: "CTF") == 0;
1596 Plus = str_find(haystack: pGameType, needle: "+");
1597 FDDrace = false;
1598 }
1599 else
1600 {
1601 Race = Flags & GAMEINFOFLAG_GAMETYPE_RACE;
1602 FastCap = Flags & GAMEINFOFLAG_GAMETYPE_FASTCAP;
1603 FNG = Flags & GAMEINFOFLAG_GAMETYPE_FNG;
1604 DDRace = Flags & GAMEINFOFLAG_GAMETYPE_DDRACE;
1605 DDNet = Flags & GAMEINFOFLAG_GAMETYPE_DDNET;
1606 BlockWorlds = Flags & GAMEINFOFLAG_GAMETYPE_BLOCK_WORLDS;
1607 Vanilla = Flags & GAMEINFOFLAG_GAMETYPE_VANILLA;
1608 Plus = Flags & GAMEINFOFLAG_GAMETYPE_PLUS;
1609 City = Version >= 5 && Flags2 & GAMEINFOFLAG2_GAMETYPE_CITY;
1610 FDDrace = Version >= 6 && Flags2 & GAMEINFOFLAG2_GAMETYPE_FDDRACE;
1611
1612 // Ensure invariants upheld by the server info parsing business.
1613 DDRace = DDRace || DDNet || FDDrace;
1614 Race = Race || FastCap || DDRace;
1615 }
1616
1617 CGameInfo Info;
1618 Info.m_FlagStartsRace = FastCap;
1619 Info.m_TimeScore = Race;
1620 Info.m_UnlimitedAmmo = Race;
1621 Info.m_DDRaceRecordMessage = DDRace && !DDNet;
1622 Info.m_RaceRecordMessage = DDNet || (Race && !DDRace);
1623 Info.m_RaceSounds = DDRace || FNG || BlockWorlds;
1624 Info.m_AllowEyeWheel = DDRace || BlockWorlds || City || Plus;
1625 Info.m_AllowHookColl = DDRace;
1626 Info.m_AllowZoom = Race || BlockWorlds || City;
1627 Info.m_BugDDRaceGhost = DDRace;
1628 Info.m_BugDDRaceInput = DDRace;
1629 Info.m_BugFNGLaserRange = FNG;
1630 Info.m_BugVanillaBounce = Vanilla;
1631 Info.m_PredictFNG = FNG;
1632 Info.m_PredictDDRace = DDRace;
1633 Info.m_PredictDDRaceTiles = DDRace && !BlockWorlds;
1634 Info.m_PredictVanilla = Vanilla || FastCap;
1635 Info.m_EntitiesDDNet = DDNet;
1636 Info.m_EntitiesDDRace = DDRace;
1637 Info.m_EntitiesRace = Race;
1638 Info.m_EntitiesFNG = FNG;
1639 Info.m_EntitiesVanilla = Vanilla;
1640 Info.m_EntitiesBW = BlockWorlds;
1641 Info.m_Race = Race;
1642 Info.m_Pvp = !Race;
1643 Info.m_DontMaskEntities = !DDNet;
1644 Info.m_AllowXSkins = false;
1645 Info.m_EntitiesFDDrace = FDDrace;
1646 Info.m_HudHealthArmor = true;
1647 Info.m_HudAmmo = true;
1648 Info.m_HudDDRace = false;
1649 Info.m_NoWeakHookAndBounce = false;
1650 Info.m_NoSkinChangeForFrozen = false;
1651 Info.m_DDRaceTeam = false;
1652 Info.m_PredictEvents = Vanilla;
1653
1654 if(Version >= 0)
1655 {
1656 Info.m_TimeScore = Flags & GAMEINFOFLAG_TIMESCORE;
1657 }
1658 if(Version >= 2)
1659 {
1660 Info.m_FlagStartsRace = Flags & GAMEINFOFLAG_FLAG_STARTS_RACE;
1661 Info.m_UnlimitedAmmo = Flags & GAMEINFOFLAG_UNLIMITED_AMMO;
1662 Info.m_DDRaceRecordMessage = Flags & GAMEINFOFLAG_DDRACE_RECORD_MESSAGE;
1663 Info.m_RaceRecordMessage = Flags & GAMEINFOFLAG_RACE_RECORD_MESSAGE;
1664 Info.m_AllowEyeWheel = Flags & GAMEINFOFLAG_ALLOW_EYE_WHEEL;
1665 Info.m_AllowHookColl = Flags & GAMEINFOFLAG_ALLOW_HOOK_COLL;
1666 Info.m_AllowZoom = Flags & GAMEINFOFLAG_ALLOW_ZOOM;
1667 Info.m_BugDDRaceGhost = Flags & GAMEINFOFLAG_BUG_DDRACE_GHOST;
1668 Info.m_BugDDRaceInput = Flags & GAMEINFOFLAG_BUG_DDRACE_INPUT;
1669 Info.m_BugFNGLaserRange = Flags & GAMEINFOFLAG_BUG_FNG_LASER_RANGE;
1670 Info.m_BugVanillaBounce = Flags & GAMEINFOFLAG_BUG_VANILLA_BOUNCE;
1671 Info.m_PredictFNG = Flags & GAMEINFOFLAG_PREDICT_FNG;
1672 Info.m_PredictDDRace = Flags & GAMEINFOFLAG_PREDICT_DDRACE;
1673 Info.m_PredictDDRaceTiles = Flags & GAMEINFOFLAG_PREDICT_DDRACE_TILES;
1674 Info.m_PredictVanilla = Flags & GAMEINFOFLAG_PREDICT_VANILLA;
1675 Info.m_EntitiesDDNet = Flags & GAMEINFOFLAG_ENTITIES_DDNET;
1676 Info.m_EntitiesDDRace = Flags & GAMEINFOFLAG_ENTITIES_DDRACE;
1677 Info.m_EntitiesRace = Flags & GAMEINFOFLAG_ENTITIES_RACE;
1678 Info.m_EntitiesFNG = Flags & GAMEINFOFLAG_ENTITIES_FNG;
1679 Info.m_EntitiesVanilla = Flags & GAMEINFOFLAG_ENTITIES_VANILLA;
1680 }
1681 if(Version >= 3)
1682 {
1683 Info.m_Race = Flags & GAMEINFOFLAG_RACE;
1684 Info.m_DontMaskEntities = Flags & GAMEINFOFLAG_DONT_MASK_ENTITIES;
1685 }
1686 if(Version >= 4)
1687 {
1688 Info.m_EntitiesBW = Flags & GAMEINFOFLAG_ENTITIES_BW;
1689 }
1690 if(Version >= 5)
1691 {
1692 Info.m_AllowXSkins = Flags2 & GAMEINFOFLAG2_ALLOW_X_SKINS;
1693 }
1694 if(Version >= 6)
1695 {
1696 Info.m_EntitiesFDDrace = Flags2 & GAMEINFOFLAG2_ENTITIES_FDDRACE;
1697 }
1698 if(Version >= 7)
1699 {
1700 Info.m_HudHealthArmor = Flags2 & GAMEINFOFLAG2_HUD_HEALTH_ARMOR;
1701 Info.m_HudAmmo = Flags2 & GAMEINFOFLAG2_HUD_AMMO;
1702 Info.m_HudDDRace = Flags2 & GAMEINFOFLAG2_HUD_DDRACE;
1703 }
1704 if(Version >= 8)
1705 {
1706 Info.m_NoWeakHookAndBounce = Flags2 & GAMEINFOFLAG2_NO_WEAK_HOOK;
1707 }
1708 if(Version >= 9)
1709 {
1710 Info.m_NoSkinChangeForFrozen = Flags2 & GAMEINFOFLAG2_NO_SKIN_CHANGE_FOR_FROZEN;
1711 }
1712 if(Version >= 10)
1713 {
1714 Info.m_DDRaceTeam = Flags2 & GAMEINFOFLAG2_DDRACE_TEAM;
1715 }
1716 if(Version >= 11)
1717 {
1718 Info.m_PredictEvents = Flags2 & GAMEINFOFLAG2_PREDICT_EVENTS;
1719 }
1720
1721 return Info;
1722}
1723
1724void CGameClient::InvalidateSnapshot()
1725{
1726 // clear all pointers
1727 mem_zero(block: &m_Snap, size: sizeof(m_Snap));
1728 m_Snap.m_SpecInfo.m_Zoom = 1.0f;
1729 m_Snap.m_LocalClientId = -1;
1730 SnapCollectEntities();
1731}
1732
1733void CGameClient::OnNewSnapshot(bool DummySwapped)
1734{
1735 auto &&Evolve = [this](CNetObj_Character *pCharacter, int Tick) {
1736 CWorldCore TempWorld;
1737 CCharacterCore TempCore = CCharacterCore();
1738 CTeamsCore TempTeams = CTeamsCore();
1739 TempCore.Init(pWorld: &TempWorld, pCollision: Collision(), pTeams: &TempTeams);
1740 TempCore.Read(pObjCore: pCharacter);
1741 TempCore.m_ActiveWeapon = pCharacter->m_Weapon;
1742
1743 while(pCharacter->m_Tick < Tick)
1744 {
1745 pCharacter->m_Tick++;
1746 TempCore.Tick(UseInput: false);
1747 TempCore.Move();
1748 TempCore.Quantize();
1749 }
1750
1751 TempCore.Write(pObjCore: pCharacter);
1752 };
1753
1754 InvalidateSnapshot();
1755
1756 m_NewTick = true;
1757
1758 ProcessEvents();
1759
1760 if(g_Config.m_DbgStress)
1761 {
1762 if((Client()->GameTick(Conn: g_Config.m_ClDummy) % 100) == 0)
1763 {
1764 char aMessage[64];
1765 int MsgLen = rand() % (sizeof(aMessage) - 1);
1766 for(int i = 0; i < MsgLen; i++)
1767 aMessage[i] = (char)('a' + (rand() % ('z' - 'a')));
1768 aMessage[MsgLen] = 0;
1769
1770 m_Chat.SendChat(Team: rand() & 1, pLine: aMessage);
1771 }
1772 }
1773
1774 CServerInfo ServerInfo;
1775 Client()->GetServerInfo(pServerInfo: &ServerInfo);
1776
1777 bool FoundGameInfoEx = false;
1778 bool GotSwitchStateTeam = false;
1779 bool HasUnsetDDNetFinishTimes = false;
1780 bool HasTrueMillisecondFinishTimes = false;
1781 m_aSwitchStateTeam[g_Config.m_ClDummy] = -1;
1782
1783 for(auto &Client : m_aClients)
1784 {
1785 Client.m_SpecCharPresent = false;
1786 }
1787
1788 // go through all the items in the snapshot and gather the info we want
1789 {
1790 m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0;
1791
1792 int Num = Client()->SnapNumItems(SnapId: IClient::SNAP_CURRENT);
1793 for(int i = 0; i < Num; i++)
1794 {
1795 const IClient::CSnapItem Item = Client()->SnapGetItem(SnapId: IClient::SNAP_CURRENT, Index: i);
1796
1797 if(Item.m_Type == NETOBJTYPE_CLIENTINFO)
1798 {
1799 const CNetObj_ClientInfo *pInfo = (const CNetObj_ClientInfo *)Item.m_pData;
1800 int ClientId = Item.m_Id;
1801 if(ClientId < MAX_CLIENTS)
1802 {
1803 CClientData *pClient = &m_aClients[ClientId];
1804
1805 if(!IntsToStr(pInts: pInfo->m_aName, NumInts: std::size(pInfo->m_aName), pStr: pClient->m_aName, StrSize: std::size(pClient->m_aName)))
1806 {
1807 str_copy(dst&: pClient->m_aName, src: "nameless tee");
1808 }
1809 IntsToStr(pInts: pInfo->m_aClan, NumInts: std::size(pInfo->m_aClan), pStr: pClient->m_aClan, StrSize: std::size(pClient->m_aClan));
1810 pClient->m_Country = pInfo->m_Country;
1811 if(!in_range(a: pClient->m_Country, lower: CountryCode::MINIMUM, upper: CountryCode::MAXIMUM))
1812 {
1813 pClient->m_Country = CountryCode::DEFAULT;
1814 }
1815
1816 IntsToStr(pInts: pInfo->m_aSkin, NumInts: std::size(pInfo->m_aSkin), pStr: pClient->m_aSkinName, StrSize: std::size(pClient->m_aSkinName));
1817 if(!CSkin::IsValidName(pName: pClient->m_aSkinName) ||
1818 (!m_GameInfo.m_AllowXSkins && CSkins::IsSpecialSkin(pName: pClient->m_aSkinName)))
1819 {
1820 str_copy(dst&: pClient->m_aSkinName, src: "default");
1821 }
1822
1823 pClient->m_UseCustomColor = pInfo->m_UseCustomColor;
1824 pClient->m_ColorBody = pInfo->m_ColorBody;
1825 pClient->m_ColorFeet = pInfo->m_ColorFeet;
1826 }
1827 }
1828 else if(Item.m_Type == NETOBJTYPE_PLAYERINFO)
1829 {
1830 const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)Item.m_pData;
1831
1832 if(pInfo->m_ClientId < MAX_CLIENTS && pInfo->m_ClientId == Item.m_Id)
1833 {
1834 m_aClients[pInfo->m_ClientId].m_Team = pInfo->m_Team;
1835 m_aClients[pInfo->m_ClientId].m_Active = true;
1836 m_Snap.m_apPlayerInfos[pInfo->m_ClientId] = pInfo;
1837 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));
1838 m_Snap.m_NumPlayers++;
1839
1840 if(pInfo->m_Local)
1841 {
1842 m_Snap.m_LocalClientId = pInfo->m_ClientId;
1843 m_Snap.m_pLocalInfo = pInfo;
1844
1845 if(pInfo->m_Team == TEAM_SPECTATORS)
1846 {
1847 m_Snap.m_SpecInfo.m_Active = true;
1848 }
1849 }
1850
1851 m_Snap.m_HighestClientId = std::max(a: m_Snap.m_HighestClientId, b: pInfo->m_ClientId);
1852
1853 // calculate team-balance
1854 if(pInfo->m_Team != TEAM_SPECTATORS)
1855 {
1856 m_Snap.m_aTeamSize[pInfo->m_Team]++;
1857 if(!m_aStats[pInfo->m_ClientId].IsActive())
1858 m_aStats[pInfo->m_ClientId].JoinGame(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy));
1859 }
1860 else if(m_aStats[pInfo->m_ClientId].IsActive())
1861 {
1862 m_aStats[pInfo->m_ClientId].JoinSpec(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy));
1863 }
1864 }
1865 }
1866 else if(Item.m_Type == NETOBJTYPE_DDNETPLAYER)
1867 {
1868 m_ReceivedDDNetPlayer = true;
1869 const CNetObj_DDNetPlayer *pInfo = (const CNetObj_DDNetPlayer *)Item.m_pData;
1870 if(Item.m_Id < MAX_CLIENTS)
1871 {
1872 m_aClients[Item.m_Id].m_AuthLevel = pInfo->m_AuthLevel;
1873 m_aClients[Item.m_Id].m_Afk = pInfo->m_Flags & EXPLAYERFLAG_AFK;
1874 m_aClients[Item.m_Id].m_Paused = pInfo->m_Flags & EXPLAYERFLAG_PAUSED;
1875 m_aClients[Item.m_Id].m_Spec = pInfo->m_Flags & EXPLAYERFLAG_SPEC;
1876 m_aClients[Item.m_Id].m_FinishTimeSeconds = pInfo->m_FinishTimeSeconds;
1877 m_aClients[Item.m_Id].m_FinishTimeMillis = pInfo->m_FinishTimeMillis;
1878
1879 if(m_aClients[Item.m_Id].m_FinishTimeSeconds == FinishTime::UNSET)
1880 HasUnsetDDNetFinishTimes = true;
1881 else if(m_aClients[Item.m_Id].m_FinishTimeMillis % 10 != 0)
1882 HasTrueMillisecondFinishTimes = true;
1883
1884 if(Item.m_Id == m_Snap.m_LocalClientId && (m_aClients[Item.m_Id].m_Paused || m_aClients[Item.m_Id].m_Spec))
1885 {
1886 m_Snap.m_SpecInfo.m_Active = true;
1887 }
1888 }
1889 }
1890 else if(Item.m_Type == NETOBJTYPE_CHARACTER)
1891 {
1892 if(Item.m_Id < MAX_CLIENTS)
1893 {
1894 const void *pOld = Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: NETOBJTYPE_CHARACTER, Id: Item.m_Id);
1895 m_Snap.m_aCharacters[Item.m_Id].m_Cur = *((const CNetObj_Character *)Item.m_pData);
1896 if(pOld)
1897 {
1898 m_Snap.m_aCharacters[Item.m_Id].m_Active = true;
1899 m_Snap.m_aCharacters[Item.m_Id].m_Prev = *((const CNetObj_Character *)pOld);
1900
1901 // limit evolving to 3 seconds
1902 bool EvolvePrev = Client()->PrevGameTick(Conn: g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_Id].m_Prev.m_Tick <= 3 * Client()->GameTickSpeed();
1903 bool EvolveCur = Client()->GameTick(Conn: g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_Id].m_Cur.m_Tick <= 3 * Client()->GameTickSpeed();
1904
1905 // reuse the result from the previous evolve if the snapped character didn't change since the previous snapshot
1906 if(EvolveCur && m_aClients[Item.m_Id].m_Evolved.m_Tick == Client()->PrevGameTick(Conn: g_Config.m_ClDummy))
1907 {
1908 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)
1909 m_Snap.m_aCharacters[Item.m_Id].m_Prev = m_aClients[Item.m_Id].m_Evolved;
1910 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)
1911 m_Snap.m_aCharacters[Item.m_Id].m_Cur = m_aClients[Item.m_Id].m_Evolved;
1912 }
1913
1914 if(EvolvePrev && m_Snap.m_aCharacters[Item.m_Id].m_Prev.m_Tick)
1915 Evolve(&m_Snap.m_aCharacters[Item.m_Id].m_Prev, Client()->PrevGameTick(Conn: g_Config.m_ClDummy));
1916 if(EvolveCur && m_Snap.m_aCharacters[Item.m_Id].m_Cur.m_Tick)
1917 Evolve(&m_Snap.m_aCharacters[Item.m_Id].m_Cur, Client()->GameTick(Conn: g_Config.m_ClDummy));
1918
1919 m_aClients[Item.m_Id].m_Snapped = *((const CNetObj_Character *)Item.m_pData);
1920 m_aClients[Item.m_Id].m_Evolved = m_Snap.m_aCharacters[Item.m_Id].m_Cur;
1921 }
1922 else
1923 {
1924 m_aClients[Item.m_Id].m_Evolved.m_Tick = -1;
1925 }
1926 }
1927 }
1928 else if(Item.m_Type == NETOBJTYPE_DDNETCHARACTER)
1929 {
1930 const CNetObj_DDNetCharacter *pCharacterData = (const CNetObj_DDNetCharacter *)Item.m_pData;
1931
1932 if(Item.m_Id < MAX_CLIENTS)
1933 {
1934 m_Snap.m_aCharacters[Item.m_Id].m_ExtendedData = *pCharacterData;
1935 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);
1936 m_Snap.m_aCharacters[Item.m_Id].m_HasExtendedData = true;
1937 m_Snap.m_aCharacters[Item.m_Id].m_HasExtendedDisplayInfo = false;
1938 if(pCharacterData->m_JumpedTotal != -1)
1939 {
1940 m_Snap.m_aCharacters[Item.m_Id].m_HasExtendedDisplayInfo = true;
1941 }
1942 CClientData *pClient = &m_aClients[Item.m_Id];
1943 // Collision
1944 pClient->m_Solo = pCharacterData->m_Flags & CHARACTERFLAG_SOLO;
1945 pClient->m_Jetpack = pCharacterData->m_Flags & CHARACTERFLAG_JETPACK;
1946 pClient->m_CollisionDisabled = pCharacterData->m_Flags & CHARACTERFLAG_COLLISION_DISABLED;
1947 pClient->m_HammerHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HAMMER_HIT_DISABLED;
1948 pClient->m_GrenadeHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_GRENADE_HIT_DISABLED;
1949 pClient->m_LaserHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_LASER_HIT_DISABLED;
1950 pClient->m_ShotgunHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_SHOTGUN_HIT_DISABLED;
1951 pClient->m_HookHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HOOK_HIT_DISABLED;
1952 pClient->m_Super = pCharacterData->m_Flags & CHARACTERFLAG_SUPER;
1953 pClient->m_Invincible = pCharacterData->m_Flags & CHARACTERFLAG_INVINCIBLE;
1954
1955 // Endless
1956 pClient->m_EndlessHook = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_HOOK;
1957 pClient->m_EndlessJump = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_JUMP;
1958
1959 // Freeze
1960 pClient->m_FreezeEnd = pCharacterData->m_FreezeEnd;
1961 pClient->m_DeepFrozen = pCharacterData->m_FreezeEnd == -1;
1962 pClient->m_LiveFrozen = (pCharacterData->m_Flags & CHARACTERFLAG_MOVEMENTS_DISABLED) != 0;
1963
1964 // Telegun
1965 pClient->m_HasTelegunGrenade = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE;
1966 pClient->m_HasTelegunGun = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GUN;
1967 pClient->m_HasTelegunLaser = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_LASER;
1968
1969 pClient->m_Predicted.ReadDDNet(pObjDDNet: pCharacterData);
1970
1971 m_Teams.SetSolo(ClientId: Item.m_Id, Value: pClient->m_Solo);
1972 }
1973 }
1974 else if(Item.m_Type == NETOBJTYPE_SPECCHAR)
1975 {
1976 const CNetObj_SpecChar *pSpecCharData = (const CNetObj_SpecChar *)Item.m_pData;
1977
1978 if(Item.m_Id < MAX_CLIENTS)
1979 {
1980 CClientData *pClient = &m_aClients[Item.m_Id];
1981 pClient->m_SpecCharPresent = true;
1982 pClient->m_SpecChar.x = pSpecCharData->m_X;
1983 pClient->m_SpecChar.y = pSpecCharData->m_Y;
1984 }
1985 }
1986 else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO)
1987 {
1988 m_Snap.m_pSpectatorInfo = (const CNetObj_SpectatorInfo *)Item.m_pData;
1989 m_Snap.m_pPrevSpectatorInfo = (const CNetObj_SpectatorInfo *)Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: NETOBJTYPE_SPECTATORINFO, Id: Item.m_Id);
1990
1991 // needed for 0.7 survival
1992 // to auto spec players when dead
1993 if(Client()->IsSixup())
1994 m_Snap.m_SpecInfo.m_Active = true;
1995 m_Snap.m_SpecInfo.m_SpectatorId = m_Snap.m_pSpectatorInfo->m_SpectatorId;
1996 }
1997 else if(Item.m_Type == NETOBJTYPE_DDNETSPECTATORINFO)
1998 {
1999 const CNetObj_DDNetSpectatorInfo *pDDNetSpecInfo = (const CNetObj_DDNetSpectatorInfo *)Item.m_pData;
2000 m_Snap.m_SpecInfo.m_HasCameraInfo = pDDNetSpecInfo->m_HasCameraInfo;
2001 m_Snap.m_SpecInfo.m_Zoom = pDDNetSpecInfo->m_Zoom / 1000.0f;
2002 m_Snap.m_SpecInfo.m_Deadzone = pDDNetSpecInfo->m_Deadzone;
2003 m_Snap.m_SpecInfo.m_FollowFactor = pDDNetSpecInfo->m_FollowFactor;
2004 }
2005 else if(Item.m_Type == NETOBJTYPE_SPECTATORCOUNT)
2006 {
2007 m_Snap.m_pSpectatorCount = (const CNetObj_SpectatorCount *)Item.m_pData;
2008 }
2009 else if(Item.m_Type == NETOBJTYPE_GAMEINFO)
2010 {
2011 m_Snap.m_pGameInfoObj = (const CNetObj_GameInfo *)Item.m_pData;
2012 const bool CurrentTickGameOver = (m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER) != 0;
2013 const bool CurrentTickGamePaused = (m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED) != 0;
2014 if(!m_GameOver && CurrentTickGameOver)
2015 OnGameOver();
2016 else if(m_GameOver && !CurrentTickGameOver)
2017 OnStartGame();
2018 // Handle case that a new round is started (RoundStartTick changed)
2019 // New round is usually started after `restart` on server
2020 if(m_Snap.m_pGameInfoObj->m_RoundStartTick != m_LastRoundStartTick && !(CurrentTickGameOver || CurrentTickGamePaused || m_GamePaused))
2021 OnStartRound();
2022 m_LastRoundStartTick = m_Snap.m_pGameInfoObj->m_RoundStartTick;
2023 m_GameOver = CurrentTickGameOver;
2024 m_GamePaused = CurrentTickGamePaused;
2025 }
2026 else if(Item.m_Type == NETOBJTYPE_GAMEINFOEX)
2027 {
2028 if(FoundGameInfoEx)
2029 {
2030 continue;
2031 }
2032 FoundGameInfoEx = true;
2033 m_GameInfo = GetGameInfo(pInfoEx: (const CNetObj_GameInfoEx *)Item.m_pData, InfoExSize: Item.m_DataSize, pFallbackServerInfo: &ServerInfo);
2034 }
2035 else if(Item.m_Type == NETOBJTYPE_GAMEDATA)
2036 {
2037 m_Snap.m_pGameDataObj = static_cast<const CNetObj_GameData *>(Item.m_pData);
2038 m_Snap.m_pPrevGameDataObj = static_cast<const CNetObj_GameData *>(Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: Item.m_Type, Id: Item.m_Id));
2039 if(m_Snap.m_pGameDataObj->m_FlagCarrierRed == FLAG_TAKEN)
2040 {
2041 if(m_aFlagDropTick[TEAM_RED] == 0)
2042 m_aFlagDropTick[TEAM_RED] = Client()->GameTick(Conn: g_Config.m_ClDummy);
2043 }
2044 else
2045 {
2046 m_aFlagDropTick[TEAM_RED] = 0;
2047 }
2048 if(m_Snap.m_pGameDataObj->m_FlagCarrierBlue == FLAG_TAKEN)
2049 {
2050 if(m_aFlagDropTick[TEAM_BLUE] == 0)
2051 m_aFlagDropTick[TEAM_BLUE] = Client()->GameTick(Conn: g_Config.m_ClDummy);
2052 }
2053 else
2054 {
2055 m_aFlagDropTick[TEAM_BLUE] = 0;
2056 }
2057 if(m_LastFlagCarrierRed == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierRed >= 0)
2058 OnFlagGrab(TeamId: TEAM_RED);
2059 else if(m_LastFlagCarrierBlue == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierBlue >= 0)
2060 OnFlagGrab(TeamId: TEAM_BLUE);
2061
2062 m_LastFlagCarrierRed = m_Snap.m_pGameDataObj->m_FlagCarrierRed;
2063 m_LastFlagCarrierBlue = m_Snap.m_pGameDataObj->m_FlagCarrierBlue;
2064 }
2065 else if(Item.m_Type == NETOBJTYPE_FLAG)
2066 {
2067 const CNetObj_Flag *pPrevFlag = static_cast<const CNetObj_Flag *>(Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: Item.m_Type, Id: Item.m_Id));
2068 if(pPrevFlag == nullptr)
2069 {
2070 continue;
2071 }
2072 m_Snap.m_apFlags[m_Snap.m_NumFlags] = static_cast<const CNetObj_Flag *>(Item.m_pData);
2073 m_Snap.m_apPrevFlags[m_Snap.m_NumFlags] = pPrevFlag;
2074 ++m_Snap.m_NumFlags;
2075 }
2076 else if(Item.m_Type == NETOBJTYPE_SWITCHSTATE)
2077 {
2078 if(Item.m_DataSize < 36)
2079 {
2080 continue;
2081 }
2082 const CNetObj_SwitchState *pSwitchStateData = (const CNetObj_SwitchState *)Item.m_pData;
2083 // TODO: use NUM_DDRACE_TEAMS-1 instead of hardcoding 63
2084 // once https://github.com/ddnet/ddnet/pull/11232 is resolved
2085 int Team = std::clamp(val: Item.m_Id, lo: (int)TEAM_FLOCK, hi: 63);
2086
2087 int HighestSwitchNumber = std::clamp(val: pSwitchStateData->m_HighestSwitchNumber, lo: 0, hi: 255);
2088 if(HighestSwitchNumber != std::max(a: 0, b: (int)Switchers().size() - 1))
2089 {
2090 m_GameWorld.m_Core.InitSwitchers(HighestSwitchNumber);
2091 Collision()->m_HighestSwitchNumber = HighestSwitchNumber;
2092 }
2093
2094 for(int j = 0; j < (int)Switchers().size(); j++)
2095 {
2096 Switchers()[j].m_aStatus[Team] = (pSwitchStateData->m_aStatus[j / 32] >> (j % 32)) & 1;
2097 }
2098
2099 if(Item.m_DataSize >= 68)
2100 {
2101 // update the endtick of up to four timed switchers
2102 for(int j = 0; j < (int)std::size(pSwitchStateData->m_aEndTicks); j++)
2103 {
2104 int SwitchNumber = pSwitchStateData->m_aSwitchNumbers[j];
2105 int EndTick = pSwitchStateData->m_aEndTicks[j];
2106 if(EndTick > 0 && in_range(a: SwitchNumber, lower: 0, upper: (int)Switchers().size()))
2107 {
2108 Switchers()[SwitchNumber].m_aEndTick[Team] = EndTick;
2109 }
2110 }
2111 }
2112
2113 // update switch types
2114 for(auto &Switcher : Switchers())
2115 {
2116 if(Switcher.m_aStatus[Team])
2117 Switcher.m_aType[Team] = Switcher.m_aEndTick[Team] ? TILE_SWITCHTIMEDOPEN : TILE_SWITCHOPEN;
2118 else
2119 Switcher.m_aType[Team] = Switcher.m_aEndTick[Team] ? TILE_SWITCHTIMEDCLOSE : TILE_SWITCHCLOSE;
2120 }
2121
2122 if(!GotSwitchStateTeam)
2123 m_aSwitchStateTeam[g_Config.m_ClDummy] = Team;
2124 else
2125 m_aSwitchStateTeam[g_Config.m_ClDummy] = -1;
2126 GotSwitchStateTeam = true;
2127 }
2128 else if(Item.m_Type == NETOBJTYPE_MAPBESTTIME)
2129 {
2130 const CNetObj_MapBestTime *pMapBestTimeData = static_cast<const CNetObj_MapBestTime *>(Item.m_pData);
2131 m_MapBestTimeSeconds = pMapBestTimeData->m_MapBestTimeSeconds;
2132 m_MapBestTimeMillis = pMapBestTimeData->m_MapBestTimeMillis;
2133 }
2134 }
2135 }
2136
2137 if(!FoundGameInfoEx)
2138 {
2139 m_GameInfo = GetGameInfo(pInfoEx: nullptr, InfoExSize: 0, pFallbackServerInfo: &ServerInfo);
2140 }
2141
2142 for(CClientData &Client : m_aClients)
2143 {
2144 Client.UpdateSkinInfo();
2145 }
2146
2147 // setup local pointers
2148 if(m_Snap.m_LocalClientId >= 0)
2149 {
2150 m_aLocalIds[g_Config.m_ClDummy] = m_Snap.m_LocalClientId;
2151
2152 CSnapState::CCharacterInfo *pChr = &m_Snap.m_aCharacters[m_Snap.m_LocalClientId];
2153 if(pChr->m_Active)
2154 {
2155 if(!m_Snap.m_SpecInfo.m_Active)
2156 {
2157 m_Snap.m_pLocalCharacter = &pChr->m_Cur;
2158 m_Snap.m_pLocalPrevCharacter = &pChr->m_Prev;
2159 m_LocalCharacterPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y);
2160 }
2161 }
2162 else if(Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: NETOBJTYPE_CHARACTER, Id: m_Snap.m_LocalClientId))
2163 {
2164 // player died
2165 m_Controls.OnPlayerDeath();
2166 }
2167 }
2168 if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
2169 {
2170 if(m_Snap.m_LocalClientId == -1 && m_DemoSpecId == SPEC_FOLLOW)
2171 {
2172 // TODO: can this be done in the translation layer?
2173 if(!Client()->IsSixup())
2174 m_DemoSpecId = SPEC_FREEVIEW;
2175 }
2176 if(m_DemoSpecId != SPEC_FOLLOW)
2177 {
2178 m_Snap.m_SpecInfo.m_Active = true;
2179 if(m_DemoSpecId > SPEC_FREEVIEW && m_Snap.m_aCharacters[m_DemoSpecId].m_Active)
2180 m_Snap.m_SpecInfo.m_SpectatorId = m_DemoSpecId;
2181 else
2182 m_Snap.m_SpecInfo.m_SpectatorId = SPEC_FREEVIEW;
2183 }
2184 }
2185
2186 // clear out unneeded client data
2187 for(int i = 0; i < MAX_CLIENTS; ++i)
2188 {
2189 if(!m_Snap.m_apPlayerInfos[i] && m_aClients[i].m_Active)
2190 {
2191 m_aClients[i].Reset();
2192 m_aStats[i].Reset();
2193 }
2194 }
2195
2196 if(Client()->State() == IClient::STATE_ONLINE)
2197 {
2198 m_pDiscord->UpdatePlayerCount(Count: m_Snap.m_NumPlayers);
2199 }
2200
2201 for(int i = 0; i < MAX_CLIENTS; ++i)
2202 {
2203 // update friend state
2204 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));
2205
2206 // update foe state
2207 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));
2208 }
2209
2210 // check if we received all finish times
2211 m_ReceivedDDNetPlayerFinishTimes = m_ReceivedDDNetPlayer && !HasUnsetDDNetFinishTimes;
2212 m_ReceivedDDNetPlayerFinishTimesMillis = m_ReceivedDDNetPlayer && HasTrueMillisecondFinishTimes;
2213
2214 // sort player infos by name
2215 mem_copy(dest: m_Snap.m_apInfoByName, source: m_Snap.m_apPlayerInfos, size: sizeof(m_Snap.m_apInfoByName));
2216 std::stable_sort(first: m_Snap.m_apInfoByName, last: m_Snap.m_apInfoByName + MAX_CLIENTS,
2217 comp: [this](const CNetObj_PlayerInfo *pPlayer1, const CNetObj_PlayerInfo *pPlayer2) -> bool {
2218 if(!pPlayer2)
2219 return static_cast<bool>(pPlayer1);
2220 if(!pPlayer1)
2221 return false;
2222 return str_comp_nocase(a: m_aClients[pPlayer1->m_ClientId].m_aName, b: m_aClients[pPlayer2->m_ClientId].m_aName) < 0;
2223 });
2224
2225 bool TimeScore = m_GameInfo.m_TimeScore;
2226 bool Race7 = Client()->IsSixup() && m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameFlags & protocol7::GAMEFLAG_RACE;
2227
2228 // sort player infos by score
2229 mem_copy(dest: m_Snap.m_apInfoByScore, source: m_Snap.m_apInfoByName, size: sizeof(m_Snap.m_apInfoByScore));
2230 auto TimeComparator = CGameClient::GetScoreComparator(TimeScore, ReceivedMillisecondFinishTimes: m_ReceivedDDNetPlayerFinishTimes, Race7);
2231 auto SortByTimeScore = [TimeComparator, this](const CNetObj_PlayerInfo *pPlayer1, const CNetObj_PlayerInfo *pPlayer2) -> bool {
2232 if(!pPlayer2)
2233 return static_cast<bool>(pPlayer1);
2234 if(!pPlayer1)
2235 return false;
2236 if(m_ReceivedDDNetPlayerFinishTimes)
2237 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);
2238 return TimeComparator(pPlayer1->m_Score, pPlayer2->m_Score, 0, 0);
2239 };
2240 std::stable_sort(first: m_Snap.m_apInfoByScore, last: m_Snap.m_apInfoByScore + MAX_CLIENTS, comp: SortByTimeScore);
2241
2242 // sort player infos by DDRace Team (and score between)
2243 int Index = 0;
2244 for(int Team = TEAM_FLOCK; Team < NUM_DDRACE_TEAMS; ++Team)
2245 {
2246 for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
2247 {
2248 if(m_Snap.m_apInfoByScore[i] && m_Teams.Team(ClientId: m_Snap.m_apInfoByScore[i]->m_ClientId) == Team)
2249 m_Snap.m_apInfoByDDTeamScore[Index++] = m_Snap.m_apInfoByScore[i];
2250 }
2251 }
2252
2253 // sort player infos by DDRace Team (and name between)
2254 Index = 0;
2255 for(int Team = TEAM_FLOCK; Team < NUM_DDRACE_TEAMS; ++Team)
2256 {
2257 for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
2258 {
2259 if(m_Snap.m_apInfoByName[i] && m_Teams.Team(ClientId: m_Snap.m_apInfoByName[i]->m_ClientId) == Team)
2260 m_Snap.m_apInfoByDDTeamName[Index++] = m_Snap.m_apInfoByName[i];
2261 }
2262 }
2263
2264 if(ServerInfo.m_aGameType[0] != '0')
2265 {
2266 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)
2267 m_ServerMode = SERVERMODE_MOD;
2268 else if(mem_comp(a: &CTuningParams::DEFAULT, b: &m_aTuning[g_Config.m_ClDummy], size: 33) == 0)
2269 m_ServerMode = SERVERMODE_PURE;
2270 else
2271 m_ServerMode = SERVERMODE_PUREMOD;
2272 }
2273
2274 // add tuning to demo when new recording was started, because server tune message was already received before
2275 std::bitset<RECORDER_MAX> CurrentRecordings;
2276 for(int i = 0; i < RECORDER_MAX; i++)
2277 {
2278 if(DemoRecorder(Recorder: i)->IsRecording())
2279 {
2280 CurrentRecordings.set(pos: i);
2281 }
2282 }
2283 const bool HasNewRecordings = (CurrentRecordings & ~m_ActiveRecordings).any();
2284 m_ActiveRecordings = CurrentRecordings;
2285 if(HasNewRecordings)
2286 {
2287 CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
2288 int *pParams = (int *)&m_aTuning[g_Config.m_ClDummy];
2289 for(unsigned i = 0; i < sizeof(m_aTuning[0]) / sizeof(int); i++)
2290 Msg.AddInt(i: pParams[i]);
2291 Client()->SendMsgActive(pMsg: &Msg, Flags: MSGFLAG_RECORD | MSGFLAG_NOSEND);
2292 }
2293
2294 for(int i = 0; i < 2; i++)
2295 {
2296 if(m_aDDRaceMsgSent[i] || !m_Snap.m_pLocalInfo)
2297 {
2298 continue;
2299 }
2300 if(i == IClient::CONN_DUMMY && !Client()->DummyConnected())
2301 {
2302 continue;
2303 }
2304 CMsgPacker Msg(NETMSGTYPE_CL_ISDDNETLEGACY, false);
2305 Msg.AddInt(i: DDNetVersion());
2306 Client()->SendMsg(Conn: i, pMsg: &Msg, Flags: MSGFLAG_VITAL);
2307 m_aDDRaceMsgSent[i] = true;
2308 }
2309
2310 if(m_Snap.m_SpecInfo.m_Active && m_MultiViewActivated)
2311 {
2312 // dont show other teams while spectating in multi view
2313 CNetMsg_Cl_ShowOthers Msg;
2314 Msg.m_Show = SHOW_OTHERS_ONLY_TEAM;
2315 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
2316
2317 // update state
2318 m_aShowOthers[g_Config.m_ClDummy] = SHOW_OTHERS_ONLY_TEAM;
2319 }
2320 else if(m_aShowOthers[g_Config.m_ClDummy] == SHOW_OTHERS_NOT_SET || m_aShowOthers[g_Config.m_ClDummy] != g_Config.m_ClShowOthers)
2321 {
2322 {
2323 CNetMsg_Cl_ShowOthers Msg;
2324 Msg.m_Show = g_Config.m_ClShowOthers;
2325 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
2326 }
2327
2328 // update state
2329 m_aShowOthers[g_Config.m_ClDummy] = g_Config.m_ClShowOthers;
2330 }
2331
2332 if(m_aEnableSpectatorCount[0] == -1 || m_aEnableSpectatorCount[0] != g_Config.m_ClShowhudSpectatorCount)
2333 {
2334 CNetMsg_Cl_EnableSpectatorCount Msg;
2335 Msg.m_Enable = g_Config.m_ClShowhudSpectatorCount;
2336 Client()->SendPackMsg(Conn: 0, pMsg: &Msg, Flags: MSGFLAG_VITAL);
2337 m_aEnableSpectatorCount[0] = g_Config.m_ClShowhudSpectatorCount;
2338 }
2339 if(Client()->DummyConnected() && (m_aEnableSpectatorCount[1] == -1 || m_aEnableSpectatorCount[1] != g_Config.m_ClShowhudSpectatorCount))
2340 {
2341 CNetMsg_Cl_EnableSpectatorCount Msg;
2342 Msg.m_Enable = g_Config.m_ClShowhudSpectatorCount;
2343 Client()->SendPackMsg(Conn: 1, pMsg: &Msg, Flags: MSGFLAG_VITAL);
2344 m_aEnableSpectatorCount[1] = g_Config.m_ClShowhudSpectatorCount;
2345 }
2346
2347 if(DummySwapped)
2348 m_Camera.UpdateCamera();
2349
2350 float ShowDistanceZoom = m_Camera.m_Zoom;
2351 float Zoom = m_Camera.m_Zoom;
2352 if(m_Camera.m_Zooming)
2353 {
2354 if(m_Camera.m_ZoomSmoothingTarget > m_Camera.m_Zoom) // Zooming out
2355 ShowDistanceZoom = m_Camera.m_ZoomSmoothingTarget;
2356 else if(m_Camera.m_ZoomSmoothingTarget < m_Camera.m_Zoom && m_LastShowDistanceZoom > 0) // Zooming in
2357 ShowDistanceZoom = m_LastShowDistanceZoom;
2358
2359 Zoom = m_Camera.m_ZoomSmoothingTarget;
2360 }
2361
2362 float Deadzone = m_Camera.Deadzone();
2363 float FollowFactor = m_Camera.FollowFactor();
2364
2365 if(m_Snap.m_SpecInfo.m_Active)
2366 {
2367 // don't send camera information when spectating
2368 Zoom = m_LastZoom;
2369 Deadzone = m_LastDeadzone;
2370 FollowFactor = m_LastFollowFactor;
2371 }
2372
2373 // initialize dummy vital when first connected
2374 if(Client()->DummyConnected() && !m_LastDummyConnected)
2375 {
2376 {
2377 CNetMsg_Cl_ShowDistance Msg;
2378 float x, y;
2379 Graphics()->CalcScreenParams(Aspect: Graphics()->ScreenAspect(), Zoom: ShowDistanceZoom, pWidth: &x, pHeight: &y);
2380 Msg.m_X = x;
2381 Msg.m_Y = y;
2382 CMsgPacker Packer(&Msg);
2383 Msg.Pack(pPacker: &Packer);
2384 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2385 }
2386 {
2387 CNetMsg_Cl_CameraInfo Msg;
2388 Msg.m_Zoom = round_truncate(f: Zoom * 1000.f);
2389 Msg.m_Deadzone = Deadzone;
2390 Msg.m_FollowFactor = FollowFactor;
2391 CMsgPacker Packer(&Msg);
2392 Msg.Pack(pPacker: &Packer);
2393 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2394 }
2395 }
2396
2397 // send show distance
2398 if(ShowDistanceZoom != m_LastShowDistanceZoom || Graphics()->ScreenAspect() != m_LastScreenAspect)
2399 {
2400 CNetMsg_Cl_ShowDistance Msg;
2401 float x, y;
2402 Graphics()->CalcScreenParams(Aspect: Graphics()->ScreenAspect(), Zoom: ShowDistanceZoom, pWidth: &x, pHeight: &y);
2403 Msg.m_X = x;
2404 Msg.m_Y = y;
2405 Client()->ChecksumData()->m_Zoom = ShowDistanceZoom;
2406 CMsgPacker Packer(&Msg);
2407 Msg.Pack(pPacker: &Packer);
2408
2409 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2410 if(Client()->DummyConnected() && m_LastDummyConnected)
2411 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2412 }
2413
2414 // send camera info
2415 if(Zoom != m_LastZoom || Deadzone != m_LastDeadzone || FollowFactor != m_LastFollowFactor)
2416 {
2417 CNetMsg_Cl_CameraInfo Msg;
2418 Msg.m_Zoom = round_truncate(f: Zoom * 1000.f);
2419 Msg.m_Deadzone = Deadzone;
2420 Msg.m_FollowFactor = FollowFactor;
2421 CMsgPacker Packer(&Msg);
2422 Msg.Pack(pPacker: &Packer);
2423
2424 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2425 if(Client()->DummyConnected() && m_LastDummyConnected)
2426 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2427 }
2428
2429 m_LastShowDistanceZoom = ShowDistanceZoom;
2430 m_LastZoom = Zoom;
2431 m_LastScreenAspect = Graphics()->ScreenAspect();
2432 m_LastDeadzone = Deadzone;
2433 m_LastFollowFactor = FollowFactor;
2434 m_LastDummyConnected = Client()->DummyConnected();
2435
2436 for(auto &pComponent : m_vpAll)
2437 pComponent->OnNewSnapshot();
2438
2439 // notify editor when local character moved
2440 UpdateEditorIngameMoved();
2441
2442 // detect air jump for other players
2443 for(int i = 0; i < MAX_CLIENTS; i++)
2444 {
2445 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))
2446 {
2447 bool IsDummy = Client()->DummyConnected() && i == m_aLocalIds[!g_Config.m_ClDummy];
2448 bool IsLocalPlayer = i == m_Snap.m_LocalClientId;
2449
2450 if(!Predict() || (!IsLocalPlayer && !AntiPingPlayers()) || (!IsLocalPlayer && !IsDummy))
2451 {
2452 vec2 Pos = mix(a: vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
2453 b: vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
2454 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
2455 float Alpha = 1.0f;
2456 if(IsOtherTeam(ClientId: i))
2457 Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
2458 const float Volume = 1.0f; // TODO snd_game_volume_others
2459
2460 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());
2461 if(!Grounded)
2462 {
2463 m_Effects.AirJump(Pos, Alpha, Volume);
2464 }
2465 }
2466 }
2467 }
2468
2469 if(g_Config.m_ClFreezeStars && !m_SuppressEvents)
2470 {
2471 for(auto &Character : m_Snap.m_aCharacters)
2472 {
2473 if(Character.m_Active && Character.m_HasExtendedData && Character.m_pPrevExtendedData)
2474 {
2475 int FreezeTimeNow = Character.m_ExtendedData.m_FreezeEnd - Client()->GameTick(Conn: g_Config.m_ClDummy);
2476 int FreezeTimePrev = Character.m_pPrevExtendedData->m_FreezeEnd - Client()->PrevGameTick(Conn: g_Config.m_ClDummy);
2477 vec2 Pos = vec2(Character.m_Cur.m_X, Character.m_Cur.m_Y);
2478 int StarsNow = (FreezeTimeNow + 1) / Client()->GameTickSpeed();
2479 int StarsPrev = (FreezeTimePrev + 1) / Client()->GameTickSpeed();
2480 if(StarsNow < StarsPrev || (StarsPrev == 0 && StarsNow > 0))
2481 {
2482 int Amount = StarsNow + 1;
2483 float Mid = 3 * pi / 2;
2484 float Min = Mid - pi / 3;
2485 float Max = Mid + pi / 3;
2486 for(int j = 0; j < Amount; j++)
2487 {
2488 float Angle = mix(a: Min, b: Max, amount: (j + 1) / (float)(Amount + 2));
2489 m_Effects.DamageIndicator(Pos, Dir: direction(angle: Angle), Alpha: 1.0f);
2490 }
2491 }
2492 }
2493 }
2494 }
2495
2496 // Record m_LastRaceTick for g_Config.m_ClConfirmDisconnect/QuitTime
2497 if(m_GameInfo.m_Race &&
2498 Client()->State() == IClient::STATE_ONLINE &&
2499 m_Snap.m_pGameInfoObj &&
2500 !m_Snap.m_SpecInfo.m_Active &&
2501 m_Snap.m_pLocalCharacter &&
2502 m_Snap.m_pLocalPrevCharacter)
2503 {
2504 const bool RaceFlag = m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_RACETIME;
2505 m_LastRaceTick = RaceFlag ? -m_Snap.m_pGameInfoObj->m_WarmupTimer : -1;
2506 }
2507
2508 SnapCollectEntities(); // creates a collection that associates EntityEx snap items with the entities they belong to
2509
2510 UpdateLocalTuning();
2511 m_IsDummySwapping = 0;
2512 if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
2513 UpdatePrediction();
2514}
2515
2516std::function<bool(int, int, int, int)> CGameClient::GetScoreComparator(bool TimeScore, bool ReceivedMillisecondFinishTimes, bool Race7)
2517{
2518 // 0.7 race score
2519 if(Race7)
2520 {
2521 auto CompareTimeMillis07 = [](int TimeMillis1, int TimeMillis2, int, int) {
2522 TimeMillis1 = TimeMillis1 == protocol7::FinishTime::NOT_FINISHED ? std::numeric_limits<int>::max() : TimeMillis1;
2523 TimeMillis2 = TimeMillis2 == protocol7::FinishTime::NOT_FINISHED ? std::numeric_limits<int>::max() : TimeMillis2;
2524 return TimeMillis1 < TimeMillis2;
2525 };
2526 return CompareTimeMillis07;
2527 }
2528
2529 // normal scores (like points), biggest score is highest in scoreboard
2530 if(!TimeScore)
2531 {
2532 auto CompareScore = [](int Score1, int Score2, int, int) {
2533 return Score1 > Score2;
2534 };
2535 return CompareScore;
2536 }
2537
2538 // 'classical' times, times are send negative, so biggest value has shortest time
2539 if(!ReceivedMillisecondFinishTimes)
2540 {
2541 auto CompareTimeScore = [](int TimeScore1, int TimeScore2, int, int) {
2542 TimeScore1 = TimeScore1 == FinishTime::NOT_FINISHED_TIMESCORE ? std::numeric_limits<int>::min() : TimeScore1;
2543 TimeScore2 = TimeScore2 == FinishTime::NOT_FINISHED_TIMESCORE ? std::numeric_limits<int>::min() : TimeScore2;
2544 return TimeScore1 > TimeScore2;
2545 };
2546 return CompareTimeScore;
2547 }
2548
2549 // long precise times, smallest value first, subsorting by milliseconds
2550 auto CompareTimeMillis = [](int TimeSeconds1, int TimeSeconds2, int TimeMillis1, int TimeMillis2) {
2551 TimeSeconds1 = TimeSeconds1 == FinishTime::NOT_FINISHED_MILLIS ? std::numeric_limits<int>::max() : TimeSeconds1;
2552 TimeSeconds2 = TimeSeconds2 == FinishTime::NOT_FINISHED_MILLIS ? std::numeric_limits<int>::max() : TimeSeconds2;
2553 if(TimeSeconds1 == TimeSeconds2)
2554 return TimeMillis1 < TimeMillis2;
2555 return TimeSeconds1 < TimeSeconds2;
2556 };
2557 return CompareTimeMillis;
2558}
2559
2560void CGameClient::UpdateEditorIngameMoved()
2561{
2562 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);
2563 if(!g_Config.m_ClEditor)
2564 {
2565 m_EditorMovementDelay = 5;
2566 }
2567 else if(m_EditorMovementDelay > 0 && !LocalCharacterMoved)
2568 {
2569 --m_EditorMovementDelay;
2570 }
2571 if(m_EditorMovementDelay == 0 && LocalCharacterMoved)
2572 {
2573 Editor()->OnIngameMoved();
2574 }
2575}
2576
2577void CGameClient::ApplyPreInputs(int Tick, bool Direct, CGameWorld &GameWorld)
2578{
2579 if(!g_Config.m_ClAntiPingPreInput)
2580 return;
2581
2582 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
2583 {
2584 if(CCharacter *pChar = GameWorld.GetCharacterById(Id: ClientId))
2585 {
2586 if(ClientId == m_aLocalIds[0] || (Client()->DummyConnected() && ClientId == m_aLocalIds[1]))
2587 continue;
2588
2589 const CNetMsg_Sv_PreInput PreInput = m_aClients[ClientId].m_aPreInputs[Tick % 200];
2590 if(PreInput.m_IntendedTick != Tick)
2591 continue;
2592
2593 //convert preinput to input
2594 CNetObj_PlayerInput Input = {.m_Direction: 0};
2595 Input.m_Direction = PreInput.m_Direction;
2596 Input.m_TargetX = PreInput.m_TargetX;
2597 Input.m_TargetY = PreInput.m_TargetY;
2598 Input.m_Jump = PreInput.m_Jump;
2599 Input.m_Fire = PreInput.m_Fire;
2600 Input.m_Hook = PreInput.m_Hook;
2601 Input.m_WantedWeapon = PreInput.m_WantedWeapon;
2602 Input.m_NextWeapon = PreInput.m_NextWeapon;
2603 Input.m_PrevWeapon = PreInput.m_PrevWeapon;
2604
2605 if(Direct)
2606 {
2607 pChar->OnDirectInput(pNewInput: &Input);
2608 }
2609 else
2610 {
2611 pChar->OnPredictedInput(pNewInput: &Input);
2612 }
2613 }
2614 }
2615}
2616
2617void CGameClient::OnPredict()
2618{
2619 // store the previous values so we can detect prediction errors
2620 CCharacterCore BeforePrevChar = m_PredictedPrevChar;
2621 CCharacterCore BeforeChar = m_PredictedChar;
2622
2623 // we can't predict without our own id or own character
2624 if(m_Snap.m_LocalClientId == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_Active)
2625 return;
2626
2627 // don't predict anything if we are paused
2628 if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED)
2629 {
2630 if(m_Snap.m_pLocalCharacter)
2631 {
2632 m_PredictedChar.Read(pObjCore: m_Snap.m_pLocalCharacter);
2633 m_PredictedChar.m_ActiveWeapon = m_Snap.m_pLocalCharacter->m_Weapon;
2634 }
2635 if(m_Snap.m_pLocalPrevCharacter)
2636 {
2637 m_PredictedPrevChar.Read(pObjCore: m_Snap.m_pLocalPrevCharacter);
2638 m_PredictedPrevChar.m_ActiveWeapon = m_Snap.m_pLocalPrevCharacter->m_Weapon;
2639 }
2640 return;
2641 }
2642
2643 vec2 aBeforeRender[MAX_CLIENTS];
2644 for(int i = 0; i < MAX_CLIENTS; i++)
2645 aBeforeRender[i] = GetSmoothPos(ClientId: i);
2646
2647 // init
2648 bool Dummy = g_Config.m_ClDummy ^ m_IsDummySwapping;
2649
2650 // PredictedEvents are only handled in predicted world, so update them here
2651 m_GameWorld.m_PredictedEvents = m_PredictedWorld.m_PredictedEvents;
2652 m_PredictedWorld.CopyWorld(pFrom: &m_GameWorld);
2653
2654 // don't predict inactive players, or entities from other teams
2655 for(int i = 0; i < MAX_CLIENTS; i++)
2656 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2657 if((!m_Snap.m_aCharacters[i].m_Active && pChar->m_SnapTicks > 10) || IsOtherTeam(ClientId: i))
2658 pChar->Destroy();
2659
2660 CProjectile *pProjNext = nullptr;
2661 for(CProjectile *pProj = (CProjectile *)m_PredictedWorld.FindFirst(Type: CGameWorld::ENTTYPE_PROJECTILE); pProj; pProj = pProjNext)
2662 {
2663 pProjNext = (CProjectile *)pProj->TypeNext();
2664 if(IsOtherTeam(ClientId: pProj->GetOwner()))
2665 {
2666 pProj->Destroy();
2667 }
2668 }
2669
2670 CCharacter *pLocalChar = m_PredictedWorld.GetCharacterById(Id: m_Snap.m_LocalClientId);
2671 if(!pLocalChar)
2672 return;
2673 CCharacter *pDummyChar = nullptr;
2674 if(PredictDummy())
2675 pDummyChar = m_PredictedWorld.GetCharacterById(Id: m_aLocalIds[!g_Config.m_ClDummy]);
2676
2677 int PredictionTick = Client()->GetPredictionTick();
2678 // predict
2679 for(int Tick = Client()->GameTick(Conn: g_Config.m_ClDummy) + 1; Tick <= Client()->PredGameTick(Conn: g_Config.m_ClDummy); Tick++)
2680 {
2681 // fetch the previous characters
2682 if(Tick == PredictionTick)
2683 {
2684 for(int i = 0; i < MAX_CLIENTS; i++)
2685 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2686 m_aClients[i].m_PrevPredicted = pChar->GetCore();
2687 }
2688
2689 if(Tick == Client()->PredGameTick(Conn: g_Config.m_ClDummy))
2690 {
2691 m_PredictedPrevChar = pLocalChar->GetCore();
2692 m_aClients[m_Snap.m_LocalClientId].m_PrevPredicted = pLocalChar->GetCore();
2693
2694 if(pDummyChar)
2695 m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_PrevPredicted = pDummyChar->GetCore();
2696 }
2697
2698 // optionally allow some movement in freeze by not predicting freeze the last one to two ticks
2699 if(g_Config.m_ClPredictFreeze == 2 && Client()->PredGameTick(Conn: g_Config.m_ClDummy) - 1 - Client()->PredGameTick(Conn: g_Config.m_ClDummy) % 2 <= Tick)
2700 pLocalChar->m_CanMoveInFreeze = true;
2701
2702 // apply inputs and tick
2703 CNetObj_PlayerInput *pInputData = (CNetObj_PlayerInput *)Client()->GetInput(Tick, IsDummy: m_IsDummySwapping);
2704 CNetObj_PlayerInput *pDummyInputData = !pDummyChar ? nullptr : (CNetObj_PlayerInput *)Client()->GetInput(Tick, IsDummy: m_IsDummySwapping ^ 1);
2705 bool DummyFirst = pInputData && pDummyInputData && pDummyChar->GetCid() < pLocalChar->GetCid();
2706
2707 if(DummyFirst)
2708 pDummyChar->OnDirectInput(pNewInput: pDummyInputData);
2709 if(pInputData)
2710 pLocalChar->OnDirectInput(pNewInput: pInputData);
2711 if(pDummyInputData && !DummyFirst)
2712 pDummyChar->OnDirectInput(pNewInput: pDummyInputData);
2713
2714 ApplyPreInputs(Tick, Direct: true, GameWorld&: m_PredictedWorld);
2715
2716 m_PredictedWorld.m_GameTick = Tick;
2717 if(pInputData)
2718 pLocalChar->OnPredictedInput(pNewInput: pInputData);
2719 if(pDummyInputData)
2720 pDummyChar->OnPredictedInput(pNewInput: pDummyInputData);
2721
2722 ApplyPreInputs(Tick, Direct: false, GameWorld&: m_PredictedWorld);
2723
2724 m_PredictedWorld.Tick();
2725
2726 // fetch the current characters
2727 if(Tick == PredictionTick)
2728 {
2729 m_PrevPredictedWorld.CopyWorld(pFrom: &m_PredictedWorld);
2730
2731 for(int i = 0; i < MAX_CLIENTS; i++)
2732 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2733 m_aClients[i].m_Predicted = pChar->GetCore();
2734 }
2735
2736 if(Tick == Client()->PredGameTick(Conn: g_Config.m_ClDummy))
2737 {
2738 m_PredictedChar = pLocalChar->GetCore();
2739 m_aClients[m_Snap.m_LocalClientId].m_Predicted = pLocalChar->GetCore();
2740
2741 if(pDummyChar)
2742 m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_Predicted = pDummyChar->GetCore();
2743 }
2744
2745 for(int i = 0; i < MAX_CLIENTS; i++)
2746 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2747 {
2748 m_aClients[i].m_aPredPos[Tick % 200] = pChar->Core()->m_Pos;
2749 m_aClients[i].m_aPredTick[Tick % 200] = Tick;
2750 }
2751
2752 // check if we want to trigger effects
2753 if(Tick > m_aLastNewPredictedTick[Dummy])
2754 {
2755 m_aLastNewPredictedTick[Dummy] = Tick;
2756 m_NewPredictedTick = true;
2757 vec2 Pos = pLocalChar->Core()->m_Pos;
2758 int Events = pLocalChar->Core()->m_TriggeredEvents;
2759 if(g_Config.m_ClPredict && !m_SuppressEvents)
2760 if(Events & COREEVENT_AIR_JUMP)
2761 m_Effects.AirJump(Pos, Alpha: 1.0f, Volume: 1.0f);
2762 if(g_Config.m_SndGame && !m_SuppressEvents)
2763 {
2764 if(Events & COREEVENT_GROUND_JUMP)
2765 m_Sounds.PlayAndRecord(Channel: CSounds::CHN_WORLD, SetId: SOUND_PLAYER_JUMP, Volume: 1.0f, Position: Pos);
2766 if(Events & COREEVENT_HOOK_ATTACH_GROUND)
2767 m_Sounds.PlayAndRecord(Channel: CSounds::CHN_WORLD, SetId: SOUND_HOOK_ATTACH_GROUND, Volume: 1.0f, Position: Pos);
2768 if(Events & COREEVENT_HOOK_HIT_NOHOOK)
2769 m_Sounds.PlayAndRecord(Channel: CSounds::CHN_WORLD, SetId: SOUND_HOOK_NOATTACH, Volume: 1.0f, Position: Pos);
2770 if(Events & COREEVENT_HOOK_ATTACH_PLAYER)
2771 {
2772 m_PredictedWorld.CreatePredictedSound(Pos, SoundId: SOUND_HOOK_ATTACH_PLAYER, Id: pLocalChar->GetCid());
2773 }
2774 }
2775 }
2776
2777 // check if we want to trigger predicted airjump for dummy
2778 if(AntiPingPlayers() && pDummyChar && Tick > m_aLastNewPredictedTick[!Dummy])
2779 {
2780 m_aLastNewPredictedTick[!Dummy] = Tick;
2781 vec2 Pos = pDummyChar->Core()->m_Pos;
2782 int Events = pDummyChar->Core()->m_TriggeredEvents;
2783 if(g_Config.m_ClPredict && !m_SuppressEvents)
2784 if(Events & COREEVENT_AIR_JUMP)
2785 m_Effects.AirJump(Pos, Alpha: 1.0f, Volume: 1.0f);
2786 }
2787
2788 HandlePredictedEvents(Tick);
2789 }
2790
2791 // detect mispredictions of other players and make corrections smoother when possible
2792 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)
2793 {
2794 int PredTime = std::clamp(val: Client()->GetPredictionTime(), lo: 0, hi: 800);
2795 float SmoothPace = 4 - 1.5f * PredTime / 800.f; // smoothing pace (a lower value will make the smoothing quicker)
2796 int64_t Len = 1000 * PredTime * SmoothPace;
2797
2798 for(int i = 0; i < MAX_CLIENTS; i++)
2799 {
2800 if(!m_Snap.m_aCharacters[i].m_Active || i == m_Snap.m_LocalClientId || !m_aLastActive[i])
2801 continue;
2802 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;
2803 vec2 PredErr = (m_aLastPos[i] - NewPos) / (float)std::min(a: Client()->GetPredictionTime(), b: 200);
2804 if(in_range(a: length(a: PredErr), lower: 0.05f, upper: 5.f))
2805 {
2806 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));
2807 vec2 CurPos = mix(
2808 a: vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
2809 b: vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
2810 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
2811 vec2 RenderDiff = PredPos - aBeforeRender[i];
2812 vec2 PredDiff = PredPos - CurPos;
2813
2814 float aMixAmount[2];
2815 for(int j = 0; j < 2; j++)
2816 {
2817 aMixAmount[j] = 1.0f;
2818 if(absolute(a: PredErr[j]) > 0.05f)
2819 {
2820 aMixAmount[j] = 0.0f;
2821 if(absolute(a: RenderDiff[j]) > 0.01f)
2822 {
2823 aMixAmount[j] = 1.f - std::clamp(val: RenderDiff[j] / PredDiff[j], lo: 0.f, hi: 1.f);
2824 aMixAmount[j] = 1.f - std::pow(x: 1.f - aMixAmount[j], y: 1 / 1.2f);
2825 }
2826 }
2827 int64_t TimePassed = time_get() - m_aClients[i].m_aSmoothStart[j];
2828 if(in_range(a: TimePassed, lower: (int64_t)0, upper: Len - 1))
2829 aMixAmount[j] = std::min(a: aMixAmount[j], b: (float)(TimePassed / (double)Len));
2830 }
2831 for(int j = 0; j < 2; j++)
2832 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])
2833 aMixAmount[j] = aMixAmount[j ^ 1];
2834 for(int j = 0; j < 2; j++)
2835 {
2836 // don't smooth for longer than 700ms, or more than 300ms longer along one axis than the other axis
2837 int64_t Remaining = std::min(l: {
2838 (1.f - aMixAmount[j]) * Len,
2839 time_freq() * 0.700f,
2840 (1.f - aMixAmount[j ^ 1]) * Len + time_freq() * 0.300f,
2841 });
2842 int64_t Start = time_get() - (Len - Remaining);
2843 if(!in_range(a: Start + Len, lower: m_aClients[i].m_aSmoothStart[j], upper: m_aClients[i].m_aSmoothStart[j] + Len))
2844 {
2845 m_aClients[i].m_aSmoothStart[j] = Start;
2846 m_aClients[i].m_aSmoothLen[j] = Len;
2847 }
2848 }
2849 }
2850 }
2851 }
2852
2853 for(int i = 0; i < MAX_CLIENTS; i++)
2854 {
2855 if(m_Snap.m_aCharacters[i].m_Active)
2856 {
2857 m_aLastPos[i] = m_aClients[i].m_Predicted.m_Pos;
2858 m_aLastActive[i] = true;
2859 }
2860 else
2861 {
2862 m_aLastActive[i] = false;
2863 }
2864 }
2865
2866 if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick(Conn: g_Config.m_ClDummy))
2867 {
2868 CNetObj_CharacterCore Before = {.m_Tick: 0}, Now = {.m_Tick: 0}, BeforePrev = {.m_Tick: 0}, NowPrev = {.m_Tick: 0};
2869 BeforeChar.Write(pObjCore: &Before);
2870 BeforePrevChar.Write(pObjCore: &BeforePrev);
2871 m_PredictedChar.Write(pObjCore: &Now);
2872 m_PredictedPrevChar.Write(pObjCore: &NowPrev);
2873
2874 if(mem_comp(a: &Before, b: &Now, size: sizeof(CNetObj_CharacterCore)) != 0)
2875 {
2876 Console()->Print(Level: IConsole::OUTPUT_LEVEL_DEBUG, pFrom: "client", pStr: "prediction error");
2877 for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore) / sizeof(int); i++)
2878 if(((int *)&Before)[i] != ((int *)&Now)[i])
2879 {
2880 char aBuf[256];
2881 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]);
2882 Console()->Print(Level: IConsole::OUTPUT_LEVEL_DEBUG, pFrom: "client", pStr: aBuf);
2883 }
2884 }
2885 }
2886
2887 m_PredictedTick = Client()->PredGameTick(Conn: g_Config.m_ClDummy);
2888
2889 if(m_NewPredictedTick)
2890 m_Ghost.OnNewPredictedSnapshot();
2891}
2892
2893void CGameClient::OnActivateEditor()
2894{
2895 OnRelease();
2896}
2897
2898CGameClient::CClientStats::CClientStats()
2899{
2900 Reset();
2901}
2902
2903void CGameClient::CClientStats::Reset()
2904{
2905 m_JoinTick = 0;
2906 m_IngameTicks = 0;
2907 m_Active = false;
2908
2909 std::fill(first: std::begin(arr&: m_aFragsWith), last: std::end(arr&: m_aFragsWith), value: 0);
2910 std::fill(first: std::begin(arr&: m_aDeathsFrom), last: std::end(arr&: m_aDeathsFrom), value: 0);
2911 m_Frags = 0;
2912 m_Deaths = 0;
2913 m_Suicides = 0;
2914 m_BestSpree = 0;
2915 m_CurrentSpree = 0;
2916
2917 m_FlagGrabs = 0;
2918 m_FlagCaptures = 0;
2919}
2920
2921void CGameClient::CClientData::UpdateSkinInfo()
2922{
2923 const CSkinDescriptor SkinDescriptor = ToSkinDescriptor();
2924 if(SkinDescriptor.m_Flags == 0)
2925 {
2926 return;
2927 }
2928
2929 const auto &&ApplySkinProperties = [&]() {
2930 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SIX)
2931 {
2932 m_pSkinInfo->TeeRenderInfo().ApplyColors(CustomColoredSkin: m_UseCustomColor, ColorBody: m_ColorBody, ColorFeet: m_ColorFeet);
2933 }
2934 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SEVEN)
2935 {
2936 for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
2937 {
2938 const CClientData::CSixup &SixupData = m_aSixup[Dummy];
2939 CTeeRenderInfo::CSixup &SixupSkinInfo = m_pSkinInfo->TeeRenderInfo().m_aSixup[Dummy];
2940 for(int Part = 0; Part < protocol7::NUM_SKINPARTS; Part++)
2941 {
2942 m_pGameClient->m_Skins7.ApplyColorTo(SixupRenderInfo&: SixupSkinInfo, UseCustomColors: SixupData.m_aUseCustomColors[Part], Value: SixupData.m_aSkinPartColors[Part], Part);
2943 }
2944 UpdateSkin7HatSprite(Dummy);
2945 UpdateSkin7BotDecoration(Dummy);
2946 }
2947 }
2948 m_pSkinInfo->TeeRenderInfo().m_Size = 64.0f;
2949 };
2950
2951 if(m_pSkinInfo == nullptr)
2952 {
2953 CTeeRenderInfo TeeRenderInfo;
2954 m_pSkinInfo = m_pGameClient->CreateManagedTeeRenderInfo(TeeRenderInfo, SkinDescriptor);
2955 m_pSkinInfo->SetRefreshCallback([&]() { UpdateRenderInfo(); });
2956 ApplySkinProperties();
2957 m_pSkinInfo->m_RefreshCallback();
2958 }
2959 else if(m_pSkinInfo->SkinDescriptor() != SkinDescriptor)
2960 {
2961 m_pSkinInfo->m_SkinDescriptor = SkinDescriptor;
2962 m_pGameClient->RefreshSkin(pManagedTeeRenderInfo: m_pSkinInfo);
2963 ApplySkinProperties();
2964 }
2965 else
2966 {
2967 ApplySkinProperties();
2968 m_pSkinInfo->m_RefreshCallback();
2969 }
2970}
2971
2972void CGameClient::CClientData::UpdateRenderInfo()
2973{
2974 m_RenderInfo = m_pSkinInfo->TeeRenderInfo();
2975
2976 // force team colors
2977 if(m_pGameClient->IsTeamPlay())
2978 {
2979 m_RenderInfo.m_CustomColoredSkin = true;
2980 for(auto &Sixup : m_RenderInfo.m_aSixup)
2981 {
2982 std::fill(first: std::begin(arr&: Sixup.m_aUseCustomColors), last: std::end(arr&: Sixup.m_aUseCustomColors), value: true);
2983 }
2984
2985 if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE)
2986 {
2987 const int aTeamColors[2] = {65461, 10223541};
2988 m_RenderInfo.m_ColorBody = color_cast<ColorRGBA>(hsl: ColorHSLA(aTeamColors[m_Team]));
2989 m_RenderInfo.m_ColorFeet = color_cast<ColorRGBA>(hsl: ColorHSLA(aTeamColors[m_Team]));
2990
2991 // 0.7
2992 for(auto &Sixup : m_RenderInfo.m_aSixup)
2993 {
2994 const ColorRGBA aTeamColorsSixup[2] = {
2995 ColorRGBA(0.753f, 0.318f, 0.318f, 1.0f),
2996 ColorRGBA(0.318f, 0.471f, 0.753f, 1.0f)};
2997 const ColorRGBA aMarkingColorsSixup[2] = {
2998 ColorRGBA(0.824f, 0.345f, 0.345f, 1.0f),
2999 ColorRGBA(0.345f, 0.514f, 0.824f, 1.0f)};
3000 float MarkingAlpha = Sixup.m_aColors[protocol7::SKINPART_MARKING].a;
3001 for(auto &Color : Sixup.m_aColors)
3002 {
3003 Color = aTeamColorsSixup[m_Team];
3004 }
3005 if(MarkingAlpha > 0.1f)
3006 {
3007 Sixup.m_aColors[protocol7::SKINPART_MARKING] = aMarkingColorsSixup[m_Team];
3008 }
3009 }
3010 }
3011 else
3012 {
3013 m_RenderInfo.m_ColorBody = color_cast<ColorRGBA>(hsl: ColorHSLA(12829350));
3014 m_RenderInfo.m_ColorFeet = color_cast<ColorRGBA>(hsl: ColorHSLA(12829350));
3015 for(auto &Sixup : m_RenderInfo.m_aSixup)
3016 {
3017 for(auto &Color : Sixup.m_aColors)
3018 {
3019 Color = color_cast<ColorRGBA>(hsl: ColorHSLA(12829350));
3020 }
3021 }
3022 }
3023 }
3024}
3025
3026void CGameClient::CClientData::Reset()
3027{
3028 m_UseCustomColor = 0;
3029 m_ColorBody = 0;
3030 m_ColorFeet = 0;
3031
3032 m_aName[0] = '\0';
3033 m_aClan[0] = '\0';
3034 m_Country = CountryCode::DEFAULT;
3035 str_copy(dst&: m_aSkinName, src: "default");
3036
3037 m_Team = 0;
3038 m_Emoticon = 0;
3039 m_EmoticonStartFraction = 0;
3040 m_EmoticonStartTick = -1;
3041
3042 m_Solo = false;
3043 m_Jetpack = false;
3044 m_CollisionDisabled = false;
3045 m_EndlessHook = false;
3046 m_EndlessJump = false;
3047 m_HammerHitDisabled = false;
3048 m_GrenadeHitDisabled = false;
3049 m_LaserHitDisabled = false;
3050 m_ShotgunHitDisabled = false;
3051 m_HookHitDisabled = false;
3052 m_Super = false;
3053 m_Invincible = false;
3054 m_HasTelegunGun = false;
3055 m_HasTelegunGrenade = false;
3056 m_HasTelegunLaser = false;
3057 m_FreezeEnd = 0;
3058 m_DeepFrozen = false;
3059 m_LiveFrozen = false;
3060
3061 m_Predicted.Reset();
3062 m_PrevPredicted.Reset();
3063
3064 if(m_pSkinInfo != nullptr)
3065 {
3066 // Make sure other `shared_ptr`s to this skin info will not use the refresh callback that refers to this reset client data
3067 m_pSkinInfo->SetRefreshCallback(nullptr);
3068 m_pSkinInfo = nullptr;
3069 }
3070 m_RenderInfo.Reset();
3071
3072 m_Angle = 0.0f;
3073 m_Active = false;
3074 m_ChatIgnore = false;
3075 m_EmoticonIgnore = false;
3076 m_Friend = false;
3077 m_Foe = false;
3078
3079 m_AuthLevel = AUTHED_NO;
3080 m_Afk = false;
3081 m_Paused = false;
3082 m_Spec = false;
3083
3084 std::fill(first: std::begin(arr&: m_aSwitchStates), last: std::end(arr&: m_aSwitchStates), value: 0);
3085
3086 m_Snapped.m_Tick = -1;
3087 m_Evolved.m_Tick = -1;
3088
3089 for(auto &PreInput : m_aPreInputs)
3090 {
3091 PreInput.m_IntendedTick = -1;
3092 }
3093
3094 m_RenderCur.m_Tick = -1;
3095 m_RenderPrev.m_Tick = -1;
3096 m_RenderPos = vec2(0.0f, 0.0f);
3097 m_IsPredicted = false;
3098 m_IsPredictedLocal = false;
3099 std::fill(first: std::begin(arr&: m_aSmoothStart), last: std::end(arr&: m_aSmoothStart), value: 0);
3100 std::fill(first: std::begin(arr&: m_aSmoothLen), last: std::end(arr&: m_aSmoothLen), value: 0);
3101 std::fill(first: std::begin(arr&: m_aPredPos), last: std::end(arr&: m_aPredPos), value: vec2(0.0f, 0.0f));
3102 std::fill(first: std::begin(arr&: m_aPredTick), last: std::end(arr&: m_aPredTick), value: 0);
3103 m_SpecCharPresent = false;
3104 m_SpecChar = vec2(0.0f, 0.0f);
3105
3106 for(auto &Info : m_aSixup)
3107 Info.Reset();
3108}
3109
3110CSkinDescriptor CGameClient::CClientData::ToSkinDescriptor() const
3111{
3112 CSkinDescriptor SkinDescriptor;
3113
3114 CTranslationContext::CClientData &TranslatedClient = m_pGameClient->m_pClient->m_TranslationContext.m_aClients[ClientId()];
3115 if(m_Active && !TranslatedClient.m_Active)
3116 {
3117 SkinDescriptor.m_Flags |= CSkinDescriptor::FLAG_SIX;
3118 str_copy(dst&: SkinDescriptor.m_aSkinName, src: m_aSkinName);
3119 }
3120 else if(TranslatedClient.m_Active)
3121 {
3122 SkinDescriptor.m_Flags |= CSkinDescriptor::FLAG_SEVEN;
3123 for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
3124 {
3125 for(int Part = 0; Part < protocol7::NUM_SKINPARTS; Part++)
3126 {
3127 str_copy(dst&: SkinDescriptor.m_aSixup[Dummy].m_aaSkinPartNames[Part], src: m_aSixup[Dummy].m_aaSkinPartNames[Part]);
3128 }
3129 SkinDescriptor.m_aSixup[Dummy].m_XmasHat = time_season() == ETimeSeason::XMAS;
3130 SkinDescriptor.m_aSixup[Dummy].m_BotDecoration = (TranslatedClient.m_PlayerFlags7 & protocol7::PLAYERFLAG_BOT) != 0;
3131 }
3132 }
3133
3134 return SkinDescriptor;
3135}
3136
3137void CGameClient::CClientData::CSixup::Reset()
3138{
3139 for(int i = 0; i < protocol7::NUM_SKINPARTS; ++i)
3140 {
3141 m_aaSkinPartNames[i][0] = '\0';
3142 m_aUseCustomColors[i] = 0;
3143 m_aSkinPartColors[i] = 0;
3144 }
3145}
3146
3147void CGameClient::SendSwitchTeam(int Team) const
3148{
3149 CNetMsg_Cl_SetTeam Msg;
3150 Msg.m_Team = Team;
3151 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
3152}
3153
3154void CGameClient::SendStartInfo7(bool Dummy)
3155{
3156 protocol7::CNetMsg_Cl_StartInfo Msg;
3157 Msg.m_pName = Dummy ? Client()->DummyName() : Client()->PlayerName();
3158 Msg.m_pClan = Dummy ? Config()->m_ClDummyClan : Config()->m_PlayerClan;
3159 Msg.m_Country = Dummy ? Config()->m_ClDummyCountry : Config()->m_PlayerCountry;
3160 for(int p = 0; p < protocol7::NUM_SKINPARTS; p++)
3161 {
3162 Msg.m_apSkinPartNames[p] = CSkins7::ms_apSkinVariables[(int)Dummy][p];
3163 Msg.m_aUseCustomColors[p] = *CSkins7::ms_apUCCVariables[(int)Dummy][p];
3164 Msg.m_aSkinPartColors[p] = *CSkins7::ms_apColorVariables[(int)Dummy][p];
3165 }
3166 CMsgPacker Packer(&Msg, false, true);
3167 if(Msg.Pack(pPacker: &Packer))
3168 return;
3169 Client()->SendMsg(Conn: (int)Dummy, pMsg: &Packer, Flags: MSGFLAG_VITAL | MSGFLAG_FLUSH);
3170 m_aCheckInfo[(int)Dummy] = -1;
3171}
3172
3173void CGameClient::SendSkinChange7(bool Dummy)
3174{
3175 protocol7::CNetMsg_Cl_SkinChange Msg;
3176 for(int p = 0; p < protocol7::NUM_SKINPARTS; p++)
3177 {
3178 Msg.m_apSkinPartNames[p] = CSkins7::ms_apSkinVariables[(int)Dummy][p];
3179 Msg.m_aUseCustomColors[p] = *CSkins7::ms_apUCCVariables[(int)Dummy][p];
3180 Msg.m_aSkinPartColors[p] = *CSkins7::ms_apColorVariables[(int)Dummy][p];
3181 }
3182 CMsgPacker Packer(&Msg, false, true);
3183 if(Msg.Pack(pPacker: &Packer))
3184 return;
3185 Client()->SendMsg(Conn: (int)Dummy, pMsg: &Packer, Flags: MSGFLAG_VITAL | MSGFLAG_FLUSH);
3186 m_aCheckInfo[(int)Dummy] = Client()->GameTickSpeed();
3187}
3188
3189bool CGameClient::GotWantedSkin7(bool Dummy)
3190{
3191 // validate the wanted skinparts before comparison
3192 // because the skin parts we compare against are also validated
3193 // otherwise it tries to resend the skin info when the eyes are set to "negative"
3194 // in team based modes
3195 char aSkinParts[protocol7::NUM_SKINPARTS][protocol7::MAX_SKIN_ARRAY_SIZE];
3196 char *apSkinPartsPtr[protocol7::NUM_SKINPARTS];
3197 int aUCCVars[protocol7::NUM_SKINPARTS];
3198 int aColorVars[protocol7::NUM_SKINPARTS];
3199 for(int SkinPart = 0; SkinPart < protocol7::NUM_SKINPARTS; SkinPart++)
3200 {
3201 str_copy(dst: aSkinParts[SkinPart], src: CSkins7::ms_apSkinVariables[(int)Dummy][SkinPart], dst_size: protocol7::MAX_SKIN_ARRAY_SIZE);
3202 apSkinPartsPtr[SkinPart] = aSkinParts[SkinPart];
3203 aUCCVars[SkinPart] = *CSkins7::ms_apUCCVariables[(int)Dummy][SkinPart];
3204 aColorVars[SkinPart] = *CSkins7::ms_apColorVariables[(int)Dummy][SkinPart];
3205 }
3206 m_Skins7.ValidateSkinParts(apPartNames: apSkinPartsPtr, pUseCustomColors: aUCCVars, pPartColors: aColorVars, GameFlags: m_pClient->m_TranslationContext.m_GameFlags);
3207
3208 for(int SkinPart = 0; SkinPart < protocol7::NUM_SKINPARTS; SkinPart++)
3209 {
3210 if(str_comp(a: m_aClients[m_aLocalIds[(int)Dummy]].m_aSixup[g_Config.m_ClDummy].m_aaSkinPartNames[SkinPart], b: apSkinPartsPtr[SkinPart]))
3211 return false;
3212 if(m_aClients[m_aLocalIds[(int)Dummy]].m_aSixup[g_Config.m_ClDummy].m_aUseCustomColors[SkinPart] != aUCCVars[SkinPart])
3213 return false;
3214 if(m_aClients[m_aLocalIds[(int)Dummy]].m_aSixup[g_Config.m_ClDummy].m_aSkinPartColors[SkinPart] != aColorVars[SkinPart])
3215 return false;
3216 }
3217
3218 // TODO: add name change ddnet extension to 0.7 protocol
3219 // if(str_comp(m_aClients[m_aLocalIds[(int)Dummy]].m_aName, Dummy ? Client()->DummyName() : Client()->PlayerName()))
3220 // return false;
3221 // if(str_comp(m_aClients[m_aLocalIds[(int)Dummy]].m_aClan, Dummy ? g_Config.m_ClDummyClan : g_Config.m_PlayerClan))
3222 // return false;
3223 // if(m_aClients[m_aLocalIds[(int)Dummy]].m_Country != (Dummy ? g_Config.m_ClDummyCountry : g_Config.m_PlayerCountry))
3224 // return false;
3225
3226 return true;
3227}
3228
3229void CGameClient::SendInfo(bool Start)
3230{
3231 if(m_pClient->IsSixup())
3232 {
3233 if(Start)
3234 SendStartInfo7(Dummy: false);
3235 else
3236 SendSkinChange7(Dummy: false);
3237 return;
3238 }
3239 if(Start)
3240 {
3241 CNetMsg_Cl_StartInfo Msg;
3242 Msg.m_pName = Client()->PlayerName();
3243 Msg.m_pClan = g_Config.m_PlayerClan;
3244 Msg.m_Country = g_Config.m_PlayerCountry;
3245 Msg.m_pSkin = g_Config.m_ClPlayerSkin;
3246 Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
3247 Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
3248 Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
3249 CMsgPacker Packer(&Msg);
3250 Msg.Pack(pPacker: &Packer);
3251 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL | MSGFLAG_FLUSH);
3252 m_aCheckInfo[0] = -1;
3253 }
3254 else
3255 {
3256 CNetMsg_Cl_ChangeInfo Msg;
3257 Msg.m_pName = Client()->PlayerName();
3258 Msg.m_pClan = g_Config.m_PlayerClan;
3259 Msg.m_Country = g_Config.m_PlayerCountry;
3260 Msg.m_pSkin = g_Config.m_ClPlayerSkin;
3261 Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
3262 Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
3263 Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
3264 CMsgPacker Packer(&Msg);
3265 Msg.Pack(pPacker: &Packer);
3266 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL);
3267 m_aCheckInfo[0] = Client()->GameTickSpeed();
3268 }
3269}
3270
3271void CGameClient::SendDummyInfo(bool Start)
3272{
3273 if(m_pClient->IsSixup())
3274 {
3275 if(Start)
3276 SendStartInfo7(Dummy: true);
3277 else
3278 SendSkinChange7(Dummy: true);
3279 return;
3280 }
3281 if(Start)
3282 {
3283 CNetMsg_Cl_StartInfo Msg;
3284 Msg.m_pName = Client()->DummyName();
3285 Msg.m_pClan = g_Config.m_ClDummyClan;
3286 Msg.m_Country = g_Config.m_ClDummyCountry;
3287 Msg.m_pSkin = g_Config.m_ClDummySkin;
3288 Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
3289 Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
3290 Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
3291 CMsgPacker Packer(&Msg);
3292 Msg.Pack(pPacker: &Packer);
3293 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
3294 m_aCheckInfo[1] = -1;
3295 }
3296 else
3297 {
3298 CNetMsg_Cl_ChangeInfo Msg;
3299 Msg.m_pName = Client()->DummyName();
3300 Msg.m_pClan = g_Config.m_ClDummyClan;
3301 Msg.m_Country = g_Config.m_ClDummyCountry;
3302 Msg.m_pSkin = g_Config.m_ClDummySkin;
3303 Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
3304 Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
3305 Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
3306 CMsgPacker Packer(&Msg);
3307 Msg.Pack(pPacker: &Packer);
3308 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
3309 m_aCheckInfo[1] = Client()->GameTickSpeed();
3310 }
3311}
3312
3313void CGameClient::SendKill() const
3314{
3315 CNetMsg_Cl_Kill Msg;
3316 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
3317
3318 if(g_Config.m_ClDummyCopyMoves)
3319 {
3320 CMsgPacker MsgP(NETMSGTYPE_CL_KILL, false);
3321 Client()->SendMsg(Conn: !g_Config.m_ClDummy, pMsg: &MsgP, Flags: MSGFLAG_VITAL);
3322 }
3323}
3324
3325void CGameClient::SendReadyChange7()
3326{
3327 if(!Client()->IsSixup())
3328 {
3329 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");
3330 return;
3331 }
3332 protocol7::CNetMsg_Cl_ReadyChange Msg;
3333 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL, NoTranslate: true);
3334}
3335
3336void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
3337{
3338 ((CGameClient *)pUserData)->SendSwitchTeam(Team: pResult->GetInteger(Index: 0));
3339}
3340
3341void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData)
3342{
3343 ((CGameClient *)pUserData)->SendKill();
3344}
3345
3346void CGameClient::ConReadyChange7(IConsole::IResult *pResult, void *pUserData)
3347{
3348 CGameClient *pClient = static_cast<CGameClient *>(pUserData);
3349 if(pClient->Client()->State() == IClient::STATE_ONLINE)
3350 pClient->SendReadyChange7();
3351}
3352
3353void CGameClient::ConchainLanguageUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3354{
3355 CGameClient *pThis = static_cast<CGameClient *>(pUserData);
3356 const bool Changed = pThis->Client()->GlobalTime() && pResult->NumArguments() && str_comp(a: pResult->GetString(Index: 0), b: g_Config.m_ClLanguagefile) != 0;
3357 pfnCallback(pResult, pCallbackUserData);
3358 if(Changed)
3359 {
3360 pThis->OnLanguageChange();
3361 }
3362}
3363
3364void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3365{
3366 pfnCallback(pResult, pCallbackUserData);
3367 if(pResult->NumArguments())
3368 ((CGameClient *)pUserData)->SendInfo(Start: false);
3369}
3370
3371void CGameClient::ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3372{
3373 pfnCallback(pResult, pCallbackUserData);
3374 if(pResult->NumArguments())
3375 ((CGameClient *)pUserData)->SendDummyInfo(Start: false);
3376}
3377
3378void CGameClient::ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3379{
3380 pfnCallback(pResult, pCallbackUserData);
3381 if(pResult->NumArguments())
3382 {
3383 if(g_Config.m_ClDummy && !((CGameClient *)pUserData)->Client()->DummyConnected())
3384 g_Config.m_ClDummy = 0;
3385 }
3386}
3387
3388IGameClient *CreateGameClient()
3389{
3390 return new CGameClient();
3391}
3392
3393int CGameClient::IntersectCharacter(vec2 HookPos, vec2 NewPos, vec2 &NewPos2, int OwnId, vec2 *pPlayerPosition)
3394{
3395 float Distance = 0.0f;
3396 int ClosestId = -1;
3397
3398 const CClientData &OwnClientData = m_aClients[OwnId];
3399
3400 for(int i = 0; i < MAX_CLIENTS; i++)
3401 {
3402 if(i == OwnId)
3403 continue;
3404
3405 const CClientData &Data = m_aClients[i];
3406
3407 if(!Data.m_Active || !m_Snap.m_aCharacters[i].m_Active)
3408 continue;
3409
3410 CNetObj_Character Prev = m_Snap.m_aCharacters[i].m_Prev;
3411 CNetObj_Character Player = m_Snap.m_aCharacters[i].m_Cur;
3412
3413 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));
3414
3415 bool IsOneSuper = Data.m_Super || OwnClientData.m_Super;
3416 bool IsOneSolo = Data.m_Solo || OwnClientData.m_Solo;
3417
3418 if(!IsOneSuper && (!m_Teams.SameTeam(ClientId1: i, ClientId2: OwnId) || IsOneSolo || OwnClientData.m_HookHitDisabled))
3419 continue;
3420
3421 vec2 ClosestPoint;
3422 if(closest_point_on_line(line_pointA: HookPos, line_pointB: NewPos, target_point: Position, out_pos&: ClosestPoint))
3423 {
3424 if(distance(a: Position, b: ClosestPoint) < CCharacterCore::PhysicalSize() + 2.0f)
3425 {
3426 if(ClosestId == -1 || distance(a: HookPos, b: Position) < Distance)
3427 {
3428 NewPos2 = ClosestPoint;
3429 ClosestId = i;
3430 Distance = distance(a: HookPos, b: Position);
3431 if(pPlayerPosition)
3432 *pPlayerPosition = Position;
3433 }
3434 }
3435 }
3436 }
3437
3438 return ClosestId;
3439}
3440
3441ColorRGBA CalculateNameColor(ColorHSLA TextColorHSL)
3442{
3443 return color_cast<ColorRGBA>(hsl: ColorHSLA(TextColorHSL.h, TextColorHSL.s * 0.68f, TextColorHSL.l * 0.81f));
3444}
3445
3446void CGameClient::UpdateLocalTuning()
3447{
3448 m_GameWorld.m_WorldConfig.m_UseTuneZones = m_GameInfo.m_PredictDDRaceTiles;
3449
3450 // always update default tune zone, even without character
3451 if(!m_GameWorld.m_WorldConfig.m_UseTuneZones)
3452 m_GameWorld.TuningList()[0] = m_aTuning[g_Config.m_ClDummy];
3453
3454 if(!m_Snap.m_pLocalCharacter && !m_Snap.m_pSpectatorInfo)
3455 return;
3456
3457 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);
3458
3459 // update the tuning at the local position with the latest tunings received before the new snapshot
3460 if(m_GameWorld.m_WorldConfig.m_UseTuneZones)
3461 {
3462 int TuneZone =
3463 m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_HasExtendedData &&
3464 m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_ExtendedData.m_TuneZoneOverride != TuneZone::OVERRIDE_NONE ?
3465 m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_ExtendedData.m_TuneZoneOverride :
3466 Collision()->IsTune(Index: Collision()->GetMapIndex(Pos: LocalPos));
3467
3468 if(TuneZone != m_aLocalTuneZone[g_Config.m_ClDummy])
3469 {
3470 // our tunezone changed, expecting tuning message
3471 m_aLocalTuneZone[g_Config.m_ClDummy] = m_aExpectingTuningForZone[g_Config.m_ClDummy] = TuneZone;
3472 m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
3473 }
3474
3475 // tunezone could have changed, send dummy tuning to demo
3476 if(m_ActiveRecordings.any() && m_IsDummySwapping && m_aLocalTuneZone[0] != m_aLocalTuneZone[1])
3477 {
3478 CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
3479 int *pParams = (int *)&m_aTuning[g_Config.m_ClDummy];
3480 for(unsigned i = 0; i < sizeof(m_aTuning[0]) / sizeof(int); i++)
3481 Msg.AddInt(i: pParams[i]);
3482 Client()->SendMsgActive(pMsg: &Msg, Flags: MSGFLAG_RECORD | MSGFLAG_NOSEND);
3483 }
3484
3485 if(m_aExpectingTuningForZone[g_Config.m_ClDummy] >= 0)
3486 {
3487 if(m_aReceivedTuning[g_Config.m_ClDummy])
3488 {
3489 TuningList()[m_aExpectingTuningForZone[g_Config.m_ClDummy]] = m_aTuning[g_Config.m_ClDummy];
3490 m_GameWorld.TuningList()[m_aExpectingTuningForZone[g_Config.m_ClDummy]] = m_aTuning[g_Config.m_ClDummy];
3491 m_aReceivedTuning[g_Config.m_ClDummy] = false;
3492 m_aExpectingTuningForZone[g_Config.m_ClDummy] = -1;
3493 }
3494 else if(m_aExpectingTuningSince[g_Config.m_ClDummy] >= 5)
3495 {
3496 // if we are expecting tuning for more than 10 snaps (less than a quarter of a second)
3497 // it is probably dropped or it was received out of order
3498 // or applied to another tunezone.
3499 // we need to fallback to current tuning to fix ourselves.
3500 m_aExpectingTuningForZone[g_Config.m_ClDummy] = -1;
3501 m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
3502 m_aReceivedTuning[g_Config.m_ClDummy] = false;
3503 log_debug("tunezone", "the tuning was missed");
3504 }
3505 else
3506 {
3507 // if we are expecting tuning and have not received one yet.
3508 // do not update any tuning, so we don't apply it to the wrong tunezone.
3509 log_debug("tunezone", "waiting for tuning for zone %d", m_aExpectingTuningForZone[g_Config.m_ClDummy]);
3510 m_aExpectingTuningSince[g_Config.m_ClDummy]++;
3511 }
3512 }
3513 else
3514 {
3515 // if we have processed what we need, and the tuning is still wrong due to out of order message
3516 // fix our tuning by using the current one
3517 m_GameWorld.TuningList()[TuneZone] = m_aTuning[g_Config.m_ClDummy];
3518 m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
3519 m_aReceivedTuning[g_Config.m_ClDummy] = false;
3520 }
3521 }
3522}
3523
3524void CGameClient::UpdatePrediction()
3525{
3526 m_GameWorld.m_WorldConfig.m_IsVanilla = m_GameInfo.m_PredictVanilla;
3527 m_GameWorld.m_WorldConfig.m_IsDDRace = m_GameInfo.m_PredictDDRace;
3528 m_GameWorld.m_WorldConfig.m_IsFNG = m_GameInfo.m_PredictFNG;
3529 m_GameWorld.m_WorldConfig.m_PredictDDRace = m_GameInfo.m_PredictDDRace;
3530 m_GameWorld.m_WorldConfig.m_PredictTiles = m_GameInfo.m_PredictDDRace && m_GameInfo.m_PredictDDRaceTiles;
3531 m_GameWorld.m_WorldConfig.m_PredictFreeze = g_Config.m_ClPredictFreeze;
3532 m_GameWorld.m_WorldConfig.m_PredictWeapons = AntiPingWeapons();
3533 m_GameWorld.m_WorldConfig.m_BugDDRaceInput = m_GameInfo.m_BugDDRaceInput;
3534 m_GameWorld.m_WorldConfig.m_NoWeakHookAndBounce = m_GameInfo.m_NoWeakHookAndBounce;
3535 m_GameWorld.m_WorldConfig.m_PredictEvents = m_GameInfo.m_PredictEvents;
3536
3537 if(!m_Snap.m_pLocalCharacter)
3538 {
3539 if(CCharacter *pLocalChar = m_GameWorld.GetCharacterById(Id: m_Snap.m_LocalClientId))
3540 pLocalChar->Destroy();
3541 return;
3542 }
3543
3544 if(m_Snap.m_pLocalCharacter->m_AmmoCount > 0 && m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA)
3545 m_GameWorld.m_WorldConfig.m_InfiniteAmmo = false;
3546 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;
3547
3548 CCharacter *pLocalChar = m_GameWorld.GetCharacterById(Id: m_Snap.m_LocalClientId);
3549 CCharacter *pDummyChar = nullptr;
3550 if(PredictDummy())
3551 pDummyChar = m_GameWorld.GetCharacterById(Id: m_aLocalIds[!g_Config.m_ClDummy]);
3552
3553 // update strong and weak hook
3554 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))
3555 {
3556 if(m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_HasExtendedData)
3557 {
3558 int aIds[MAX_CLIENTS];
3559 for(int &Id : aIds)
3560 Id = -1;
3561 for(int i = 0; i < MAX_CLIENTS; i++)
3562 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3563 aIds[pChar->GetStrongWeakId()] = i;
3564 for(int Id : aIds)
3565 if(Id >= 0)
3566 m_CharOrder.GiveStrong(c: Id);
3567 }
3568 else
3569 {
3570 // manual detection
3571 DetectStrongHook();
3572 }
3573 for(int i : m_CharOrder.m_Ids)
3574 {
3575 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3576 {
3577 m_GameWorld.RemoveEntity(pEntity: pChar);
3578 m_GameWorld.InsertEntity(pEntity: pChar);
3579 }
3580 }
3581 }
3582
3583 // advance the gameworld to the current gametick
3584 if(pLocalChar && absolute(a: m_GameWorld.GameTick() - Client()->GameTick(Conn: g_Config.m_ClDummy)) < Client()->GameTickSpeed())
3585 {
3586 for(int Tick = m_GameWorld.GameTick() + 1; Tick <= Client()->GameTick(Conn: g_Config.m_ClDummy); Tick++)
3587 {
3588 CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick);
3589 CNetObj_PlayerInput *pDummyInput = nullptr;
3590 if(pDummyChar)
3591 pDummyInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick, IsDummy: 1);
3592 if(pInput)
3593 pLocalChar->OnDirectInput(pNewInput: pInput);
3594 if(pDummyInput)
3595 pDummyChar->OnDirectInput(pNewInput: pDummyInput);
3596
3597 ApplyPreInputs(Tick, Direct: true, GameWorld&: m_GameWorld);
3598
3599 m_GameWorld.m_GameTick = Tick;
3600 if(pInput)
3601 pLocalChar->OnPredictedInput(pNewInput: pInput);
3602 if(pDummyInput)
3603 pDummyChar->OnPredictedInput(pNewInput: pDummyInput);
3604
3605 ApplyPreInputs(Tick, Direct: false, GameWorld&: m_GameWorld);
3606
3607 m_GameWorld.Tick();
3608
3609 for(int i = 0; i < MAX_CLIENTS; i++)
3610 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3611 {
3612 m_aClients[i].m_aPredPos[Tick % 200] = pChar->Core()->m_Pos;
3613 m_aClients[i].m_aPredTick[Tick % 200] = Tick;
3614 }
3615 }
3616 }
3617 else
3618 {
3619 // skip to current gametick
3620 m_GameWorld.m_GameTick = Client()->GameTick(Conn: g_Config.m_ClDummy);
3621 if(pLocalChar)
3622 if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy)))
3623 pLocalChar->SetInput(pInput);
3624 if(pDummyChar)
3625 if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy), IsDummy: 1))
3626 pDummyChar->SetInput(pInput);
3627 }
3628
3629 for(int i = 0; i < MAX_CLIENTS; i++)
3630 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3631 {
3632 m_aClients[i].m_aPredPos[Client()->GameTick(Conn: g_Config.m_ClDummy) % 200] = pChar->Core()->m_Pos;
3633 m_aClients[i].m_aPredTick[Client()->GameTick(Conn: g_Config.m_ClDummy) % 200] = Client()->GameTick(Conn: g_Config.m_ClDummy);
3634 }
3635
3636 // update the local gameworld with the new snapshot
3637 m_GameWorld.NetObjBegin(Teams: m_Teams, LocalClientId: m_Snap.m_LocalClientId);
3638
3639 for(int i = 0; i < MAX_CLIENTS; i++)
3640 if(m_Snap.m_aCharacters[i].m_Active)
3641 {
3642 bool IsLocal = (i == m_Snap.m_LocalClientId || (PredictDummy() && i == m_aLocalIds[!g_Config.m_ClDummy]));
3643 int GameTeam = IsTeamPlay() ? m_aClients[i].m_Team : i;
3644 m_GameWorld.NetCharAdd(ObjId: i, pChar: &m_Snap.m_aCharacters[i].m_Cur,
3645 pExtended: m_Snap.m_aCharacters[i].m_HasExtendedData ? &m_Snap.m_aCharacters[i].m_ExtendedData : nullptr,
3646 GameTeam, IsLocal);
3647 }
3648
3649 for(const CSnapEntities &EntData : SnapEntities())
3650 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);
3651
3652 m_GameWorld.NetObjEnd();
3653}
3654
3655void CGameClient::UpdateSpectatorCursor()
3656{
3657 int CursorOwnerId = m_Snap.m_LocalClientId;
3658 if(m_Snap.m_SpecInfo.m_Active)
3659 {
3660 CursorOwnerId = m_Snap.m_SpecInfo.m_SpectatorId;
3661 }
3662
3663 if(CursorOwnerId != m_CursorInfo.m_CursorOwnerId)
3664 {
3665 // reset cursor sample count upon changing spectating character
3666 m_CursorInfo.m_NumSamples = 0;
3667 m_CursorInfo.m_CursorOwnerId = CursorOwnerId;
3668 }
3669
3670 if(m_MultiViewActivated || CursorOwnerId < 0 || CursorOwnerId >= MAX_CLIENTS)
3671 {
3672 // do not show spec cursor in multi-view
3673 m_CursorInfo.m_Available = false;
3674 m_CursorInfo.m_NumSamples = 0;
3675 return;
3676 }
3677
3678 const CSnapState::CCharacterInfo &CharInfo = m_Snap.m_aCharacters[CursorOwnerId];
3679 const CClientData &CursorOwnerClient = m_aClients[CursorOwnerId];
3680 if(!CharInfo.m_HasExtendedDisplayInfo || !CursorOwnerClient.m_Active || (!g_Config.m_Debug && CursorOwnerClient.m_Paused))
3681 {
3682 // hide cursor when the spectating player is paused
3683 m_CursorInfo.m_Available = false;
3684 m_CursorInfo.m_NumSamples = 0;
3685 return;
3686 }
3687
3688 m_CursorInfo.m_Available = true;
3689 m_CursorInfo.m_Position = CursorOwnerClient.m_RenderPos;
3690 m_CursorInfo.m_Weapon = CharInfo.m_Cur.m_Weapon;
3691
3692 const vec2 Target = vec2(CharInfo.m_ExtendedData.m_TargetX, CharInfo.m_ExtendedData.m_TargetY);
3693
3694 if(IsDemoPlaybackPaused())
3695 {
3696 m_CursorInfo.m_CursorOwnerId = -1;
3697 m_CursorInfo.m_NumSamples = 0;
3698 const vec2 TargetNew = vec2(CharInfo.m_ExtendedData.m_TargetX, CharInfo.m_ExtendedData.m_TargetY);
3699 if(CharInfo.m_pPrevExtendedData)
3700 {
3701 const vec2 TargetOld = vec2(CharInfo.m_pPrevExtendedData->m_TargetX, CharInfo.m_pPrevExtendedData->m_TargetY);
3702 m_CursorInfo.m_Target = mix(a: TargetOld, b: TargetNew, amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
3703 }
3704 else
3705 {
3706 m_CursorInfo.m_Target = TargetNew;
3707 }
3708 }
3709 else
3710 {
3711 // interpolate cursor positions
3712 const double Tick = Client()->GameTick(Conn: g_Config.m_ClDummy);
3713
3714 const bool HasSample = m_CursorInfo.m_NumSamples > 0;
3715 const vec2 LastInput = HasSample ? m_CursorInfo.m_aTargetSamplesData[m_CursorInfo.m_NumSamples - 1] : vec2(0.0f, 0.0f);
3716 const double LastTime = HasSample ? m_CursorInfo.m_aTargetSamplesTime[m_CursorInfo.m_NumSamples - 1] : 0.0;
3717 bool NewSample = LastInput != Target || LastTime + CCursorInfo::REST_THRESHOLD < Tick;
3718
3719 if(LastTime > Tick)
3720 {
3721 // clear samples when time flows backwards
3722 m_CursorInfo.m_NumSamples = 0;
3723 NewSample = true;
3724 }
3725
3726 if(m_CursorInfo.m_NumSamples == 0)
3727 {
3728 m_CursorInfo.m_aTargetSamplesTime[0] = Tick - CCursorInfo::INTERP_DELAY;
3729 m_CursorInfo.m_aTargetSamplesData[0] = Target;
3730 }
3731
3732 if(NewSample)
3733 {
3734 if(m_CursorInfo.m_NumSamples == CCursorInfo::CURSOR_SAMPLES)
3735 {
3736 m_CursorInfo.m_NumSamples--;
3737 mem_move(dest: m_CursorInfo.m_aTargetSamplesTime, source: m_CursorInfo.m_aTargetSamplesTime + 1, size: m_CursorInfo.m_NumSamples * sizeof(double));
3738 mem_move(dest: m_CursorInfo.m_aTargetSamplesData, source: m_CursorInfo.m_aTargetSamplesData + 1, size: m_CursorInfo.m_NumSamples * sizeof(vec2));
3739 }
3740 m_CursorInfo.m_aTargetSamplesTime[m_CursorInfo.m_NumSamples] = Tick;
3741 m_CursorInfo.m_aTargetSamplesData[m_CursorInfo.m_NumSamples] = Target;
3742 m_CursorInfo.m_NumSamples++;
3743 }
3744
3745 // using double to avoid precision loss when converting int tick to decimal type
3746 const double DisplayTime = Tick - CCursorInfo::INTERP_DELAY + double(Client()->IntraGameTickSincePrev(Conn: g_Config.m_ClDummy));
3747 double aTime[CCursorInfo::SAMPLE_FRAME_WINDOW];
3748 vec2 aData[CCursorInfo::SAMPLE_FRAME_WINDOW];
3749
3750 // find the available sample timing
3751 int Index = m_CursorInfo.m_NumSamples;
3752 for(int i = 0; i < m_CursorInfo.m_NumSamples; i++)
3753 {
3754 if(m_CursorInfo.m_aTargetSamplesTime[i] > DisplayTime)
3755 {
3756 Index = i;
3757 break;
3758 }
3759 }
3760
3761 for(int i = 0; i < CCursorInfo::SAMPLE_FRAME_WINDOW; i++)
3762 {
3763 const int Offset = i - CCursorInfo::SAMPLE_FRAME_OFFSET;
3764 const int SampleIndex = Index + Offset;
3765 if(SampleIndex < 0)
3766 {
3767 aTime[i] = m_CursorInfo.m_aTargetSamplesTime[0] + CCursorInfo::REST_THRESHOLD * Offset;
3768 aData[i] = m_CursorInfo.m_aTargetSamplesData[0];
3769 }
3770 else if(SampleIndex >= m_CursorInfo.m_NumSamples)
3771 {
3772 aTime[i] = m_CursorInfo.m_aTargetSamplesTime[m_CursorInfo.m_NumSamples - 1] + CCursorInfo::REST_THRESHOLD * (Offset + 1);
3773 aData[i] = m_CursorInfo.m_aTargetSamplesData[m_CursorInfo.m_NumSamples - 1];
3774 }
3775 else
3776 {
3777 aTime[i] = m_CursorInfo.m_aTargetSamplesTime[SampleIndex];
3778 aData[i] = m_CursorInfo.m_aTargetSamplesData[SampleIndex];
3779 }
3780 }
3781
3782 m_CursorInfo.m_Target = mix_polynomial(time: aTime, data: aData, samples: CCursorInfo::SAMPLE_FRAME_WINDOW, amount: DisplayTime, init: vec2(0.0f, 0.0f));
3783 }
3784
3785 vec2 TargetCameraOffset(0, 0);
3786 float l = length(a: m_CursorInfo.m_Target);
3787
3788 if(l > 0.0001f) // make sure that this isn't 0
3789 {
3790 float OffsetAmount = std::max(a: l - m_Snap.m_SpecInfo.m_Deadzone, b: 0.0f) * (m_Snap.m_SpecInfo.m_FollowFactor / 100.0f);
3791 TargetCameraOffset = normalize(v: m_CursorInfo.m_Target) * OffsetAmount;
3792 }
3793
3794 // if we are in auto spec mode, use camera zoom to smooth out cursor transitions
3795 const float Zoom = (m_Camera.m_Zooming && m_Camera.m_AutoSpecCameraZooming) ? m_Camera.m_Zoom : m_Snap.m_SpecInfo.m_Zoom;
3796 m_CursorInfo.m_WorldTarget = m_CursorInfo.m_Position + (m_CursorInfo.m_Target - TargetCameraOffset) * Zoom + TargetCameraOffset;
3797}
3798
3799void CGameClient::UpdateRenderedCharacters()
3800{
3801 for(int i = 0; i < MAX_CLIENTS; i++)
3802 {
3803 if(!m_Snap.m_aCharacters[i].m_Active)
3804 continue;
3805 m_aClients[i].m_RenderCur = m_Snap.m_aCharacters[i].m_Cur;
3806 m_aClients[i].m_RenderPrev = m_Snap.m_aCharacters[i].m_Prev;
3807 m_aClients[i].m_IsPredicted = false;
3808 m_aClients[i].m_IsPredictedLocal = false;
3809 vec2 UnpredPos = mix(
3810 a: vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
3811 b: vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
3812 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
3813 vec2 Pos = UnpredPos;
3814
3815 CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i);
3816 if(Predict() && (i == m_Snap.m_LocalClientId || (AntiPingPlayers() && !IsOtherTeam(ClientId: i))) && pChar)
3817 {
3818 m_aClients[i].m_Predicted.Write(pObjCore: &m_aClients[i].m_RenderCur);
3819 m_aClients[i].m_PrevPredicted.Write(pObjCore: &m_aClients[i].m_RenderPrev);
3820
3821 m_aClients[i].m_IsPredicted = true;
3822
3823 Pos = mix(
3824 a: vec2(m_aClients[i].m_RenderPrev.m_X, m_aClients[i].m_RenderPrev.m_Y),
3825 b: vec2(m_aClients[i].m_RenderCur.m_X, m_aClients[i].m_RenderCur.m_Y),
3826 amount: m_aClients[i].m_IsPredicted ? Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy) : Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
3827
3828 if(i == m_Snap.m_LocalClientId || (PredictDummy() && i == m_aLocalIds[!g_Config.m_ClDummy]))
3829 {
3830 m_aClients[i].m_IsPredictedLocal = true;
3831 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))
3832 {
3833 m_aClients[i].m_RenderCur.m_AttackTick = pChar->GetAttackTick();
3834 if(m_Snap.m_aCharacters[i].m_Cur.m_Weapon != WEAPON_NINJA && !(pChar->m_NinjaJetpack && pChar->Core()->m_ActiveWeapon == WEAPON_GUN))
3835 m_aClients[i].m_RenderCur.m_Weapon = m_aClients[i].m_Predicted.m_ActiveWeapon;
3836 }
3837 }
3838 else
3839 {
3840 // use unpredicted values for other players
3841 m_aClients[i].m_RenderPrev.m_Angle = m_Snap.m_aCharacters[i].m_Prev.m_Angle;
3842 m_aClients[i].m_RenderCur.m_Angle = m_Snap.m_aCharacters[i].m_Cur.m_Angle;
3843
3844 if(g_Config.m_ClAntiPingSmooth)
3845 Pos = GetSmoothPos(ClientId: i);
3846 }
3847 }
3848 m_aClients[i].m_RenderPos = Pos;
3849 if(Predict() && i == m_Snap.m_LocalClientId)
3850 m_LocalCharacterPos = Pos;
3851 }
3852}
3853
3854void CGameClient::HandlePredictedEvents(const int Tick)
3855{
3856 const float Alpha = 1.0f;
3857 const float Volume = 1.0f;
3858
3859 auto EventsIterator = m_PredictedWorld.m_PredictedEvents.begin();
3860 while(EventsIterator != m_PredictedWorld.m_PredictedEvents.end())
3861 {
3862 if(!EventsIterator->m_Handled && EventsIterator->m_Tick <= Tick)
3863 {
3864 if(EventsIterator->m_EventId == NETEVENTTYPE_SOUNDWORLD)
3865 {
3866 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)))
3867 {
3868 EventsIterator = m_PredictedWorld.m_PredictedEvents.erase(position: EventsIterator);
3869 continue;
3870 }
3871 m_Sounds.PlayAt(Channel: CSounds::CHN_WORLD, SetId: EventsIterator->m_ExtraInfo, Volume: 1.0f, Position: EventsIterator->m_Pos);
3872 }
3873 else if(EventsIterator->m_EventId == NETEVENTTYPE_EXPLOSION)
3874 {
3875 m_Effects.Explosion(Pos: EventsIterator->m_Pos, Alpha);
3876 }
3877 else if(EventsIterator->m_EventId == NETEVENTTYPE_HAMMERHIT)
3878 {
3879 m_Effects.HammerHit(Pos: EventsIterator->m_Pos, Alpha, Volume);
3880 }
3881 else if(EventsIterator->m_EventId == NETEVENTTYPE_DAMAGEIND)
3882 {
3883 m_Effects.DamageIndicator(Pos: EventsIterator->m_Pos, Dir: direction(angle: EventsIterator->m_ExtraInfo / 256.0f), Alpha);
3884 }
3885
3886 EventsIterator->m_Handled = true;
3887 ++EventsIterator;
3888 continue;
3889 }
3890 else if(Tick - EventsIterator->m_Tick > 3 * Client()->GameTickSpeed()) // 3 seconds
3891 {
3892 // remove too old events
3893 EventsIterator = m_PredictedWorld.m_PredictedEvents.erase(position: EventsIterator);
3894 }
3895 else
3896 {
3897 ++EventsIterator;
3898 }
3899 }
3900}
3901
3902void CGameClient::DetectStrongHook()
3903{
3904 // attempt to detect strong/weak between players
3905 for(int FromPlayer = 0; FromPlayer < MAX_CLIENTS; FromPlayer++)
3906 {
3907 if(!m_Snap.m_aCharacters[FromPlayer].m_Active)
3908 continue;
3909 int ToPlayer = m_Snap.m_aCharacters[FromPlayer].m_Prev.m_HookedPlayer;
3910 if(ToPlayer < 0 || ToPlayer >= MAX_CLIENTS || !m_Snap.m_aCharacters[ToPlayer].m_Active || ToPlayer != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_HookedPlayer)
3911 continue;
3912 if(absolute(a: std::min(a: m_aLastUpdateTick[ToPlayer], b: m_aLastUpdateTick[FromPlayer]) - Client()->GameTick(Conn: g_Config.m_ClDummy)) < Client()->GameTickSpeed() / 4)
3913 continue;
3914 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)
3915 continue;
3916
3917 CCharacter *pFromCharWorld = m_GameWorld.GetCharacterById(Id: FromPlayer);
3918 CCharacter *pToCharWorld = m_GameWorld.GetCharacterById(Id: ToPlayer);
3919 if(!pFromCharWorld || !pToCharWorld)
3920 continue;
3921
3922 m_aLastUpdateTick[ToPlayer] = m_aLastUpdateTick[FromPlayer] = Client()->GameTick(Conn: g_Config.m_ClDummy);
3923
3924 float aPredictErr[2];
3925 CCharacterCore ToCharCur;
3926 ToCharCur.Read(pObjCore: &m_Snap.m_aCharacters[ToPlayer].m_Cur);
3927
3928 CWorldCore World;
3929
3930 for(int Direction = 0; Direction < 2; Direction++)
3931 {
3932 CCharacterCore ToChar = pFromCharWorld->GetCore();
3933 ToChar.Init(pWorld: &World, pCollision: Collision(), pTeams: &m_Teams);
3934 World.m_apCharacters[ToPlayer] = &ToChar;
3935 ToChar.Read(pObjCore: &m_Snap.m_aCharacters[ToPlayer].m_Prev);
3936
3937 CCharacterCore FromChar = pFromCharWorld->GetCore();
3938 FromChar.Init(pWorld: &World, pCollision: Collision(), pTeams: &m_Teams);
3939 World.m_apCharacters[FromPlayer] = &FromChar;
3940 FromChar.Read(pObjCore: &m_Snap.m_aCharacters[FromPlayer].m_Prev);
3941
3942 for(int Tick = Client()->PrevGameTick(Conn: g_Config.m_ClDummy); Tick < Client()->GameTick(Conn: g_Config.m_ClDummy); Tick++)
3943 {
3944 if(Direction == 0)
3945 {
3946 FromChar.Tick(UseInput: false);
3947 ToChar.Tick(UseInput: false);
3948 }
3949 else
3950 {
3951 ToChar.Tick(UseInput: false);
3952 FromChar.Tick(UseInput: false);
3953 }
3954 FromChar.Move();
3955 FromChar.Quantize();
3956 ToChar.Move();
3957 ToChar.Quantize();
3958 }
3959 aPredictErr[Direction] = distance(a: ToChar.m_Vel, b: ToCharCur.m_Vel);
3960 }
3961 const float LOW = 0.0001f;
3962 const float HIGH = 0.07f;
3963 if(aPredictErr[1] < LOW && aPredictErr[0] > HIGH)
3964 {
3965 if(m_CharOrder.HasStrongAgainst(From: ToPlayer, To: FromPlayer))
3966 {
3967 if(ToPlayer != m_Snap.m_LocalClientId)
3968 m_CharOrder.GiveWeak(c: ToPlayer);
3969 else
3970 m_CharOrder.GiveStrong(c: FromPlayer);
3971 }
3972 }
3973 else if(aPredictErr[0] < LOW && aPredictErr[1] > HIGH)
3974 {
3975 if(m_CharOrder.HasStrongAgainst(From: FromPlayer, To: ToPlayer))
3976 {
3977 if(ToPlayer != m_Snap.m_LocalClientId)
3978 m_CharOrder.GiveStrong(c: ToPlayer);
3979 else
3980 m_CharOrder.GiveWeak(c: FromPlayer);
3981 }
3982 }
3983 }
3984}
3985
3986vec2 CGameClient::GetSmoothPos(int ClientId)
3987{
3988 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));
3989 int64_t Now = time_get();
3990 for(int i = 0; i < 2; i++)
3991 {
3992 int64_t Len = std::clamp(val: m_aClients[ClientId].m_aSmoothLen[i], lo: (int64_t)1, hi: time_freq());
3993 int64_t TimePassed = Now - m_aClients[ClientId].m_aSmoothStart[i];
3994 if(in_range(a: TimePassed, lower: (int64_t)0, upper: Len - 1))
3995 {
3996 float MixAmount = 1.f - std::pow(x: 1.f - TimePassed / (float)Len, y: 1.2f);
3997 int SmoothTick;
3998 float SmoothIntra;
3999 Client()->GetSmoothTick(pSmoothTick: &SmoothTick, pSmoothIntraTick: &SmoothIntra, MixAmount);
4000 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))
4001 Pos[i] = mix(a: m_aClients[ClientId].m_aPredPos[(SmoothTick - 1) % 200][i], b: m_aClients[ClientId].m_aPredPos[SmoothTick % 200][i], amount: SmoothIntra);
4002 }
4003 }
4004 return Pos;
4005}
4006
4007void CGameClient::Echo(const char *pString)
4008{
4009 m_Chat.Echo(pString);
4010}
4011
4012bool CGameClient::IsOtherTeam(int ClientId) const
4013{
4014 bool Local = m_Snap.m_LocalClientId == ClientId;
4015
4016 if(m_Snap.m_LocalClientId < 0)
4017 {
4018 return false;
4019 }
4020 else if((m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorId == SPEC_FREEVIEW) || ClientId < 0)
4021 {
4022 return false;
4023 }
4024 else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorId != SPEC_FREEVIEW)
4025 {
4026 if(m_Teams.Team(ClientId) == TEAM_SUPER || m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId) == TEAM_SUPER)
4027 return false;
4028 return m_Teams.Team(ClientId) != m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId);
4029 }
4030 else if((m_aClients[m_Snap.m_LocalClientId].m_Solo || m_aClients[ClientId].m_Solo) && !Local)
4031 {
4032 return true;
4033 }
4034
4035 if(m_Teams.Team(ClientId) == TEAM_SUPER || m_Teams.Team(ClientId: m_Snap.m_LocalClientId) == TEAM_SUPER)
4036 return false;
4037
4038 return m_Teams.Team(ClientId) != m_Teams.Team(ClientId: m_Snap.m_LocalClientId);
4039}
4040
4041int CGameClient::SwitchStateTeam() const
4042{
4043 if(m_aSwitchStateTeam[g_Config.m_ClDummy] >= 0)
4044 return m_aSwitchStateTeam[g_Config.m_ClDummy];
4045 else if(m_Snap.m_LocalClientId < 0)
4046 return 0;
4047 else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorId != SPEC_FREEVIEW)
4048 return m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId);
4049 return m_Teams.Team(ClientId: m_Snap.m_LocalClientId);
4050}
4051
4052bool CGameClient::IsLocalCharSuper() const
4053{
4054 if(m_Snap.m_LocalClientId < 0)
4055 return false;
4056 return m_aClients[m_Snap.m_LocalClientId].m_Super;
4057}
4058
4059CGameClient::CImageAsset CGameClient::LoadAssetFromPath(const char *pPath, bool AsDir, int AssetId, const char *pDirectory) const
4060{
4061 CImageAsset LoadedAsset;
4062 LoadedAsset.m_IsDefault = str_comp(a: pPath, b: "default") == 0;
4063 if(LoadedAsset.m_IsDefault)
4064 {
4065 str_copy(dst&: LoadedAsset.m_aPath, src: g_pData->m_aImages[AssetId].m_pFilename);
4066 }
4067 else if(AsDir)
4068 {
4069 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);
4070 }
4071 else
4072 {
4073 str_format(buffer: LoadedAsset.m_aPath, buffer_size: sizeof(LoadedAsset.m_aPath), format: "assets/%s/%s.png", pDirectory, pPath);
4074 }
4075
4076 Graphics()->LoadPng(Image&: LoadedAsset.m_ImageInfo, pFilename: LoadedAsset.m_aPath, StorageType: IStorage::TYPE_ALL);
4077 return LoadedAsset;
4078}
4079
4080void CGameClient::LoadGameSkin(const char *pPath, bool AsDir)
4081{
4082 if(m_GameSkinLoaded)
4083 {
4084 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHealthFull);
4085 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHealthEmpty);
4086 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteArmorFull);
4087 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteArmorEmpty);
4088
4089 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponHammerCursor);
4090 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGunCursor);
4091 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponShotgunCursor);
4092 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGrenadeCursor);
4093 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponNinjaCursor);
4094 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponLaserCursor);
4095
4096 for(auto &SpriteWeaponCursor : m_GameSkin.m_aSpriteWeaponCursors)
4097 {
4098 SpriteWeaponCursor = IGraphics::CTextureHandle();
4099 }
4100
4101 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHookChain);
4102 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHookHead);
4103 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponHammer);
4104 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGun);
4105 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponShotgun);
4106 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGrenade);
4107 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponNinja);
4108 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponLaser);
4109
4110 for(auto &SpriteWeapon : m_GameSkin.m_aSpriteWeapons)
4111 {
4112 SpriteWeapon = IGraphics::CTextureHandle();
4113 }
4114
4115 for(auto &SpriteParticle : m_GameSkin.m_aSpriteParticles)
4116 {
4117 Graphics()->UnloadTexture(pIndex: &SpriteParticle);
4118 }
4119
4120 for(auto &SpriteStar : m_GameSkin.m_aSpriteStars)
4121 {
4122 Graphics()->UnloadTexture(pIndex: &SpriteStar);
4123 }
4124
4125 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGunProjectile);
4126 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponShotgunProjectile);
4127 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGrenadeProjectile);
4128 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponHammerProjectile);
4129 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponNinjaProjectile);
4130 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponLaserProjectile);
4131
4132 for(auto &SpriteWeaponProjectile : m_GameSkin.m_aSpriteWeaponProjectiles)
4133 {
4134 SpriteWeaponProjectile = IGraphics::CTextureHandle();
4135 }
4136
4137 for(int i = 0; i < 3; ++i)
4138 {
4139 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_aSpriteWeaponGunMuzzles[i]);
4140 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i]);
4141 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i]);
4142
4143 for(auto &SpriteWeaponsMuzzle : m_GameSkin.m_aaSpriteWeaponsMuzzles)
4144 {
4145 SpriteWeaponsMuzzle[i] = IGraphics::CTextureHandle();
4146 }
4147 }
4148
4149 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupHealth);
4150 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmor);
4151 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorShotgun);
4152 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorGrenade);
4153 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorLaser);
4154 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorNinja);
4155 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupGrenade);
4156 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupShotgun);
4157 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupLaser);
4158 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupNinja);
4159 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupGun);
4160 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupHammer);
4161
4162 for(auto &SpritePickupWeapon : m_GameSkin.m_aSpritePickupWeapons)
4163 {
4164 SpritePickupWeapon = IGraphics::CTextureHandle();
4165 }
4166
4167 for(auto &SpritePickupWeaponArmor : m_GameSkin.m_aSpritePickupWeaponArmor)
4168 {
4169 SpritePickupWeaponArmor = IGraphics::CTextureHandle();
4170 }
4171
4172 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteFlagBlue);
4173 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteFlagRed);
4174
4175 if(m_GameSkin.IsSixup())
4176 {
4177 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarFullLeft);
4178 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarFull);
4179 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarEmpty);
4180 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarEmptyRight);
4181 }
4182
4183 m_GameSkinLoaded = false;
4184 }
4185
4186 CImageAsset LoadedAsset = LoadAssetFromPath(pPath, AsDir, AssetId: IMAGE_GAME, pDirectory: "game");
4187 CImageInfo &ImgInfo = LoadedAsset.m_ImageInfo;
4188 if(!LoadedAsset.IsLoaded() && !LoadedAsset.m_IsDefault)
4189 {
4190 if(AsDir)
4191 LoadGameSkin(pPath: "default");
4192 else
4193 LoadGameSkin(pPath, AsDir: true);
4194 }
4195 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))
4196 {
4197 m_GameSkin.m_SpriteHealthFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HEALTH_FULL]);
4198 m_GameSkin.m_SpriteHealthEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HEALTH_EMPTY]);
4199 m_GameSkin.m_SpriteArmorFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_ARMOR_FULL]);
4200 m_GameSkin.m_SpriteArmorEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_ARMOR_EMPTY]);
4201
4202 m_GameSkin.m_SpriteWeaponHammerCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_CURSOR]);
4203 m_GameSkin.m_SpriteWeaponGunCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_CURSOR]);
4204 m_GameSkin.m_SpriteWeaponShotgunCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_CURSOR]);
4205 m_GameSkin.m_SpriteWeaponGrenadeCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_CURSOR]);
4206 m_GameSkin.m_SpriteWeaponNinjaCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_CURSOR]);
4207 m_GameSkin.m_SpriteWeaponLaserCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_LASER_CURSOR]);
4208
4209 m_GameSkin.m_aSpriteWeaponCursors[0] = m_GameSkin.m_SpriteWeaponHammerCursor;
4210 m_GameSkin.m_aSpriteWeaponCursors[1] = m_GameSkin.m_SpriteWeaponGunCursor;
4211 m_GameSkin.m_aSpriteWeaponCursors[2] = m_GameSkin.m_SpriteWeaponShotgunCursor;
4212 m_GameSkin.m_aSpriteWeaponCursors[3] = m_GameSkin.m_SpriteWeaponGrenadeCursor;
4213 m_GameSkin.m_aSpriteWeaponCursors[4] = m_GameSkin.m_SpriteWeaponLaserCursor;
4214 m_GameSkin.m_aSpriteWeaponCursors[5] = m_GameSkin.m_SpriteWeaponNinjaCursor;
4215
4216 // weapons and hook
4217 m_GameSkin.m_SpriteHookChain = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HOOK_CHAIN]);
4218 m_GameSkin.m_SpriteHookHead = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HOOK_HEAD]);
4219 m_GameSkin.m_SpriteWeaponHammer = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_BODY]);
4220 m_GameSkin.m_SpriteWeaponGun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_BODY]);
4221 m_GameSkin.m_SpriteWeaponShotgun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_BODY]);
4222 m_GameSkin.m_SpriteWeaponGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_BODY]);
4223 m_GameSkin.m_SpriteWeaponNinja = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_BODY]);
4224 m_GameSkin.m_SpriteWeaponLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_LASER_BODY]);
4225
4226 m_GameSkin.m_aSpriteWeapons[0] = m_GameSkin.m_SpriteWeaponHammer;
4227 m_GameSkin.m_aSpriteWeapons[1] = m_GameSkin.m_SpriteWeaponGun;
4228 m_GameSkin.m_aSpriteWeapons[2] = m_GameSkin.m_SpriteWeaponShotgun;
4229 m_GameSkin.m_aSpriteWeapons[3] = m_GameSkin.m_SpriteWeaponGrenade;
4230 m_GameSkin.m_aSpriteWeapons[4] = m_GameSkin.m_SpriteWeaponLaser;
4231 m_GameSkin.m_aSpriteWeapons[5] = m_GameSkin.m_SpriteWeaponNinja;
4232
4233 // particles
4234 for(int i = 0; i < 9; ++i)
4235 {
4236 m_GameSkin.m_aSpriteParticles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART1 + i]);
4237 }
4238
4239 // stars
4240 for(int i = 0; i < 3; ++i)
4241 {
4242 m_GameSkin.m_aSpriteStars[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_STAR1 + i]);
4243 }
4244
4245 // projectiles
4246 m_GameSkin.m_SpriteWeaponGunProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_PROJ]);
4247 m_GameSkin.m_SpriteWeaponShotgunProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_PROJ]);
4248 m_GameSkin.m_SpriteWeaponGrenadeProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_PROJ]);
4249
4250 // these weapons have no projectiles
4251 m_GameSkin.m_SpriteWeaponHammerProjectile = IGraphics::CTextureHandle();
4252 m_GameSkin.m_SpriteWeaponNinjaProjectile = IGraphics::CTextureHandle();
4253
4254 m_GameSkin.m_SpriteWeaponLaserProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_LASER_PROJ]);
4255
4256 m_GameSkin.m_aSpriteWeaponProjectiles[0] = m_GameSkin.m_SpriteWeaponHammerProjectile;
4257 m_GameSkin.m_aSpriteWeaponProjectiles[1] = m_GameSkin.m_SpriteWeaponGunProjectile;
4258 m_GameSkin.m_aSpriteWeaponProjectiles[2] = m_GameSkin.m_SpriteWeaponShotgunProjectile;
4259 m_GameSkin.m_aSpriteWeaponProjectiles[3] = m_GameSkin.m_SpriteWeaponGrenadeProjectile;
4260 m_GameSkin.m_aSpriteWeaponProjectiles[4] = m_GameSkin.m_SpriteWeaponLaserProjectile;
4261 m_GameSkin.m_aSpriteWeaponProjectiles[5] = m_GameSkin.m_SpriteWeaponNinjaProjectile;
4262
4263 // muzzles
4264 for(int i = 0; i < 3; ++i)
4265 {
4266 m_GameSkin.m_aSpriteWeaponGunMuzzles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_MUZZLE1 + i]);
4267 m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_MUZZLE1 + i]);
4268 m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_MUZZLE1 + i]);
4269
4270 m_GameSkin.m_aaSpriteWeaponsMuzzles[1][i] = m_GameSkin.m_aSpriteWeaponGunMuzzles[i];
4271 m_GameSkin.m_aaSpriteWeaponsMuzzles[2][i] = m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i];
4272 m_GameSkin.m_aaSpriteWeaponsMuzzles[5][i] = m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i];
4273 }
4274
4275 // pickups
4276 m_GameSkin.m_SpritePickupHealth = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_HEALTH]);
4277 m_GameSkin.m_SpritePickupArmor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR]);
4278 m_GameSkin.m_SpritePickupHammer = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_HAMMER]);
4279 m_GameSkin.m_SpritePickupGun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_GUN]);
4280 m_GameSkin.m_SpritePickupShotgun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_SHOTGUN]);
4281 m_GameSkin.m_SpritePickupGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_GRENADE]);
4282 m_GameSkin.m_SpritePickupLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_LASER]);
4283 m_GameSkin.m_SpritePickupNinja = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_NINJA]);
4284 m_GameSkin.m_SpritePickupArmorShotgun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_SHOTGUN]);
4285 m_GameSkin.m_SpritePickupArmorGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_GRENADE]);
4286 m_GameSkin.m_SpritePickupArmorNinja = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_NINJA]);
4287 m_GameSkin.m_SpritePickupArmorLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_LASER]);
4288
4289 m_GameSkin.m_aSpritePickupWeapons[0] = m_GameSkin.m_SpritePickupHammer;
4290 m_GameSkin.m_aSpritePickupWeapons[1] = m_GameSkin.m_SpritePickupGun;
4291 m_GameSkin.m_aSpritePickupWeapons[2] = m_GameSkin.m_SpritePickupShotgun;
4292 m_GameSkin.m_aSpritePickupWeapons[3] = m_GameSkin.m_SpritePickupGrenade;
4293 m_GameSkin.m_aSpritePickupWeapons[4] = m_GameSkin.m_SpritePickupLaser;
4294 m_GameSkin.m_aSpritePickupWeapons[5] = m_GameSkin.m_SpritePickupNinja;
4295
4296 m_GameSkin.m_aSpritePickupWeaponArmor[0] = m_GameSkin.m_SpritePickupArmorShotgun;
4297 m_GameSkin.m_aSpritePickupWeaponArmor[1] = m_GameSkin.m_SpritePickupArmorGrenade;
4298 m_GameSkin.m_aSpritePickupWeaponArmor[2] = m_GameSkin.m_SpritePickupArmorNinja;
4299 m_GameSkin.m_aSpritePickupWeaponArmor[3] = m_GameSkin.m_SpritePickupArmorLaser;
4300
4301 // flags
4302 m_GameSkin.m_SpriteFlagBlue = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_FLAG_BLUE]);
4303 m_GameSkin.m_SpriteFlagRed = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_FLAG_RED]);
4304
4305 // ninja bar (0.7)
4306 if(!Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]) ||
4307 !Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]) ||
4308 !Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]) ||
4309 !Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]))
4310 {
4311 m_GameSkin.m_SpriteNinjaBarFullLeft = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]);
4312 m_GameSkin.m_SpriteNinjaBarFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]);
4313 m_GameSkin.m_SpriteNinjaBarEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]);
4314 m_GameSkin.m_SpriteNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]);
4315 }
4316
4317 m_GameSkinLoaded = true;
4318 }
4319 ImgInfo.Free();
4320}
4321
4322void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir)
4323{
4324 if(m_EmoticonsSkinLoaded)
4325 {
4326 for(auto &SpriteEmoticon : m_EmoticonsSkin.m_aSpriteEmoticons)
4327 Graphics()->UnloadTexture(pIndex: &SpriteEmoticon);
4328
4329 m_EmoticonsSkinLoaded = false;
4330 }
4331
4332 CImageAsset LoadedAsset = LoadAssetFromPath(pPath, AsDir, AssetId: IMAGE_EMOTICONS, pDirectory: "emoticons");
4333 CImageInfo &ImgInfo = LoadedAsset.m_ImageInfo;
4334 if(!LoadedAsset.IsLoaded() && !LoadedAsset.m_IsDefault)
4335 {
4336 if(AsDir)
4337 LoadEmoticonsSkin(pPath: "default");
4338 else
4339 LoadEmoticonsSkin(pPath, AsDir: true);
4340 }
4341 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))
4342 {
4343 for(int i = 0; i < 16; ++i)
4344 m_EmoticonsSkin.m_aSpriteEmoticons[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_OOP + i]);
4345
4346 m_EmoticonsSkinLoaded = true;
4347 }
4348 ImgInfo.Free();
4349}
4350
4351void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir)
4352{
4353 if(m_ParticlesSkinLoaded)
4354 {
4355 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleSlice);
4356 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleBall);
4357 for(auto &SpriteParticleSplat : m_ParticlesSkin.m_aSpriteParticleSplat)
4358 Graphics()->UnloadTexture(pIndex: &SpriteParticleSplat);
4359 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleSmoke);
4360 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleShell);
4361 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleExpl);
4362 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleAirJump);
4363 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleHit);
4364
4365 for(auto &SpriteParticle : m_ParticlesSkin.m_aSpriteParticles)
4366 SpriteParticle = IGraphics::CTextureHandle();
4367
4368 m_ParticlesSkinLoaded = false;
4369 }
4370
4371 CImageAsset LoadedAsset = LoadAssetFromPath(pPath, AsDir, AssetId: IMAGE_PARTICLES, pDirectory: "particles");
4372 CImageInfo &ImgInfo = LoadedAsset.m_ImageInfo;
4373 if(!LoadedAsset.IsLoaded() && !LoadedAsset.m_IsDefault)
4374 {
4375 if(AsDir)
4376 LoadParticlesSkin(pPath: "default");
4377 else
4378 LoadParticlesSkin(pPath, AsDir: true);
4379 }
4380 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))
4381 {
4382 m_ParticlesSkin.m_SpriteParticleSlice = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SLICE]);
4383 m_ParticlesSkin.m_SpriteParticleBall = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_BALL]);
4384 for(int i = 0; i < 3; ++i)
4385 m_ParticlesSkin.m_aSpriteParticleSplat[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SPLAT01 + i]);
4386 m_ParticlesSkin.m_SpriteParticleSmoke = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SMOKE]);
4387 m_ParticlesSkin.m_SpriteParticleShell = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SHELL]);
4388 m_ParticlesSkin.m_SpriteParticleExpl = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_EXPL01]);
4389 m_ParticlesSkin.m_SpriteParticleAirJump = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_AIRJUMP]);
4390 m_ParticlesSkin.m_SpriteParticleHit = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_HIT01]);
4391
4392 m_ParticlesSkin.m_aSpriteParticles[0] = m_ParticlesSkin.m_SpriteParticleSlice;
4393 m_ParticlesSkin.m_aSpriteParticles[1] = m_ParticlesSkin.m_SpriteParticleBall;
4394 for(int i = 0; i < 3; ++i)
4395 m_ParticlesSkin.m_aSpriteParticles[2 + i] = m_ParticlesSkin.m_aSpriteParticleSplat[i];
4396 m_ParticlesSkin.m_aSpriteParticles[5] = m_ParticlesSkin.m_SpriteParticleSmoke;
4397 m_ParticlesSkin.m_aSpriteParticles[6] = m_ParticlesSkin.m_SpriteParticleShell;
4398 m_ParticlesSkin.m_aSpriteParticles[7] = m_ParticlesSkin.m_SpriteParticleExpl;
4399 m_ParticlesSkin.m_aSpriteParticles[8] = m_ParticlesSkin.m_SpriteParticleAirJump;
4400 m_ParticlesSkin.m_aSpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit;
4401
4402 m_ParticlesSkinLoaded = true;
4403 }
4404 ImgInfo.Free();
4405}
4406
4407void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
4408{
4409 if(m_HudSkinLoaded)
4410 {
4411 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudAirjump);
4412 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudAirjumpEmpty);
4413 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudSolo);
4414 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudCollisionDisabled);
4415 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudEndlessJump);
4416 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudEndlessHook);
4417 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudJetpack);
4418 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarFullLeft);
4419 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarFull);
4420 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarEmpty);
4421 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarEmptyRight);
4422 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarFullLeft);
4423 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarFull);
4424 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarEmpty);
4425 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarEmptyRight);
4426 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudHookHitDisabled);
4427 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudHammerHitDisabled);
4428 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudShotgunHitDisabled);
4429 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudGrenadeHitDisabled);
4430 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudLaserHitDisabled);
4431 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudGunHitDisabled);
4432 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudDeepFrozen);
4433 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudLiveFrozen);
4434 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeleportGrenade);
4435 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeleportGun);
4436 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeleportLaser);
4437 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudPracticeMode);
4438 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudLockMode);
4439 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeam0Mode);
4440 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudDummyHammer);
4441 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudDummyCopy);
4442 m_HudSkinLoaded = false;
4443 }
4444
4445 CImageAsset LoadedAsset = LoadAssetFromPath(pPath, AsDir, AssetId: IMAGE_HUD, pDirectory: "hud");
4446 CImageInfo &ImgInfo = LoadedAsset.m_ImageInfo;
4447 if(!LoadedAsset.IsLoaded() && !LoadedAsset.m_IsDefault)
4448 {
4449 if(AsDir)
4450 LoadHudSkin(pPath: "default");
4451 else
4452 LoadHudSkin(pPath, AsDir: true);
4453 }
4454 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))
4455 {
4456 m_HudSkin.m_SpriteHudAirjump = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP]);
4457 m_HudSkin.m_SpriteHudAirjumpEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP_EMPTY]);
4458 m_HudSkin.m_SpriteHudSolo = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_SOLO]);
4459 m_HudSkin.m_SpriteHudCollisionDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_COLLISION_DISABLED]);
4460 m_HudSkin.m_SpriteHudEndlessJump = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_JUMP]);
4461 m_HudSkin.m_SpriteHudEndlessHook = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_HOOK]);
4462 m_HudSkin.m_SpriteHudJetpack = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_JETPACK]);
4463 m_HudSkin.m_SpriteHudFreezeBarFullLeft = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_FULL_LEFT]);
4464 m_HudSkin.m_SpriteHudFreezeBarFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_FULL]);
4465 m_HudSkin.m_SpriteHudFreezeBarEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_EMPTY]);
4466 m_HudSkin.m_SpriteHudFreezeBarEmptyRight = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_EMPTY_RIGHT]);
4467 m_HudSkin.m_SpriteHudNinjaBarFullLeft = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL_LEFT]);
4468 m_HudSkin.m_SpriteHudNinjaBarFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL]);
4469 m_HudSkin.m_SpriteHudNinjaBarEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY]);
4470 m_HudSkin.m_SpriteHudNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY_RIGHT]);
4471 m_HudSkin.m_SpriteHudHookHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_HOOK_HIT_DISABLED]);
4472 m_HudSkin.m_SpriteHudHammerHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_HAMMER_HIT_DISABLED]);
4473 m_HudSkin.m_SpriteHudShotgunHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_SHOTGUN_HIT_DISABLED]);
4474 m_HudSkin.m_SpriteHudGrenadeHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_GRENADE_HIT_DISABLED]);
4475 m_HudSkin.m_SpriteHudLaserHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_LASER_HIT_DISABLED]);
4476 m_HudSkin.m_SpriteHudGunHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_GUN_HIT_DISABLED]);
4477 m_HudSkin.m_SpriteHudDeepFrozen = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_DEEP_FROZEN]);
4478 m_HudSkin.m_SpriteHudLiveFrozen = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_LIVE_FROZEN]);
4479 m_HudSkin.m_SpriteHudTeleportGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GRENADE]);
4480 m_HudSkin.m_SpriteHudTeleportGun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GUN]);
4481 m_HudSkin.m_SpriteHudTeleportLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_LASER]);
4482 m_HudSkin.m_SpriteHudPracticeMode = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_PRACTICE_MODE]);
4483 m_HudSkin.m_SpriteHudLockMode = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_LOCK_MODE]);
4484 m_HudSkin.m_SpriteHudTeam0Mode = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TEAM0_MODE]);
4485 m_HudSkin.m_SpriteHudDummyHammer = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_DUMMY_HAMMER]);
4486 m_HudSkin.m_SpriteHudDummyCopy = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_DUMMY_COPY]);
4487
4488 m_HudSkinLoaded = true;
4489 }
4490 ImgInfo.Free();
4491}
4492
4493void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir)
4494{
4495 if(m_ExtrasSkinLoaded)
4496 {
4497 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpriteParticleSnowflake);
4498 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpriteParticleSparkle);
4499 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpritePulley);
4500 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpriteHectagon);
4501
4502 for(auto &SpriteParticle : m_ExtrasSkin.m_aSpriteParticles)
4503 SpriteParticle = IGraphics::CTextureHandle();
4504
4505 m_ExtrasSkinLoaded = false;
4506 }
4507
4508 CImageAsset LoadedAsset = LoadAssetFromPath(pPath, AsDir, AssetId: IMAGE_EXTRAS, pDirectory: "extras");
4509 CImageInfo &ImgInfo = LoadedAsset.m_ImageInfo;
4510 if(!LoadedAsset.IsLoaded() && !LoadedAsset.m_IsDefault)
4511 {
4512 if(AsDir)
4513 LoadExtrasSkin(pPath: "default");
4514 else
4515 LoadExtrasSkin(pPath, AsDir: true);
4516 }
4517 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))
4518 {
4519 m_ExtrasSkin.m_SpriteParticleSnowflake = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE]);
4520 m_ExtrasSkin.m_SpriteParticleSparkle = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SPARKLE]);
4521 m_ExtrasSkin.m_SpritePulley = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_PULLEY]);
4522 m_ExtrasSkin.m_SpriteHectagon = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_HECTAGON]);
4523
4524 m_ExtrasSkin.m_aSpriteParticles[0] = m_ExtrasSkin.m_SpriteParticleSnowflake;
4525 m_ExtrasSkin.m_aSpriteParticles[1] = m_ExtrasSkin.m_SpriteParticleSparkle;
4526 m_ExtrasSkin.m_aSpriteParticles[2] = m_ExtrasSkin.m_SpritePulley;
4527 m_ExtrasSkin.m_aSpriteParticles[3] = m_ExtrasSkin.m_SpriteHectagon;
4528
4529 m_ExtrasSkinLoaded = true;
4530 }
4531 ImgInfo.Free();
4532}
4533
4534void CGameClient::RefreshSkin(const std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo)
4535{
4536 CTeeRenderInfo &TeeInfo = pManagedTeeRenderInfo->TeeRenderInfo();
4537 const CSkinDescriptor &SkinDescriptor = pManagedTeeRenderInfo->SkinDescriptor();
4538
4539 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SIX)
4540 {
4541 TeeInfo.Apply(pSkin: m_Skins.Find(pName: SkinDescriptor.m_aSkinName));
4542 }
4543
4544 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SEVEN)
4545 {
4546 for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
4547 {
4548 for(int Part = 0; Part < protocol7::NUM_SKINPARTS; Part++)
4549 {
4550 m_Skins7.FindSkinPart(Part, pName: SkinDescriptor.m_aSixup[Dummy].m_aaSkinPartNames[Part], AllowSpecialPart: true)->ApplyTo(SixupRenderInfo&: TeeInfo.m_aSixup[Dummy]);
4551
4552 if(SkinDescriptor.m_aSixup[Dummy].m_XmasHat)
4553 {
4554 TeeInfo.m_aSixup[Dummy].m_HatTexture = m_Skins7.XmasHatTexture();
4555 }
4556 else
4557 {
4558 TeeInfo.m_aSixup[Dummy].m_HatTexture.Invalidate();
4559 }
4560
4561 if(SkinDescriptor.m_aSixup[Dummy].m_BotDecoration)
4562 {
4563 TeeInfo.m_aSixup[Dummy].m_BotTexture = m_Skins7.BotDecorationTexture();
4564 }
4565 else
4566 {
4567 TeeInfo.m_aSixup[Dummy].m_BotTexture.Invalidate();
4568 }
4569 }
4570 }
4571 }
4572
4573 if(SkinDescriptor.m_Flags != 0 && pManagedTeeRenderInfo->m_RefreshCallback)
4574 {
4575 pManagedTeeRenderInfo->m_RefreshCallback();
4576 }
4577}
4578
4579void CGameClient::RefreshSkins(int SkinDescriptorFlags)
4580{
4581 dbg_assert(SkinDescriptorFlags != 0, "SkinDescriptorFlags invalid");
4582
4583 const auto SkinStartLoadTime = time_get_nanoseconds();
4584 const auto &&ProgressCallback = [&]() {
4585 // if skin refreshing takes to long, swap to a loading screen
4586 if(time_get_nanoseconds() - SkinStartLoadTime > 500ms)
4587 {
4588 m_Menus.RenderLoading(pCaption: Localize(pStr: "Loading skin files"), pContent: "", IncreaseCounter: 0);
4589 }
4590 };
4591 if(SkinDescriptorFlags & CSkinDescriptor::FLAG_SIX)
4592 {
4593 m_Skins.Refresh(SkinLoadedCallback: ProgressCallback);
4594 }
4595 if(SkinDescriptorFlags & CSkinDescriptor::FLAG_SEVEN)
4596 {
4597 m_Skins7.Refresh(SkinLoadedCallback: ProgressCallback);
4598 }
4599
4600 for(std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo : m_vpManagedTeeRenderInfos)
4601 {
4602 if(!(pManagedTeeRenderInfo->SkinDescriptor().m_Flags & SkinDescriptorFlags))
4603 {
4604 continue;
4605 }
4606 RefreshSkin(pManagedTeeRenderInfo);
4607 }
4608}
4609
4610void CGameClient::OnSkinUpdate(const char *pSkinName)
4611{
4612 // If the refreshed skin's name starts with the current skin prefix, we also have to
4613 // refresh skins matching the unprefixed skin name, e.g. if "santa_cammo" is refreshed
4614 // with prefix "santa" we need to refresh both "santa_cammo" and "cammo".
4615 const char *pSkinPrefix = m_Skins.SkinPrefix();
4616 const int SkinPrefixLength = str_length(str: pSkinPrefix);
4617 char aSkinNameWithoutPrefix[MAX_SKIN_LENGTH];
4618 if(SkinPrefixLength > 0 &&
4619 str_comp_num(a: pSkinName, b: pSkinPrefix, num: SkinPrefixLength) == 0 &&
4620 pSkinName[SkinPrefixLength] == '_' &&
4621 pSkinName[SkinPrefixLength + 1] != '\0')
4622 {
4623 str_copy(dst&: aSkinNameWithoutPrefix, src: &pSkinName[SkinPrefixLength + 1]);
4624 }
4625 else
4626 {
4627 aSkinNameWithoutPrefix[0] = '\0';
4628 }
4629 const auto &&NameMatches = [&](const char *pCheckName) {
4630 if(str_comp(a: pCheckName, b: pSkinName) == 0)
4631 {
4632 return true;
4633 }
4634 if(aSkinNameWithoutPrefix[0] != '\0' &&
4635 str_comp(a: pCheckName, b: aSkinNameWithoutPrefix) == 0)
4636 {
4637 return true;
4638 }
4639 return false;
4640 };
4641
4642 for(std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo : m_vpManagedTeeRenderInfos)
4643 {
4644 if(!(pManagedTeeRenderInfo->SkinDescriptor().m_Flags & CSkinDescriptor::FLAG_SIX) ||
4645 !NameMatches(pManagedTeeRenderInfo->SkinDescriptor().m_aSkinName))
4646 {
4647 continue;
4648 }
4649 RefreshSkin(pManagedTeeRenderInfo);
4650 }
4651}
4652
4653std::shared_ptr<CManagedTeeRenderInfo> CGameClient::CreateManagedTeeRenderInfo(const CTeeRenderInfo &TeeRenderInfo, const CSkinDescriptor &SkinDescriptor)
4654{
4655 std::shared_ptr<CManagedTeeRenderInfo> pManagedTeeRenderInfo = std::make_shared<CManagedTeeRenderInfo>(args: TeeRenderInfo, args: SkinDescriptor);
4656 RefreshSkin(pManagedTeeRenderInfo);
4657 m_vpManagedTeeRenderInfos.emplace_back(args&: pManagedTeeRenderInfo);
4658 return pManagedTeeRenderInfo;
4659}
4660
4661std::shared_ptr<CManagedTeeRenderInfo> CGameClient::CreateManagedTeeRenderInfo(const CClientData &Client)
4662{
4663 return CreateManagedTeeRenderInfo(TeeRenderInfo: Client.m_RenderInfo, SkinDescriptor: Client.ToSkinDescriptor());
4664}
4665
4666void CGameClient::UpdateManagedTeeRenderInfos()
4667{
4668 while(!m_vpManagedTeeRenderInfos.empty())
4669 {
4670 auto UnusedInfo = std::find_if(first: m_vpManagedTeeRenderInfos.begin(), last: m_vpManagedTeeRenderInfos.end(), pred: [&](const auto &pItem) {
4671 return pItem.use_count() <= 1;
4672 });
4673 if(UnusedInfo == m_vpManagedTeeRenderInfos.end())
4674 {
4675 break;
4676 }
4677 m_vpManagedTeeRenderInfos.erase(position: UnusedInfo);
4678 }
4679}
4680
4681void CGameClient::CollectManagedTeeRenderInfos(const std::function<void(const char *pSkinName)> &ActiveSkinAcceptor)
4682{
4683 for(const std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo : m_vpManagedTeeRenderInfos)
4684 {
4685 if(pManagedTeeRenderInfo->m_SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SIX)
4686 {
4687 ActiveSkinAcceptor(pManagedTeeRenderInfo->m_SkinDescriptor.m_aSkinName);
4688 }
4689 }
4690}
4691
4692void CGameClient::ConchainRefreshSkins(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
4693{
4694 CGameClient *pThis = static_cast<CGameClient *>(pUserData);
4695 pfnCallback(pResult, pCallbackUserData);
4696 if(pResult->NumArguments() && pThis->m_Menus.IsInit())
4697 {
4698 pThis->RefreshSkins(SkinDescriptorFlags: CSkinDescriptor::FLAG_SIX);
4699 }
4700}
4701
4702void CGameClient::ConchainRefreshEventSkins(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
4703{
4704 CGameClient *pThis = static_cast<CGameClient *>(pUserData);
4705 pfnCallback(pResult, pCallbackUserData);
4706 if(pResult->NumArguments() && pThis->m_Menus.IsInit())
4707 {
4708 pThis->m_Skins.RefreshEventSkins();
4709 pThis->RefreshSkins(SkinDescriptorFlags: CSkinDescriptor::FLAG_SIX);
4710 }
4711}
4712
4713static bool UnknownMapSettingCallback(const char *pCommand, void *pUser)
4714{
4715 return true;
4716}
4717
4718void CGameClient::LoadMapSettings()
4719{
4720 m_MapBugs = CMapBugs::Create(pName: Map()->BaseName(), Size: Map()->Size(), Sha256: Map()->Sha256());
4721
4722 // Reset Tunezones
4723 for(int TuneZone = 0; TuneZone < TuneZone::NUM; TuneZone++)
4724 {
4725 TuningList()[TuneZone] = CTuningParams::DEFAULT;
4726 TuningList()[TuneZone].Set(pName: "gun_curvature", Value: 0);
4727 TuningList()[TuneZone].Set(pName: "gun_speed", Value: 1400);
4728 TuningList()[TuneZone].Set(pName: "shotgun_curvature", Value: 0);
4729 TuningList()[TuneZone].Set(pName: "shotgun_speed", Value: 500);
4730 TuningList()[TuneZone].Set(pName: "shotgun_speeddiff", Value: 0);
4731 }
4732
4733 // Load map tunings
4734 int Start, Num;
4735 Map()->GetType(Type: MAPITEMTYPE_INFO, pStart: &Start, pNum: &Num);
4736 for(int i = Start; i < Start + Num; i++)
4737 {
4738 int ItemId;
4739 CMapItemInfoSettings *pItem = (CMapItemInfoSettings *)Map()->GetItem(Index: i, pType: nullptr, pId: &ItemId);
4740 int ItemSize = Map()->GetItemSize(Index: i);
4741 if(!pItem || ItemId != 0)
4742 continue;
4743
4744 if(ItemSize < (int)sizeof(CMapItemInfoSettings))
4745 break;
4746 if(!(pItem->m_Settings > -1))
4747 break;
4748
4749 int Size = Map()->GetDataSize(Index: pItem->m_Settings);
4750 char *pSettings = (char *)Map()->GetData(Index: pItem->m_Settings);
4751 char *pNext = pSettings;
4752 Console()->SetUnknownCommandCallback(pfnCallback: UnknownMapSettingCallback, pUser: nullptr);
4753 while(pNext < pSettings + Size)
4754 {
4755 int StrSize = str_length(str: pNext) + 1;
4756 Console()->ExecuteLine(pStr: pNext, ClientId: IConsole::CLIENT_ID_GAME);
4757 pNext += StrSize;
4758 }
4759 Console()->SetUnknownCommandCallback(pfnCallback: IConsole::EmptyUnknownCommandCallback, pUser: nullptr);
4760 Map()->UnloadData(Index: pItem->m_Settings);
4761 break;
4762 }
4763}
4764
4765void CGameClient::ConTuneParam(IConsole::IResult *pResult, void *pUserData)
4766{
4767 CGameClient *pSelf = (CGameClient *)pUserData;
4768 const char *pParamName = pResult->GetString(Index: 0);
4769 if(pResult->NumArguments() == 2)
4770 {
4771 float NewValue = pResult->GetFloat(Index: 1);
4772 pSelf->TuningList()[0].Set(pName: pParamName, Value: NewValue);
4773 }
4774}
4775
4776void CGameClient::ConTuneZone(IConsole::IResult *pResult, void *pUserData)
4777{
4778 CGameClient *pSelf = (CGameClient *)pUserData;
4779 int List = pResult->GetInteger(Index: 0);
4780 const char *pParamName = pResult->GetString(Index: 1);
4781 float NewValue = pResult->GetFloat(Index: 2);
4782
4783 if(List >= 0 && List < TuneZone::NUM)
4784 pSelf->TuningList()[List].Set(pName: pParamName, Value: NewValue);
4785}
4786
4787void CGameClient::ConMapbug(IConsole::IResult *pResult, void *pUserData)
4788{
4789 CGameClient *pSelf = (CGameClient *)pUserData;
4790 const char *pMapBugName = pResult->GetString(Index: 0);
4791
4792 switch(pSelf->m_MapBugs.Update(pBug: pMapBugName))
4793 {
4794 case EMapBugUpdate::OK:
4795 break;
4796 case EMapBugUpdate::OVERRIDDEN:
4797 log_debug("mapbugs", "map-internal setting overridden by database");
4798 break;
4799 case EMapBugUpdate::NOTFOUND:
4800 log_debug("mapbugs", "unknown map bug '%s', ignoring", pMapBugName);
4801 break;
4802 default:
4803 dbg_assert_failed("unreachable");
4804 }
4805}
4806
4807void CGameClient::ConchainMenuMap(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
4808{
4809 CGameClient *pSelf = (CGameClient *)pUserData;
4810 if(pResult->NumArguments())
4811 {
4812 if(str_comp(a: g_Config.m_ClMenuMap, b: pResult->GetString(Index: 0)) != 0)
4813 {
4814 str_copy(dst&: g_Config.m_ClMenuMap, src: pResult->GetString(Index: 0));
4815 pSelf->m_MenuBackground.LoadMenuBackground();
4816 }
4817 }
4818 else
4819 {
4820 pfnCallback(pResult, pCallbackUserData);
4821 }
4822}
4823
4824void CGameClient::DummyResetInput()
4825{
4826 if(!Client()->DummyConnected())
4827 return;
4828
4829 if((m_DummyInput.m_Fire & 1) != 0)
4830 m_DummyInput.m_Fire++;
4831
4832 m_Controls.ResetInput(Dummy: !g_Config.m_ClDummy);
4833 m_Controls.m_aInputData[!g_Config.m_ClDummy].m_Hook = 0;
4834 m_Controls.m_aInputData[!g_Config.m_ClDummy].m_Fire = m_DummyInput.m_Fire;
4835
4836 m_DummyInput = m_Controls.m_aInputData[!g_Config.m_ClDummy];
4837}
4838
4839bool CGameClient::CanDisplayWarning() const
4840{
4841 return m_Menus.CanDisplayWarning();
4842}
4843
4844CNetObjHandler *CGameClient::GetNetObjHandler()
4845{
4846 return &m_NetObjHandler;
4847}
4848
4849protocol7::CNetObjHandler *CGameClient::GetNetObjHandler7()
4850{
4851 return &m_NetObjHandler7;
4852}
4853
4854void CGameClient::SnapCollectEntities()
4855{
4856 int NumSnapItems = Client()->SnapNumItems(SnapId: IClient::SNAP_CURRENT);
4857
4858 std::vector<CSnapEntities> vItemData;
4859 std::vector<CSnapEntities> vItemEx;
4860
4861 for(int Index = 0; Index < NumSnapItems; Index++)
4862 {
4863 const IClient::CSnapItem Item = Client()->SnapGetItem(SnapId: IClient::SNAP_CURRENT, Index);
4864 if(Item.m_Type == NETOBJTYPE_ENTITYEX)
4865 vItemEx.push_back(x: {.m_Item: Item, .m_pDataEx: nullptr});
4866 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)
4867 vItemData.push_back(x: {.m_Item: Item, .m_pDataEx: nullptr});
4868 }
4869
4870 // sort by id
4871 class CEntComparer
4872 {
4873 public:
4874 bool operator()(const CSnapEntities &Lhs, const CSnapEntities &Rhs) const
4875 {
4876 return Lhs.m_Item.m_Id < Rhs.m_Item.m_Id;
4877 }
4878 };
4879
4880 std::sort(first: vItemData.begin(), last: vItemData.end(), comp: CEntComparer());
4881 std::sort(first: vItemEx.begin(), last: vItemEx.end(), comp: CEntComparer());
4882
4883 // merge extended items with items they belong to
4884 m_vSnapEntities.clear();
4885
4886 size_t IndexEx = 0;
4887 for(const CSnapEntities &Ent : vItemData)
4888 {
4889 while(IndexEx < vItemEx.size() && vItemEx[IndexEx].m_Item.m_Id < Ent.m_Item.m_Id)
4890 IndexEx++;
4891
4892 const CNetObj_EntityEx *pDataEx = nullptr;
4893 if(IndexEx < vItemEx.size() && vItemEx[IndexEx].m_Item.m_Id == Ent.m_Item.m_Id)
4894 pDataEx = (const CNetObj_EntityEx *)vItemEx[IndexEx].m_Item.m_pData;
4895
4896 m_vSnapEntities.push_back(x: {.m_Item: Ent.m_Item, .m_pDataEx: pDataEx});
4897 }
4898}
4899
4900void CGameClient::HandleMultiView()
4901{
4902 bool IsTeamZero = IsMultiViewIdSet();
4903 bool Init = false;
4904 vec2 MinPos, MaxPos;
4905 float SumVel = 0.0f;
4906 int AmountPlayers = 0;
4907
4908 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
4909 {
4910 // look at players who are vanished
4911 if(m_MultiView.m_aVanish[ClientId])
4912 {
4913 // not in freeze anymore and the delay is over
4914 if(m_MultiView.m_aLastFreeze[ClientId] + 6.0f <= Client()->LocalTime() && m_aClients[ClientId].m_FreezeEnd == 0)
4915 {
4916 m_MultiView.m_aVanish[ClientId] = false;
4917 m_MultiView.m_aLastFreeze[ClientId] = 0.0f;
4918 }
4919 }
4920
4921 // we look at team 0 and the player is not in the spec list
4922 if(IsTeamZero && !m_aMultiViewId[ClientId])
4923 continue;
4924
4925 // player is vanished
4926 if(m_MultiView.m_aVanish[ClientId])
4927 continue;
4928
4929 // the player is not in the team we are spectating
4930 if(m_Teams.Team(ClientId) != m_MultiViewTeam)
4931 continue;
4932
4933 vec2 PlayerPos;
4934 if(m_Snap.m_aCharacters[ClientId].m_Active)
4935 PlayerPos = m_aClients[ClientId].m_RenderPos;
4936 else if(m_aClients[ClientId].m_Spec) // tee is in spec
4937 PlayerPos = m_aClients[ClientId].m_SpecChar;
4938 else
4939 continue;
4940
4941 // player is far away and frozen
4942 if(distance(a: m_MultiView.m_OldPos, b: PlayerPos) > 1100 && m_aClients[ClientId].m_FreezeEnd != 0)
4943 {
4944 // check if the player is frozen for more than 3 seconds, if so vanish them
4945 if(m_MultiView.m_aLastFreeze[ClientId] == 0.0f)
4946 {
4947 m_MultiView.m_aLastFreeze[ClientId] = Client()->LocalTime();
4948 }
4949 else if(m_MultiView.m_aLastFreeze[ClientId] + 3.0f <= Client()->LocalTime())
4950 {
4951 m_MultiView.m_aVanish[ClientId] = true;
4952 // player we want to be vanished is our "main" tee, so lets switch the tee
4953 if(ClientId == m_Snap.m_SpecInfo.m_SpectatorId)
4954 m_Spectator.Spectate(SpectatorId: FindFirstMultiViewId());
4955 }
4956 }
4957 else if(m_MultiView.m_aLastFreeze[ClientId] != 0)
4958 {
4959 m_MultiView.m_aLastFreeze[ClientId] = 0;
4960 }
4961
4962 // set the minimum and maximum position
4963 if(!Init)
4964 {
4965 MinPos = PlayerPos;
4966 MaxPos = PlayerPos;
4967 Init = true;
4968 }
4969 else
4970 {
4971 MinPos.x = std::min(a: MinPos.x, b: PlayerPos.x);
4972 MaxPos.x = std::max(a: MaxPos.x, b: PlayerPos.x);
4973 MinPos.y = std::min(a: MinPos.y, b: PlayerPos.y);
4974 MaxPos.y = std::max(a: MaxPos.y, b: PlayerPos.y);
4975 }
4976
4977 // sum up the velocity of all players we are spectating
4978 const CNetObj_Character &CurrentCharacter = m_Snap.m_aCharacters[ClientId].m_Cur;
4979 SumVel += length(a: vec2(CurrentCharacter.m_VelX / 256.0f, CurrentCharacter.m_VelY / 256.0f)) * 50.0f / 32.0f;
4980 AmountPlayers++;
4981 }
4982
4983 // if we have found no players, we disable multi view
4984 if(AmountPlayers == 0)
4985 {
4986 if(m_MultiView.m_SecondChance == 0.0f)
4987 {
4988 m_MultiView.m_SecondChance = Client()->LocalTime() + 0.3f;
4989 }
4990 else if(m_MultiView.m_SecondChance < Client()->LocalTime())
4991 {
4992 ResetMultiView();
4993 }
4994 return;
4995 }
4996 else if(m_MultiView.m_SecondChance != 0.0f)
4997 {
4998 m_MultiView.m_SecondChance = 0.0f;
4999 }
5000
5001 // if we only have one tee that's in the list, we activate solo-mode
5002 m_MultiView.m_Solo = std::count(first: std::begin(arr&: m_aMultiViewId), last: std::end(arr&: m_aMultiViewId), value: true) == 1;
5003
5004 vec2 TargetPos = vec2((MinPos.x + MaxPos.x) / 2.0f, (MinPos.y + MaxPos.y) / 2.0f);
5005 // dont hide the position hud if its only one player
5006 m_MultiViewShowHud = AmountPlayers == 1;
5007 // get the average velocity
5008 float AvgVel = std::clamp(val: SumVel / AmountPlayers, lo: 0.0f, hi: 1000.0f);
5009
5010 if(m_MultiView.m_OldPersonalZoom == m_MultiViewPersonalZoom)
5011 m_Camera.SetZoom(Target: CalculateMultiViewZoom(MinPos, MaxPos, Vel: AvgVel), Smoothness: g_Config.m_ClMultiViewZoomSmoothness, IsUser: false);
5012 else
5013 m_Camera.SetZoom(Target: CalculateMultiViewZoom(MinPos, MaxPos, Vel: AvgVel), Smoothness: 50, IsUser: false);
5014
5015 m_Snap.m_SpecInfo.m_Position = m_MultiView.m_OldPos + ((TargetPos - m_MultiView.m_OldPos) * CalculateMultiViewMultiplier(TargetPos));
5016 m_MultiView.m_OldPos = m_Snap.m_SpecInfo.m_Position;
5017 m_Snap.m_SpecInfo.m_UsePosition = true;
5018}
5019
5020bool CGameClient::InitMultiView(int Team)
5021{
5022 float Width, Height;
5023 CleanMultiViewIds();
5024 m_MultiView.m_IsInit = true;
5025
5026 // get the current view coordinates
5027 Graphics()->CalcScreenParams(Aspect: Graphics()->ScreenAspect(), Zoom: m_Camera.m_Zoom, pWidth: &Width, pHeight: &Height);
5028 vec2 AxisX = vec2(m_Camera.m_Center.x - (Width / 2.0f), m_Camera.m_Center.x + (Width / 2.0f));
5029 vec2 AxisY = vec2(m_Camera.m_Center.y - (Height / 2.0f), m_Camera.m_Center.y + (Height / 2.0f));
5030
5031 if(Team > 0)
5032 {
5033 m_MultiViewTeam = Team;
5034 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
5035 m_aMultiViewId[ClientId] = m_Teams.Team(ClientId) == Team;
5036 }
5037 else
5038 {
5039 // we want to allow spectating players in teams directly if there is no other team on screen
5040 // to do that, -1 is used temporarily for "we don't know which team to spectate yet"
5041 m_MultiViewTeam = -1;
5042
5043 int Count = 0;
5044 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
5045 {
5046 vec2 PlayerPos;
5047
5048 // get the position of the player
5049 if(m_Snap.m_aCharacters[ClientId].m_Active)
5050 PlayerPos = vec2(m_Snap.m_aCharacters[ClientId].m_Cur.m_X, m_Snap.m_aCharacters[ClientId].m_Cur.m_Y);
5051 else if(m_aClients[ClientId].m_Spec)
5052 PlayerPos = m_aClients[ClientId].m_SpecChar;
5053 else
5054 continue;
5055
5056 if(PlayerPos.x == 0 || PlayerPos.y == 0)
5057 continue;
5058
5059 // skip players that aren't in view
5060 if(PlayerPos.x <= AxisX.x || PlayerPos.x >= AxisX.y || PlayerPos.y <= AxisY.x || PlayerPos.y >= AxisY.y)
5061 continue;
5062
5063 if(m_MultiViewTeam == -1)
5064 {
5065 // use the current player's team for now, but it might switch to team 0 if any other team is found
5066 m_MultiViewTeam = m_Teams.Team(ClientId);
5067 }
5068 else if(m_MultiViewTeam != 0 && m_Teams.Team(ClientId) != m_MultiViewTeam)
5069 {
5070 // mismatched teams; remove all previously added players again and switch to team 0 instead
5071 std::fill_n(first: m_aMultiViewId, n: ClientId, value: false);
5072 m_MultiViewTeam = 0;
5073 }
5074
5075 m_aMultiViewId[ClientId] = true;
5076 Count++;
5077 }
5078
5079 // might still be -1 if not a single player was in view; fallback to team 0 in that case
5080 if(m_MultiViewTeam == -1)
5081 m_MultiViewTeam = 0;
5082
5083 // we are spectating only one player
5084 m_MultiView.m_Solo = Count == 1;
5085 }
5086
5087 if(IsMultiViewIdSet())
5088 {
5089 int SpectatorId = m_Snap.m_SpecInfo.m_SpectatorId;
5090 int NewSpectatorId = -1;
5091
5092 vec2 CurPosition(m_Camera.m_Center);
5093 if(SpectatorId != SPEC_FREEVIEW)
5094 {
5095 const CNetObj_Character &CurCharacter = m_Snap.m_aCharacters[SpectatorId].m_Cur;
5096 CurPosition.x = CurCharacter.m_X;
5097 CurPosition.y = CurCharacter.m_Y;
5098 }
5099
5100 int ClosestDistance = std::numeric_limits<int>::max();
5101 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
5102 {
5103 if(!m_Snap.m_apPlayerInfos[ClientId] || m_Snap.m_apPlayerInfos[ClientId]->m_Team == TEAM_SPECTATORS || m_Teams.Team(ClientId) != m_MultiViewTeam)
5104 continue;
5105
5106 vec2 PlayerPos;
5107 if(m_Snap.m_aCharacters[ClientId].m_Active)
5108 PlayerPos = vec2(m_aClients[ClientId].m_RenderPos.x, m_aClients[ClientId].m_RenderPos.y);
5109 else if(m_aClients[ClientId].m_Spec) // tee is in spec
5110 PlayerPos = m_aClients[ClientId].m_SpecChar;
5111 else
5112 continue;
5113
5114 int Distance = distance(a: CurPosition, b: PlayerPos);
5115 if(NewSpectatorId == -1 || Distance < ClosestDistance)
5116 {
5117 NewSpectatorId = ClientId;
5118 ClosestDistance = Distance;
5119 }
5120 }
5121
5122 if(NewSpectatorId > -1)
5123 m_Spectator.Spectate(SpectatorId: NewSpectatorId);
5124 }
5125
5126 return IsMultiViewIdSet();
5127}
5128
5129float CGameClient::CalculateMultiViewMultiplier(vec2 TargetPos)
5130{
5131 float MaxCameraDist = 200.0f;
5132 float MinCameraDist = 20.0f;
5133 float MaxVel = g_Config.m_ClMultiViewSensitivity / 150.0f;
5134 float MinVel = 0.007f;
5135 float CurrentCameraDistance = distance(a: m_MultiView.m_OldPos, b: TargetPos);
5136 float UpperLimit = 1.0f;
5137
5138 if(m_MultiView.m_Teleported && CurrentCameraDistance <= 100.0f)
5139 m_MultiView.m_Teleported = false;
5140
5141 // somebody got teleported very likely
5142 if((m_MultiView.m_Teleported || CurrentCameraDistance - m_MultiView.m_OldCameraDistance > 100.0f) && m_MultiView.m_OldCameraDistance != 0.0f)
5143 {
5144 UpperLimit = 0.1f; // dont try to compensate it by flickering
5145 m_MultiView.m_Teleported = true;
5146 }
5147 m_MultiView.m_OldCameraDistance = CurrentCameraDistance;
5148
5149 return std::clamp(val: MapValue(MaxValue: MaxCameraDist, MinValue: MinCameraDist, MaxRange: MaxVel, MinRange: MinVel, Value: CurrentCameraDistance), lo: MinVel, hi: UpperLimit);
5150}
5151
5152float CGameClient::CalculateMultiViewZoom(vec2 MinPos, vec2 MaxPos, float Vel)
5153{
5154 float Ratio = Graphics()->ScreenAspect();
5155 float ZoomX = 0.0f, ZoomY;
5156
5157 // only calc two axis if the aspect ratio is not 1:1
5158 if(Ratio != 1.0f)
5159 ZoomX = (0.001309f - 0.000328f * Ratio) * (MaxPos.x - MinPos.x) + (0.741413f - 0.032959f * Ratio);
5160
5161 // calculate the according zoom with linear function
5162 ZoomY = 0.001309f * (MaxPos.y - MinPos.y) + 0.741413f;
5163 // choose the highest zoom
5164 float Zoom = std::max(a: ZoomX, b: ZoomY);
5165 // zoom out to maximum 10 percent of the current zoom for 70 velocity
5166 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);
5167 // zoom should stay between 1.1 and 20.0
5168 Zoom = std::clamp(val: Zoom + Diff, lo: 1.1f, hi: 20.0f);
5169 // dont go below default zoom
5170 Zoom = std::max(a: CCamera::ZoomStepsToValue(Steps: g_Config.m_ClDefaultZoom - 10), b: Zoom);
5171 // add the user preference
5172 Zoom -= Zoom * 0.1f * m_MultiViewPersonalZoom;
5173 m_MultiView.m_OldPersonalZoom = m_MultiViewPersonalZoom;
5174
5175 return Zoom;
5176}
5177
5178float CGameClient::MapValue(float MaxValue, float MinValue, float MaxRange, float MinRange, float Value)
5179{
5180 return (MaxRange - MinRange) / (MaxValue - MinValue) * (Value - MinValue) + MinRange;
5181}
5182
5183void CGameClient::ResetMultiView()
5184{
5185 m_Camera.SetZoom(Target: CCamera::ZoomStepsToValue(Steps: g_Config.m_ClDefaultZoom - 10), Smoothness: g_Config.m_ClSmoothZoomTime, IsUser: true);
5186 m_MultiViewPersonalZoom = 0.0f;
5187 m_MultiViewActivated = false;
5188 m_MultiView.m_Solo = false;
5189 m_MultiView.m_IsInit = false;
5190 m_MultiView.m_Teleported = false;
5191 m_MultiView.m_OldCameraDistance = 0.0f;
5192}
5193
5194void CGameClient::CleanMultiViewIds()
5195{
5196 std::fill(first: std::begin(arr&: m_aMultiViewId), last: std::end(arr&: m_aMultiViewId), value: false);
5197 std::fill(first: std::begin(arr&: m_MultiView.m_aLastFreeze), last: std::end(arr&: m_MultiView.m_aLastFreeze), value: 0.0f);
5198 std::fill(first: std::begin(arr&: m_MultiView.m_aVanish), last: std::end(arr&: m_MultiView.m_aVanish), value: false);
5199}
5200
5201void CGameClient::CleanMultiViewId(int ClientId)
5202{
5203 if(ClientId >= MAX_CLIENTS || ClientId < 0)
5204 return;
5205
5206 m_aMultiViewId[ClientId] = false;
5207 m_MultiView.m_aLastFreeze[ClientId] = 0.0f;
5208 m_MultiView.m_aVanish[ClientId] = false;
5209}
5210
5211bool CGameClient::IsMultiViewIdSet()
5212{
5213 return std::any_of(first: std::begin(arr&: m_aMultiViewId), last: std::end(arr&: m_aMultiViewId), pred: [](bool IsSet) { return IsSet; });
5214}
5215
5216int CGameClient::FindFirstMultiViewId()
5217{
5218 int ClientId = -1;
5219 for(int i = 0; i < MAX_CLIENTS; i++)
5220 {
5221 if(m_aMultiViewId[i] && !m_MultiView.m_aVanish[i])
5222 return i;
5223 }
5224 return ClientId;
5225}
5226
5227void CGameClient::OnSaveCodeNetMessage(const CNetMsg_Sv_SaveCode *pMsg)
5228{
5229 char aBuf[512];
5230 if(pMsg->m_pError[0] != '\0')
5231 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: pMsg->m_pError);
5232
5233 int State = pMsg->m_State;
5234 if(State == SAVESTATE_PENDING)
5235 {
5236 if(pMsg->m_pCode[0] == '\0')
5237 {
5238 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5239 format: Localize(pStr: "Team save in progress. You'll be able to load with '/load %s'"),
5240 pMsg->m_pGeneratedCode);
5241 }
5242 else
5243 {
5244 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5245 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"),
5246 pMsg->m_pCode,
5247 pMsg->m_pGeneratedCode);
5248 }
5249 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: aBuf);
5250 }
5251 else if(State == SAVESTATE_DONE)
5252 {
5253 if(pMsg->m_pServerName[0] == '\0')
5254 {
5255 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5256 format: "Team successfully saved by %s. Use '/load %s' to continue",
5257 pMsg->m_pSaveRequester,
5258 pMsg->m_pCode[0] ? pMsg->m_pCode : pMsg->m_pGeneratedCode);
5259 }
5260 else
5261 {
5262 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5263 format: "Team successfully saved by %s. Use '/load %s' on %s to continue",
5264 pMsg->m_pSaveRequester,
5265 pMsg->m_pCode[0] ? pMsg->m_pCode : pMsg->m_pGeneratedCode,
5266 pMsg->m_pServerName);
5267 }
5268 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: aBuf);
5269 }
5270 else if(State == SAVESTATE_FALLBACKFILE)
5271 {
5272 if(pMsg->m_pServerName[0] == '\0')
5273 {
5274 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5275 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"),
5276 pMsg->m_pSaveRequester,
5277 pMsg->m_pGeneratedCode);
5278 }
5279 else
5280 {
5281 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5282 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"),
5283 pMsg->m_pSaveRequester,
5284 pMsg->m_pGeneratedCode,
5285 pMsg->m_pServerName);
5286 }
5287 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: aBuf);
5288 }
5289 else if(State == SAVESTATE_ERROR)
5290 {
5291 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: Localize(pStr: "Save failed!"));
5292 }
5293
5294 if(State != SAVESTATE_PENDING && State != SAVESTATE_ERROR && Client()->State() != IClient::STATE_DEMOPLAYBACK)
5295 {
5296 StoreSave(pTeamMembers: pMsg->m_pTeamMembers, pGeneratedCode: pMsg->m_pCode[0] ? pMsg->m_pCode : pMsg->m_pGeneratedCode);
5297 }
5298}
5299
5300void CGameClient::StoreSave(const char *pTeamMembers, const char *pGeneratedCode) const
5301{
5302 static constexpr const char *SAVES_HEADER[] = {
5303 "Time",
5304 "Players",
5305 "Map",
5306 "Code",
5307 };
5308
5309 char aTimestamp[20];
5310 str_timestamp_format(buffer: aTimestamp, buffer_size: sizeof(aTimestamp), format: TimestampFormat::SPACE);
5311
5312 const bool SavesFileExists = Storage()->FileExists(pFilename: SAVES_FILE, Type: IStorage::TYPE_SAVE);
5313 IOHANDLE File = Storage()->OpenFile(pFilename: SAVES_FILE, Flags: IOFLAG_APPEND, Type: IStorage::TYPE_SAVE);
5314 if(!File)
5315 {
5316 log_error("saves", "Failed to open the saves file '%s'", SAVES_FILE);
5317 return;
5318 }
5319
5320 const char *apColumns[std::size(SAVES_HEADER)] = {
5321 aTimestamp,
5322 pTeamMembers,
5323 Map()->BaseName(),
5324 pGeneratedCode,
5325 };
5326
5327 if(!SavesFileExists)
5328 {
5329 CsvWrite(File, NumColumns: std::size(SAVES_HEADER), ppColumns: SAVES_HEADER);
5330 }
5331 CsvWrite(File, NumColumns: std::size(SAVES_HEADER), ppColumns: apColumns);
5332 io_close(io: File);
5333}
5334