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
283static void GenerateTimeoutCode(char *pTimeoutCode)
284{
285 if(pTimeoutCode[0] == '\0' || str_comp(a: pTimeoutCode, b: "hGuEYnfxicsXGwFq") == 0)
286 {
287 for(unsigned int i = 0; i < 16; i++)
288 {
289 if(rand() % 2)
290 pTimeoutCode[i] = (char)((rand() % ('z' - 'a' + 1)) + 'a');
291 else
292 pTimeoutCode[i] = (char)((rand() % ('Z' - 'A' + 1)) + 'A');
293 }
294 }
295}
296
297void CGameClient::InitializeLanguage()
298{
299 // set the language
300 g_Localization.LoadIndexfile(pStorage: Storage(), pConsole: Console());
301 if(g_Config.m_ClShowWelcome)
302 g_Localization.SelectDefaultLanguage(pConsole: Console(), pFilename: g_Config.m_ClLanguagefile, Length: sizeof(g_Config.m_ClLanguagefile));
303 g_Localization.Load(pFilename: g_Config.m_ClLanguagefile, pStorage: Storage(), pConsole: Console());
304}
305
306void CGameClient::ForceUpdateConsoleRemoteCompletionSuggestions()
307{
308 m_GameConsole.ForceUpdateRemoteCompletionSuggestions();
309}
310
311void CGameClient::OnInit()
312{
313 const int64_t OnInitStart = time_get();
314
315 Client()->SetLoadingCallback([this](IClient::ELoadingCallbackDetail Detail) {
316 const char *pTitle;
317 if(Detail == IClient::LOADING_CALLBACK_DETAIL_DEMO || DemoPlayer()->IsPlaying())
318 {
319 pTitle = Localize(pStr: "Preparing demo playback");
320 }
321 else
322 {
323 pTitle = Localize(pStr: "Connected");
324 }
325
326 const char *pMessage;
327 switch(Detail)
328 {
329 case IClient::LOADING_CALLBACK_DETAIL_MAP:
330 pMessage = Localize(pStr: "Loading map file from storage");
331 break;
332 case IClient::LOADING_CALLBACK_DETAIL_DEMO:
333 pMessage = Localize(pStr: "Loading demo file from storage");
334 break;
335 default:
336 dbg_assert_failed("Invalid callback loading detail");
337 }
338 m_Menus.RenderLoading(pCaption: pTitle, pContent: pMessage, IncreaseCounter: 0);
339 });
340
341 m_pGraphics = Kernel()->RequestInterface<IGraphics>();
342
343 // propagate pointers
344 m_UI.Init(pKernel: Kernel());
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 GenerateTimeoutCode(pTimeoutCode: g_Config.m_ClTimeoutCode);
435 GenerateTimeoutCode(pTimeoutCode: g_Config.m_ClDummyTimeoutCode);
436
437 // Aggressively try to grab window again since some Windows users report
438 // window not being focused after starting client.
439 Graphics()->SetWindowGrab(true);
440
441 CChecksumData *pChecksum = Client()->ChecksumData();
442 pChecksum->m_SizeofGameClient = sizeof(*this);
443 pChecksum->m_NumComponents = m_vpAll.size();
444 for(size_t i = 0; i < m_vpAll.size(); i++)
445 {
446 if(i >= std::size(pChecksum->m_aComponentsChecksum))
447 {
448 break;
449 }
450 int Size = m_vpAll[i]->Sizeof();
451 pChecksum->m_aComponentsChecksum[i] = Size;
452 }
453
454 m_Menus.FinishLoading();
455 log_trace("gameclient", "initialization finished after %.2fms", (time_get() - OnInitStart) * 1000.0f / (float)time_freq());
456}
457
458void CGameClient::OnUpdate()
459{
460 HandleLanguageChanged();
461
462 CUIElementBase::Init(pUI: Ui()); // update static pointer because game and editor use separate UI
463
464 // handle mouse movement
465 float x = 0.0f, y = 0.0f;
466 IInput::ECursorType CursorType = Input()->CursorRelative(pX: &x, pY: &y);
467 if(CursorType != IInput::CURSOR_NONE)
468 {
469 for(auto &pComponent : m_vpInput)
470 {
471 if(pComponent->OnCursorMove(x, y, CursorType))
472 break;
473 }
474 }
475
476 // handle touch events
477 const std::vector<IInput::CTouchFingerState> &vTouchFingerStates = Input()->TouchFingerStates();
478 bool TouchHandled = false;
479 for(auto &pComponent : m_vpInput)
480 {
481 if(TouchHandled)
482 {
483 // Also update inactive components so they can handle touch fingers being released.
484 pComponent->OnTouchState(vTouchFingerStates: {});
485 }
486 else if(pComponent->OnTouchState(vTouchFingerStates))
487 {
488 Input()->ClearTouchDeltas();
489 TouchHandled = true;
490 }
491 }
492
493 // handle key presses
494 Input()->ConsumeEvents(Consumer: [&](const IInput::CEvent &Event) {
495 for(auto &pComponent : m_vpInput)
496 {
497 // Events with flag `FLAG_RELEASE` must always be forwarded to all components so keys being
498 // released can be handled in all components also after some components have been disabled.
499 if(pComponent->OnInput(Event) && (Event.m_Flags & ~IInput::FLAG_RELEASE) != 0)
500 break;
501 }
502 });
503
504 if(g_Config.m_ClSubTickAiming && m_Binds.m_MouseOnAction)
505 {
506 m_Controls.m_aMousePosOnAction[g_Config.m_ClDummy] = m_Controls.m_aMousePos[g_Config.m_ClDummy];
507 m_Binds.m_MouseOnAction = false;
508 }
509
510 for(auto &pComponent : m_vpAll)
511 {
512 pComponent->OnUpdate();
513 }
514}
515
516void CGameClient::OnDummySwap()
517{
518 if(g_Config.m_ClDummyResetOnSwitch)
519 {
520 int PlayerOrDummy = (g_Config.m_ClDummyResetOnSwitch == 2) ? g_Config.m_ClDummy : (!g_Config.m_ClDummy);
521 m_Controls.ResetInput(Dummy: PlayerOrDummy);
522 m_Controls.m_aInputData[PlayerOrDummy].m_Hook = 0;
523 }
524 const int PrevDummyFire = m_DummyInput.m_Fire;
525 m_DummyInput = m_Controls.m_aInputData[!g_Config.m_ClDummy];
526 m_Controls.m_aInputData[g_Config.m_ClDummy].m_Fire = PrevDummyFire;
527 m_IsDummySwapping = 1;
528}
529
530int CGameClient::OnSnapInput(int *pData, bool Dummy, bool Force)
531{
532 if(!Dummy)
533 {
534 return m_Controls.SnapInput(pData);
535 }
536 if(m_aLocalIds[!g_Config.m_ClDummy] < 0)
537 {
538 return 0;
539 }
540
541 if(!g_Config.m_ClDummyHammer)
542 {
543 if(m_DummyFire != 0)
544 {
545 m_DummyInput.m_Fire = (m_HammerInput.m_Fire + 1) & ~1;
546 m_DummyFire = 0;
547 }
548
549 if(!Force && (!m_DummyInput.m_Direction && !m_DummyInput.m_Jump && !m_DummyInput.m_Hook))
550 {
551 return 0;
552 }
553
554 mem_copy(dest: pData, source: &m_DummyInput, size: sizeof(m_DummyInput));
555 return sizeof(m_DummyInput);
556 }
557 else
558 {
559 if(m_DummyFire % 25 != 0)
560 {
561 m_DummyFire++;
562 return 0;
563 }
564 m_DummyFire++;
565
566 m_HammerInput.m_Fire = (m_HammerInput.m_Fire + 1) | 1;
567 m_HammerInput.m_WantedWeapon = WEAPON_HAMMER + 1;
568 if(!g_Config.m_ClDummyRestoreWeapon)
569 {
570 m_DummyInput.m_WantedWeapon = WEAPON_HAMMER + 1;
571 }
572
573 const vec2 Dir = m_LocalCharacterPos - m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_Predicted.m_Pos;
574 m_HammerInput.m_TargetX = (int)Dir.x;
575 m_HammerInput.m_TargetY = (int)Dir.y;
576
577 mem_copy(dest: pData, source: &m_HammerInput, size: sizeof(m_HammerInput));
578 return sizeof(m_HammerInput);
579 }
580}
581
582void CGameClient::OnConnected()
583{
584 const char *pConnectCaption = DemoPlayer()->IsPlaying() ? Localize(pStr: "Preparing demo playback") : Localize(pStr: "Connected");
585 const char *pLoadMapContent = Localize(pStr: "Initializing map logic");
586 // render loading before skip is calculated
587 m_Menus.RenderLoading(pCaption: pConnectCaption, pContent: pLoadMapContent, IncreaseCounter: 0);
588 m_Layers.Init(pMap: Map(), GameOnly: false);
589 m_Collision.Init(pLayers: Layers());
590 m_GameWorld.m_Core.InitSwitchers(HighestSwitchNumber: m_Collision.m_HighestSwitchNumber);
591 m_GameWorld.m_PredictedEvents.clear();
592 m_RaceHelper.Init(pGameClient: this);
593
594 // render loading before going through all components
595 m_Menus.RenderLoading(pCaption: pConnectCaption, pContent: pLoadMapContent, IncreaseCounter: 0);
596 for(auto &pComponent : m_vpAll)
597 {
598 pComponent->OnMapLoad();
599 pComponent->OnReset();
600 }
601
602 ConfigManager()->ResetGameSettings();
603 LoadMapSettings();
604
605 if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
606 {
607 Client()->SetLoadingStateDetail(IClient::LOADING_STATE_DETAIL_GETTING_READY);
608 m_Menus.RenderLoading(pCaption: pConnectCaption, pContent: Localize(pStr: "Sending initial client info"), IncreaseCounter: 0);
609
610 // send the initial info
611 SendInfo(Start: true);
612 // we should keep this in for now, because otherwise you can't spectate
613 // people at start as the other info 64 packet is only sent after the first
614 // snap
615 Client()->Rcon(pLine: "crashmeplx");
616
617 m_LocalServer.RconAuthIfPossible();
618 }
619}
620
621void CGameClient::OnReset()
622{
623 InvalidateSnapshot();
624
625 m_EditorMovementDelay = 5;
626
627 m_PredictedTick = -1;
628 std::fill(first: std::begin(arr&: m_aLastNewPredictedTick), last: std::end(arr&: m_aLastNewPredictedTick), value: -1);
629
630 m_LastRoundStartTick = -1;
631 m_LastRaceTick = -1;
632 m_LastFlagCarrierRed = -4;
633 m_LastFlagCarrierBlue = -4;
634
635 std::fill(first: std::begin(arr&: m_aCheckInfo), last: std::end(arr&: m_aCheckInfo), value: -1);
636
637 // m_aDDNetVersionStr is initialized once in OnInit
638
639 std::fill(first: std::begin(arr&: m_aLastPos), last: std::end(arr&: m_aLastPos), value: vec2(0.0f, 0.0f));
640 std::fill(first: std::begin(arr&: m_aLastActive), last: std::end(arr&: m_aLastActive), value: false);
641
642 m_GameOver = false;
643 m_GamePaused = false;
644
645 m_SuppressEvents = false;
646 m_NewTick = false;
647 m_NewPredictedTick = false;
648
649 m_aFlagDropTick[TEAM_RED] = 0;
650 m_aFlagDropTick[TEAM_BLUE] = 0;
651
652 m_ServerMode = SERVERMODE_PURE;
653 mem_zero(block: &m_GameInfo, size: sizeof(m_GameInfo));
654
655 m_DemoSpecId = SPEC_FOLLOW;
656 m_LocalCharacterPos = vec2(0.0f, 0.0f);
657
658 m_PredictedPrevChar.Reset();
659 m_PredictedChar.Reset();
660
661 // m_Snap was cleared in InvalidateSnapshot
662
663 std::fill(first: std::begin(arr&: m_aLocalTuneZone), last: std::end(arr&: m_aLocalTuneZone), value: -1);
664 std::fill(first: std::begin(arr&: m_aReceivedTuning), last: std::end(arr&: m_aReceivedTuning), value: false);
665 std::fill(first: std::begin(arr&: m_aExpectingTuningForZone), last: std::end(arr&: m_aExpectingTuningForZone), value: -1);
666 std::fill(first: std::begin(arr&: m_aExpectingTuningSince), last: std::end(arr&: m_aExpectingTuningSince), value: 0);
667 std::fill(first: std::begin(arr&: m_aTuning), last: std::end(arr&: m_aTuning), value: CTuningParams());
668
669 m_ActiveRecordings.reset();
670
671 for(auto &Client : m_aClients)
672 Client.Reset();
673
674 for(auto &Stats : m_aStats)
675 Stats.Reset();
676
677 std::fill(first: std::begin(arr&: m_aNextChangeInfo), last: std::end(arr&: m_aNextChangeInfo), value: -1);
678 std::fill(first: std::begin(arr&: m_aLocalIds), last: std::end(arr&: m_aLocalIds), value: -1);
679 m_DummyInput = {};
680 m_HammerInput = {};
681 m_DummyFire = 0;
682 m_ReceivedDDNetPlayer = false;
683 m_ReceivedDDNetPlayerFinishTimes = false;
684 m_ReceivedDDNetPlayerFinishTimesMillis = false;
685
686 m_Teams.Reset();
687 m_GameWorld.Clear();
688 m_GameWorld.m_WorldConfig.m_InfiniteAmmo = true;
689 m_PredictedWorld.CopyWorld(pFrom: &m_GameWorld);
690 m_PrevPredictedWorld.CopyWorld(pFrom: &m_PredictedWorld);
691
692 m_vSnapEntities.clear();
693
694 std::fill(first: std::begin(arr&: m_aDDRaceMsgSent), last: std::end(arr&: m_aDDRaceMsgSent), value: false);
695 std::fill(first: std::begin(arr&: m_aShowOthers), last: std::end(arr&: m_aShowOthers), value: SHOW_OTHERS_NOT_SET);
696 std::fill(first: std::begin(arr&: m_aEnableSpectatorCount), last: std::end(arr&: m_aEnableSpectatorCount), value: -1);
697 std::fill(first: std::begin(arr&: m_aLastUpdateTick), last: std::end(arr&: m_aLastUpdateTick), value: 0);
698
699 m_IsDummySwapping = false;
700 m_CharOrder.Reset();
701 std::fill(first: std::begin(arr&: m_aSwitchStateTeam), last: std::end(arr&: m_aSwitchStateTeam), value: -1);
702
703 m_MapBestTimeSeconds = FinishTime::UNSET;
704 m_MapBestTimeMillis = 0;
705 m_aMapDescription[0] = '\0';
706
707 // m_MapBugs and m_aTuningList are reset in LoadMapSettings
708
709 m_LastShowDistanceZoom = 0.0f;
710 m_LastZoom = 0.0f;
711 m_LastScreenAspect = 0.0f;
712 m_LastDeadzone = 0.0f;
713 m_LastFollowFactor = 0.0f;
714 m_LastDummyConnected = false;
715
716 m_MultiViewPersonalZoom = 0.0f;
717 m_MultiViewActivated = false;
718 m_MultiView.m_IsInit = false;
719
720 m_CursorInfo.m_CursorOwnerId = -1;
721 m_CursorInfo.m_NumSamples = 0;
722
723 for(auto &pComponent : m_vpAll)
724 pComponent->OnReset();
725
726 Editor()->ResetMentions();
727 Editor()->ResetIngameMoved();
728
729 Collision()->Unload();
730 Layers()->Unload();
731}
732
733void CGameClient::UpdatePositions()
734{
735 // local character position
736 if(g_Config.m_ClPredict && Client()->State() != IClient::STATE_DEMOPLAYBACK)
737 {
738 if(!AntiPingPlayers())
739 {
740 if(!m_Snap.m_pLocalCharacter || (m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER))
741 {
742 // don't use predicted
743 }
744 else
745 m_LocalCharacterPos = mix(a: m_PredictedPrevChar.m_Pos, b: m_PredictedChar.m_Pos, amount: Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy));
746 }
747 else
748 {
749 if(!(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER))
750 {
751 if(m_Snap.m_pLocalCharacter)
752 m_LocalCharacterPos = mix(a: m_PredictedPrevChar.m_Pos, b: m_PredictedChar.m_Pos, amount: Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy));
753 }
754 // else
755 // m_LocalCharacterPos = mix(m_PredictedPrevChar.m_Pos, m_PredictedChar.m_Pos, Client()->PredIntraGameTick(g_Config.m_ClDummy));
756 }
757 }
758 else if(m_Snap.m_pLocalCharacter && m_Snap.m_pLocalPrevCharacter)
759 {
760 m_LocalCharacterPos = mix(
761 a: vec2(m_Snap.m_pLocalPrevCharacter->m_X, m_Snap.m_pLocalPrevCharacter->m_Y),
762 b: vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y), amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
763 }
764
765 // spectator position
766 if(m_Snap.m_SpecInfo.m_Active)
767 {
768 if(m_MultiViewActivated)
769 {
770 HandleMultiView();
771 }
772 else if(Client()->State() == IClient::STATE_DEMOPLAYBACK && m_DemoSpecId != SPEC_FOLLOW && m_Snap.m_SpecInfo.m_SpectatorId != SPEC_FREEVIEW)
773 {
774 m_Snap.m_SpecInfo.m_Position = mix(
775 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),
776 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),
777 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
778 m_Snap.m_SpecInfo.m_UsePosition = true;
779 }
780 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)))
781 {
782 if(m_Snap.m_pPrevSpectatorInfo && m_Snap.m_pPrevSpectatorInfo->m_SpectatorId == m_Snap.m_pSpectatorInfo->m_SpectatorId)
783 m_Snap.m_SpecInfo.m_Position = mix(a: vec2(m_Snap.m_pPrevSpectatorInfo->m_X, m_Snap.m_pPrevSpectatorInfo->m_Y),
784 b: vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y), amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
785 else
786 m_Snap.m_SpecInfo.m_Position = vec2(m_Snap.m_pSpectatorInfo->m_X, m_Snap.m_pSpectatorInfo->m_Y);
787 m_Snap.m_SpecInfo.m_UsePosition = true;
788 }
789 }
790
791 if(!m_MultiViewActivated && m_MultiView.m_IsInit)
792 ResetMultiView();
793
794 UpdateRenderedCharacters();
795}
796
797void CGameClient::OnRender()
798{
799 const ColorRGBA ClearColor = color_cast<ColorRGBA>(hsl: ColorHSLA(g_Config.m_ClOverlayEntities ? g_Config.m_ClBackgroundEntitiesColor : g_Config.m_ClBackgroundColor));
800 Graphics()->Clear(r: ClearColor.r, g: ClearColor.g, b: ClearColor.b);
801
802 // check if multi view got activated
803 if(!m_MultiView.m_IsInit && m_MultiViewActivated)
804 {
805 int TeamId = 0;
806 if(m_Snap.m_SpecInfo.m_SpectatorId >= 0)
807 TeamId = m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId);
808
809 if(TeamId > MAX_CLIENTS || TeamId < 0)
810 TeamId = 0;
811
812 if(!InitMultiView(Team: TeamId))
813 {
814 dbg_msg(sys: "MultiView", fmt: "No players found to spectate");
815 ResetMultiView();
816 }
817 }
818
819 // update the local character and spectate position
820 UpdatePositions();
821
822 // display warnings
823 if(m_Menus.CanDisplayWarning())
824 {
825 std::optional<SWarning> Warning = Graphics()->CurrentWarning();
826 if(!Warning.has_value())
827 {
828 Warning = Client()->CurrentWarning();
829 }
830 if(Warning.has_value())
831 {
832 const SWarning &TheWarning = Warning.value();
833 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);
834 }
835 }
836
837 // update camera data prior to CControls::OnRender to allow CControls::m_aTargetPos to compensate using camera data
838 m_Camera.UpdateCamera();
839
840 UpdateSpectatorCursor();
841
842 // render all systems
843 for(auto &pComponent : m_vpAll)
844 pComponent->OnRender();
845
846 // clear all events/input for this frame
847 Input()->Clear();
848
849 CLineInput::RenderCandidates();
850
851 const bool WasNewTick = m_NewTick;
852
853 // clear new tick flags
854 m_NewTick = false;
855 m_NewPredictedTick = false;
856
857 if(g_Config.m_ClDummy && !Client()->DummyConnected())
858 g_Config.m_ClDummy = 0;
859
860 // resend player and dummy info if it was filtered by server
861 if(m_aLocalIds[0] >= 0 && Client()->State() == IClient::STATE_ONLINE && !m_Menus.IsActive() && WasNewTick)
862 {
863 if(m_aCheckInfo[0] == 0)
864 {
865 if(m_pClient->IsSixup())
866 {
867 if(!GotWantedSkin7(Dummy: false))
868 SendSkinChange7(Dummy: false);
869 else
870 m_aCheckInfo[0] = -1;
871 }
872 else
873 {
874 if(
875 str_comp(a: m_aClients[m_aLocalIds[0]].m_aName, b: Client()->PlayerName()) ||
876 str_comp(a: m_aClients[m_aLocalIds[0]].m_aClan, b: g_Config.m_PlayerClan) ||
877 m_aClients[m_aLocalIds[0]].m_Country != g_Config.m_PlayerCountry ||
878 str_comp(a: m_aClients[m_aLocalIds[0]].m_aSkinName, b: g_Config.m_ClPlayerSkin) ||
879 m_aClients[m_aLocalIds[0]].m_UseCustomColor != g_Config.m_ClPlayerUseCustomColor ||
880 m_aClients[m_aLocalIds[0]].m_ColorBody != (int)g_Config.m_ClPlayerColorBody ||
881 m_aClients[m_aLocalIds[0]].m_ColorFeet != (int)g_Config.m_ClPlayerColorFeet)
882 SendInfo(Start: false);
883 else
884 m_aCheckInfo[0] = -1;
885 }
886 }
887
888 if(m_aCheckInfo[0] > 0)
889 {
890 m_aCheckInfo[0] -= minimum(a: Client()->GameTick(Conn: 0) - Client()->PrevGameTick(Conn: 0), b: m_aCheckInfo[0]);
891 }
892
893 if(m_aLocalIds[1] >= 0)
894 {
895 if(m_aCheckInfo[1] == 0)
896 {
897 if(m_pClient->IsSixup())
898 {
899 if(!GotWantedSkin7(Dummy: true))
900 SendSkinChange7(Dummy: true);
901 else
902 m_aCheckInfo[1] = -1;
903 }
904 else
905 {
906 if(
907 str_comp(a: m_aClients[m_aLocalIds[1]].m_aName, b: Client()->DummyName()) ||
908 str_comp(a: m_aClients[m_aLocalIds[1]].m_aClan, b: g_Config.m_ClDummyClan) ||
909 m_aClients[m_aLocalIds[1]].m_Country != g_Config.m_ClDummyCountry ||
910 str_comp(a: m_aClients[m_aLocalIds[1]].m_aSkinName, b: g_Config.m_ClDummySkin) ||
911 m_aClients[m_aLocalIds[1]].m_UseCustomColor != g_Config.m_ClDummyUseCustomColor ||
912 m_aClients[m_aLocalIds[1]].m_ColorBody != (int)g_Config.m_ClDummyColorBody ||
913 m_aClients[m_aLocalIds[1]].m_ColorFeet != (int)g_Config.m_ClDummyColorFeet)
914 SendDummyInfo(Start: false);
915 else
916 m_aCheckInfo[1] = -1;
917 }
918 }
919
920 if(m_aCheckInfo[1] > 0)
921 {
922 m_aCheckInfo[1] -= minimum(a: Client()->GameTick(Conn: 1) - Client()->PrevGameTick(Conn: 1), b: m_aCheckInfo[1]);
923 }
924 }
925 }
926
927 UpdateManagedTeeRenderInfos();
928}
929
930void CGameClient::OnDummyDisconnect()
931{
932 m_aLocalIds[1] = -1;
933 m_aDDRaceMsgSent[1] = false;
934 m_aShowOthers[1] = SHOW_OTHERS_NOT_SET;
935 m_aEnableSpectatorCount[1] = -1;
936 m_aLastNewPredictedTick[1] = -1;
937}
938
939int CGameClient::LastRaceTick() const
940{
941 return m_LastRaceTick;
942}
943
944int CGameClient::CurrentRaceTime() const
945{
946 if(m_LastRaceTick < 0)
947 {
948 return 0;
949 }
950 return (Client()->GameTick(Conn: g_Config.m_ClDummy) - m_LastRaceTick) / Client()->GameTickSpeed();
951}
952
953bool CGameClient::IsTeamPlay() const
954{
955 return m_Snap.m_pGameInfoObj &&
956 (m_Snap.m_pGameInfoObj->m_GameFlags & GAMEFLAG_TEAMS) != 0;
957}
958
959bool CGameClient::IsWorldPaused() const
960{
961 return m_Snap.m_pGameInfoObj &&
962 (m_Snap.m_pGameInfoObj->m_GameStateFlags & (GAMESTATEFLAG_GAMEOVER | GAMESTATEFLAG_PAUSED)) != 0;
963}
964
965bool CGameClient::IsDemoPlaybackPaused() const
966{
967 return Client()->State() == IClient::STATE_DEMOPLAYBACK &&
968 DemoPlayer()->BaseInfo()->m_Paused;
969}
970
971float CGameClient::GetAnimationPlaybackSpeed() const
972{
973 if(IsWorldPaused() || IsDemoPlaybackPaused())
974 {
975 return 0.0f;
976 }
977 if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
978 {
979 return DemoPlayer()->BaseInfo()->m_Speed;
980 }
981 return 1.0f;
982}
983
984bool CGameClient::AntiPingPlayers() const
985{
986 return g_Config.m_ClAntiPing &&
987 g_Config.m_ClAntiPingPlayers &&
988 !m_Snap.m_SpecInfo.m_Active &&
989 Client()->State() != IClient::STATE_DEMOPLAYBACK;
990}
991
992bool CGameClient::AntiPingGrenade() const
993{
994 return g_Config.m_ClAntiPing &&
995 g_Config.m_ClAntiPingGrenade &&
996 !m_Snap.m_SpecInfo.m_Active &&
997 Client()->State() != IClient::STATE_DEMOPLAYBACK;
998}
999
1000bool CGameClient::AntiPingWeapons() const
1001{
1002 return g_Config.m_ClAntiPing &&
1003 g_Config.m_ClAntiPingWeapons &&
1004 !m_Snap.m_SpecInfo.m_Active &&
1005 Client()->State() != IClient::STATE_DEMOPLAYBACK;
1006}
1007
1008bool CGameClient::AntiPingGunfire() const
1009{
1010 return AntiPingGrenade() &&
1011 AntiPingWeapons() &&
1012 g_Config.m_ClAntiPingGunfire;
1013}
1014
1015bool CGameClient::Predict() const
1016{
1017 return g_Config.m_ClPredict &&
1018 !IsWorldPaused() &&
1019 Client()->State() != IClient::STATE_DEMOPLAYBACK &&
1020 !m_Snap.m_SpecInfo.m_Active &&
1021 m_Snap.m_pLocalCharacter;
1022}
1023
1024bool CGameClient::PredictDummy() const
1025{
1026 return g_Config.m_ClPredictDummy &&
1027 Client()->DummyConnected() &&
1028 m_Snap.m_LocalClientId >= 0 &&
1029 m_aLocalIds[!g_Config.m_ClDummy] >= 0 &&
1030 !m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_Paused;
1031}
1032
1033ColorRGBA CGameClient::GetDDTeamColor(int DDTeam, float Lightness) const
1034{
1035 // Use golden angle to generate unique colors with distinct adjacent colors.
1036 // The first DDTeam (team 1) gets angle 0°, i.e. red hue.
1037 const float Hue = std::fmod(x: (DDTeam - 1) * (137.50776f / 360.0f), y: 1.0f);
1038 return color_cast<ColorRGBA>(hsl: ColorHSLA(Hue, 1.0f, Lightness));
1039}
1040
1041void CGameClient::FormatClientId(int ClientId, char (&aClientId)[16], EClientIdFormat Format) const
1042{
1043 if(Format == EClientIdFormat::NO_INDENT)
1044 {
1045 str_format(buffer: aClientId, buffer_size: sizeof(aClientId), format: "%d", ClientId);
1046 }
1047 else
1048 {
1049 const int HighestClientId = Format == EClientIdFormat::INDENT_AUTO ? m_Snap.m_HighestClientId : 64;
1050 const char *pFigureSpace = " ";
1051 char aNumber[8];
1052 str_format(buffer: aNumber, buffer_size: sizeof(aNumber), format: "%d", ClientId);
1053 aClientId[0] = '\0';
1054 if(ClientId < 100 && HighestClientId >= 100)
1055 {
1056 str_append(dst&: aClientId, src: pFigureSpace);
1057 }
1058 if(ClientId < 10 && HighestClientId >= 10)
1059 {
1060 str_append(dst&: aClientId, src: pFigureSpace);
1061 }
1062 str_append(dst&: aClientId, src: aNumber);
1063 }
1064 str_append(dst&: aClientId, src: ": ");
1065}
1066
1067void CGameClient::OnRelease()
1068{
1069 // release all systems
1070 for(auto &pComponent : m_vpAll)
1071 pComponent->OnRelease();
1072}
1073
1074void CGameClient::OnMessage(int MsgId, CUnpacker *pUnpacker, int Conn, bool Dummy)
1075{
1076 // special messages
1077 static_assert((int)NETMSGTYPE_SV_TUNEPARAMS == (int)protocol7::NETMSGTYPE_SV_TUNEPARAMS, "0.6 and 0.7 tune message id do not match");
1078 if(MsgId == NETMSGTYPE_SV_TUNEPARAMS)
1079 {
1080 // unpack the new tuning
1081 CTuningParams NewTuning;
1082
1083 // No jetpack on DDNet incompatible servers,
1084 // jetpack strength will be received by tune params
1085 NewTuning.m_JetpackStrength = 0;
1086
1087 int *pParams = NewTuning.NetworkArray();
1088 for(int i = 0; i < CTuningParams::Num(); i++)
1089 {
1090 static_assert(offsetof(CTuningParams, m_LaserDamage) / sizeof(CTuneParam) == 30);
1091 if(i == 30 && Client()->IsSixup()) // laser_damage was removed in 0.7
1092 {
1093 continue;
1094 }
1095
1096 const int Value = pUnpacker->GetInt();
1097
1098 // check for unpacking errors
1099 if(pUnpacker->Error())
1100 break;
1101
1102 pParams[i] = Value;
1103 }
1104
1105 m_ServerMode = SERVERMODE_PURE;
1106
1107 m_aReceivedTuning[Conn] = true;
1108 // apply new tuning
1109 m_aTuning[Conn] = NewTuning;
1110 return;
1111 }
1112
1113 void *pRawMsg = TranslateGameMsg(pMsgId: &MsgId, pUnpacker, Conn);
1114
1115 if(!pRawMsg)
1116 {
1117 // the 0.7 version of this error message is printed on translation
1118 // in sixup/translate_game.cpp
1119 if(!Client()->IsSixup())
1120 {
1121 char aBuf[256];
1122 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());
1123 Console()->Print(Level: IConsole::OUTPUT_LEVEL_ADDINFO, pFrom: "client", pStr: aBuf);
1124 }
1125 return;
1126 }
1127
1128 if(MsgId == NETMSGTYPE_SV_CHANGEINFOCOOLDOWN)
1129 {
1130 CNetMsg_Sv_ChangeInfoCooldown *pMsg = (CNetMsg_Sv_ChangeInfoCooldown *)pRawMsg;
1131 m_aNextChangeInfo[Conn] = pMsg->m_WaitUntil;
1132 return;
1133 }
1134
1135 if(Dummy)
1136 {
1137 if(MsgId == NETMSGTYPE_SV_CHAT && m_aLocalIds[0] >= 0 && m_aLocalIds[1] >= 0)
1138 {
1139 CNetMsg_Sv_Chat *pMsg = (CNetMsg_Sv_Chat *)pRawMsg;
1140
1141 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)
1142 {
1143 m_Chat.OnMessage(MsgType: MsgId, pRawMsg);
1144 }
1145 }
1146 return; // no need of all that stuff for the dummy
1147 }
1148
1149 // TODO: this should be done smarter
1150 for(auto &pComponent : m_vpAll)
1151 pComponent->OnMessage(Msg: MsgId, pRawMsg);
1152
1153 if(MsgId == NETMSGTYPE_SV_READYTOENTER)
1154 {
1155 Client()->EnterGame(Conn);
1156 }
1157 else if(MsgId == NETMSGTYPE_SV_EMOTICON)
1158 {
1159 CNetMsg_Sv_Emoticon *pMsg = (CNetMsg_Sv_Emoticon *)pRawMsg;
1160
1161 // apply
1162 m_aClients[pMsg->m_ClientId].m_Emoticon = pMsg->m_Emoticon;
1163 m_aClients[pMsg->m_ClientId].m_EmoticonStartTick = Client()->GameTick(Conn);
1164 m_aClients[pMsg->m_ClientId].m_EmoticonStartFraction = Client()->IntraGameTickSincePrev(Conn);
1165 }
1166 else if(MsgId == NETMSGTYPE_SV_SOUNDGLOBAL)
1167 {
1168 if(m_SuppressEvents)
1169 return;
1170
1171 // don't enqueue pseudo-global sounds from demos (created by PlayAndRecord)
1172 CNetMsg_Sv_SoundGlobal *pMsg = (CNetMsg_Sv_SoundGlobal *)pRawMsg;
1173 if(pMsg->m_SoundId == SOUND_CTF_DROP || pMsg->m_SoundId == SOUND_CTF_RETURN ||
1174 pMsg->m_SoundId == SOUND_CTF_CAPTURE || pMsg->m_SoundId == SOUND_CTF_GRAB_EN ||
1175 pMsg->m_SoundId == SOUND_CTF_GRAB_PL)
1176 {
1177 if(g_Config.m_SndGame)
1178 m_Sounds.Enqueue(Channel: CSounds::CHN_GLOBAL, SetId: pMsg->m_SoundId);
1179 }
1180 else
1181 {
1182 if(g_Config.m_SndGame)
1183 m_Sounds.Play(Channel: CSounds::CHN_GLOBAL, SetId: pMsg->m_SoundId, Volume: 1.0f);
1184 }
1185 }
1186 else if(MsgId == NETMSGTYPE_SV_TEAMSSTATE || MsgId == NETMSGTYPE_SV_TEAMSSTATELEGACY)
1187 {
1188 unsigned int i;
1189
1190 for(i = 0; i < MAX_CLIENTS; i++)
1191 {
1192 const int Team = pUnpacker->GetInt();
1193 if(!pUnpacker->Error() && Team >= TEAM_FLOCK && Team < NUM_DDRACE_TEAMS)
1194 m_Teams.Team(ClientId: i, Team);
1195 else
1196 {
1197 m_Teams.Team(ClientId: i, Team: 0);
1198 break;
1199 }
1200 }
1201
1202 if(i <= 16)
1203 m_Teams.m_IsDDRace16 = true;
1204
1205 m_Ghost.m_AllowRestart = true;
1206 m_RaceDemo.m_AllowRestart = true;
1207 }
1208 else if(MsgId == NETMSGTYPE_SV_KILLMSG)
1209 {
1210 CNetMsg_Sv_KillMsg *pMsg = (CNetMsg_Sv_KillMsg *)pRawMsg;
1211 // reset character prediction
1212 if(!(m_GameWorld.m_WorldConfig.m_IsFNG && pMsg->m_Weapon == WEAPON_LASER))
1213 {
1214 m_CharOrder.GiveWeak(c: pMsg->m_Victim);
1215 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: pMsg->m_Victim))
1216 pChar->ResetPrediction();
1217 m_GameWorld.ReleaseHooked(ClientId: pMsg->m_Victim);
1218 }
1219
1220 // 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
1221 // never remove players from the list if it is a pvp server
1222 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)
1223 {
1224 m_aMultiViewId[pMsg->m_Victim] = false;
1225
1226 // if everyone of a team killed, we have no ids to spectate anymore, so we disable multi view
1227 if(!IsMultiViewIdSet())
1228 ResetMultiView();
1229 else
1230 {
1231 // the "main" tee killed, search a new one
1232 if(m_Snap.m_SpecInfo.m_SpectatorId == pMsg->m_Victim)
1233 {
1234 int NewClientId = FindFirstMultiViewId();
1235 if(NewClientId < MAX_CLIENTS && NewClientId >= 0)
1236 {
1237 CleanMultiViewId(ClientId: NewClientId);
1238 m_aMultiViewId[NewClientId] = true;
1239 m_Spectator.Spectate(SpectatorId: NewClientId);
1240 }
1241 }
1242 }
1243 }
1244 }
1245 else if(MsgId == NETMSGTYPE_SV_KILLMSGTEAM)
1246 {
1247 CNetMsg_Sv_KillMsgTeam *pMsg = (CNetMsg_Sv_KillMsgTeam *)pRawMsg;
1248
1249 // reset prediction
1250 std::vector<std::pair<int, int>> vStrongWeakSorted;
1251 for(int i = 0; i < MAX_CLIENTS; i++)
1252 {
1253 if(m_Teams.Team(ClientId: i) == pMsg->m_Team)
1254 {
1255 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
1256 {
1257 pChar->ResetPrediction();
1258 vStrongWeakSorted.emplace_back(args&: i, args: pMsg->m_First == i ? MAX_CLIENTS : (pChar ? pChar->GetStrongWeakId() : 0));
1259 }
1260 m_GameWorld.ReleaseHooked(ClientId: i);
1261 }
1262 }
1263 std::stable_sort(first: vStrongWeakSorted.begin(), last: vStrongWeakSorted.end(), comp: [](auto &Left, auto &Right) { return Left.second > Right.second; });
1264 for(auto Id : vStrongWeakSorted)
1265 {
1266 m_CharOrder.GiveWeak(c: Id.first);
1267 }
1268 }
1269 else if(MsgId == NETMSGTYPE_SV_MAPSOUNDGLOBAL)
1270 {
1271 if(m_SuppressEvents)
1272 return;
1273
1274 if(!g_Config.m_SndGame)
1275 return;
1276
1277 CNetMsg_Sv_MapSoundGlobal *pMsg = (CNetMsg_Sv_MapSoundGlobal *)pRawMsg;
1278 m_MapSounds.Play(Channel: CSounds::CHN_GLOBAL, SoundId: pMsg->m_SoundId);
1279 }
1280 else if(MsgId == NETMSGTYPE_SV_PREINPUT)
1281 {
1282 CNetMsg_Sv_PreInput *pMsg = (CNetMsg_Sv_PreInput *)pRawMsg;
1283 m_aClients[pMsg->m_Owner].m_aPreInputs[pMsg->m_IntendedTick % 200] = *pMsg;
1284 }
1285 else if(MsgId == NETMSGTYPE_SV_SAVECODE)
1286 {
1287 const CNetMsg_Sv_SaveCode *pMsg = (CNetMsg_Sv_SaveCode *)pRawMsg;
1288 OnSaveCodeNetMessage(pMsg);
1289 }
1290 else if(MsgId == NETMSGTYPE_SV_RECORD || MsgId == NETMSGTYPE_SV_RECORDLEGACY)
1291 {
1292 CNetMsg_Sv_Record *pMsg = static_cast<CNetMsg_Sv_Record *>(pRawMsg);
1293 if(pMsg->m_ServerTimeBest > 0)
1294 {
1295 m_MapBestTimeSeconds = pMsg->m_ServerTimeBest / 100;
1296 m_MapBestTimeMillis = (pMsg->m_ServerTimeBest % 100) * 10;
1297 }
1298 else if(m_MapBestTimeSeconds == FinishTime::UNSET)
1299 {
1300 // some PvP mods based on DDNet accidentally send a best time of 0, despite having no finished races
1301 }
1302 }
1303 else if(MsgId == NETMSGTYPE_SV_MAPINFO)
1304 {
1305 CNetMsg_Sv_MapInfo *pMsg = static_cast<CNetMsg_Sv_MapInfo *>(pRawMsg);
1306 str_copy(dst&: m_aMapDescription, src: pMsg->m_pDescription);
1307 }
1308}
1309
1310void CGameClient::OnStateChange(int NewState, int OldState)
1311{
1312 // reset everything when not already connected (to keep gathered stuff)
1313 if(NewState < IClient::STATE_ONLINE)
1314 OnReset();
1315
1316 // then change the state
1317 for(auto &pComponent : m_vpAll)
1318 pComponent->OnStateChange(NewState, OldState);
1319}
1320
1321void CGameClient::OnShutdown()
1322{
1323 for(auto &pComponent : m_vpAll)
1324 pComponent->OnShutdown();
1325
1326 m_LocalServer.KillServer();
1327}
1328
1329void CGameClient::OnEnterGame()
1330{
1331}
1332
1333void CGameClient::OnGameOver()
1334{
1335 if(Client()->State() != IClient::STATE_DEMOPLAYBACK && g_Config.m_ClEditor == 0)
1336 Client()->AutoScreenshot_Start();
1337}
1338
1339void CGameClient::OnStartGame()
1340{
1341 if(Client()->State() != IClient::STATE_DEMOPLAYBACK && !g_Config.m_ClAutoDemoOnConnect)
1342 Client()->DemoRecorder_HandleAutoStart();
1343 m_Statboard.OnReset();
1344}
1345
1346void CGameClient::OnStartRound()
1347{
1348 // In GamePaused or GameOver state RoundStartTick is updated on each tick
1349 // hence no need to reset stats until player leaves GameOver
1350 // and it would be a mistake to reset stats after or during the pause
1351 m_Statboard.OnReset();
1352
1353 // Restart automatic race demo recording
1354 m_RaceDemo.OnReset();
1355}
1356
1357void CGameClient::OnFlagGrab(int TeamId)
1358{
1359 if(TeamId == TEAM_RED)
1360 m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierRed].m_FlagGrabs++;
1361 else
1362 m_aStats[m_Snap.m_pGameDataObj->m_FlagCarrierBlue].m_FlagGrabs++;
1363}
1364
1365void CGameClient::OnWindowResize()
1366{
1367 for(auto &pComponent : m_vpAll)
1368 pComponent->OnWindowResize();
1369
1370 Ui()->OnWindowResize();
1371}
1372
1373void CGameClient::OnLanguageChange()
1374{
1375 // The actual language change is delayed because it
1376 // might require clearing the text render font atlas,
1377 // which would invalidate text that is currently drawn.
1378 m_LanguageChanged = true;
1379}
1380
1381void CGameClient::HandleLanguageChanged()
1382{
1383 if(!m_LanguageChanged)
1384 return;
1385 m_LanguageChanged = false;
1386
1387 g_Localization.Load(pFilename: g_Config.m_ClLanguagefile, pStorage: Storage(), pConsole: Console());
1388 TextRender()->SetFontLanguageVariant(g_Config.m_ClLanguagefile);
1389
1390 // Clear all text containers
1391 Client()->OnWindowResize();
1392}
1393
1394void CGameClient::RenderShutdownMessage()
1395{
1396 const char *pMessage = nullptr;
1397 if(Client()->State() == IClient::STATE_QUITTING)
1398 pMessage = Localize(pStr: "Quitting. Please wait…");
1399 else if(Client()->State() == IClient::STATE_RESTARTING)
1400 pMessage = Localize(pStr: "Restarting. Please wait…");
1401 else
1402 dbg_assert_failed("Invalid client state for quitting message");
1403
1404 // This function only gets called after the render loop has already terminated, so we have to call Swap manually.
1405 Graphics()->Clear(r: 0.0f, g: 0.0f, b: 0.0f);
1406 Ui()->MapScreen();
1407 TextRender()->TextColor(Color: TextRender()->DefaultTextColor());
1408 Ui()->DoLabel(pRect: Ui()->Screen(), pText: pMessage, Size: 16.0f, Align: TEXTALIGN_MC);
1409 Graphics()->Swap();
1410 Graphics()->Clear(r: 0.0f, g: 0.0f, b: 0.0f);
1411}
1412
1413void CGameClient::ProcessDemoSnapshot(CSnapshot *pSnap)
1414{
1415 for(int Index = 0; Index < pSnap->NumItems(); Index++)
1416 {
1417 const CSnapshotItem *pItem = pSnap->GetItem(Index);
1418 int ItemType = pSnap->GetItemType(Index);
1419
1420 if(ItemType == NETOBJTYPE_PROJECTILE)
1421 {
1422 // for antiping: if the projectile netobjects from the server contains extra data, this is removed and the original content restored before recording demo
1423 CNetObj_Projectile *pProj = (CNetObj_Projectile *)((void *)pItem->Data());
1424 DemoObjectRemoveExtraProjectileInfo(pProj);
1425 }
1426 else if(ItemType == NETOBJTYPE_DDNETSPECTATORINFO)
1427 {
1428 // always record local camera info as follow mode
1429 CNetObj_DDNetSpectatorInfo *pDDNetSpectatorInfo = (CNetObj_DDNetSpectatorInfo *)((void *)pItem->Data());
1430 pDDNetSpectatorInfo->m_HasCameraInfo = true;
1431 pDDNetSpectatorInfo->m_Zoom = (m_Camera.m_Zooming ? m_Camera.m_ZoomSmoothingTarget : m_Camera.m_Zoom) * 1000.0f;
1432 pDDNetSpectatorInfo->m_Deadzone = m_Camera.Deadzone();
1433 pDDNetSpectatorInfo->m_FollowFactor = m_Camera.FollowFactor();
1434 }
1435 }
1436}
1437
1438void CGameClient::OnRconType(bool UsernameReq)
1439{
1440 m_GameConsole.RequireUsername(UsernameReq);
1441}
1442
1443void CGameClient::OnRconLine(const char *pLine)
1444{
1445 m_GameConsole.PrintLine(Type: CGameConsole::CONSOLETYPE_REMOTE, pLine);
1446}
1447
1448void CGameClient::ProcessEvents()
1449{
1450 if(m_SuppressEvents)
1451 return;
1452
1453 int SnapType = IClient::SNAP_CURRENT;
1454 int Num = Client()->SnapNumItems(SnapId: SnapType);
1455 for(int Index = 0; Index < Num; Index++)
1456 {
1457 const IClient::CSnapItem Item = Client()->SnapGetItem(SnapId: SnapType, Index);
1458
1459 // TODO: We don't have enough info about us, others, to know a correct alpha or volume value.
1460 const float Alpha = 1.0f;
1461 const float Volume = 1.0f;
1462
1463 if(Item.m_Type == NETEVENTTYPE_DAMAGEIND)
1464 {
1465 const CNetEvent_DamageInd *pEvent = (const CNetEvent_DamageInd *)Item.m_pData;
1466
1467 vec2 DamageIndPos = vec2(pEvent->m_X, pEvent->m_Y);
1468 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, DamageIndPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy), pEvent->m_Angle)))
1469 {
1470 m_Effects.DamageIndicator(Pos: vec2(pEvent->m_X, pEvent->m_Y), Dir: direction(angle: pEvent->m_Angle / 256.0f), Alpha);
1471 }
1472 }
1473 else if(Item.m_Type == NETEVENTTYPE_EXPLOSION)
1474 {
1475 const CNetEvent_Explosion *pEvent = (const CNetEvent_Explosion *)Item.m_pData;
1476
1477 vec2 ExplosionPos = vec2(pEvent->m_X, pEvent->m_Y);
1478 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, ExplosionPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy))))
1479 {
1480 m_Effects.Explosion(Pos: ExplosionPos, Alpha);
1481 }
1482 }
1483 else if(Item.m_Type == NETEVENTTYPE_HAMMERHIT)
1484 {
1485 const CNetEvent_HammerHit *pEvent = (const CNetEvent_HammerHit *)Item.m_pData;
1486
1487 vec2 HammerHitPos = vec2(pEvent->m_X, pEvent->m_Y);
1488 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, HammerHitPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy))))
1489 {
1490 m_Effects.HammerHit(Pos: HammerHitPos, Alpha, Volume);
1491 }
1492 }
1493 else if(Item.m_Type == NETEVENTTYPE_BIRTHDAY)
1494 {
1495 const CNetEvent_Birthday *pEvent = (const CNetEvent_Birthday *)Item.m_pData;
1496 m_Effects.Confetti(Pos: vec2(pEvent->m_X, pEvent->m_Y), Alpha);
1497 }
1498 else if(Item.m_Type == NETEVENTTYPE_FINISH)
1499 {
1500 const CNetEvent_Finish *pEvent = (const CNetEvent_Finish *)Item.m_pData;
1501 m_Effects.Confetti(Pos: vec2(pEvent->m_X, pEvent->m_Y), Alpha);
1502 }
1503 else if(Item.m_Type == NETEVENTTYPE_SPAWN)
1504 {
1505 const CNetEvent_Spawn *pEvent = (const CNetEvent_Spawn *)Item.m_pData;
1506 m_Effects.PlayerSpawn(Pos: vec2(pEvent->m_X, pEvent->m_Y), Alpha, Volume);
1507 }
1508 else if(Item.m_Type == NETEVENTTYPE_DEATH)
1509 {
1510 const CNetEvent_Death *pEvent = (const CNetEvent_Death *)Item.m_pData;
1511 m_Effects.PlayerDeath(Pos: vec2(pEvent->m_X, pEvent->m_Y), ClientId: pEvent->m_ClientId, Alpha);
1512 }
1513 else if(Item.m_Type == NETEVENTTYPE_SOUNDWORLD)
1514 {
1515 const CNetEvent_SoundWorld *pEvent = (const CNetEvent_SoundWorld *)Item.m_pData;
1516 if(!Config()->m_SndGame)
1517 continue;
1518
1519 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)))
1520 continue;
1521
1522 vec2 SoundPos = vec2(pEvent->m_X, pEvent->m_Y);
1523 if(!m_PredictedWorld.CheckPredictedEventHandled(CheckEvent: CGameWorld::CPredictedEvent(Item.m_Type, SoundPos, -1, Client()->GameTick(Conn: g_Config.m_ClDummy), pEvent->m_SoundId)))
1524 {
1525 m_Sounds.PlayAt(Channel: CSounds::CHN_WORLD, SetId: pEvent->m_SoundId, Volume: 1.0f, Position: SoundPos);
1526 }
1527 }
1528 else if(Item.m_Type == NETEVENTTYPE_MAPSOUNDWORLD)
1529 {
1530 CNetEvent_MapSoundWorld *pEvent = (CNetEvent_MapSoundWorld *)Item.m_pData;
1531 if(!Config()->m_SndGame)
1532 continue;
1533
1534 m_MapSounds.PlayAt(Channel: CSounds::CHN_WORLD, SoundId: pEvent->m_SoundId, Position: vec2(pEvent->m_X, pEvent->m_Y));
1535 }
1536 }
1537}
1538
1539static CGameInfo GetGameInfo(const CNetObj_GameInfoEx *pInfoEx, int InfoExSize, const CServerInfo *pFallbackServerInfo)
1540{
1541 int Version = -1;
1542 if(InfoExSize >= 12)
1543 {
1544 Version = pInfoEx->m_Version;
1545 }
1546 else if(InfoExSize >= 8)
1547 {
1548 Version = minimum(a: pInfoEx->m_Version, b: 4);
1549 }
1550 else if(InfoExSize >= 4)
1551 {
1552 Version = 0;
1553 }
1554 int Flags = 0;
1555 if(Version >= 0)
1556 {
1557 Flags = pInfoEx->m_Flags;
1558 }
1559 int Flags2 = 0;
1560 if(Version >= 5)
1561 {
1562 Flags2 = pInfoEx->m_Flags2;
1563 }
1564 bool Race;
1565 bool FastCap;
1566 bool FNG;
1567 bool DDRace;
1568 bool DDNet;
1569 bool BlockWorlds;
1570 bool City;
1571 bool Vanilla;
1572 bool Plus;
1573 bool FDDrace;
1574 if(Version < 1)
1575 {
1576 // The game type is intentionally only available inside this
1577 // `if`. Game type sniffing should be avoided and ideally not
1578 // extended. Mods should set the relevant game flags instead.
1579 const char *pGameType = pFallbackServerInfo->m_aGameType;
1580 Race = str_find_nocase(haystack: pGameType, needle: "race") || str_find_nocase(haystack: pGameType, needle: "fastcap");
1581 FastCap = str_find_nocase(haystack: pGameType, needle: "fastcap");
1582 FNG = str_find_nocase(haystack: pGameType, needle: "fng");
1583 DDRace = str_find_nocase(haystack: pGameType, needle: "ddrace") || str_find_nocase(haystack: pGameType, needle: "mkrace");
1584 DDNet = str_find_nocase(haystack: pGameType, needle: "ddracenet") || str_find_nocase(haystack: pGameType, needle: "ddnet");
1585 BlockWorlds = str_startswith(str: pGameType, prefix: "bw ") || str_comp_nocase(a: pGameType, b: "bw") == 0;
1586 City = str_find_nocase(haystack: pGameType, needle: "city");
1587 Vanilla = str_comp(a: pGameType, b: "DM") == 0 || str_comp(a: pGameType, b: "TDM") == 0 || str_comp(a: pGameType, b: "CTF") == 0;
1588 Plus = str_find(haystack: pGameType, needle: "+");
1589 FDDrace = false;
1590 }
1591 else
1592 {
1593 Race = Flags & GAMEINFOFLAG_GAMETYPE_RACE;
1594 FastCap = Flags & GAMEINFOFLAG_GAMETYPE_FASTCAP;
1595 FNG = Flags & GAMEINFOFLAG_GAMETYPE_FNG;
1596 DDRace = Flags & GAMEINFOFLAG_GAMETYPE_DDRACE;
1597 DDNet = Flags & GAMEINFOFLAG_GAMETYPE_DDNET;
1598 BlockWorlds = Flags & GAMEINFOFLAG_GAMETYPE_BLOCK_WORLDS;
1599 Vanilla = Flags & GAMEINFOFLAG_GAMETYPE_VANILLA;
1600 Plus = Flags & GAMEINFOFLAG_GAMETYPE_PLUS;
1601 City = Version >= 5 && Flags2 & GAMEINFOFLAG2_GAMETYPE_CITY;
1602 FDDrace = Version >= 6 && Flags2 & GAMEINFOFLAG2_GAMETYPE_FDDRACE;
1603
1604 // Ensure invariants upheld by the server info parsing business.
1605 DDRace = DDRace || DDNet || FDDrace;
1606 Race = Race || FastCap || DDRace;
1607 }
1608
1609 CGameInfo Info;
1610 Info.m_FlagStartsRace = FastCap;
1611 Info.m_TimeScore = Race;
1612 Info.m_UnlimitedAmmo = Race;
1613 Info.m_DDRaceRecordMessage = DDRace && !DDNet;
1614 Info.m_RaceRecordMessage = DDNet || (Race && !DDRace);
1615 Info.m_RaceSounds = DDRace || FNG || BlockWorlds;
1616 Info.m_AllowEyeWheel = DDRace || BlockWorlds || City || Plus;
1617 Info.m_AllowHookColl = DDRace;
1618 Info.m_AllowZoom = Race || BlockWorlds || City;
1619 Info.m_BugDDRaceGhost = DDRace;
1620 Info.m_BugDDRaceInput = DDRace;
1621 Info.m_BugFNGLaserRange = FNG;
1622 Info.m_BugVanillaBounce = Vanilla;
1623 Info.m_PredictFNG = FNG;
1624 Info.m_PredictDDRace = DDRace;
1625 Info.m_PredictDDRaceTiles = DDRace && !BlockWorlds;
1626 Info.m_PredictVanilla = Vanilla || FastCap;
1627 Info.m_EntitiesDDNet = DDNet;
1628 Info.m_EntitiesDDRace = DDRace;
1629 Info.m_EntitiesRace = Race;
1630 Info.m_EntitiesFNG = FNG;
1631 Info.m_EntitiesVanilla = Vanilla;
1632 Info.m_EntitiesBW = BlockWorlds;
1633 Info.m_Race = Race;
1634 Info.m_Pvp = !Race;
1635 Info.m_DontMaskEntities = !DDNet;
1636 Info.m_AllowXSkins = false;
1637 Info.m_EntitiesFDDrace = FDDrace;
1638 Info.m_HudHealthArmor = true;
1639 Info.m_HudAmmo = true;
1640 Info.m_HudDDRace = false;
1641 Info.m_NoWeakHookAndBounce = false;
1642 Info.m_NoSkinChangeForFrozen = false;
1643 Info.m_DDRaceTeam = false;
1644 Info.m_PredictEvents = Vanilla;
1645
1646 if(Version >= 0)
1647 {
1648 Info.m_TimeScore = Flags & GAMEINFOFLAG_TIMESCORE;
1649 }
1650 if(Version >= 2)
1651 {
1652 Info.m_FlagStartsRace = Flags & GAMEINFOFLAG_FLAG_STARTS_RACE;
1653 Info.m_UnlimitedAmmo = Flags & GAMEINFOFLAG_UNLIMITED_AMMO;
1654 Info.m_DDRaceRecordMessage = Flags & GAMEINFOFLAG_DDRACE_RECORD_MESSAGE;
1655 Info.m_RaceRecordMessage = Flags & GAMEINFOFLAG_RACE_RECORD_MESSAGE;
1656 Info.m_AllowEyeWheel = Flags & GAMEINFOFLAG_ALLOW_EYE_WHEEL;
1657 Info.m_AllowHookColl = Flags & GAMEINFOFLAG_ALLOW_HOOK_COLL;
1658 Info.m_AllowZoom = Flags & GAMEINFOFLAG_ALLOW_ZOOM;
1659 Info.m_BugDDRaceGhost = Flags & GAMEINFOFLAG_BUG_DDRACE_GHOST;
1660 Info.m_BugDDRaceInput = Flags & GAMEINFOFLAG_BUG_DDRACE_INPUT;
1661 Info.m_BugFNGLaserRange = Flags & GAMEINFOFLAG_BUG_FNG_LASER_RANGE;
1662 Info.m_BugVanillaBounce = Flags & GAMEINFOFLAG_BUG_VANILLA_BOUNCE;
1663 Info.m_PredictFNG = Flags & GAMEINFOFLAG_PREDICT_FNG;
1664 Info.m_PredictDDRace = Flags & GAMEINFOFLAG_PREDICT_DDRACE;
1665 Info.m_PredictDDRaceTiles = Flags & GAMEINFOFLAG_PREDICT_DDRACE_TILES;
1666 Info.m_PredictVanilla = Flags & GAMEINFOFLAG_PREDICT_VANILLA;
1667 Info.m_EntitiesDDNet = Flags & GAMEINFOFLAG_ENTITIES_DDNET;
1668 Info.m_EntitiesDDRace = Flags & GAMEINFOFLAG_ENTITIES_DDRACE;
1669 Info.m_EntitiesRace = Flags & GAMEINFOFLAG_ENTITIES_RACE;
1670 Info.m_EntitiesFNG = Flags & GAMEINFOFLAG_ENTITIES_FNG;
1671 Info.m_EntitiesVanilla = Flags & GAMEINFOFLAG_ENTITIES_VANILLA;
1672 }
1673 if(Version >= 3)
1674 {
1675 Info.m_Race = Flags & GAMEINFOFLAG_RACE;
1676 Info.m_DontMaskEntities = Flags & GAMEINFOFLAG_DONT_MASK_ENTITIES;
1677 }
1678 if(Version >= 4)
1679 {
1680 Info.m_EntitiesBW = Flags & GAMEINFOFLAG_ENTITIES_BW;
1681 }
1682 if(Version >= 5)
1683 {
1684 Info.m_AllowXSkins = Flags2 & GAMEINFOFLAG2_ALLOW_X_SKINS;
1685 }
1686 if(Version >= 6)
1687 {
1688 Info.m_EntitiesFDDrace = Flags2 & GAMEINFOFLAG2_ENTITIES_FDDRACE;
1689 }
1690 if(Version >= 7)
1691 {
1692 Info.m_HudHealthArmor = Flags2 & GAMEINFOFLAG2_HUD_HEALTH_ARMOR;
1693 Info.m_HudAmmo = Flags2 & GAMEINFOFLAG2_HUD_AMMO;
1694 Info.m_HudDDRace = Flags2 & GAMEINFOFLAG2_HUD_DDRACE;
1695 }
1696 if(Version >= 8)
1697 {
1698 Info.m_NoWeakHookAndBounce = Flags2 & GAMEINFOFLAG2_NO_WEAK_HOOK;
1699 }
1700 if(Version >= 9)
1701 {
1702 Info.m_NoSkinChangeForFrozen = Flags2 & GAMEINFOFLAG2_NO_SKIN_CHANGE_FOR_FROZEN;
1703 }
1704 if(Version >= 10)
1705 {
1706 Info.m_DDRaceTeam = Flags2 & GAMEINFOFLAG2_DDRACE_TEAM;
1707 }
1708 if(Version >= 11)
1709 {
1710 Info.m_PredictEvents = Flags2 & GAMEINFOFLAG2_PREDICT_EVENTS;
1711 }
1712
1713 return Info;
1714}
1715
1716void CGameClient::InvalidateSnapshot()
1717{
1718 // clear all pointers
1719 mem_zero(block: &m_Snap, size: sizeof(m_Snap));
1720 m_Snap.m_SpecInfo.m_Zoom = 1.0f;
1721 m_Snap.m_LocalClientId = -1;
1722 SnapCollectEntities();
1723}
1724
1725void CGameClient::OnNewSnapshot()
1726{
1727 auto &&Evolve = [this](CNetObj_Character *pCharacter, int Tick) {
1728 CWorldCore TempWorld;
1729 CCharacterCore TempCore = CCharacterCore();
1730 CTeamsCore TempTeams = CTeamsCore();
1731 TempCore.Init(pWorld: &TempWorld, pCollision: Collision(), pTeams: &TempTeams);
1732 TempCore.Read(pObjCore: pCharacter);
1733 TempCore.m_ActiveWeapon = pCharacter->m_Weapon;
1734
1735 while(pCharacter->m_Tick < Tick)
1736 {
1737 pCharacter->m_Tick++;
1738 TempCore.Tick(UseInput: false);
1739 TempCore.Move();
1740 TempCore.Quantize();
1741 }
1742
1743 TempCore.Write(pObjCore: pCharacter);
1744 };
1745
1746 InvalidateSnapshot();
1747
1748 m_NewTick = true;
1749
1750 ProcessEvents();
1751
1752 if(g_Config.m_DbgStress)
1753 {
1754 if((Client()->GameTick(Conn: g_Config.m_ClDummy) % 100) == 0)
1755 {
1756 char aMessage[64];
1757 int MsgLen = rand() % (sizeof(aMessage) - 1);
1758 for(int i = 0; i < MsgLen; i++)
1759 aMessage[i] = (char)('a' + (rand() % ('z' - 'a')));
1760 aMessage[MsgLen] = 0;
1761
1762 m_Chat.SendChat(Team: rand() & 1, pLine: aMessage);
1763 }
1764 }
1765
1766 CServerInfo ServerInfo;
1767 Client()->GetServerInfo(pServerInfo: &ServerInfo);
1768
1769 bool FoundGameInfoEx = false;
1770 bool GotSwitchStateTeam = false;
1771 bool HasUnsetDDNetFinishTimes = false;
1772 bool HasTrueMillisecondFinishTimes = false;
1773 m_aSwitchStateTeam[g_Config.m_ClDummy] = -1;
1774
1775 for(auto &Client : m_aClients)
1776 {
1777 Client.m_SpecCharPresent = false;
1778 }
1779
1780 // go through all the items in the snapshot and gather the info we want
1781 {
1782 m_Snap.m_aTeamSize[TEAM_RED] = m_Snap.m_aTeamSize[TEAM_BLUE] = 0;
1783
1784 int Num = Client()->SnapNumItems(SnapId: IClient::SNAP_CURRENT);
1785 for(int i = 0; i < Num; i++)
1786 {
1787 const IClient::CSnapItem Item = Client()->SnapGetItem(SnapId: IClient::SNAP_CURRENT, Index: i);
1788
1789 if(Item.m_Type == NETOBJTYPE_CLIENTINFO)
1790 {
1791 const CNetObj_ClientInfo *pInfo = (const CNetObj_ClientInfo *)Item.m_pData;
1792 int ClientId = Item.m_Id;
1793 if(ClientId < MAX_CLIENTS)
1794 {
1795 CClientData *pClient = &m_aClients[ClientId];
1796
1797 if(!IntsToStr(pInts: pInfo->m_aName, NumInts: std::size(pInfo->m_aName), pStr: pClient->m_aName, StrSize: std::size(pClient->m_aName)))
1798 {
1799 str_copy(dst&: pClient->m_aName, src: "nameless tee");
1800 }
1801 IntsToStr(pInts: pInfo->m_aClan, NumInts: std::size(pInfo->m_aClan), pStr: pClient->m_aClan, StrSize: std::size(pClient->m_aClan));
1802 pClient->m_Country = pInfo->m_Country;
1803
1804 IntsToStr(pInts: pInfo->m_aSkin, NumInts: std::size(pInfo->m_aSkin), pStr: pClient->m_aSkinName, StrSize: std::size(pClient->m_aSkinName));
1805 if(!CSkin::IsValidName(pName: pClient->m_aSkinName) ||
1806 (!m_GameInfo.m_AllowXSkins && CSkins::IsSpecialSkin(pName: pClient->m_aSkinName)))
1807 {
1808 str_copy(dst&: pClient->m_aSkinName, src: "default");
1809 }
1810
1811 pClient->m_UseCustomColor = pInfo->m_UseCustomColor;
1812 pClient->m_ColorBody = pInfo->m_ColorBody;
1813 pClient->m_ColorFeet = pInfo->m_ColorFeet;
1814 }
1815 }
1816 else if(Item.m_Type == NETOBJTYPE_PLAYERINFO)
1817 {
1818 const CNetObj_PlayerInfo *pInfo = (const CNetObj_PlayerInfo *)Item.m_pData;
1819
1820 if(pInfo->m_ClientId < MAX_CLIENTS && pInfo->m_ClientId == Item.m_Id)
1821 {
1822 m_aClients[pInfo->m_ClientId].m_Team = pInfo->m_Team;
1823 m_aClients[pInfo->m_ClientId].m_Active = true;
1824 m_Snap.m_apPlayerInfos[pInfo->m_ClientId] = pInfo;
1825 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));
1826 m_Snap.m_NumPlayers++;
1827
1828 if(pInfo->m_Local)
1829 {
1830 m_Snap.m_LocalClientId = pInfo->m_ClientId;
1831 m_Snap.m_pLocalInfo = pInfo;
1832
1833 if(pInfo->m_Team == TEAM_SPECTATORS)
1834 {
1835 m_Snap.m_SpecInfo.m_Active = true;
1836 }
1837 }
1838
1839 m_Snap.m_HighestClientId = maximum(a: m_Snap.m_HighestClientId, b: pInfo->m_ClientId);
1840
1841 // calculate team-balance
1842 if(pInfo->m_Team != TEAM_SPECTATORS)
1843 {
1844 m_Snap.m_aTeamSize[pInfo->m_Team]++;
1845 if(!m_aStats[pInfo->m_ClientId].IsActive())
1846 m_aStats[pInfo->m_ClientId].JoinGame(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy));
1847 }
1848 else if(m_aStats[pInfo->m_ClientId].IsActive())
1849 m_aStats[pInfo->m_ClientId].JoinSpec(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy));
1850 }
1851 }
1852 else if(Item.m_Type == NETOBJTYPE_DDNETPLAYER)
1853 {
1854 m_ReceivedDDNetPlayer = true;
1855 const CNetObj_DDNetPlayer *pInfo = (const CNetObj_DDNetPlayer *)Item.m_pData;
1856 if(Item.m_Id < MAX_CLIENTS)
1857 {
1858 m_aClients[Item.m_Id].m_AuthLevel = pInfo->m_AuthLevel;
1859 m_aClients[Item.m_Id].m_Afk = pInfo->m_Flags & EXPLAYERFLAG_AFK;
1860 m_aClients[Item.m_Id].m_Paused = pInfo->m_Flags & EXPLAYERFLAG_PAUSED;
1861 m_aClients[Item.m_Id].m_Spec = pInfo->m_Flags & EXPLAYERFLAG_SPEC;
1862 m_aClients[Item.m_Id].m_FinishTimeSeconds = pInfo->m_FinishTimeSeconds;
1863 m_aClients[Item.m_Id].m_FinishTimeMillis = pInfo->m_FinishTimeMillis;
1864
1865 if(m_aClients[Item.m_Id].m_FinishTimeSeconds == FinishTime::UNSET)
1866 HasUnsetDDNetFinishTimes = true;
1867 else if(m_aClients[Item.m_Id].m_FinishTimeMillis % 10 != 0)
1868 HasTrueMillisecondFinishTimes = true;
1869
1870 if(Item.m_Id == m_Snap.m_LocalClientId && (m_aClients[Item.m_Id].m_Paused || m_aClients[Item.m_Id].m_Spec))
1871 {
1872 m_Snap.m_SpecInfo.m_Active = true;
1873 }
1874 }
1875 }
1876 else if(Item.m_Type == NETOBJTYPE_CHARACTER)
1877 {
1878 if(Item.m_Id < MAX_CLIENTS)
1879 {
1880 const void *pOld = Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: NETOBJTYPE_CHARACTER, Id: Item.m_Id);
1881 m_Snap.m_aCharacters[Item.m_Id].m_Cur = *((const CNetObj_Character *)Item.m_pData);
1882 if(pOld)
1883 {
1884 m_Snap.m_aCharacters[Item.m_Id].m_Active = true;
1885 m_Snap.m_aCharacters[Item.m_Id].m_Prev = *((const CNetObj_Character *)pOld);
1886
1887 // limit evolving to 3 seconds
1888 bool EvolvePrev = Client()->PrevGameTick(Conn: g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_Id].m_Prev.m_Tick <= 3 * Client()->GameTickSpeed();
1889 bool EvolveCur = Client()->GameTick(Conn: g_Config.m_ClDummy) - m_Snap.m_aCharacters[Item.m_Id].m_Cur.m_Tick <= 3 * Client()->GameTickSpeed();
1890
1891 // reuse the result from the previous evolve if the snapped character didn't change since the previous snapshot
1892 if(EvolveCur && m_aClients[Item.m_Id].m_Evolved.m_Tick == Client()->PrevGameTick(Conn: g_Config.m_ClDummy))
1893 {
1894 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)
1895 m_Snap.m_aCharacters[Item.m_Id].m_Prev = m_aClients[Item.m_Id].m_Evolved;
1896 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)
1897 m_Snap.m_aCharacters[Item.m_Id].m_Cur = m_aClients[Item.m_Id].m_Evolved;
1898 }
1899
1900 if(EvolvePrev && m_Snap.m_aCharacters[Item.m_Id].m_Prev.m_Tick)
1901 Evolve(&m_Snap.m_aCharacters[Item.m_Id].m_Prev, Client()->PrevGameTick(Conn: g_Config.m_ClDummy));
1902 if(EvolveCur && m_Snap.m_aCharacters[Item.m_Id].m_Cur.m_Tick)
1903 Evolve(&m_Snap.m_aCharacters[Item.m_Id].m_Cur, Client()->GameTick(Conn: g_Config.m_ClDummy));
1904
1905 m_aClients[Item.m_Id].m_Snapped = *((const CNetObj_Character *)Item.m_pData);
1906 m_aClients[Item.m_Id].m_Evolved = m_Snap.m_aCharacters[Item.m_Id].m_Cur;
1907 }
1908 else
1909 {
1910 m_aClients[Item.m_Id].m_Evolved.m_Tick = -1;
1911 }
1912 }
1913 }
1914 else if(Item.m_Type == NETOBJTYPE_DDNETCHARACTER)
1915 {
1916 const CNetObj_DDNetCharacter *pCharacterData = (const CNetObj_DDNetCharacter *)Item.m_pData;
1917
1918 if(Item.m_Id < MAX_CLIENTS)
1919 {
1920 m_Snap.m_aCharacters[Item.m_Id].m_ExtendedData = *pCharacterData;
1921 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);
1922 m_Snap.m_aCharacters[Item.m_Id].m_HasExtendedData = true;
1923 m_Snap.m_aCharacters[Item.m_Id].m_HasExtendedDisplayInfo = false;
1924 if(pCharacterData->m_JumpedTotal != -1)
1925 {
1926 m_Snap.m_aCharacters[Item.m_Id].m_HasExtendedDisplayInfo = true;
1927 }
1928 CClientData *pClient = &m_aClients[Item.m_Id];
1929 // Collision
1930 pClient->m_Solo = pCharacterData->m_Flags & CHARACTERFLAG_SOLO;
1931 pClient->m_Jetpack = pCharacterData->m_Flags & CHARACTERFLAG_JETPACK;
1932 pClient->m_CollisionDisabled = pCharacterData->m_Flags & CHARACTERFLAG_COLLISION_DISABLED;
1933 pClient->m_HammerHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HAMMER_HIT_DISABLED;
1934 pClient->m_GrenadeHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_GRENADE_HIT_DISABLED;
1935 pClient->m_LaserHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_LASER_HIT_DISABLED;
1936 pClient->m_ShotgunHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_SHOTGUN_HIT_DISABLED;
1937 pClient->m_HookHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HOOK_HIT_DISABLED;
1938 pClient->m_Super = pCharacterData->m_Flags & CHARACTERFLAG_SUPER;
1939 pClient->m_Invincible = pCharacterData->m_Flags & CHARACTERFLAG_INVINCIBLE;
1940
1941 // Endless
1942 pClient->m_EndlessHook = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_HOOK;
1943 pClient->m_EndlessJump = pCharacterData->m_Flags & CHARACTERFLAG_ENDLESS_JUMP;
1944
1945 // Freeze
1946 pClient->m_FreezeEnd = pCharacterData->m_FreezeEnd;
1947 pClient->m_DeepFrozen = pCharacterData->m_FreezeEnd == -1;
1948 pClient->m_LiveFrozen = (pCharacterData->m_Flags & CHARACTERFLAG_MOVEMENTS_DISABLED) != 0;
1949
1950 // Telegun
1951 pClient->m_HasTelegunGrenade = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE;
1952 pClient->m_HasTelegunGun = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GUN;
1953 pClient->m_HasTelegunLaser = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_LASER;
1954
1955 pClient->m_Predicted.ReadDDNet(pObjDDNet: pCharacterData);
1956
1957 m_Teams.SetSolo(ClientId: Item.m_Id, Value: pClient->m_Solo);
1958 }
1959 }
1960 else if(Item.m_Type == NETOBJTYPE_SPECCHAR)
1961 {
1962 const CNetObj_SpecChar *pSpecCharData = (const CNetObj_SpecChar *)Item.m_pData;
1963
1964 if(Item.m_Id < MAX_CLIENTS)
1965 {
1966 CClientData *pClient = &m_aClients[Item.m_Id];
1967 pClient->m_SpecCharPresent = true;
1968 pClient->m_SpecChar.x = pSpecCharData->m_X;
1969 pClient->m_SpecChar.y = pSpecCharData->m_Y;
1970 }
1971 }
1972 else if(Item.m_Type == NETOBJTYPE_SPECTATORINFO)
1973 {
1974 m_Snap.m_pSpectatorInfo = (const CNetObj_SpectatorInfo *)Item.m_pData;
1975 m_Snap.m_pPrevSpectatorInfo = (const CNetObj_SpectatorInfo *)Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: NETOBJTYPE_SPECTATORINFO, Id: Item.m_Id);
1976
1977 // needed for 0.7 survival
1978 // to auto spec players when dead
1979 if(Client()->IsSixup())
1980 m_Snap.m_SpecInfo.m_Active = true;
1981 m_Snap.m_SpecInfo.m_SpectatorId = m_Snap.m_pSpectatorInfo->m_SpectatorId;
1982 }
1983 else if(Item.m_Type == NETOBJTYPE_DDNETSPECTATORINFO)
1984 {
1985 const CNetObj_DDNetSpectatorInfo *pDDNetSpecInfo = (const CNetObj_DDNetSpectatorInfo *)Item.m_pData;
1986 m_Snap.m_SpecInfo.m_HasCameraInfo = pDDNetSpecInfo->m_HasCameraInfo;
1987 m_Snap.m_SpecInfo.m_Zoom = pDDNetSpecInfo->m_Zoom / 1000.0f;
1988 m_Snap.m_SpecInfo.m_Deadzone = pDDNetSpecInfo->m_Deadzone;
1989 m_Snap.m_SpecInfo.m_FollowFactor = pDDNetSpecInfo->m_FollowFactor;
1990 }
1991 else if(Item.m_Type == NETOBJTYPE_SPECTATORCOUNT)
1992 {
1993 m_Snap.m_pSpectatorCount = (const CNetObj_SpectatorCount *)Item.m_pData;
1994 }
1995 else if(Item.m_Type == NETOBJTYPE_GAMEINFO)
1996 {
1997 m_Snap.m_pGameInfoObj = (const CNetObj_GameInfo *)Item.m_pData;
1998 const bool CurrentTickGameOver = (m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER) != 0;
1999 const bool CurrentTickGamePaused = (m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED) != 0;
2000 if(!m_GameOver && CurrentTickGameOver)
2001 OnGameOver();
2002 else if(m_GameOver && !CurrentTickGameOver)
2003 OnStartGame();
2004 // Handle case that a new round is started (RoundStartTick changed)
2005 // New round is usually started after `restart` on server
2006 if(m_Snap.m_pGameInfoObj->m_RoundStartTick != m_LastRoundStartTick && !(CurrentTickGameOver || CurrentTickGamePaused || m_GamePaused))
2007 OnStartRound();
2008 m_LastRoundStartTick = m_Snap.m_pGameInfoObj->m_RoundStartTick;
2009 m_GameOver = CurrentTickGameOver;
2010 m_GamePaused = CurrentTickGamePaused;
2011 }
2012 else if(Item.m_Type == NETOBJTYPE_GAMEINFOEX)
2013 {
2014 if(FoundGameInfoEx)
2015 {
2016 continue;
2017 }
2018 FoundGameInfoEx = true;
2019 m_GameInfo = GetGameInfo(pInfoEx: (const CNetObj_GameInfoEx *)Item.m_pData, InfoExSize: Item.m_DataSize, pFallbackServerInfo: &ServerInfo);
2020 }
2021 else if(Item.m_Type == NETOBJTYPE_GAMEDATA)
2022 {
2023 m_Snap.m_pGameDataObj = static_cast<const CNetObj_GameData *>(Item.m_pData);
2024 m_Snap.m_pPrevGameDataObj = static_cast<const CNetObj_GameData *>(Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: Item.m_Type, Id: Item.m_Id));
2025 if(m_Snap.m_pGameDataObj->m_FlagCarrierRed == FLAG_TAKEN)
2026 {
2027 if(m_aFlagDropTick[TEAM_RED] == 0)
2028 m_aFlagDropTick[TEAM_RED] = Client()->GameTick(Conn: g_Config.m_ClDummy);
2029 }
2030 else
2031 m_aFlagDropTick[TEAM_RED] = 0;
2032 if(m_Snap.m_pGameDataObj->m_FlagCarrierBlue == FLAG_TAKEN)
2033 {
2034 if(m_aFlagDropTick[TEAM_BLUE] == 0)
2035 m_aFlagDropTick[TEAM_BLUE] = Client()->GameTick(Conn: g_Config.m_ClDummy);
2036 }
2037 else
2038 m_aFlagDropTick[TEAM_BLUE] = 0;
2039 if(m_LastFlagCarrierRed == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierRed >= 0)
2040 OnFlagGrab(TeamId: TEAM_RED);
2041 else if(m_LastFlagCarrierBlue == FLAG_ATSTAND && m_Snap.m_pGameDataObj->m_FlagCarrierBlue >= 0)
2042 OnFlagGrab(TeamId: TEAM_BLUE);
2043
2044 m_LastFlagCarrierRed = m_Snap.m_pGameDataObj->m_FlagCarrierRed;
2045 m_LastFlagCarrierBlue = m_Snap.m_pGameDataObj->m_FlagCarrierBlue;
2046 }
2047 else if(Item.m_Type == NETOBJTYPE_FLAG)
2048 {
2049 const CNetObj_Flag *pPrevFlag = static_cast<const CNetObj_Flag *>(Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: Item.m_Type, Id: Item.m_Id));
2050 if(pPrevFlag == nullptr)
2051 {
2052 continue;
2053 }
2054 m_Snap.m_apFlags[m_Snap.m_NumFlags] = static_cast<const CNetObj_Flag *>(Item.m_pData);
2055 m_Snap.m_apPrevFlags[m_Snap.m_NumFlags] = pPrevFlag;
2056 ++m_Snap.m_NumFlags;
2057 }
2058 else if(Item.m_Type == NETOBJTYPE_SWITCHSTATE)
2059 {
2060 if(Item.m_DataSize < 36)
2061 {
2062 continue;
2063 }
2064 const CNetObj_SwitchState *pSwitchStateData = (const CNetObj_SwitchState *)Item.m_pData;
2065 // TODO: use NUM_DDRACE_TEAMS-1 instead of hardcoding 63
2066 // once https://github.com/ddnet/ddnet/pull/11232 is resolved
2067 int Team = std::clamp(val: Item.m_Id, lo: (int)TEAM_FLOCK, hi: 63);
2068
2069 int HighestSwitchNumber = std::clamp(val: pSwitchStateData->m_HighestSwitchNumber, lo: 0, hi: 255);
2070 if(HighestSwitchNumber != maximum(a: 0, b: (int)Switchers().size() - 1))
2071 {
2072 m_GameWorld.m_Core.InitSwitchers(HighestSwitchNumber);
2073 Collision()->m_HighestSwitchNumber = HighestSwitchNumber;
2074 }
2075
2076 for(int j = 0; j < (int)Switchers().size(); j++)
2077 {
2078 Switchers()[j].m_aStatus[Team] = (pSwitchStateData->m_aStatus[j / 32] >> (j % 32)) & 1;
2079 }
2080
2081 if(Item.m_DataSize >= 68)
2082 {
2083 // update the endtick of up to four timed switchers
2084 for(int j = 0; j < (int)std::size(pSwitchStateData->m_aEndTicks); j++)
2085 {
2086 int SwitchNumber = pSwitchStateData->m_aSwitchNumbers[j];
2087 int EndTick = pSwitchStateData->m_aEndTicks[j];
2088 if(EndTick > 0 && in_range(a: SwitchNumber, lower: 0, upper: (int)Switchers().size()))
2089 {
2090 Switchers()[SwitchNumber].m_aEndTick[Team] = EndTick;
2091 }
2092 }
2093 }
2094
2095 // update switch types
2096 for(auto &Switcher : Switchers())
2097 {
2098 if(Switcher.m_aStatus[Team])
2099 Switcher.m_aType[Team] = Switcher.m_aEndTick[Team] ? TILE_SWITCHTIMEDOPEN : TILE_SWITCHOPEN;
2100 else
2101 Switcher.m_aType[Team] = Switcher.m_aEndTick[Team] ? TILE_SWITCHTIMEDCLOSE : TILE_SWITCHCLOSE;
2102 }
2103
2104 if(!GotSwitchStateTeam)
2105 m_aSwitchStateTeam[g_Config.m_ClDummy] = Team;
2106 else
2107 m_aSwitchStateTeam[g_Config.m_ClDummy] = -1;
2108 GotSwitchStateTeam = true;
2109 }
2110 else if(Item.m_Type == NETOBJTYPE_MAPBESTTIME)
2111 {
2112 const CNetObj_MapBestTime *pMapBestTimeData = static_cast<const CNetObj_MapBestTime *>(Item.m_pData);
2113 m_MapBestTimeSeconds = pMapBestTimeData->m_MapBestTimeSeconds;
2114 m_MapBestTimeMillis = pMapBestTimeData->m_MapBestTimeMillis;
2115 }
2116 }
2117 }
2118
2119 if(!FoundGameInfoEx)
2120 {
2121 m_GameInfo = GetGameInfo(pInfoEx: nullptr, InfoExSize: 0, pFallbackServerInfo: &ServerInfo);
2122 }
2123
2124 for(CClientData &Client : m_aClients)
2125 {
2126 Client.UpdateSkinInfo();
2127 }
2128
2129 // setup local pointers
2130 if(m_Snap.m_LocalClientId >= 0)
2131 {
2132 m_aLocalIds[g_Config.m_ClDummy] = m_Snap.m_LocalClientId;
2133
2134 CSnapState::CCharacterInfo *pChr = &m_Snap.m_aCharacters[m_Snap.m_LocalClientId];
2135 if(pChr->m_Active)
2136 {
2137 if(!m_Snap.m_SpecInfo.m_Active)
2138 {
2139 m_Snap.m_pLocalCharacter = &pChr->m_Cur;
2140 m_Snap.m_pLocalPrevCharacter = &pChr->m_Prev;
2141 m_LocalCharacterPos = vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y);
2142 }
2143 }
2144 else if(Client()->SnapFindItem(SnapId: IClient::SNAP_PREV, Type: NETOBJTYPE_CHARACTER, Id: m_Snap.m_LocalClientId))
2145 {
2146 // player died
2147 m_Controls.OnPlayerDeath();
2148 }
2149 }
2150 if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
2151 {
2152 if(m_Snap.m_LocalClientId == -1 && m_DemoSpecId == SPEC_FOLLOW)
2153 {
2154 // TODO: can this be done in the translation layer?
2155 if(!Client()->IsSixup())
2156 m_DemoSpecId = SPEC_FREEVIEW;
2157 }
2158 if(m_DemoSpecId != SPEC_FOLLOW)
2159 {
2160 m_Snap.m_SpecInfo.m_Active = true;
2161 if(m_DemoSpecId > SPEC_FREEVIEW && m_Snap.m_aCharacters[m_DemoSpecId].m_Active)
2162 m_Snap.m_SpecInfo.m_SpectatorId = m_DemoSpecId;
2163 else
2164 m_Snap.m_SpecInfo.m_SpectatorId = SPEC_FREEVIEW;
2165 }
2166 }
2167
2168 // clear out unneeded client data
2169 for(int i = 0; i < MAX_CLIENTS; ++i)
2170 {
2171 if(!m_Snap.m_apPlayerInfos[i] && m_aClients[i].m_Active)
2172 {
2173 m_aClients[i].Reset();
2174 m_aStats[i].Reset();
2175 }
2176 }
2177
2178 if(Client()->State() == IClient::STATE_ONLINE)
2179 {
2180 m_pDiscord->UpdatePlayerCount(Count: m_Snap.m_NumPlayers);
2181 }
2182
2183 for(int i = 0; i < MAX_CLIENTS; ++i)
2184 {
2185 // update friend state
2186 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));
2187
2188 // update foe state
2189 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));
2190 }
2191
2192 // check if we received all finish times
2193 m_ReceivedDDNetPlayerFinishTimes = m_ReceivedDDNetPlayer && !HasUnsetDDNetFinishTimes;
2194 m_ReceivedDDNetPlayerFinishTimesMillis = m_ReceivedDDNetPlayer && HasTrueMillisecondFinishTimes;
2195
2196 // sort player infos by name
2197 mem_copy(dest: m_Snap.m_apInfoByName, source: m_Snap.m_apPlayerInfos, size: sizeof(m_Snap.m_apInfoByName));
2198 std::stable_sort(first: m_Snap.m_apInfoByName, last: m_Snap.m_apInfoByName + MAX_CLIENTS,
2199 comp: [this](const CNetObj_PlayerInfo *pPlayer1, const CNetObj_PlayerInfo *pPlayer2) -> bool {
2200 if(!pPlayer2)
2201 return static_cast<bool>(pPlayer1);
2202 if(!pPlayer1)
2203 return false;
2204 return str_comp_nocase(a: m_aClients[pPlayer1->m_ClientId].m_aName, b: m_aClients[pPlayer2->m_ClientId].m_aName) < 0;
2205 });
2206
2207 bool TimeScore = m_GameInfo.m_TimeScore;
2208 bool Race7 = Client()->IsSixup() && m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameFlags & protocol7::GAMEFLAG_RACE;
2209
2210 // sort player infos by score
2211 mem_copy(dest: m_Snap.m_apInfoByScore, source: m_Snap.m_apInfoByName, size: sizeof(m_Snap.m_apInfoByScore));
2212 auto TimeComparator = CGameClient::GetScoreComparator(TimeScore, ReceivedMillisecondFinishTimes: m_ReceivedDDNetPlayerFinishTimes, Race7);
2213 auto SortByTimeScore = [TimeComparator, this](const CNetObj_PlayerInfo *pPlayer1, const CNetObj_PlayerInfo *pPlayer2) -> bool {
2214 if(!pPlayer2)
2215 return static_cast<bool>(pPlayer1);
2216 if(!pPlayer1)
2217 return false;
2218 if(m_ReceivedDDNetPlayerFinishTimes)
2219 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);
2220 return TimeComparator(pPlayer1->m_Score, pPlayer2->m_Score, 0, 0);
2221 };
2222 std::stable_sort(first: m_Snap.m_apInfoByScore, last: m_Snap.m_apInfoByScore + MAX_CLIENTS, comp: SortByTimeScore);
2223
2224 // sort player infos by DDRace Team (and score between)
2225 int Index = 0;
2226 for(int Team = TEAM_FLOCK; Team < NUM_DDRACE_TEAMS; ++Team)
2227 {
2228 for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
2229 {
2230 if(m_Snap.m_apInfoByScore[i] && m_Teams.Team(ClientId: m_Snap.m_apInfoByScore[i]->m_ClientId) == Team)
2231 m_Snap.m_apInfoByDDTeamScore[Index++] = m_Snap.m_apInfoByScore[i];
2232 }
2233 }
2234
2235 // sort player infos by DDRace Team (and name between)
2236 Index = 0;
2237 for(int Team = TEAM_FLOCK; Team < NUM_DDRACE_TEAMS; ++Team)
2238 {
2239 for(int i = 0; i < MAX_CLIENTS && Index < MAX_CLIENTS; ++i)
2240 {
2241 if(m_Snap.m_apInfoByName[i] && m_Teams.Team(ClientId: m_Snap.m_apInfoByName[i]->m_ClientId) == Team)
2242 m_Snap.m_apInfoByDDTeamName[Index++] = m_Snap.m_apInfoByName[i];
2243 }
2244 }
2245
2246 if(ServerInfo.m_aGameType[0] != '0')
2247 {
2248 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)
2249 m_ServerMode = SERVERMODE_MOD;
2250 else if(mem_comp(a: &CTuningParams::DEFAULT, b: &m_aTuning[g_Config.m_ClDummy], size: 33) == 0)
2251 m_ServerMode = SERVERMODE_PURE;
2252 else
2253 m_ServerMode = SERVERMODE_PUREMOD;
2254 }
2255
2256 // add tuning to demo when new recording was started, because server tune message was already received before
2257 std::bitset<RECORDER_MAX> CurrentRecordings;
2258 for(int i = 0; i < RECORDER_MAX; i++)
2259 {
2260 if(DemoRecorder(Recorder: i)->IsRecording())
2261 {
2262 CurrentRecordings.set(pos: i);
2263 }
2264 }
2265 const bool HasNewRecordings = (CurrentRecordings & ~m_ActiveRecordings).any();
2266 m_ActiveRecordings = CurrentRecordings;
2267 if(HasNewRecordings)
2268 {
2269 CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
2270 int *pParams = (int *)&m_aTuning[g_Config.m_ClDummy];
2271 for(unsigned i = 0; i < sizeof(m_aTuning[0]) / sizeof(int); i++)
2272 Msg.AddInt(i: pParams[i]);
2273 Client()->SendMsgActive(pMsg: &Msg, Flags: MSGFLAG_RECORD | MSGFLAG_NOSEND);
2274 }
2275
2276 for(int i = 0; i < 2; i++)
2277 {
2278 if(m_aDDRaceMsgSent[i] || !m_Snap.m_pLocalInfo)
2279 {
2280 continue;
2281 }
2282 if(i == IClient::CONN_DUMMY && !Client()->DummyConnected())
2283 {
2284 continue;
2285 }
2286 CMsgPacker Msg(NETMSGTYPE_CL_ISDDNETLEGACY, false);
2287 Msg.AddInt(i: DDNetVersion());
2288 Client()->SendMsg(Conn: i, pMsg: &Msg, Flags: MSGFLAG_VITAL);
2289 m_aDDRaceMsgSent[i] = true;
2290 }
2291
2292 if(m_Snap.m_SpecInfo.m_Active && m_MultiViewActivated)
2293 {
2294 // dont show other teams while spectating in multi view
2295 CNetMsg_Cl_ShowOthers Msg;
2296 Msg.m_Show = SHOW_OTHERS_ONLY_TEAM;
2297 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
2298
2299 // update state
2300 m_aShowOthers[g_Config.m_ClDummy] = SHOW_OTHERS_ONLY_TEAM;
2301 }
2302 else if(m_aShowOthers[g_Config.m_ClDummy] == SHOW_OTHERS_NOT_SET || m_aShowOthers[g_Config.m_ClDummy] != g_Config.m_ClShowOthers)
2303 {
2304 {
2305 CNetMsg_Cl_ShowOthers Msg;
2306 Msg.m_Show = g_Config.m_ClShowOthers;
2307 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
2308 }
2309
2310 // update state
2311 m_aShowOthers[g_Config.m_ClDummy] = g_Config.m_ClShowOthers;
2312 }
2313
2314 if(m_aEnableSpectatorCount[0] == -1 || m_aEnableSpectatorCount[0] != g_Config.m_ClShowhudSpectatorCount)
2315 {
2316 CNetMsg_Cl_EnableSpectatorCount Msg;
2317 Msg.m_Enable = g_Config.m_ClShowhudSpectatorCount;
2318 Client()->SendPackMsg(Conn: 0, pMsg: &Msg, Flags: MSGFLAG_VITAL);
2319 m_aEnableSpectatorCount[0] = g_Config.m_ClShowhudSpectatorCount;
2320 }
2321 if(Client()->DummyConnected() && (m_aEnableSpectatorCount[1] == -1 || m_aEnableSpectatorCount[1] != g_Config.m_ClShowhudSpectatorCount))
2322 {
2323 CNetMsg_Cl_EnableSpectatorCount Msg;
2324 Msg.m_Enable = g_Config.m_ClShowhudSpectatorCount;
2325 Client()->SendPackMsg(Conn: 1, pMsg: &Msg, Flags: MSGFLAG_VITAL);
2326 m_aEnableSpectatorCount[1] = g_Config.m_ClShowhudSpectatorCount;
2327 }
2328
2329 float ShowDistanceZoom = m_Camera.m_Zoom;
2330 float Zoom = m_Camera.m_Zoom;
2331 if(m_Camera.m_Zooming)
2332 {
2333 if(m_Camera.m_ZoomSmoothingTarget > m_Camera.m_Zoom) // Zooming out
2334 ShowDistanceZoom = m_Camera.m_ZoomSmoothingTarget;
2335 else if(m_Camera.m_ZoomSmoothingTarget < m_Camera.m_Zoom && m_LastShowDistanceZoom > 0) // Zooming in
2336 ShowDistanceZoom = m_LastShowDistanceZoom;
2337
2338 Zoom = m_Camera.m_ZoomSmoothingTarget;
2339 }
2340
2341 float Deadzone = m_Camera.Deadzone();
2342 float FollowFactor = m_Camera.FollowFactor();
2343
2344 if(m_Snap.m_SpecInfo.m_Active)
2345 {
2346 // don't send camera information when spectating
2347 Zoom = m_LastZoom;
2348 Deadzone = m_LastDeadzone;
2349 FollowFactor = m_LastFollowFactor;
2350 }
2351
2352 // initialize dummy vital when first connected
2353 if(Client()->DummyConnected() && !m_LastDummyConnected)
2354 {
2355 {
2356 CNetMsg_Cl_ShowDistance Msg;
2357 float x, y;
2358 Graphics()->CalcScreenParams(Aspect: Graphics()->ScreenAspect(), Zoom: ShowDistanceZoom, pWidth: &x, pHeight: &y);
2359 Msg.m_X = x;
2360 Msg.m_Y = y;
2361 CMsgPacker Packer(&Msg);
2362 Msg.Pack(pPacker: &Packer);
2363 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2364 }
2365 {
2366 CNetMsg_Cl_CameraInfo Msg;
2367 Msg.m_Zoom = round_truncate(f: Zoom * 1000.f);
2368 Msg.m_Deadzone = Deadzone;
2369 Msg.m_FollowFactor = FollowFactor;
2370 CMsgPacker Packer(&Msg);
2371 Msg.Pack(pPacker: &Packer);
2372 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2373 }
2374 }
2375
2376 // send show distance
2377 if(ShowDistanceZoom != m_LastShowDistanceZoom || Graphics()->ScreenAspect() != m_LastScreenAspect)
2378 {
2379 CNetMsg_Cl_ShowDistance Msg;
2380 float x, y;
2381 Graphics()->CalcScreenParams(Aspect: Graphics()->ScreenAspect(), Zoom: ShowDistanceZoom, pWidth: &x, pHeight: &y);
2382 Msg.m_X = x;
2383 Msg.m_Y = y;
2384 Client()->ChecksumData()->m_Zoom = ShowDistanceZoom;
2385 CMsgPacker Packer(&Msg);
2386 Msg.Pack(pPacker: &Packer);
2387
2388 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2389 if(Client()->DummyConnected() && m_LastDummyConnected)
2390 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2391 }
2392
2393 // send camera info
2394 if(Zoom != m_LastZoom || Deadzone != m_LastDeadzone || FollowFactor != m_LastFollowFactor)
2395 {
2396 CNetMsg_Cl_CameraInfo Msg;
2397 Msg.m_Zoom = round_truncate(f: Zoom * 1000.f);
2398 Msg.m_Deadzone = Deadzone;
2399 Msg.m_FollowFactor = FollowFactor;
2400 CMsgPacker Packer(&Msg);
2401 Msg.Pack(pPacker: &Packer);
2402
2403 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2404 if(Client()->DummyConnected() && m_LastDummyConnected)
2405 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
2406 }
2407
2408 m_LastShowDistanceZoom = ShowDistanceZoom;
2409 m_LastZoom = Zoom;
2410 m_LastScreenAspect = Graphics()->ScreenAspect();
2411 m_LastDeadzone = Deadzone;
2412 m_LastFollowFactor = FollowFactor;
2413 m_LastDummyConnected = Client()->DummyConnected();
2414
2415 for(auto &pComponent : m_vpAll)
2416 pComponent->OnNewSnapshot();
2417
2418 // notify editor when local character moved
2419 UpdateEditorIngameMoved();
2420
2421 // detect air jump for other players
2422 for(int i = 0; i < MAX_CLIENTS; i++)
2423 {
2424 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))
2425 {
2426 bool IsDummy = Client()->DummyConnected() && i == m_aLocalIds[!g_Config.m_ClDummy];
2427 bool IsLocalPlayer = i == m_Snap.m_LocalClientId;
2428
2429 if(!Predict() || (!IsLocalPlayer && !AntiPingPlayers()) || (!IsLocalPlayer && !IsDummy))
2430 {
2431 vec2 Pos = mix(a: vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
2432 b: vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
2433 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
2434 float Alpha = 1.0f;
2435 if(IsOtherTeam(ClientId: i))
2436 Alpha = g_Config.m_ClShowOthersAlpha / 100.0f;
2437 const float Volume = 1.0f; // TODO snd_game_volume_others
2438
2439 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());
2440 if(!Grounded)
2441 {
2442 m_Effects.AirJump(Pos, Alpha, Volume);
2443 }
2444 }
2445 }
2446 }
2447
2448 if(g_Config.m_ClFreezeStars && !m_SuppressEvents)
2449 {
2450 for(auto &Character : m_Snap.m_aCharacters)
2451 {
2452 if(Character.m_Active && Character.m_HasExtendedData && Character.m_pPrevExtendedData)
2453 {
2454 int FreezeTimeNow = Character.m_ExtendedData.m_FreezeEnd - Client()->GameTick(Conn: g_Config.m_ClDummy);
2455 int FreezeTimePrev = Character.m_pPrevExtendedData->m_FreezeEnd - Client()->PrevGameTick(Conn: g_Config.m_ClDummy);
2456 vec2 Pos = vec2(Character.m_Cur.m_X, Character.m_Cur.m_Y);
2457 int StarsNow = (FreezeTimeNow + 1) / Client()->GameTickSpeed();
2458 int StarsPrev = (FreezeTimePrev + 1) / Client()->GameTickSpeed();
2459 if(StarsNow < StarsPrev || (StarsPrev == 0 && StarsNow > 0))
2460 {
2461 int Amount = StarsNow + 1;
2462 float Mid = 3 * pi / 2;
2463 float Min = Mid - pi / 3;
2464 float Max = Mid + pi / 3;
2465 for(int j = 0; j < Amount; j++)
2466 {
2467 float Angle = mix(a: Min, b: Max, amount: (j + 1) / (float)(Amount + 2));
2468 m_Effects.DamageIndicator(Pos, Dir: direction(angle: Angle), Alpha: 1.0f);
2469 }
2470 }
2471 }
2472 }
2473 }
2474
2475 // Record m_LastRaceTick for g_Config.m_ClConfirmDisconnect/QuitTime
2476 if(m_GameInfo.m_Race &&
2477 Client()->State() == IClient::STATE_ONLINE &&
2478 m_Snap.m_pGameInfoObj &&
2479 !m_Snap.m_SpecInfo.m_Active &&
2480 m_Snap.m_pLocalCharacter &&
2481 m_Snap.m_pLocalPrevCharacter)
2482 {
2483 const bool RaceFlag = m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_RACETIME;
2484 m_LastRaceTick = RaceFlag ? -m_Snap.m_pGameInfoObj->m_WarmupTimer : -1;
2485 }
2486
2487 SnapCollectEntities(); // creates a collection that associates EntityEx snap items with the entities they belong to
2488
2489 UpdateLocalTuning();
2490 m_IsDummySwapping = 0;
2491 if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
2492 UpdatePrediction();
2493}
2494
2495std::function<bool(int, int, int, int)> CGameClient::GetScoreComparator(bool TimeScore, bool ReceivedMillisecondFinishTimes, bool Race7)
2496{
2497 // 0.7 race score
2498 if(Race7)
2499 {
2500 auto CompareTimeMillis07 = [](int TimeMillis1, int TimeMillis2, int, int) {
2501 TimeMillis1 = TimeMillis1 == protocol7::FinishTime::NOT_FINISHED ? std::numeric_limits<int>::max() : TimeMillis1;
2502 TimeMillis2 = TimeMillis2 == protocol7::FinishTime::NOT_FINISHED ? std::numeric_limits<int>::max() : TimeMillis2;
2503 return TimeMillis1 < TimeMillis2;
2504 };
2505 return CompareTimeMillis07;
2506 }
2507
2508 // normal scores (like points), biggest score is highest in scoreboard
2509 if(!TimeScore)
2510 {
2511 auto CompareScore = [](int Score1, int Score2, int, int) {
2512 return Score1 > Score2;
2513 };
2514 return CompareScore;
2515 }
2516
2517 // 'classical' times, times are send negative, so biggest value has shortest time
2518 if(!ReceivedMillisecondFinishTimes)
2519 {
2520 auto CompareTimeScore = [](int TimeScore1, int TimeScore2, int, int) {
2521 TimeScore1 = TimeScore1 == FinishTime::NOT_FINISHED_TIMESCORE ? std::numeric_limits<int>::min() : TimeScore1;
2522 TimeScore2 = TimeScore2 == FinishTime::NOT_FINISHED_TIMESCORE ? std::numeric_limits<int>::min() : TimeScore2;
2523 return TimeScore1 > TimeScore2;
2524 };
2525 return CompareTimeScore;
2526 }
2527
2528 // long precise times, smallest value first, subsorting by milliseconds
2529 auto CompareTimeMillis = [](int TimeSeconds1, int TimeSeconds2, int TimeMillis1, int TimeMillis2) {
2530 TimeSeconds1 = TimeSeconds1 == FinishTime::NOT_FINISHED_MILLIS ? std::numeric_limits<int>::max() : TimeSeconds1;
2531 TimeSeconds2 = TimeSeconds2 == FinishTime::NOT_FINISHED_MILLIS ? std::numeric_limits<int>::max() : TimeSeconds2;
2532 if(TimeSeconds1 == TimeSeconds2)
2533 return TimeMillis1 < TimeMillis2;
2534 return TimeSeconds1 < TimeSeconds2;
2535 };
2536 return CompareTimeMillis;
2537}
2538
2539void CGameClient::UpdateEditorIngameMoved()
2540{
2541 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);
2542 if(!g_Config.m_ClEditor)
2543 {
2544 m_EditorMovementDelay = 5;
2545 }
2546 else if(m_EditorMovementDelay > 0 && !LocalCharacterMoved)
2547 {
2548 --m_EditorMovementDelay;
2549 }
2550 if(m_EditorMovementDelay == 0 && LocalCharacterMoved)
2551 {
2552 Editor()->OnIngameMoved();
2553 }
2554}
2555
2556void CGameClient::ApplyPreInputs(int Tick, bool Direct, CGameWorld &GameWorld)
2557{
2558 if(!g_Config.m_ClAntiPingPreInput)
2559 return;
2560
2561 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
2562 {
2563 if(CCharacter *pChar = GameWorld.GetCharacterById(Id: ClientId))
2564 {
2565 if(ClientId == m_aLocalIds[0] || (Client()->DummyConnected() && ClientId == m_aLocalIds[1]))
2566 continue;
2567
2568 const CNetMsg_Sv_PreInput PreInput = m_aClients[ClientId].m_aPreInputs[Tick % 200];
2569 if(PreInput.m_IntendedTick != Tick)
2570 continue;
2571
2572 //convert preinput to input
2573 CNetObj_PlayerInput Input = {.m_Direction: 0};
2574 Input.m_Direction = PreInput.m_Direction;
2575 Input.m_TargetX = PreInput.m_TargetX;
2576 Input.m_TargetY = PreInput.m_TargetY;
2577 Input.m_Jump = PreInput.m_Jump;
2578 Input.m_Fire = PreInput.m_Fire;
2579 Input.m_Hook = PreInput.m_Hook;
2580 Input.m_WantedWeapon = PreInput.m_WantedWeapon;
2581 Input.m_NextWeapon = PreInput.m_NextWeapon;
2582 Input.m_PrevWeapon = PreInput.m_PrevWeapon;
2583
2584 if(Direct)
2585 {
2586 pChar->OnDirectInput(pNewInput: &Input);
2587 }
2588 else
2589 {
2590 pChar->OnPredictedInput(pNewInput: &Input);
2591 }
2592 }
2593 }
2594}
2595
2596void CGameClient::OnPredict()
2597{
2598 // store the previous values so we can detect prediction errors
2599 CCharacterCore BeforePrevChar = m_PredictedPrevChar;
2600 CCharacterCore BeforeChar = m_PredictedChar;
2601
2602 // we can't predict without our own id or own character
2603 if(m_Snap.m_LocalClientId == -1 || !m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_Active)
2604 return;
2605
2606 // don't predict anything if we are paused
2607 if(m_Snap.m_pGameInfoObj && m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED)
2608 {
2609 if(m_Snap.m_pLocalCharacter)
2610 {
2611 m_PredictedChar.Read(pObjCore: m_Snap.m_pLocalCharacter);
2612 m_PredictedChar.m_ActiveWeapon = m_Snap.m_pLocalCharacter->m_Weapon;
2613 }
2614 if(m_Snap.m_pLocalPrevCharacter)
2615 {
2616 m_PredictedPrevChar.Read(pObjCore: m_Snap.m_pLocalPrevCharacter);
2617 m_PredictedPrevChar.m_ActiveWeapon = m_Snap.m_pLocalPrevCharacter->m_Weapon;
2618 }
2619 return;
2620 }
2621
2622 vec2 aBeforeRender[MAX_CLIENTS];
2623 for(int i = 0; i < MAX_CLIENTS; i++)
2624 aBeforeRender[i] = GetSmoothPos(ClientId: i);
2625
2626 // init
2627 bool Dummy = g_Config.m_ClDummy ^ m_IsDummySwapping;
2628
2629 // PredictedEvents are only handled in predicted world, so update them here
2630 m_GameWorld.m_PredictedEvents = m_PredictedWorld.m_PredictedEvents;
2631 m_PredictedWorld.CopyWorld(pFrom: &m_GameWorld);
2632
2633 // don't predict inactive players, or entities from other teams
2634 for(int i = 0; i < MAX_CLIENTS; i++)
2635 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2636 if((!m_Snap.m_aCharacters[i].m_Active && pChar->m_SnapTicks > 10) || IsOtherTeam(ClientId: i))
2637 pChar->Destroy();
2638
2639 CProjectile *pProjNext = nullptr;
2640 for(CProjectile *pProj = (CProjectile *)m_PredictedWorld.FindFirst(Type: CGameWorld::ENTTYPE_PROJECTILE); pProj; pProj = pProjNext)
2641 {
2642 pProjNext = (CProjectile *)pProj->TypeNext();
2643 if(IsOtherTeam(ClientId: pProj->GetOwner()))
2644 {
2645 pProj->Destroy();
2646 }
2647 }
2648
2649 CCharacter *pLocalChar = m_PredictedWorld.GetCharacterById(Id: m_Snap.m_LocalClientId);
2650 if(!pLocalChar)
2651 return;
2652 CCharacter *pDummyChar = nullptr;
2653 if(PredictDummy())
2654 pDummyChar = m_PredictedWorld.GetCharacterById(Id: m_aLocalIds[!g_Config.m_ClDummy]);
2655
2656 int PredictionTick = Client()->GetPredictionTick();
2657 // predict
2658 for(int Tick = Client()->GameTick(Conn: g_Config.m_ClDummy) + 1; Tick <= Client()->PredGameTick(Conn: g_Config.m_ClDummy); Tick++)
2659 {
2660 // fetch the previous characters
2661 if(Tick == PredictionTick)
2662 {
2663 for(int i = 0; i < MAX_CLIENTS; i++)
2664 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2665 m_aClients[i].m_PrevPredicted = pChar->GetCore();
2666 }
2667
2668 if(Tick == Client()->PredGameTick(Conn: g_Config.m_ClDummy))
2669 {
2670 m_PredictedPrevChar = pLocalChar->GetCore();
2671 m_aClients[m_Snap.m_LocalClientId].m_PrevPredicted = pLocalChar->GetCore();
2672
2673 if(pDummyChar)
2674 m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_PrevPredicted = pDummyChar->GetCore();
2675 }
2676
2677 // optionally allow some movement in freeze by not predicting freeze the last one to two ticks
2678 if(g_Config.m_ClPredictFreeze == 2 && Client()->PredGameTick(Conn: g_Config.m_ClDummy) - 1 - Client()->PredGameTick(Conn: g_Config.m_ClDummy) % 2 <= Tick)
2679 pLocalChar->m_CanMoveInFreeze = true;
2680
2681 // apply inputs and tick
2682 CNetObj_PlayerInput *pInputData = (CNetObj_PlayerInput *)Client()->GetInput(Tick, IsDummy: m_IsDummySwapping);
2683 CNetObj_PlayerInput *pDummyInputData = !pDummyChar ? nullptr : (CNetObj_PlayerInput *)Client()->GetInput(Tick, IsDummy: m_IsDummySwapping ^ 1);
2684 bool DummyFirst = pInputData && pDummyInputData && pDummyChar->GetCid() < pLocalChar->GetCid();
2685
2686 if(DummyFirst)
2687 pDummyChar->OnDirectInput(pNewInput: pDummyInputData);
2688 if(pInputData)
2689 pLocalChar->OnDirectInput(pNewInput: pInputData);
2690 if(pDummyInputData && !DummyFirst)
2691 pDummyChar->OnDirectInput(pNewInput: pDummyInputData);
2692
2693 ApplyPreInputs(Tick, Direct: true, GameWorld&: m_PredictedWorld);
2694
2695 m_PredictedWorld.m_GameTick = Tick;
2696 if(pInputData)
2697 pLocalChar->OnPredictedInput(pNewInput: pInputData);
2698 if(pDummyInputData)
2699 pDummyChar->OnPredictedInput(pNewInput: pDummyInputData);
2700
2701 ApplyPreInputs(Tick, Direct: false, GameWorld&: m_PredictedWorld);
2702
2703 m_PredictedWorld.Tick();
2704
2705 // fetch the current characters
2706 if(Tick == PredictionTick)
2707 {
2708 m_PrevPredictedWorld.CopyWorld(pFrom: &m_PredictedWorld);
2709
2710 for(int i = 0; i < MAX_CLIENTS; i++)
2711 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2712 m_aClients[i].m_Predicted = pChar->GetCore();
2713 }
2714
2715 if(Tick == Client()->PredGameTick(Conn: g_Config.m_ClDummy))
2716 {
2717 m_PredictedChar = pLocalChar->GetCore();
2718 m_aClients[m_Snap.m_LocalClientId].m_Predicted = pLocalChar->GetCore();
2719
2720 if(pDummyChar)
2721 m_aClients[m_aLocalIds[!g_Config.m_ClDummy]].m_Predicted = pDummyChar->GetCore();
2722 }
2723
2724 for(int i = 0; i < MAX_CLIENTS; i++)
2725 if(CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i))
2726 {
2727 m_aClients[i].m_aPredPos[Tick % 200] = pChar->Core()->m_Pos;
2728 m_aClients[i].m_aPredTick[Tick % 200] = Tick;
2729 }
2730
2731 // check if we want to trigger effects
2732 if(Tick > m_aLastNewPredictedTick[Dummy])
2733 {
2734 m_aLastNewPredictedTick[Dummy] = Tick;
2735 m_NewPredictedTick = true;
2736 vec2 Pos = pLocalChar->Core()->m_Pos;
2737 int Events = pLocalChar->Core()->m_TriggeredEvents;
2738 if(g_Config.m_ClPredict && !m_SuppressEvents)
2739 if(Events & COREEVENT_AIR_JUMP)
2740 m_Effects.AirJump(Pos, Alpha: 1.0f, Volume: 1.0f);
2741 if(g_Config.m_SndGame && !m_SuppressEvents)
2742 {
2743 if(Events & COREEVENT_GROUND_JUMP)
2744 m_Sounds.PlayAndRecord(Channel: CSounds::CHN_WORLD, SetId: SOUND_PLAYER_JUMP, Volume: 1.0f, Position: Pos);
2745 if(Events & COREEVENT_HOOK_ATTACH_GROUND)
2746 m_Sounds.PlayAndRecord(Channel: CSounds::CHN_WORLD, SetId: SOUND_HOOK_ATTACH_GROUND, Volume: 1.0f, Position: Pos);
2747 if(Events & COREEVENT_HOOK_HIT_NOHOOK)
2748 m_Sounds.PlayAndRecord(Channel: CSounds::CHN_WORLD, SetId: SOUND_HOOK_NOATTACH, Volume: 1.0f, Position: Pos);
2749 if(Events & COREEVENT_HOOK_ATTACH_PLAYER)
2750 {
2751 m_PredictedWorld.CreatePredictedSound(Pos, SoundId: SOUND_HOOK_ATTACH_PLAYER, Id: pLocalChar->GetCid());
2752 }
2753 }
2754 }
2755
2756 // check if we want to trigger predicted airjump for dummy
2757 if(AntiPingPlayers() && pDummyChar && Tick > m_aLastNewPredictedTick[!Dummy])
2758 {
2759 m_aLastNewPredictedTick[!Dummy] = Tick;
2760 vec2 Pos = pDummyChar->Core()->m_Pos;
2761 int Events = pDummyChar->Core()->m_TriggeredEvents;
2762 if(g_Config.m_ClPredict && !m_SuppressEvents)
2763 if(Events & COREEVENT_AIR_JUMP)
2764 m_Effects.AirJump(Pos, Alpha: 1.0f, Volume: 1.0f);
2765 }
2766
2767 HandlePredictedEvents(Tick);
2768 }
2769
2770 // detect mispredictions of other players and make corrections smoother when possible
2771 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)
2772 {
2773 int PredTime = std::clamp(val: Client()->GetPredictionTime(), lo: 0, hi: 800);
2774 float SmoothPace = 4 - 1.5f * PredTime / 800.f; // smoothing pace (a lower value will make the smoothing quicker)
2775 int64_t Len = 1000 * PredTime * SmoothPace;
2776
2777 for(int i = 0; i < MAX_CLIENTS; i++)
2778 {
2779 if(!m_Snap.m_aCharacters[i].m_Active || i == m_Snap.m_LocalClientId || !m_aLastActive[i])
2780 continue;
2781 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;
2782 vec2 PredErr = (m_aLastPos[i] - NewPos) / (float)minimum(a: Client()->GetPredictionTime(), b: 200);
2783 if(in_range(a: length(a: PredErr), lower: 0.05f, upper: 5.f))
2784 {
2785 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));
2786 vec2 CurPos = mix(
2787 a: vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
2788 b: vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
2789 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
2790 vec2 RenderDiff = PredPos - aBeforeRender[i];
2791 vec2 PredDiff = PredPos - CurPos;
2792
2793 float aMixAmount[2];
2794 for(int j = 0; j < 2; j++)
2795 {
2796 aMixAmount[j] = 1.0f;
2797 if(absolute(a: PredErr[j]) > 0.05f)
2798 {
2799 aMixAmount[j] = 0.0f;
2800 if(absolute(a: RenderDiff[j]) > 0.01f)
2801 {
2802 aMixAmount[j] = 1.f - std::clamp(val: RenderDiff[j] / PredDiff[j], lo: 0.f, hi: 1.f);
2803 aMixAmount[j] = 1.f - std::pow(x: 1.f - aMixAmount[j], y: 1 / 1.2f);
2804 }
2805 }
2806 int64_t TimePassed = time_get() - m_aClients[i].m_aSmoothStart[j];
2807 if(in_range(a: TimePassed, lower: (int64_t)0, upper: Len - 1))
2808 aMixAmount[j] = minimum(a: aMixAmount[j], b: (float)(TimePassed / (double)Len));
2809 }
2810 for(int j = 0; j < 2; j++)
2811 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])
2812 aMixAmount[j] = aMixAmount[j ^ 1];
2813 for(int j = 0; j < 2; j++)
2814 {
2815 int64_t Remaining = minimum(a: (1.f - aMixAmount[j]) * Len, b: minimum(a: time_freq() * 0.700f, b: (1.f - aMixAmount[j ^ 1]) * Len + time_freq() * 0.300f)); // don't smooth for longer than 700ms, or more than 300ms longer along one axis than the other axis
2816 int64_t Start = time_get() - (Len - Remaining);
2817 if(!in_range(a: Start + Len, lower: m_aClients[i].m_aSmoothStart[j], upper: m_aClients[i].m_aSmoothStart[j] + Len))
2818 {
2819 m_aClients[i].m_aSmoothStart[j] = Start;
2820 m_aClients[i].m_aSmoothLen[j] = Len;
2821 }
2822 }
2823 }
2824 }
2825 }
2826
2827 for(int i = 0; i < MAX_CLIENTS; i++)
2828 {
2829 if(m_Snap.m_aCharacters[i].m_Active)
2830 {
2831 m_aLastPos[i] = m_aClients[i].m_Predicted.m_Pos;
2832 m_aLastActive[i] = true;
2833 }
2834 else
2835 m_aLastActive[i] = false;
2836 }
2837
2838 if(g_Config.m_Debug && g_Config.m_ClPredict && m_PredictedTick == Client()->PredGameTick(Conn: g_Config.m_ClDummy))
2839 {
2840 CNetObj_CharacterCore Before = {.m_Tick: 0}, Now = {.m_Tick: 0}, BeforePrev = {.m_Tick: 0}, NowPrev = {.m_Tick: 0};
2841 BeforeChar.Write(pObjCore: &Before);
2842 BeforePrevChar.Write(pObjCore: &BeforePrev);
2843 m_PredictedChar.Write(pObjCore: &Now);
2844 m_PredictedPrevChar.Write(pObjCore: &NowPrev);
2845
2846 if(mem_comp(a: &Before, b: &Now, size: sizeof(CNetObj_CharacterCore)) != 0)
2847 {
2848 Console()->Print(Level: IConsole::OUTPUT_LEVEL_DEBUG, pFrom: "client", pStr: "prediction error");
2849 for(unsigned i = 0; i < sizeof(CNetObj_CharacterCore) / sizeof(int); i++)
2850 if(((int *)&Before)[i] != ((int *)&Now)[i])
2851 {
2852 char aBuf[256];
2853 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]);
2854 Console()->Print(Level: IConsole::OUTPUT_LEVEL_DEBUG, pFrom: "client", pStr: aBuf);
2855 }
2856 }
2857 }
2858
2859 m_PredictedTick = Client()->PredGameTick(Conn: g_Config.m_ClDummy);
2860
2861 if(m_NewPredictedTick)
2862 m_Ghost.OnNewPredictedSnapshot();
2863}
2864
2865void CGameClient::OnActivateEditor()
2866{
2867 OnRelease();
2868}
2869
2870CGameClient::CClientStats::CClientStats()
2871{
2872 Reset();
2873}
2874
2875void CGameClient::CClientStats::Reset()
2876{
2877 m_JoinTick = 0;
2878 m_IngameTicks = 0;
2879 m_Active = false;
2880
2881 std::fill(first: std::begin(arr&: m_aFragsWith), last: std::end(arr&: m_aFragsWith), value: 0);
2882 std::fill(first: std::begin(arr&: m_aDeathsFrom), last: std::end(arr&: m_aDeathsFrom), value: 0);
2883 m_Frags = 0;
2884 m_Deaths = 0;
2885 m_Suicides = 0;
2886 m_BestSpree = 0;
2887 m_CurrentSpree = 0;
2888
2889 m_FlagGrabs = 0;
2890 m_FlagCaptures = 0;
2891}
2892
2893void CGameClient::CClientData::UpdateSkinInfo()
2894{
2895 const CSkinDescriptor SkinDescriptor = ToSkinDescriptor();
2896 if(SkinDescriptor.m_Flags == 0)
2897 {
2898 return;
2899 }
2900
2901 const auto &&ApplySkinProperties = [&]() {
2902 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SIX)
2903 {
2904 m_pSkinInfo->TeeRenderInfo().ApplyColors(CustomColoredSkin: m_UseCustomColor, ColorBody: m_ColorBody, ColorFeet: m_ColorFeet);
2905 }
2906 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SEVEN)
2907 {
2908 for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
2909 {
2910 const CClientData::CSixup &SixupData = m_aSixup[Dummy];
2911 CTeeRenderInfo::CSixup &SixupSkinInfo = m_pSkinInfo->TeeRenderInfo().m_aSixup[Dummy];
2912 for(int Part = 0; Part < protocol7::NUM_SKINPARTS; Part++)
2913 {
2914 m_pGameClient->m_Skins7.ApplyColorTo(SixupRenderInfo&: SixupSkinInfo, UseCustomColors: SixupData.m_aUseCustomColors[Part], Value: SixupData.m_aSkinPartColors[Part], Part);
2915 }
2916 UpdateSkin7HatSprite(Dummy);
2917 UpdateSkin7BotDecoration(Dummy);
2918 }
2919 }
2920 m_pSkinInfo->TeeRenderInfo().m_Size = 64.0f;
2921 };
2922
2923 if(m_pSkinInfo == nullptr)
2924 {
2925 CTeeRenderInfo TeeRenderInfo;
2926 m_pSkinInfo = m_pGameClient->CreateManagedTeeRenderInfo(TeeRenderInfo, SkinDescriptor);
2927 m_pSkinInfo->SetRefreshCallback([&]() { UpdateRenderInfo(); });
2928 ApplySkinProperties();
2929 m_pSkinInfo->m_RefreshCallback();
2930 }
2931 else if(m_pSkinInfo->SkinDescriptor() != SkinDescriptor)
2932 {
2933 m_pSkinInfo->m_SkinDescriptor = SkinDescriptor;
2934 m_pGameClient->RefreshSkin(pManagedTeeRenderInfo: m_pSkinInfo);
2935 ApplySkinProperties();
2936 }
2937 else
2938 {
2939 ApplySkinProperties();
2940 m_pSkinInfo->m_RefreshCallback();
2941 }
2942}
2943
2944void CGameClient::CClientData::UpdateRenderInfo()
2945{
2946 m_RenderInfo = m_pSkinInfo->TeeRenderInfo();
2947
2948 // force team colors
2949 if(m_pGameClient->IsTeamPlay())
2950 {
2951 m_RenderInfo.m_CustomColoredSkin = true;
2952 for(auto &Sixup : m_RenderInfo.m_aSixup)
2953 {
2954 std::fill(first: std::begin(arr&: Sixup.m_aUseCustomColors), last: std::end(arr&: Sixup.m_aUseCustomColors), value: true);
2955 }
2956
2957 if(m_Team >= TEAM_RED && m_Team <= TEAM_BLUE)
2958 {
2959 const int aTeamColors[2] = {65461, 10223541};
2960 m_RenderInfo.m_ColorBody = color_cast<ColorRGBA>(hsl: ColorHSLA(aTeamColors[m_Team]));
2961 m_RenderInfo.m_ColorFeet = color_cast<ColorRGBA>(hsl: ColorHSLA(aTeamColors[m_Team]));
2962
2963 // 0.7
2964 for(auto &Sixup : m_RenderInfo.m_aSixup)
2965 {
2966 const ColorRGBA aTeamColorsSixup[2] = {
2967 ColorRGBA(0.753f, 0.318f, 0.318f, 1.0f),
2968 ColorRGBA(0.318f, 0.471f, 0.753f, 1.0f)};
2969 const ColorRGBA aMarkingColorsSixup[2] = {
2970 ColorRGBA(0.824f, 0.345f, 0.345f, 1.0f),
2971 ColorRGBA(0.345f, 0.514f, 0.824f, 1.0f)};
2972 float MarkingAlpha = Sixup.m_aColors[protocol7::SKINPART_MARKING].a;
2973 for(auto &Color : Sixup.m_aColors)
2974 {
2975 Color = aTeamColorsSixup[m_Team];
2976 }
2977 if(MarkingAlpha > 0.1f)
2978 {
2979 Sixup.m_aColors[protocol7::SKINPART_MARKING] = aMarkingColorsSixup[m_Team];
2980 }
2981 }
2982 }
2983 else
2984 {
2985 m_RenderInfo.m_ColorBody = color_cast<ColorRGBA>(hsl: ColorHSLA(12829350));
2986 m_RenderInfo.m_ColorFeet = color_cast<ColorRGBA>(hsl: ColorHSLA(12829350));
2987 for(auto &Sixup : m_RenderInfo.m_aSixup)
2988 {
2989 for(auto &Color : Sixup.m_aColors)
2990 {
2991 Color = color_cast<ColorRGBA>(hsl: ColorHSLA(12829350));
2992 }
2993 }
2994 }
2995 }
2996}
2997
2998void CGameClient::CClientData::Reset()
2999{
3000 m_UseCustomColor = 0;
3001 m_ColorBody = 0;
3002 m_ColorFeet = 0;
3003
3004 m_aName[0] = '\0';
3005 m_aClan[0] = '\0';
3006 m_Country = -1;
3007 str_copy(dst&: m_aSkinName, src: "default");
3008
3009 m_Team = 0;
3010 m_Emoticon = 0;
3011 m_EmoticonStartFraction = 0;
3012 m_EmoticonStartTick = -1;
3013
3014 m_Solo = false;
3015 m_Jetpack = false;
3016 m_CollisionDisabled = false;
3017 m_EndlessHook = false;
3018 m_EndlessJump = false;
3019 m_HammerHitDisabled = false;
3020 m_GrenadeHitDisabled = false;
3021 m_LaserHitDisabled = false;
3022 m_ShotgunHitDisabled = false;
3023 m_HookHitDisabled = false;
3024 m_Super = false;
3025 m_Invincible = false;
3026 m_HasTelegunGun = false;
3027 m_HasTelegunGrenade = false;
3028 m_HasTelegunLaser = false;
3029 m_FreezeEnd = 0;
3030 m_DeepFrozen = false;
3031 m_LiveFrozen = false;
3032
3033 m_Predicted.Reset();
3034 m_PrevPredicted.Reset();
3035
3036 if(m_pSkinInfo != nullptr)
3037 {
3038 // Make sure other `shared_ptr`s to this skin info will not use the refresh callback that refers to this reset client data
3039 m_pSkinInfo->SetRefreshCallback(nullptr);
3040 m_pSkinInfo = nullptr;
3041 }
3042 m_RenderInfo.Reset();
3043
3044 m_Angle = 0.0f;
3045 m_Active = false;
3046 m_ChatIgnore = false;
3047 m_EmoticonIgnore = false;
3048 m_Friend = false;
3049 m_Foe = false;
3050
3051 m_AuthLevel = AUTHED_NO;
3052 m_Afk = false;
3053 m_Paused = false;
3054 m_Spec = false;
3055
3056 std::fill(first: std::begin(arr&: m_aSwitchStates), last: std::end(arr&: m_aSwitchStates), value: 0);
3057
3058 m_Snapped.m_Tick = -1;
3059 m_Evolved.m_Tick = -1;
3060
3061 for(auto &PreInput : m_aPreInputs)
3062 {
3063 PreInput.m_IntendedTick = -1;
3064 }
3065
3066 m_RenderCur.m_Tick = -1;
3067 m_RenderPrev.m_Tick = -1;
3068 m_RenderPos = vec2(0.0f, 0.0f);
3069 m_IsPredicted = false;
3070 m_IsPredictedLocal = false;
3071 std::fill(first: std::begin(arr&: m_aSmoothStart), last: std::end(arr&: m_aSmoothStart), value: 0);
3072 std::fill(first: std::begin(arr&: m_aSmoothLen), last: std::end(arr&: m_aSmoothLen), value: 0);
3073 std::fill(first: std::begin(arr&: m_aPredPos), last: std::end(arr&: m_aPredPos), value: vec2(0.0f, 0.0f));
3074 std::fill(first: std::begin(arr&: m_aPredTick), last: std::end(arr&: m_aPredTick), value: 0);
3075 m_SpecCharPresent = false;
3076 m_SpecChar = vec2(0.0f, 0.0f);
3077
3078 for(auto &Info : m_aSixup)
3079 Info.Reset();
3080}
3081
3082CSkinDescriptor CGameClient::CClientData::ToSkinDescriptor() const
3083{
3084 CSkinDescriptor SkinDescriptor;
3085
3086 CTranslationContext::CClientData &TranslatedClient = m_pGameClient->m_pClient->m_TranslationContext.m_aClients[ClientId()];
3087 if(m_Active && !TranslatedClient.m_Active)
3088 {
3089 SkinDescriptor.m_Flags |= CSkinDescriptor::FLAG_SIX;
3090 str_copy(dst&: SkinDescriptor.m_aSkinName, src: m_aSkinName);
3091 }
3092 else if(TranslatedClient.m_Active)
3093 {
3094 SkinDescriptor.m_Flags |= CSkinDescriptor::FLAG_SEVEN;
3095 for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
3096 {
3097 for(int Part = 0; Part < protocol7::NUM_SKINPARTS; Part++)
3098 {
3099 str_copy(dst&: SkinDescriptor.m_aSixup[Dummy].m_aaSkinPartNames[Part], src: m_aSixup[Dummy].m_aaSkinPartNames[Part]);
3100 }
3101 SkinDescriptor.m_aSixup[Dummy].m_XmasHat = time_season() == ETimeSeason::XMAS;
3102 SkinDescriptor.m_aSixup[Dummy].m_BotDecoration = (TranslatedClient.m_PlayerFlags7 & protocol7::PLAYERFLAG_BOT) != 0;
3103 }
3104 }
3105
3106 return SkinDescriptor;
3107}
3108
3109void CGameClient::CClientData::CSixup::Reset()
3110{
3111 for(int i = 0; i < protocol7::NUM_SKINPARTS; ++i)
3112 {
3113 m_aaSkinPartNames[i][0] = '\0';
3114 m_aUseCustomColors[i] = 0;
3115 m_aSkinPartColors[i] = 0;
3116 }
3117}
3118
3119void CGameClient::SendSwitchTeam(int Team) const
3120{
3121 CNetMsg_Cl_SetTeam Msg;
3122 Msg.m_Team = Team;
3123 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
3124}
3125
3126void CGameClient::SendStartInfo7(bool Dummy)
3127{
3128 protocol7::CNetMsg_Cl_StartInfo Msg;
3129 Msg.m_pName = Dummy ? Client()->DummyName() : Client()->PlayerName();
3130 Msg.m_pClan = Dummy ? Config()->m_ClDummyClan : Config()->m_PlayerClan;
3131 Msg.m_Country = Dummy ? Config()->m_ClDummyCountry : Config()->m_PlayerCountry;
3132 for(int p = 0; p < protocol7::NUM_SKINPARTS; p++)
3133 {
3134 Msg.m_apSkinPartNames[p] = CSkins7::ms_apSkinVariables[(int)Dummy][p];
3135 Msg.m_aUseCustomColors[p] = *CSkins7::ms_apUCCVariables[(int)Dummy][p];
3136 Msg.m_aSkinPartColors[p] = *CSkins7::ms_apColorVariables[(int)Dummy][p];
3137 }
3138 CMsgPacker Packer(&Msg, false, true);
3139 if(Msg.Pack(pPacker: &Packer))
3140 return;
3141 Client()->SendMsg(Conn: (int)Dummy, pMsg: &Packer, Flags: MSGFLAG_VITAL | MSGFLAG_FLUSH);
3142 m_aCheckInfo[(int)Dummy] = -1;
3143}
3144
3145void CGameClient::SendSkinChange7(bool Dummy)
3146{
3147 protocol7::CNetMsg_Cl_SkinChange Msg;
3148 for(int p = 0; p < protocol7::NUM_SKINPARTS; p++)
3149 {
3150 Msg.m_apSkinPartNames[p] = CSkins7::ms_apSkinVariables[(int)Dummy][p];
3151 Msg.m_aUseCustomColors[p] = *CSkins7::ms_apUCCVariables[(int)Dummy][p];
3152 Msg.m_aSkinPartColors[p] = *CSkins7::ms_apColorVariables[(int)Dummy][p];
3153 }
3154 CMsgPacker Packer(&Msg, false, true);
3155 if(Msg.Pack(pPacker: &Packer))
3156 return;
3157 Client()->SendMsg(Conn: (int)Dummy, pMsg: &Packer, Flags: MSGFLAG_VITAL | MSGFLAG_FLUSH);
3158 m_aCheckInfo[(int)Dummy] = Client()->GameTickSpeed();
3159}
3160
3161bool CGameClient::GotWantedSkin7(bool Dummy)
3162{
3163 // validate the wanted skinparts before comparison
3164 // because the skin parts we compare against are also validated
3165 // otherwise it tries to resend the skin info when the eyes are set to "negative"
3166 // in team based modes
3167 char aSkinParts[protocol7::NUM_SKINPARTS][protocol7::MAX_SKIN_ARRAY_SIZE];
3168 char *apSkinPartsPtr[protocol7::NUM_SKINPARTS];
3169 int aUCCVars[protocol7::NUM_SKINPARTS];
3170 int aColorVars[protocol7::NUM_SKINPARTS];
3171 for(int SkinPart = 0; SkinPart < protocol7::NUM_SKINPARTS; SkinPart++)
3172 {
3173 str_copy(dst: aSkinParts[SkinPart], src: CSkins7::ms_apSkinVariables[(int)Dummy][SkinPart], dst_size: protocol7::MAX_SKIN_ARRAY_SIZE);
3174 apSkinPartsPtr[SkinPart] = aSkinParts[SkinPart];
3175 aUCCVars[SkinPart] = *CSkins7::ms_apUCCVariables[(int)Dummy][SkinPart];
3176 aColorVars[SkinPart] = *CSkins7::ms_apColorVariables[(int)Dummy][SkinPart];
3177 }
3178 m_Skins7.ValidateSkinParts(apPartNames: apSkinPartsPtr, pUseCustomColors: aUCCVars, pPartColors: aColorVars, GameFlags: m_pClient->m_TranslationContext.m_GameFlags);
3179
3180 for(int SkinPart = 0; SkinPart < protocol7::NUM_SKINPARTS; SkinPart++)
3181 {
3182 if(str_comp(a: m_aClients[m_aLocalIds[(int)Dummy]].m_aSixup[g_Config.m_ClDummy].m_aaSkinPartNames[SkinPart], b: apSkinPartsPtr[SkinPart]))
3183 return false;
3184 if(m_aClients[m_aLocalIds[(int)Dummy]].m_aSixup[g_Config.m_ClDummy].m_aUseCustomColors[SkinPart] != aUCCVars[SkinPart])
3185 return false;
3186 if(m_aClients[m_aLocalIds[(int)Dummy]].m_aSixup[g_Config.m_ClDummy].m_aSkinPartColors[SkinPart] != aColorVars[SkinPart])
3187 return false;
3188 }
3189
3190 // TODO: add name change ddnet extension to 0.7 protocol
3191 // if(str_comp(m_aClients[m_aLocalIds[(int)Dummy]].m_aName, Dummy ? Client()->DummyName() : Client()->PlayerName()))
3192 // return false;
3193 // if(str_comp(m_aClients[m_aLocalIds[(int)Dummy]].m_aClan, Dummy ? g_Config.m_ClDummyClan : g_Config.m_PlayerClan))
3194 // return false;
3195 // if(m_aClients[m_aLocalIds[(int)Dummy]].m_Country != (Dummy ? g_Config.m_ClDummyCountry : g_Config.m_PlayerCountry))
3196 // return false;
3197
3198 return true;
3199}
3200
3201void CGameClient::SendInfo(bool Start)
3202{
3203 if(m_pClient->IsSixup())
3204 {
3205 if(Start)
3206 SendStartInfo7(Dummy: false);
3207 else
3208 SendSkinChange7(Dummy: false);
3209 return;
3210 }
3211 if(Start)
3212 {
3213 CNetMsg_Cl_StartInfo Msg;
3214 Msg.m_pName = Client()->PlayerName();
3215 Msg.m_pClan = g_Config.m_PlayerClan;
3216 Msg.m_Country = g_Config.m_PlayerCountry;
3217 Msg.m_pSkin = g_Config.m_ClPlayerSkin;
3218 Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
3219 Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
3220 Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
3221 CMsgPacker Packer(&Msg);
3222 Msg.Pack(pPacker: &Packer);
3223 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL | MSGFLAG_FLUSH);
3224 m_aCheckInfo[0] = -1;
3225 }
3226 else
3227 {
3228 CNetMsg_Cl_ChangeInfo Msg;
3229 Msg.m_pName = Client()->PlayerName();
3230 Msg.m_pClan = g_Config.m_PlayerClan;
3231 Msg.m_Country = g_Config.m_PlayerCountry;
3232 Msg.m_pSkin = g_Config.m_ClPlayerSkin;
3233 Msg.m_UseCustomColor = g_Config.m_ClPlayerUseCustomColor;
3234 Msg.m_ColorBody = g_Config.m_ClPlayerColorBody;
3235 Msg.m_ColorFeet = g_Config.m_ClPlayerColorFeet;
3236 CMsgPacker Packer(&Msg);
3237 Msg.Pack(pPacker: &Packer);
3238 Client()->SendMsg(Conn: IClient::CONN_MAIN, pMsg: &Packer, Flags: MSGFLAG_VITAL);
3239 m_aCheckInfo[0] = Client()->GameTickSpeed();
3240 }
3241}
3242
3243void CGameClient::SendDummyInfo(bool Start)
3244{
3245 if(m_pClient->IsSixup())
3246 {
3247 if(Start)
3248 SendStartInfo7(Dummy: true);
3249 else
3250 SendSkinChange7(Dummy: true);
3251 return;
3252 }
3253 if(Start)
3254 {
3255 CNetMsg_Cl_StartInfo Msg;
3256 Msg.m_pName = Client()->DummyName();
3257 Msg.m_pClan = g_Config.m_ClDummyClan;
3258 Msg.m_Country = g_Config.m_ClDummyCountry;
3259 Msg.m_pSkin = g_Config.m_ClDummySkin;
3260 Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
3261 Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
3262 Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
3263 CMsgPacker Packer(&Msg);
3264 Msg.Pack(pPacker: &Packer);
3265 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
3266 m_aCheckInfo[1] = -1;
3267 }
3268 else
3269 {
3270 CNetMsg_Cl_ChangeInfo Msg;
3271 Msg.m_pName = Client()->DummyName();
3272 Msg.m_pClan = g_Config.m_ClDummyClan;
3273 Msg.m_Country = g_Config.m_ClDummyCountry;
3274 Msg.m_pSkin = g_Config.m_ClDummySkin;
3275 Msg.m_UseCustomColor = g_Config.m_ClDummyUseCustomColor;
3276 Msg.m_ColorBody = g_Config.m_ClDummyColorBody;
3277 Msg.m_ColorFeet = g_Config.m_ClDummyColorFeet;
3278 CMsgPacker Packer(&Msg);
3279 Msg.Pack(pPacker: &Packer);
3280 Client()->SendMsg(Conn: IClient::CONN_DUMMY, pMsg: &Packer, Flags: MSGFLAG_VITAL);
3281 m_aCheckInfo[1] = Client()->GameTickSpeed();
3282 }
3283}
3284
3285void CGameClient::SendKill() const
3286{
3287 CNetMsg_Cl_Kill Msg;
3288 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL);
3289
3290 if(g_Config.m_ClDummyCopyMoves)
3291 {
3292 CMsgPacker MsgP(NETMSGTYPE_CL_KILL, false);
3293 Client()->SendMsg(Conn: !g_Config.m_ClDummy, pMsg: &MsgP, Flags: MSGFLAG_VITAL);
3294 }
3295}
3296
3297void CGameClient::SendReadyChange7()
3298{
3299 if(!Client()->IsSixup())
3300 {
3301 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");
3302 return;
3303 }
3304 protocol7::CNetMsg_Cl_ReadyChange Msg;
3305 Client()->SendPackMsgActive(pMsg: &Msg, Flags: MSGFLAG_VITAL, NoTranslate: true);
3306}
3307
3308void CGameClient::ConTeam(IConsole::IResult *pResult, void *pUserData)
3309{
3310 ((CGameClient *)pUserData)->SendSwitchTeam(Team: pResult->GetInteger(Index: 0));
3311}
3312
3313void CGameClient::ConKill(IConsole::IResult *pResult, void *pUserData)
3314{
3315 ((CGameClient *)pUserData)->SendKill();
3316}
3317
3318void CGameClient::ConReadyChange7(IConsole::IResult *pResult, void *pUserData)
3319{
3320 CGameClient *pClient = static_cast<CGameClient *>(pUserData);
3321 if(pClient->Client()->State() == IClient::STATE_ONLINE)
3322 pClient->SendReadyChange7();
3323}
3324
3325void CGameClient::ConchainLanguageUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3326{
3327 CGameClient *pThis = static_cast<CGameClient *>(pUserData);
3328 const bool Changed = pThis->Client()->GlobalTime() && pResult->NumArguments() && str_comp(a: pResult->GetString(Index: 0), b: g_Config.m_ClLanguagefile) != 0;
3329 pfnCallback(pResult, pCallbackUserData);
3330 if(Changed)
3331 {
3332 pThis->OnLanguageChange();
3333 }
3334}
3335
3336void CGameClient::ConchainSpecialInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3337{
3338 pfnCallback(pResult, pCallbackUserData);
3339 if(pResult->NumArguments())
3340 ((CGameClient *)pUserData)->SendInfo(Start: false);
3341}
3342
3343void CGameClient::ConchainSpecialDummyInfoupdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3344{
3345 pfnCallback(pResult, pCallbackUserData);
3346 if(pResult->NumArguments())
3347 ((CGameClient *)pUserData)->SendDummyInfo(Start: false);
3348}
3349
3350void CGameClient::ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
3351{
3352 pfnCallback(pResult, pCallbackUserData);
3353 if(pResult->NumArguments())
3354 {
3355 if(g_Config.m_ClDummy && !((CGameClient *)pUserData)->Client()->DummyConnected())
3356 g_Config.m_ClDummy = 0;
3357 }
3358}
3359
3360IGameClient *CreateGameClient()
3361{
3362 return new CGameClient();
3363}
3364
3365int CGameClient::IntersectCharacter(vec2 HookPos, vec2 NewPos, vec2 &NewPos2, int OwnId, vec2 *pPlayerPosition)
3366{
3367 float Distance = 0.0f;
3368 int ClosestId = -1;
3369
3370 const CClientData &OwnClientData = m_aClients[OwnId];
3371
3372 for(int i = 0; i < MAX_CLIENTS; i++)
3373 {
3374 if(i == OwnId)
3375 continue;
3376
3377 const CClientData &Data = m_aClients[i];
3378
3379 if(!Data.m_Active || !m_Snap.m_aCharacters[i].m_Active)
3380 continue;
3381
3382 CNetObj_Character Prev = m_Snap.m_aCharacters[i].m_Prev;
3383 CNetObj_Character Player = m_Snap.m_aCharacters[i].m_Cur;
3384
3385 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));
3386
3387 bool IsOneSuper = Data.m_Super || OwnClientData.m_Super;
3388 bool IsOneSolo = Data.m_Solo || OwnClientData.m_Solo;
3389
3390 if(!IsOneSuper && (!m_Teams.SameTeam(ClientId1: i, ClientId2: OwnId) || IsOneSolo || OwnClientData.m_HookHitDisabled))
3391 continue;
3392
3393 vec2 ClosestPoint;
3394 if(closest_point_on_line(line_pointA: HookPos, line_pointB: NewPos, target_point: Position, out_pos&: ClosestPoint))
3395 {
3396 if(distance(a: Position, b: ClosestPoint) < CCharacterCore::PhysicalSize() + 2.0f)
3397 {
3398 if(ClosestId == -1 || distance(a: HookPos, b: Position) < Distance)
3399 {
3400 NewPos2 = ClosestPoint;
3401 ClosestId = i;
3402 Distance = distance(a: HookPos, b: Position);
3403 if(pPlayerPosition)
3404 *pPlayerPosition = Position;
3405 }
3406 }
3407 }
3408 }
3409
3410 return ClosestId;
3411}
3412
3413ColorRGBA CalculateNameColor(ColorHSLA TextColorHSL)
3414{
3415 return color_cast<ColorRGBA>(hsl: ColorHSLA(TextColorHSL.h, TextColorHSL.s * 0.68f, TextColorHSL.l * 0.81f));
3416}
3417
3418void CGameClient::UpdateLocalTuning()
3419{
3420 m_GameWorld.m_WorldConfig.m_UseTuneZones = m_GameInfo.m_PredictDDRaceTiles;
3421
3422 // always update default tune zone, even without character
3423 if(!m_GameWorld.m_WorldConfig.m_UseTuneZones)
3424 m_GameWorld.TuningList()[0] = m_aTuning[g_Config.m_ClDummy];
3425
3426 if(!m_Snap.m_pLocalCharacter && !m_Snap.m_pSpectatorInfo)
3427 return;
3428
3429 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);
3430
3431 // update the tuning at the local position with the latest tunings received before the new snapshot
3432 if(m_GameWorld.m_WorldConfig.m_UseTuneZones)
3433 {
3434 int TuneZone =
3435 m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_HasExtendedData &&
3436 m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_ExtendedData.m_TuneZoneOverride != TuneZone::OVERRIDE_NONE ?
3437 m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_ExtendedData.m_TuneZoneOverride :
3438 Collision()->IsTune(Index: Collision()->GetMapIndex(Pos: LocalPos));
3439
3440 if(TuneZone != m_aLocalTuneZone[g_Config.m_ClDummy])
3441 {
3442 // our tunezone changed, expecting tuning message
3443 m_aLocalTuneZone[g_Config.m_ClDummy] = m_aExpectingTuningForZone[g_Config.m_ClDummy] = TuneZone;
3444 m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
3445 }
3446
3447 // tunezone could have changed, send dummy tuning to demo
3448 if(m_ActiveRecordings.any() && m_IsDummySwapping && m_aLocalTuneZone[0] != m_aLocalTuneZone[1])
3449 {
3450 CMsgPacker Msg(NETMSGTYPE_SV_TUNEPARAMS);
3451 int *pParams = (int *)&m_aTuning[g_Config.m_ClDummy];
3452 for(unsigned i = 0; i < sizeof(m_aTuning[0]) / sizeof(int); i++)
3453 Msg.AddInt(i: pParams[i]);
3454 Client()->SendMsgActive(pMsg: &Msg, Flags: MSGFLAG_RECORD | MSGFLAG_NOSEND);
3455 }
3456
3457 if(m_aExpectingTuningForZone[g_Config.m_ClDummy] >= 0)
3458 {
3459 if(m_aReceivedTuning[g_Config.m_ClDummy])
3460 {
3461 TuningList()[m_aExpectingTuningForZone[g_Config.m_ClDummy]] = m_aTuning[g_Config.m_ClDummy];
3462 m_GameWorld.TuningList()[m_aExpectingTuningForZone[g_Config.m_ClDummy]] = m_aTuning[g_Config.m_ClDummy];
3463 m_aReceivedTuning[g_Config.m_ClDummy] = false;
3464 m_aExpectingTuningForZone[g_Config.m_ClDummy] = -1;
3465 }
3466 else if(m_aExpectingTuningSince[g_Config.m_ClDummy] >= 5)
3467 {
3468 // if we are expecting tuning for more than 10 snaps (less than a quarter of a second)
3469 // it is probably dropped or it was received out of order
3470 // or applied to another tunezone.
3471 // we need to fallback to current tuning to fix ourselves.
3472 m_aExpectingTuningForZone[g_Config.m_ClDummy] = -1;
3473 m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
3474 m_aReceivedTuning[g_Config.m_ClDummy] = false;
3475 log_debug("tunezone", "the tuning was missed");
3476 }
3477 else
3478 {
3479 // if we are expecting tuning and have not received one yet.
3480 // do not update any tuning, so we don't apply it to the wrong tunezone.
3481 log_debug("tunezone", "waiting for tuning for zone %d", m_aExpectingTuningForZone[g_Config.m_ClDummy]);
3482 m_aExpectingTuningSince[g_Config.m_ClDummy]++;
3483 }
3484 }
3485 else
3486 {
3487 // if we have processed what we need, and the tuning is still wrong due to out of order message
3488 // fix our tuning by using the current one
3489 m_GameWorld.TuningList()[TuneZone] = m_aTuning[g_Config.m_ClDummy];
3490 m_aExpectingTuningSince[g_Config.m_ClDummy] = 0;
3491 m_aReceivedTuning[g_Config.m_ClDummy] = false;
3492 }
3493 }
3494}
3495
3496void CGameClient::UpdatePrediction()
3497{
3498 m_GameWorld.m_WorldConfig.m_IsVanilla = m_GameInfo.m_PredictVanilla;
3499 m_GameWorld.m_WorldConfig.m_IsDDRace = m_GameInfo.m_PredictDDRace;
3500 m_GameWorld.m_WorldConfig.m_IsFNG = m_GameInfo.m_PredictFNG;
3501 m_GameWorld.m_WorldConfig.m_PredictDDRace = m_GameInfo.m_PredictDDRace;
3502 m_GameWorld.m_WorldConfig.m_PredictTiles = m_GameInfo.m_PredictDDRace && m_GameInfo.m_PredictDDRaceTiles;
3503 m_GameWorld.m_WorldConfig.m_PredictFreeze = g_Config.m_ClPredictFreeze;
3504 m_GameWorld.m_WorldConfig.m_PredictWeapons = AntiPingWeapons();
3505 m_GameWorld.m_WorldConfig.m_BugDDRaceInput = m_GameInfo.m_BugDDRaceInput;
3506 m_GameWorld.m_WorldConfig.m_NoWeakHookAndBounce = m_GameInfo.m_NoWeakHookAndBounce;
3507 m_GameWorld.m_WorldConfig.m_PredictEvents = m_GameInfo.m_PredictEvents;
3508
3509 if(!m_Snap.m_pLocalCharacter)
3510 {
3511 if(CCharacter *pLocalChar = m_GameWorld.GetCharacterById(Id: m_Snap.m_LocalClientId))
3512 pLocalChar->Destroy();
3513 return;
3514 }
3515
3516 if(m_Snap.m_pLocalCharacter->m_AmmoCount > 0 && m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA)
3517 m_GameWorld.m_WorldConfig.m_InfiniteAmmo = false;
3518 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;
3519
3520 CCharacter *pLocalChar = m_GameWorld.GetCharacterById(Id: m_Snap.m_LocalClientId);
3521 CCharacter *pDummyChar = nullptr;
3522 if(PredictDummy())
3523 pDummyChar = m_GameWorld.GetCharacterById(Id: m_aLocalIds[!g_Config.m_ClDummy]);
3524
3525 // update strong and weak hook
3526 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))
3527 {
3528 if(m_Snap.m_aCharacters[m_Snap.m_LocalClientId].m_HasExtendedData)
3529 {
3530 int aIds[MAX_CLIENTS];
3531 for(int &Id : aIds)
3532 Id = -1;
3533 for(int i = 0; i < MAX_CLIENTS; i++)
3534 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3535 aIds[pChar->GetStrongWeakId()] = i;
3536 for(int Id : aIds)
3537 if(Id >= 0)
3538 m_CharOrder.GiveStrong(c: Id);
3539 }
3540 else
3541 {
3542 // manual detection
3543 DetectStrongHook();
3544 }
3545 for(int i : m_CharOrder.m_Ids)
3546 {
3547 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3548 {
3549 m_GameWorld.RemoveEntity(pEntity: pChar);
3550 m_GameWorld.InsertEntity(pEntity: pChar);
3551 }
3552 }
3553 }
3554
3555 // advance the gameworld to the current gametick
3556 if(pLocalChar && absolute(a: m_GameWorld.GameTick() - Client()->GameTick(Conn: g_Config.m_ClDummy)) < Client()->GameTickSpeed())
3557 {
3558 for(int Tick = m_GameWorld.GameTick() + 1; Tick <= Client()->GameTick(Conn: g_Config.m_ClDummy); Tick++)
3559 {
3560 CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick);
3561 CNetObj_PlayerInput *pDummyInput = nullptr;
3562 if(pDummyChar)
3563 pDummyInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick, IsDummy: 1);
3564 if(pInput)
3565 pLocalChar->OnDirectInput(pNewInput: pInput);
3566 if(pDummyInput)
3567 pDummyChar->OnDirectInput(pNewInput: pDummyInput);
3568
3569 ApplyPreInputs(Tick, Direct: true, GameWorld&: m_GameWorld);
3570
3571 m_GameWorld.m_GameTick = Tick;
3572 if(pInput)
3573 pLocalChar->OnPredictedInput(pNewInput: pInput);
3574 if(pDummyInput)
3575 pDummyChar->OnPredictedInput(pNewInput: pDummyInput);
3576
3577 ApplyPreInputs(Tick, Direct: false, GameWorld&: m_GameWorld);
3578
3579 m_GameWorld.Tick();
3580
3581 for(int i = 0; i < MAX_CLIENTS; i++)
3582 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3583 {
3584 m_aClients[i].m_aPredPos[Tick % 200] = pChar->Core()->m_Pos;
3585 m_aClients[i].m_aPredTick[Tick % 200] = Tick;
3586 }
3587 }
3588 }
3589 else
3590 {
3591 // skip to current gametick
3592 m_GameWorld.m_GameTick = Client()->GameTick(Conn: g_Config.m_ClDummy);
3593 if(pLocalChar)
3594 if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy)))
3595 pLocalChar->SetInput(pInput);
3596 if(pDummyChar)
3597 if(CNetObj_PlayerInput *pInput = (CNetObj_PlayerInput *)Client()->GetInput(Tick: Client()->GameTick(Conn: g_Config.m_ClDummy), IsDummy: 1))
3598 pDummyChar->SetInput(pInput);
3599 }
3600
3601 for(int i = 0; i < MAX_CLIENTS; i++)
3602 if(CCharacter *pChar = m_GameWorld.GetCharacterById(Id: i))
3603 {
3604 m_aClients[i].m_aPredPos[Client()->GameTick(Conn: g_Config.m_ClDummy) % 200] = pChar->Core()->m_Pos;
3605 m_aClients[i].m_aPredTick[Client()->GameTick(Conn: g_Config.m_ClDummy) % 200] = Client()->GameTick(Conn: g_Config.m_ClDummy);
3606 }
3607
3608 // update the local gameworld with the new snapshot
3609 m_GameWorld.NetObjBegin(Teams: m_Teams, LocalClientId: m_Snap.m_LocalClientId);
3610
3611 for(int i = 0; i < MAX_CLIENTS; i++)
3612 if(m_Snap.m_aCharacters[i].m_Active)
3613 {
3614 bool IsLocal = (i == m_Snap.m_LocalClientId || (PredictDummy() && i == m_aLocalIds[!g_Config.m_ClDummy]));
3615 int GameTeam = IsTeamPlay() ? m_aClients[i].m_Team : i;
3616 m_GameWorld.NetCharAdd(ObjId: i, pChar: &m_Snap.m_aCharacters[i].m_Cur,
3617 pExtended: m_Snap.m_aCharacters[i].m_HasExtendedData ? &m_Snap.m_aCharacters[i].m_ExtendedData : nullptr,
3618 GameTeam, IsLocal);
3619 }
3620
3621 for(const CSnapEntities &EntData : SnapEntities())
3622 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);
3623
3624 m_GameWorld.NetObjEnd();
3625}
3626
3627void CGameClient::UpdateSpectatorCursor()
3628{
3629 int CursorOwnerId = m_Snap.m_LocalClientId;
3630 if(m_Snap.m_SpecInfo.m_Active)
3631 {
3632 CursorOwnerId = m_Snap.m_SpecInfo.m_SpectatorId;
3633 }
3634
3635 if(CursorOwnerId != m_CursorInfo.m_CursorOwnerId)
3636 {
3637 // reset cursor sample count upon changing spectating character
3638 m_CursorInfo.m_NumSamples = 0;
3639 m_CursorInfo.m_CursorOwnerId = CursorOwnerId;
3640 }
3641
3642 if(m_MultiViewActivated || CursorOwnerId < 0 || CursorOwnerId >= MAX_CLIENTS)
3643 {
3644 // do not show spec cursor in multi-view
3645 m_CursorInfo.m_Available = false;
3646 m_CursorInfo.m_NumSamples = 0;
3647 return;
3648 }
3649
3650 const CSnapState::CCharacterInfo &CharInfo = m_Snap.m_aCharacters[CursorOwnerId];
3651 const CClientData &CursorOwnerClient = m_aClients[CursorOwnerId];
3652 if(!CharInfo.m_HasExtendedDisplayInfo || !CursorOwnerClient.m_Active || (!g_Config.m_Debug && CursorOwnerClient.m_Paused))
3653 {
3654 // hide cursor when the spectating player is paused
3655 m_CursorInfo.m_Available = false;
3656 m_CursorInfo.m_NumSamples = 0;
3657 return;
3658 }
3659
3660 m_CursorInfo.m_Available = true;
3661 m_CursorInfo.m_Position = CursorOwnerClient.m_RenderPos;
3662 m_CursorInfo.m_Weapon = CharInfo.m_Cur.m_Weapon;
3663
3664 const vec2 Target = vec2(CharInfo.m_ExtendedData.m_TargetX, CharInfo.m_ExtendedData.m_TargetY);
3665
3666 if(IsDemoPlaybackPaused())
3667 {
3668 m_CursorInfo.m_CursorOwnerId = -1;
3669 m_CursorInfo.m_NumSamples = 0;
3670 const vec2 TargetNew = vec2(CharInfo.m_ExtendedData.m_TargetX, CharInfo.m_ExtendedData.m_TargetY);
3671 if(CharInfo.m_pPrevExtendedData)
3672 {
3673 const vec2 TargetOld = vec2(CharInfo.m_pPrevExtendedData->m_TargetX, CharInfo.m_pPrevExtendedData->m_TargetY);
3674 m_CursorInfo.m_Target = mix(a: TargetOld, b: TargetNew, amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
3675 }
3676 else
3677 {
3678 m_CursorInfo.m_Target = TargetNew;
3679 }
3680 }
3681 else
3682 {
3683 // interpolate cursor positions
3684 const double Tick = Client()->GameTick(Conn: g_Config.m_ClDummy);
3685
3686 const bool HasSample = m_CursorInfo.m_NumSamples > 0;
3687 const vec2 LastInput = HasSample ? m_CursorInfo.m_aTargetSamplesData[m_CursorInfo.m_NumSamples - 1] : vec2(0.0f, 0.0f);
3688 const double LastTime = HasSample ? m_CursorInfo.m_aTargetSamplesTime[m_CursorInfo.m_NumSamples - 1] : 0.0;
3689 bool NewSample = LastInput != Target || LastTime + CCursorInfo::REST_THRESHOLD < Tick;
3690
3691 if(LastTime > Tick)
3692 {
3693 // clear samples when time flows backwards
3694 m_CursorInfo.m_NumSamples = 0;
3695 NewSample = true;
3696 }
3697
3698 if(m_CursorInfo.m_NumSamples == 0)
3699 {
3700 m_CursorInfo.m_aTargetSamplesTime[0] = Tick - CCursorInfo::INTERP_DELAY;
3701 m_CursorInfo.m_aTargetSamplesData[0] = Target;
3702 }
3703
3704 if(NewSample)
3705 {
3706 if(m_CursorInfo.m_NumSamples == CCursorInfo::CURSOR_SAMPLES)
3707 {
3708 m_CursorInfo.m_NumSamples--;
3709 mem_move(dest: m_CursorInfo.m_aTargetSamplesTime, source: m_CursorInfo.m_aTargetSamplesTime + 1, size: m_CursorInfo.m_NumSamples * sizeof(double));
3710 mem_move(dest: m_CursorInfo.m_aTargetSamplesData, source: m_CursorInfo.m_aTargetSamplesData + 1, size: m_CursorInfo.m_NumSamples * sizeof(vec2));
3711 }
3712 m_CursorInfo.m_aTargetSamplesTime[m_CursorInfo.m_NumSamples] = Tick;
3713 m_CursorInfo.m_aTargetSamplesData[m_CursorInfo.m_NumSamples] = Target;
3714 m_CursorInfo.m_NumSamples++;
3715 }
3716
3717 // using double to avoid precision loss when converting int tick to decimal type
3718 const double DisplayTime = Tick - CCursorInfo::INTERP_DELAY + double(Client()->IntraGameTickSincePrev(Conn: g_Config.m_ClDummy));
3719 double aTime[CCursorInfo::SAMPLE_FRAME_WINDOW];
3720 vec2 aData[CCursorInfo::SAMPLE_FRAME_WINDOW];
3721
3722 // find the available sample timing
3723 int Index = m_CursorInfo.m_NumSamples;
3724 for(int i = 0; i < m_CursorInfo.m_NumSamples; i++)
3725 {
3726 if(m_CursorInfo.m_aTargetSamplesTime[i] > DisplayTime)
3727 {
3728 Index = i;
3729 break;
3730 }
3731 }
3732
3733 for(int i = 0; i < CCursorInfo::SAMPLE_FRAME_WINDOW; i++)
3734 {
3735 const int Offset = i - CCursorInfo::SAMPLE_FRAME_OFFSET;
3736 const int SampleIndex = Index + Offset;
3737 if(SampleIndex < 0)
3738 {
3739 aTime[i] = m_CursorInfo.m_aTargetSamplesTime[0] + CCursorInfo::REST_THRESHOLD * Offset;
3740 aData[i] = m_CursorInfo.m_aTargetSamplesData[0];
3741 }
3742 else if(SampleIndex >= m_CursorInfo.m_NumSamples)
3743 {
3744 aTime[i] = m_CursorInfo.m_aTargetSamplesTime[m_CursorInfo.m_NumSamples - 1] + CCursorInfo::REST_THRESHOLD * (Offset + 1);
3745 aData[i] = m_CursorInfo.m_aTargetSamplesData[m_CursorInfo.m_NumSamples - 1];
3746 }
3747 else
3748 {
3749 aTime[i] = m_CursorInfo.m_aTargetSamplesTime[SampleIndex];
3750 aData[i] = m_CursorInfo.m_aTargetSamplesData[SampleIndex];
3751 }
3752 }
3753
3754 m_CursorInfo.m_Target = mix_polynomial(time: aTime, data: aData, samples: CCursorInfo::SAMPLE_FRAME_WINDOW, amount: DisplayTime, init: vec2(0.0f, 0.0f));
3755 }
3756
3757 vec2 TargetCameraOffset(0, 0);
3758 float l = length(a: m_CursorInfo.m_Target);
3759
3760 if(l > 0.0001f) // make sure that this isn't 0
3761 {
3762 float OffsetAmount = maximum(a: l - m_Snap.m_SpecInfo.m_Deadzone, b: 0.0f) * (m_Snap.m_SpecInfo.m_FollowFactor / 100.0f);
3763 TargetCameraOffset = normalize(v: m_CursorInfo.m_Target) * OffsetAmount;
3764 }
3765
3766 // if we are in auto spec mode, use camera zoom to smooth out cursor transitions
3767 const float Zoom = (m_Camera.m_Zooming && m_Camera.m_AutoSpecCameraZooming) ? m_Camera.m_Zoom : m_Snap.m_SpecInfo.m_Zoom;
3768 m_CursorInfo.m_WorldTarget = m_CursorInfo.m_Position + (m_CursorInfo.m_Target - TargetCameraOffset) * Zoom + TargetCameraOffset;
3769}
3770
3771void CGameClient::UpdateRenderedCharacters()
3772{
3773 for(int i = 0; i < MAX_CLIENTS; i++)
3774 {
3775 if(!m_Snap.m_aCharacters[i].m_Active)
3776 continue;
3777 m_aClients[i].m_RenderCur = m_Snap.m_aCharacters[i].m_Cur;
3778 m_aClients[i].m_RenderPrev = m_Snap.m_aCharacters[i].m_Prev;
3779 m_aClients[i].m_IsPredicted = false;
3780 m_aClients[i].m_IsPredictedLocal = false;
3781 vec2 UnpredPos = mix(
3782 a: vec2(m_Snap.m_aCharacters[i].m_Prev.m_X, m_Snap.m_aCharacters[i].m_Prev.m_Y),
3783 b: vec2(m_Snap.m_aCharacters[i].m_Cur.m_X, m_Snap.m_aCharacters[i].m_Cur.m_Y),
3784 amount: Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
3785 vec2 Pos = UnpredPos;
3786
3787 CCharacter *pChar = m_PredictedWorld.GetCharacterById(Id: i);
3788 if(Predict() && (i == m_Snap.m_LocalClientId || (AntiPingPlayers() && !IsOtherTeam(ClientId: i))) && pChar)
3789 {
3790 m_aClients[i].m_Predicted.Write(pObjCore: &m_aClients[i].m_RenderCur);
3791 m_aClients[i].m_PrevPredicted.Write(pObjCore: &m_aClients[i].m_RenderPrev);
3792
3793 m_aClients[i].m_IsPredicted = true;
3794
3795 Pos = mix(
3796 a: vec2(m_aClients[i].m_RenderPrev.m_X, m_aClients[i].m_RenderPrev.m_Y),
3797 b: vec2(m_aClients[i].m_RenderCur.m_X, m_aClients[i].m_RenderCur.m_Y),
3798 amount: m_aClients[i].m_IsPredicted ? Client()->PredIntraGameTick(Conn: g_Config.m_ClDummy) : Client()->IntraGameTick(Conn: g_Config.m_ClDummy));
3799
3800 if(i == m_Snap.m_LocalClientId || (PredictDummy() && i == m_aLocalIds[!g_Config.m_ClDummy]))
3801 {
3802 m_aClients[i].m_IsPredictedLocal = true;
3803 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))
3804 {
3805 m_aClients[i].m_RenderCur.m_AttackTick = pChar->GetAttackTick();
3806 if(m_Snap.m_aCharacters[i].m_Cur.m_Weapon != WEAPON_NINJA && !(pChar->m_NinjaJetpack && pChar->Core()->m_ActiveWeapon == WEAPON_GUN))
3807 m_aClients[i].m_RenderCur.m_Weapon = m_aClients[i].m_Predicted.m_ActiveWeapon;
3808 }
3809 }
3810 else
3811 {
3812 // use unpredicted values for other players
3813 m_aClients[i].m_RenderPrev.m_Angle = m_Snap.m_aCharacters[i].m_Prev.m_Angle;
3814 m_aClients[i].m_RenderCur.m_Angle = m_Snap.m_aCharacters[i].m_Cur.m_Angle;
3815
3816 if(g_Config.m_ClAntiPingSmooth)
3817 Pos = GetSmoothPos(ClientId: i);
3818 }
3819 }
3820 m_aClients[i].m_RenderPos = Pos;
3821 if(Predict() && i == m_Snap.m_LocalClientId)
3822 m_LocalCharacterPos = Pos;
3823 }
3824}
3825
3826void CGameClient::HandlePredictedEvents(const int Tick)
3827{
3828 const float Alpha = 1.0f;
3829 const float Volume = 1.0f;
3830
3831 auto EventsIterator = m_PredictedWorld.m_PredictedEvents.begin();
3832 while(EventsIterator != m_PredictedWorld.m_PredictedEvents.end())
3833 {
3834 if(!EventsIterator->m_Handled && EventsIterator->m_Tick <= Tick)
3835 {
3836 if(EventsIterator->m_EventId == NETEVENTTYPE_SOUNDWORLD)
3837 {
3838 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)))
3839 {
3840 EventsIterator = m_PredictedWorld.m_PredictedEvents.erase(position: EventsIterator);
3841 continue;
3842 }
3843 m_Sounds.PlayAt(Channel: CSounds::CHN_WORLD, SetId: EventsIterator->m_ExtraInfo, Volume: 1.0f, Position: EventsIterator->m_Pos);
3844 }
3845 else if(EventsIterator->m_EventId == NETEVENTTYPE_EXPLOSION)
3846 {
3847 m_Effects.Explosion(Pos: EventsIterator->m_Pos, Alpha);
3848 }
3849 else if(EventsIterator->m_EventId == NETEVENTTYPE_HAMMERHIT)
3850 {
3851 m_Effects.HammerHit(Pos: EventsIterator->m_Pos, Alpha, Volume);
3852 }
3853 else if(EventsIterator->m_EventId == NETEVENTTYPE_DAMAGEIND)
3854 {
3855 m_Effects.DamageIndicator(Pos: EventsIterator->m_Pos, Dir: direction(angle: EventsIterator->m_ExtraInfo / 256.0f), Alpha);
3856 }
3857
3858 EventsIterator->m_Handled = true;
3859 ++EventsIterator;
3860 continue;
3861 }
3862 else if(Tick - EventsIterator->m_Tick > 3 * Client()->GameTickSpeed()) // 3 seconds
3863 {
3864 // remove too old events
3865 EventsIterator = m_PredictedWorld.m_PredictedEvents.erase(position: EventsIterator);
3866 }
3867 else
3868 {
3869 ++EventsIterator;
3870 }
3871 }
3872}
3873
3874void CGameClient::DetectStrongHook()
3875{
3876 // attempt to detect strong/weak between players
3877 for(int FromPlayer = 0; FromPlayer < MAX_CLIENTS; FromPlayer++)
3878 {
3879 if(!m_Snap.m_aCharacters[FromPlayer].m_Active)
3880 continue;
3881 int ToPlayer = m_Snap.m_aCharacters[FromPlayer].m_Prev.m_HookedPlayer;
3882 if(ToPlayer < 0 || ToPlayer >= MAX_CLIENTS || !m_Snap.m_aCharacters[ToPlayer].m_Active || ToPlayer != m_Snap.m_aCharacters[FromPlayer].m_Cur.m_HookedPlayer)
3883 continue;
3884 if(absolute(a: minimum(a: m_aLastUpdateTick[ToPlayer], b: m_aLastUpdateTick[FromPlayer]) - Client()->GameTick(Conn: g_Config.m_ClDummy)) < Client()->GameTickSpeed() / 4)
3885 continue;
3886 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)
3887 continue;
3888
3889 CCharacter *pFromCharWorld = m_GameWorld.GetCharacterById(Id: FromPlayer);
3890 CCharacter *pToCharWorld = m_GameWorld.GetCharacterById(Id: ToPlayer);
3891 if(!pFromCharWorld || !pToCharWorld)
3892 continue;
3893
3894 m_aLastUpdateTick[ToPlayer] = m_aLastUpdateTick[FromPlayer] = Client()->GameTick(Conn: g_Config.m_ClDummy);
3895
3896 float aPredictErr[2];
3897 CCharacterCore ToCharCur;
3898 ToCharCur.Read(pObjCore: &m_Snap.m_aCharacters[ToPlayer].m_Cur);
3899
3900 CWorldCore World;
3901
3902 for(int Direction = 0; Direction < 2; Direction++)
3903 {
3904 CCharacterCore ToChar = pFromCharWorld->GetCore();
3905 ToChar.Init(pWorld: &World, pCollision: Collision(), pTeams: &m_Teams);
3906 World.m_apCharacters[ToPlayer] = &ToChar;
3907 ToChar.Read(pObjCore: &m_Snap.m_aCharacters[ToPlayer].m_Prev);
3908
3909 CCharacterCore FromChar = pFromCharWorld->GetCore();
3910 FromChar.Init(pWorld: &World, pCollision: Collision(), pTeams: &m_Teams);
3911 World.m_apCharacters[FromPlayer] = &FromChar;
3912 FromChar.Read(pObjCore: &m_Snap.m_aCharacters[FromPlayer].m_Prev);
3913
3914 for(int Tick = Client()->PrevGameTick(Conn: g_Config.m_ClDummy); Tick < Client()->GameTick(Conn: g_Config.m_ClDummy); Tick++)
3915 {
3916 if(Direction == 0)
3917 {
3918 FromChar.Tick(UseInput: false);
3919 ToChar.Tick(UseInput: false);
3920 }
3921 else
3922 {
3923 ToChar.Tick(UseInput: false);
3924 FromChar.Tick(UseInput: false);
3925 }
3926 FromChar.Move();
3927 FromChar.Quantize();
3928 ToChar.Move();
3929 ToChar.Quantize();
3930 }
3931 aPredictErr[Direction] = distance(a: ToChar.m_Vel, b: ToCharCur.m_Vel);
3932 }
3933 const float LOW = 0.0001f;
3934 const float HIGH = 0.07f;
3935 if(aPredictErr[1] < LOW && aPredictErr[0] > HIGH)
3936 {
3937 if(m_CharOrder.HasStrongAgainst(From: ToPlayer, To: FromPlayer))
3938 {
3939 if(ToPlayer != m_Snap.m_LocalClientId)
3940 m_CharOrder.GiveWeak(c: ToPlayer);
3941 else
3942 m_CharOrder.GiveStrong(c: FromPlayer);
3943 }
3944 }
3945 else if(aPredictErr[0] < LOW && aPredictErr[1] > HIGH)
3946 {
3947 if(m_CharOrder.HasStrongAgainst(From: FromPlayer, To: ToPlayer))
3948 {
3949 if(ToPlayer != m_Snap.m_LocalClientId)
3950 m_CharOrder.GiveStrong(c: ToPlayer);
3951 else
3952 m_CharOrder.GiveWeak(c: FromPlayer);
3953 }
3954 }
3955 }
3956}
3957
3958vec2 CGameClient::GetSmoothPos(int ClientId)
3959{
3960 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));
3961 int64_t Now = time_get();
3962 for(int i = 0; i < 2; i++)
3963 {
3964 int64_t Len = std::clamp(val: m_aClients[ClientId].m_aSmoothLen[i], lo: (int64_t)1, hi: time_freq());
3965 int64_t TimePassed = Now - m_aClients[ClientId].m_aSmoothStart[i];
3966 if(in_range(a: TimePassed, lower: (int64_t)0, upper: Len - 1))
3967 {
3968 float MixAmount = 1.f - std::pow(x: 1.f - TimePassed / (float)Len, y: 1.2f);
3969 int SmoothTick;
3970 float SmoothIntra;
3971 Client()->GetSmoothTick(pSmoothTick: &SmoothTick, pSmoothIntraTick: &SmoothIntra, MixAmount);
3972 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))
3973 Pos[i] = mix(a: m_aClients[ClientId].m_aPredPos[(SmoothTick - 1) % 200][i], b: m_aClients[ClientId].m_aPredPos[SmoothTick % 200][i], amount: SmoothIntra);
3974 }
3975 }
3976 return Pos;
3977}
3978
3979void CGameClient::Echo(const char *pString)
3980{
3981 m_Chat.Echo(pString);
3982}
3983
3984bool CGameClient::IsOtherTeam(int ClientId) const
3985{
3986 bool Local = m_Snap.m_LocalClientId == ClientId;
3987
3988 if(m_Snap.m_LocalClientId < 0)
3989 return false;
3990 else if((m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorId == SPEC_FREEVIEW) || ClientId < 0)
3991 return false;
3992 else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorId != SPEC_FREEVIEW)
3993 {
3994 if(m_Teams.Team(ClientId) == TEAM_SUPER || m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId) == TEAM_SUPER)
3995 return false;
3996 return m_Teams.Team(ClientId) != m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId);
3997 }
3998 else if((m_aClients[m_Snap.m_LocalClientId].m_Solo || m_aClients[ClientId].m_Solo) && !Local)
3999 return true;
4000
4001 if(m_Teams.Team(ClientId) == TEAM_SUPER || m_Teams.Team(ClientId: m_Snap.m_LocalClientId) == TEAM_SUPER)
4002 return false;
4003
4004 return m_Teams.Team(ClientId) != m_Teams.Team(ClientId: m_Snap.m_LocalClientId);
4005}
4006
4007int CGameClient::SwitchStateTeam() const
4008{
4009 if(m_aSwitchStateTeam[g_Config.m_ClDummy] >= 0)
4010 return m_aSwitchStateTeam[g_Config.m_ClDummy];
4011 else if(m_Snap.m_LocalClientId < 0)
4012 return 0;
4013 else if(m_Snap.m_SpecInfo.m_Active && m_Snap.m_SpecInfo.m_SpectatorId != SPEC_FREEVIEW)
4014 return m_Teams.Team(ClientId: m_Snap.m_SpecInfo.m_SpectatorId);
4015 return m_Teams.Team(ClientId: m_Snap.m_LocalClientId);
4016}
4017
4018bool CGameClient::IsLocalCharSuper() const
4019{
4020 if(m_Snap.m_LocalClientId < 0)
4021 return false;
4022 return m_aClients[m_Snap.m_LocalClientId].m_Super;
4023}
4024
4025void CGameClient::LoadGameSkin(const char *pPath, bool AsDir)
4026{
4027 if(m_GameSkinLoaded)
4028 {
4029 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHealthFull);
4030 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHealthEmpty);
4031 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteArmorFull);
4032 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteArmorEmpty);
4033
4034 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponHammerCursor);
4035 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGunCursor);
4036 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponShotgunCursor);
4037 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGrenadeCursor);
4038 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponNinjaCursor);
4039 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponLaserCursor);
4040
4041 for(auto &SpriteWeaponCursor : m_GameSkin.m_aSpriteWeaponCursors)
4042 {
4043 SpriteWeaponCursor = IGraphics::CTextureHandle();
4044 }
4045
4046 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHookChain);
4047 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteHookHead);
4048 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponHammer);
4049 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGun);
4050 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponShotgun);
4051 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGrenade);
4052 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponNinja);
4053 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponLaser);
4054
4055 for(auto &SpriteWeapon : m_GameSkin.m_aSpriteWeapons)
4056 {
4057 SpriteWeapon = IGraphics::CTextureHandle();
4058 }
4059
4060 for(auto &SpriteParticle : m_GameSkin.m_aSpriteParticles)
4061 {
4062 Graphics()->UnloadTexture(pIndex: &SpriteParticle);
4063 }
4064
4065 for(auto &SpriteStar : m_GameSkin.m_aSpriteStars)
4066 {
4067 Graphics()->UnloadTexture(pIndex: &SpriteStar);
4068 }
4069
4070 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGunProjectile);
4071 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponShotgunProjectile);
4072 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponGrenadeProjectile);
4073 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponHammerProjectile);
4074 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponNinjaProjectile);
4075 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteWeaponLaserProjectile);
4076
4077 for(auto &SpriteWeaponProjectile : m_GameSkin.m_aSpriteWeaponProjectiles)
4078 {
4079 SpriteWeaponProjectile = IGraphics::CTextureHandle();
4080 }
4081
4082 for(int i = 0; i < 3; ++i)
4083 {
4084 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_aSpriteWeaponGunMuzzles[i]);
4085 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i]);
4086 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i]);
4087
4088 for(auto &SpriteWeaponsMuzzle : m_GameSkin.m_aaSpriteWeaponsMuzzles)
4089 {
4090 SpriteWeaponsMuzzle[i] = IGraphics::CTextureHandle();
4091 }
4092 }
4093
4094 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupHealth);
4095 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmor);
4096 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorShotgun);
4097 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorGrenade);
4098 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorLaser);
4099 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupArmorNinja);
4100 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupGrenade);
4101 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupShotgun);
4102 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupLaser);
4103 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupNinja);
4104 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupGun);
4105 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpritePickupHammer);
4106
4107 for(auto &SpritePickupWeapon : m_GameSkin.m_aSpritePickupWeapons)
4108 {
4109 SpritePickupWeapon = IGraphics::CTextureHandle();
4110 }
4111
4112 for(auto &SpritePickupWeaponArmor : m_GameSkin.m_aSpritePickupWeaponArmor)
4113 {
4114 SpritePickupWeaponArmor = IGraphics::CTextureHandle();
4115 }
4116
4117 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteFlagBlue);
4118 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteFlagRed);
4119
4120 if(m_GameSkin.IsSixup())
4121 {
4122 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarFullLeft);
4123 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarFull);
4124 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarEmpty);
4125 Graphics()->UnloadTexture(pIndex: &m_GameSkin.m_SpriteNinjaBarEmptyRight);
4126 }
4127
4128 m_GameSkinLoaded = false;
4129 }
4130
4131 char aPath[IO_MAX_PATH_LENGTH];
4132 bool IsDefault = false;
4133 if(str_comp(a: pPath, b: "default") == 0)
4134 {
4135 str_copy(dst&: aPath, src: g_pData->m_aImages[IMAGE_GAME].m_pFilename);
4136 IsDefault = true;
4137 }
4138 else
4139 {
4140 if(AsDir)
4141 str_format(buffer: aPath, buffer_size: sizeof(aPath), format: "assets/game/%s/%s", pPath, g_pData->m_aImages[IMAGE_GAME].m_pFilename);
4142 else
4143 str_format(buffer: aPath, buffer_size: sizeof(aPath), format: "assets/game/%s.png", pPath);
4144 }
4145
4146 CImageInfo ImgInfo;
4147 bool PngLoaded = Graphics()->LoadPng(Image&: ImgInfo, pFilename: aPath, StorageType: IStorage::TYPE_ALL);
4148 if(!PngLoaded && !IsDefault)
4149 {
4150 if(AsDir)
4151 LoadGameSkin(pPath: "default");
4152 else
4153 LoadGameSkin(pPath, AsDir: true);
4154 }
4155 else if(PngLoaded && Graphics()->CheckImageDivisibility(pContextName: 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: aPath, Image: ImgInfo))
4156 {
4157 m_GameSkin.m_SpriteHealthFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HEALTH_FULL]);
4158 m_GameSkin.m_SpriteHealthEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HEALTH_EMPTY]);
4159 m_GameSkin.m_SpriteArmorFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_ARMOR_FULL]);
4160 m_GameSkin.m_SpriteArmorEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_ARMOR_EMPTY]);
4161
4162 m_GameSkin.m_SpriteWeaponHammerCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_CURSOR]);
4163 m_GameSkin.m_SpriteWeaponGunCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_CURSOR]);
4164 m_GameSkin.m_SpriteWeaponShotgunCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_CURSOR]);
4165 m_GameSkin.m_SpriteWeaponGrenadeCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_CURSOR]);
4166 m_GameSkin.m_SpriteWeaponNinjaCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_CURSOR]);
4167 m_GameSkin.m_SpriteWeaponLaserCursor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_LASER_CURSOR]);
4168
4169 m_GameSkin.m_aSpriteWeaponCursors[0] = m_GameSkin.m_SpriteWeaponHammerCursor;
4170 m_GameSkin.m_aSpriteWeaponCursors[1] = m_GameSkin.m_SpriteWeaponGunCursor;
4171 m_GameSkin.m_aSpriteWeaponCursors[2] = m_GameSkin.m_SpriteWeaponShotgunCursor;
4172 m_GameSkin.m_aSpriteWeaponCursors[3] = m_GameSkin.m_SpriteWeaponGrenadeCursor;
4173 m_GameSkin.m_aSpriteWeaponCursors[4] = m_GameSkin.m_SpriteWeaponLaserCursor;
4174 m_GameSkin.m_aSpriteWeaponCursors[5] = m_GameSkin.m_SpriteWeaponNinjaCursor;
4175
4176 // weapons and hook
4177 m_GameSkin.m_SpriteHookChain = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HOOK_CHAIN]);
4178 m_GameSkin.m_SpriteHookHead = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HOOK_HEAD]);
4179 m_GameSkin.m_SpriteWeaponHammer = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_HAMMER_BODY]);
4180 m_GameSkin.m_SpriteWeaponGun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_BODY]);
4181 m_GameSkin.m_SpriteWeaponShotgun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_BODY]);
4182 m_GameSkin.m_SpriteWeaponGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_BODY]);
4183 m_GameSkin.m_SpriteWeaponNinja = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_BODY]);
4184 m_GameSkin.m_SpriteWeaponLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_LASER_BODY]);
4185
4186 m_GameSkin.m_aSpriteWeapons[0] = m_GameSkin.m_SpriteWeaponHammer;
4187 m_GameSkin.m_aSpriteWeapons[1] = m_GameSkin.m_SpriteWeaponGun;
4188 m_GameSkin.m_aSpriteWeapons[2] = m_GameSkin.m_SpriteWeaponShotgun;
4189 m_GameSkin.m_aSpriteWeapons[3] = m_GameSkin.m_SpriteWeaponGrenade;
4190 m_GameSkin.m_aSpriteWeapons[4] = m_GameSkin.m_SpriteWeaponLaser;
4191 m_GameSkin.m_aSpriteWeapons[5] = m_GameSkin.m_SpriteWeaponNinja;
4192
4193 // particles
4194 for(int i = 0; i < 9; ++i)
4195 {
4196 m_GameSkin.m_aSpriteParticles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART1 + i]);
4197 }
4198
4199 // stars
4200 for(int i = 0; i < 3; ++i)
4201 {
4202 m_GameSkin.m_aSpriteStars[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_STAR1 + i]);
4203 }
4204
4205 // projectiles
4206 m_GameSkin.m_SpriteWeaponGunProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_PROJ]);
4207 m_GameSkin.m_SpriteWeaponShotgunProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_PROJ]);
4208 m_GameSkin.m_SpriteWeaponGrenadeProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GRENADE_PROJ]);
4209
4210 // these weapons have no projectiles
4211 m_GameSkin.m_SpriteWeaponHammerProjectile = IGraphics::CTextureHandle();
4212 m_GameSkin.m_SpriteWeaponNinjaProjectile = IGraphics::CTextureHandle();
4213
4214 m_GameSkin.m_SpriteWeaponLaserProjectile = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_LASER_PROJ]);
4215
4216 m_GameSkin.m_aSpriteWeaponProjectiles[0] = m_GameSkin.m_SpriteWeaponHammerProjectile;
4217 m_GameSkin.m_aSpriteWeaponProjectiles[1] = m_GameSkin.m_SpriteWeaponGunProjectile;
4218 m_GameSkin.m_aSpriteWeaponProjectiles[2] = m_GameSkin.m_SpriteWeaponShotgunProjectile;
4219 m_GameSkin.m_aSpriteWeaponProjectiles[3] = m_GameSkin.m_SpriteWeaponGrenadeProjectile;
4220 m_GameSkin.m_aSpriteWeaponProjectiles[4] = m_GameSkin.m_SpriteWeaponLaserProjectile;
4221 m_GameSkin.m_aSpriteWeaponProjectiles[5] = m_GameSkin.m_SpriteWeaponNinjaProjectile;
4222
4223 // muzzles
4224 for(int i = 0; i < 3; ++i)
4225 {
4226 m_GameSkin.m_aSpriteWeaponGunMuzzles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_GUN_MUZZLE1 + i]);
4227 m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_SHOTGUN_MUZZLE1 + i]);
4228 m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_MUZZLE1 + i]);
4229
4230 m_GameSkin.m_aaSpriteWeaponsMuzzles[1][i] = m_GameSkin.m_aSpriteWeaponGunMuzzles[i];
4231 m_GameSkin.m_aaSpriteWeaponsMuzzles[2][i] = m_GameSkin.m_aSpriteWeaponShotgunMuzzles[i];
4232 m_GameSkin.m_aaSpriteWeaponsMuzzles[5][i] = m_GameSkin.m_aaSpriteWeaponNinjaMuzzles[i];
4233 }
4234
4235 // pickups
4236 m_GameSkin.m_SpritePickupHealth = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_HEALTH]);
4237 m_GameSkin.m_SpritePickupArmor = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR]);
4238 m_GameSkin.m_SpritePickupHammer = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_HAMMER]);
4239 m_GameSkin.m_SpritePickupGun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_GUN]);
4240 m_GameSkin.m_SpritePickupShotgun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_SHOTGUN]);
4241 m_GameSkin.m_SpritePickupGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_GRENADE]);
4242 m_GameSkin.m_SpritePickupLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_LASER]);
4243 m_GameSkin.m_SpritePickupNinja = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_NINJA]);
4244 m_GameSkin.m_SpritePickupArmorShotgun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_SHOTGUN]);
4245 m_GameSkin.m_SpritePickupArmorGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_GRENADE]);
4246 m_GameSkin.m_SpritePickupArmorNinja = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_NINJA]);
4247 m_GameSkin.m_SpritePickupArmorLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_LASER]);
4248
4249 m_GameSkin.m_aSpritePickupWeapons[0] = m_GameSkin.m_SpritePickupHammer;
4250 m_GameSkin.m_aSpritePickupWeapons[1] = m_GameSkin.m_SpritePickupGun;
4251 m_GameSkin.m_aSpritePickupWeapons[2] = m_GameSkin.m_SpritePickupShotgun;
4252 m_GameSkin.m_aSpritePickupWeapons[3] = m_GameSkin.m_SpritePickupGrenade;
4253 m_GameSkin.m_aSpritePickupWeapons[4] = m_GameSkin.m_SpritePickupLaser;
4254 m_GameSkin.m_aSpritePickupWeapons[5] = m_GameSkin.m_SpritePickupNinja;
4255
4256 m_GameSkin.m_aSpritePickupWeaponArmor[0] = m_GameSkin.m_SpritePickupArmorShotgun;
4257 m_GameSkin.m_aSpritePickupWeaponArmor[1] = m_GameSkin.m_SpritePickupArmorGrenade;
4258 m_GameSkin.m_aSpritePickupWeaponArmor[2] = m_GameSkin.m_SpritePickupArmorNinja;
4259 m_GameSkin.m_aSpritePickupWeaponArmor[3] = m_GameSkin.m_SpritePickupArmorLaser;
4260
4261 // flags
4262 m_GameSkin.m_SpriteFlagBlue = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_FLAG_BLUE]);
4263 m_GameSkin.m_SpriteFlagRed = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_FLAG_RED]);
4264
4265 // ninja bar (0.7)
4266 if(!Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]) ||
4267 !Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]) ||
4268 !Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]) ||
4269 !Graphics()->IsSpriteTextureFullyTransparent(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]))
4270 {
4271 m_GameSkin.m_SpriteNinjaBarFullLeft = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL_LEFT]);
4272 m_GameSkin.m_SpriteNinjaBarFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_FULL]);
4273 m_GameSkin.m_SpriteNinjaBarEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY]);
4274 m_GameSkin.m_SpriteNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &client_data7::g_pData->m_aSprites[client_data7::SPRITE_NINJA_BAR_EMPTY_RIGHT]);
4275 }
4276
4277 m_GameSkinLoaded = true;
4278 }
4279 ImgInfo.Free();
4280}
4281
4282void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir)
4283{
4284 if(m_EmoticonsSkinLoaded)
4285 {
4286 for(auto &SpriteEmoticon : m_EmoticonsSkin.m_aSpriteEmoticons)
4287 Graphics()->UnloadTexture(pIndex: &SpriteEmoticon);
4288
4289 m_EmoticonsSkinLoaded = false;
4290 }
4291
4292 char aPath[IO_MAX_PATH_LENGTH];
4293 bool IsDefault = false;
4294 if(str_comp(a: pPath, b: "default") == 0)
4295 {
4296 str_copy(dst&: aPath, src: g_pData->m_aImages[IMAGE_EMOTICONS].m_pFilename);
4297 IsDefault = true;
4298 }
4299 else
4300 {
4301 if(AsDir)
4302 str_format(buffer: aPath, buffer_size: sizeof(aPath), format: "assets/emoticons/%s/%s", pPath, g_pData->m_aImages[IMAGE_EMOTICONS].m_pFilename);
4303 else
4304 str_format(buffer: aPath, buffer_size: sizeof(aPath), format: "assets/emoticons/%s.png", pPath);
4305 }
4306
4307 CImageInfo ImgInfo;
4308 bool PngLoaded = Graphics()->LoadPng(Image&: ImgInfo, pFilename: aPath, StorageType: IStorage::TYPE_ALL);
4309 if(!PngLoaded && !IsDefault)
4310 {
4311 if(AsDir)
4312 LoadEmoticonsSkin(pPath: "default");
4313 else
4314 LoadEmoticonsSkin(pPath, AsDir: true);
4315 }
4316 else if(PngLoaded && Graphics()->CheckImageDivisibility(pContextName: 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: aPath, Image: ImgInfo))
4317 {
4318 for(int i = 0; i < 16; ++i)
4319 m_EmoticonsSkin.m_aSpriteEmoticons[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_OOP + i]);
4320
4321 m_EmoticonsSkinLoaded = true;
4322 }
4323 ImgInfo.Free();
4324}
4325
4326void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir)
4327{
4328 if(m_ParticlesSkinLoaded)
4329 {
4330 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleSlice);
4331 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleBall);
4332 for(auto &SpriteParticleSplat : m_ParticlesSkin.m_aSpriteParticleSplat)
4333 Graphics()->UnloadTexture(pIndex: &SpriteParticleSplat);
4334 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleSmoke);
4335 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleShell);
4336 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleExpl);
4337 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleAirJump);
4338 Graphics()->UnloadTexture(pIndex: &m_ParticlesSkin.m_SpriteParticleHit);
4339
4340 for(auto &SpriteParticle : m_ParticlesSkin.m_aSpriteParticles)
4341 SpriteParticle = IGraphics::CTextureHandle();
4342
4343 m_ParticlesSkinLoaded = false;
4344 }
4345
4346 char aPath[IO_MAX_PATH_LENGTH];
4347 bool IsDefault = false;
4348 if(str_comp(a: pPath, b: "default") == 0)
4349 {
4350 str_copy(dst&: aPath, src: g_pData->m_aImages[IMAGE_PARTICLES].m_pFilename);
4351 IsDefault = true;
4352 }
4353 else
4354 {
4355 if(AsDir)
4356 str_format(buffer: aPath, buffer_size: sizeof(aPath), format: "assets/particles/%s/%s", pPath, g_pData->m_aImages[IMAGE_PARTICLES].m_pFilename);
4357 else
4358 str_format(buffer: aPath, buffer_size: sizeof(aPath), format: "assets/particles/%s.png", pPath);
4359 }
4360
4361 CImageInfo ImgInfo;
4362 bool PngLoaded = Graphics()->LoadPng(Image&: ImgInfo, pFilename: aPath, StorageType: IStorage::TYPE_ALL);
4363 if(!PngLoaded && !IsDefault)
4364 {
4365 if(AsDir)
4366 LoadParticlesSkin(pPath: "default");
4367 else
4368 LoadParticlesSkin(pPath, AsDir: true);
4369 }
4370 else if(PngLoaded && Graphics()->CheckImageDivisibility(pContextName: 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: aPath, Image: ImgInfo))
4371 {
4372 m_ParticlesSkin.m_SpriteParticleSlice = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SLICE]);
4373 m_ParticlesSkin.m_SpriteParticleBall = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_BALL]);
4374 for(int i = 0; i < 3; ++i)
4375 m_ParticlesSkin.m_aSpriteParticleSplat[i] = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SPLAT01 + i]);
4376 m_ParticlesSkin.m_SpriteParticleSmoke = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SMOKE]);
4377 m_ParticlesSkin.m_SpriteParticleShell = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SHELL]);
4378 m_ParticlesSkin.m_SpriteParticleExpl = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_EXPL01]);
4379 m_ParticlesSkin.m_SpriteParticleAirJump = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_AIRJUMP]);
4380 m_ParticlesSkin.m_SpriteParticleHit = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_HIT01]);
4381
4382 m_ParticlesSkin.m_aSpriteParticles[0] = m_ParticlesSkin.m_SpriteParticleSlice;
4383 m_ParticlesSkin.m_aSpriteParticles[1] = m_ParticlesSkin.m_SpriteParticleBall;
4384 for(int i = 0; i < 3; ++i)
4385 m_ParticlesSkin.m_aSpriteParticles[2 + i] = m_ParticlesSkin.m_aSpriteParticleSplat[i];
4386 m_ParticlesSkin.m_aSpriteParticles[5] = m_ParticlesSkin.m_SpriteParticleSmoke;
4387 m_ParticlesSkin.m_aSpriteParticles[6] = m_ParticlesSkin.m_SpriteParticleShell;
4388 m_ParticlesSkin.m_aSpriteParticles[7] = m_ParticlesSkin.m_SpriteParticleExpl;
4389 m_ParticlesSkin.m_aSpriteParticles[8] = m_ParticlesSkin.m_SpriteParticleAirJump;
4390 m_ParticlesSkin.m_aSpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit;
4391
4392 m_ParticlesSkinLoaded = true;
4393 }
4394 ImgInfo.Free();
4395}
4396
4397void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
4398{
4399 if(m_HudSkinLoaded)
4400 {
4401 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudAirjump);
4402 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudAirjumpEmpty);
4403 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudSolo);
4404 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudCollisionDisabled);
4405 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudEndlessJump);
4406 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudEndlessHook);
4407 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudJetpack);
4408 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarFullLeft);
4409 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarFull);
4410 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarEmpty);
4411 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudFreezeBarEmptyRight);
4412 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarFullLeft);
4413 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarFull);
4414 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarEmpty);
4415 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudNinjaBarEmptyRight);
4416 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudHookHitDisabled);
4417 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudHammerHitDisabled);
4418 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudShotgunHitDisabled);
4419 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudGrenadeHitDisabled);
4420 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudLaserHitDisabled);
4421 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudGunHitDisabled);
4422 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudDeepFrozen);
4423 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudLiveFrozen);
4424 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeleportGrenade);
4425 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeleportGun);
4426 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeleportLaser);
4427 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudPracticeMode);
4428 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudLockMode);
4429 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudTeam0Mode);
4430 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudDummyHammer);
4431 Graphics()->UnloadTexture(pIndex: &m_HudSkin.m_SpriteHudDummyCopy);
4432 m_HudSkinLoaded = false;
4433 }
4434
4435 char aPath[IO_MAX_PATH_LENGTH];
4436 bool IsDefault = false;
4437 if(str_comp(a: pPath, b: "default") == 0)
4438 {
4439 str_copy(dst&: aPath, src: g_pData->m_aImages[IMAGE_HUD].m_pFilename);
4440 IsDefault = true;
4441 }
4442 else
4443 {
4444 if(AsDir)
4445 str_format(buffer: aPath, buffer_size: sizeof(aPath), format: "assets/hud/%s/%s", pPath, g_pData->m_aImages[IMAGE_HUD].m_pFilename);
4446 else
4447 str_format(buffer: aPath, buffer_size: sizeof(aPath), format: "assets/hud/%s.png", pPath);
4448 }
4449
4450 CImageInfo ImgInfo;
4451 bool PngLoaded = Graphics()->LoadPng(Image&: ImgInfo, pFilename: aPath, StorageType: IStorage::TYPE_ALL);
4452 if(!PngLoaded && !IsDefault)
4453 {
4454 if(AsDir)
4455 LoadHudSkin(pPath: "default");
4456 else
4457 LoadHudSkin(pPath, AsDir: true);
4458 }
4459 else if(PngLoaded && Graphics()->CheckImageDivisibility(pContextName: 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: aPath, Image: ImgInfo))
4460 {
4461 m_HudSkin.m_SpriteHudAirjump = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP]);
4462 m_HudSkin.m_SpriteHudAirjumpEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP_EMPTY]);
4463 m_HudSkin.m_SpriteHudSolo = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_SOLO]);
4464 m_HudSkin.m_SpriteHudCollisionDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_COLLISION_DISABLED]);
4465 m_HudSkin.m_SpriteHudEndlessJump = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_JUMP]);
4466 m_HudSkin.m_SpriteHudEndlessHook = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_HOOK]);
4467 m_HudSkin.m_SpriteHudJetpack = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_JETPACK]);
4468 m_HudSkin.m_SpriteHudFreezeBarFullLeft = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_FULL_LEFT]);
4469 m_HudSkin.m_SpriteHudFreezeBarFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_FULL]);
4470 m_HudSkin.m_SpriteHudFreezeBarEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_EMPTY]);
4471 m_HudSkin.m_SpriteHudFreezeBarEmptyRight = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_FREEZE_BAR_EMPTY_RIGHT]);
4472 m_HudSkin.m_SpriteHudNinjaBarFullLeft = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL_LEFT]);
4473 m_HudSkin.m_SpriteHudNinjaBarFull = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL]);
4474 m_HudSkin.m_SpriteHudNinjaBarEmpty = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY]);
4475 m_HudSkin.m_SpriteHudNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY_RIGHT]);
4476 m_HudSkin.m_SpriteHudHookHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_HOOK_HIT_DISABLED]);
4477 m_HudSkin.m_SpriteHudHammerHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_HAMMER_HIT_DISABLED]);
4478 m_HudSkin.m_SpriteHudShotgunHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_SHOTGUN_HIT_DISABLED]);
4479 m_HudSkin.m_SpriteHudGrenadeHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_GRENADE_HIT_DISABLED]);
4480 m_HudSkin.m_SpriteHudLaserHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_LASER_HIT_DISABLED]);
4481 m_HudSkin.m_SpriteHudGunHitDisabled = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_GUN_HIT_DISABLED]);
4482 m_HudSkin.m_SpriteHudDeepFrozen = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_DEEP_FROZEN]);
4483 m_HudSkin.m_SpriteHudLiveFrozen = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_LIVE_FROZEN]);
4484 m_HudSkin.m_SpriteHudTeleportGrenade = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GRENADE]);
4485 m_HudSkin.m_SpriteHudTeleportGun = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GUN]);
4486 m_HudSkin.m_SpriteHudTeleportLaser = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_LASER]);
4487 m_HudSkin.m_SpriteHudPracticeMode = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_PRACTICE_MODE]);
4488 m_HudSkin.m_SpriteHudLockMode = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_LOCK_MODE]);
4489 m_HudSkin.m_SpriteHudTeam0Mode = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_TEAM0_MODE]);
4490 m_HudSkin.m_SpriteHudDummyHammer = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_DUMMY_HAMMER]);
4491 m_HudSkin.m_SpriteHudDummyCopy = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_HUD_DUMMY_COPY]);
4492
4493 m_HudSkinLoaded = true;
4494 }
4495 ImgInfo.Free();
4496}
4497
4498void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir)
4499{
4500 if(m_ExtrasSkinLoaded)
4501 {
4502 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpriteParticleSnowflake);
4503 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpriteParticleSparkle);
4504 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpritePulley);
4505 Graphics()->UnloadTexture(pIndex: &m_ExtrasSkin.m_SpriteHectagon);
4506
4507 for(auto &SpriteParticle : m_ExtrasSkin.m_aSpriteParticles)
4508 SpriteParticle = IGraphics::CTextureHandle();
4509
4510 m_ExtrasSkinLoaded = false;
4511 }
4512
4513 char aPath[IO_MAX_PATH_LENGTH];
4514 bool IsDefault = false;
4515 if(str_comp(a: pPath, b: "default") == 0)
4516 {
4517 str_copy(dst&: aPath, src: g_pData->m_aImages[IMAGE_EXTRAS].m_pFilename);
4518 IsDefault = true;
4519 }
4520 else
4521 {
4522 if(AsDir)
4523 str_format(buffer: aPath, buffer_size: sizeof(aPath), format: "assets/extras/%s/%s", pPath, g_pData->m_aImages[IMAGE_EXTRAS].m_pFilename);
4524 else
4525 str_format(buffer: aPath, buffer_size: sizeof(aPath), format: "assets/extras/%s.png", pPath);
4526 }
4527
4528 CImageInfo ImgInfo;
4529 bool PngLoaded = Graphics()->LoadPng(Image&: ImgInfo, pFilename: aPath, StorageType: IStorage::TYPE_ALL);
4530 if(!PngLoaded && !IsDefault)
4531 {
4532 if(AsDir)
4533 LoadExtrasSkin(pPath: "default");
4534 else
4535 LoadExtrasSkin(pPath, AsDir: true);
4536 }
4537 else if(PngLoaded && Graphics()->CheckImageDivisibility(pContextName: 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: aPath, Image: ImgInfo))
4538 {
4539 m_ExtrasSkin.m_SpriteParticleSnowflake = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE]);
4540 m_ExtrasSkin.m_SpriteParticleSparkle = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_SPARKLE]);
4541 m_ExtrasSkin.m_SpritePulley = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_PULLEY]);
4542 m_ExtrasSkin.m_SpriteHectagon = Graphics()->LoadSpriteTexture(FromImageInfo: ImgInfo, pSprite: &g_pData->m_aSprites[SPRITE_PART_HECTAGON]);
4543
4544 m_ExtrasSkin.m_aSpriteParticles[0] = m_ExtrasSkin.m_SpriteParticleSnowflake;
4545 m_ExtrasSkin.m_aSpriteParticles[1] = m_ExtrasSkin.m_SpriteParticleSparkle;
4546 m_ExtrasSkin.m_aSpriteParticles[2] = m_ExtrasSkin.m_SpritePulley;
4547 m_ExtrasSkin.m_aSpriteParticles[3] = m_ExtrasSkin.m_SpriteHectagon;
4548
4549 m_ExtrasSkinLoaded = true;
4550 }
4551 ImgInfo.Free();
4552}
4553
4554void CGameClient::RefreshSkin(const std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo)
4555{
4556 CTeeRenderInfo &TeeInfo = pManagedTeeRenderInfo->TeeRenderInfo();
4557 const CSkinDescriptor &SkinDescriptor = pManagedTeeRenderInfo->SkinDescriptor();
4558
4559 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SIX)
4560 {
4561 TeeInfo.Apply(pSkin: m_Skins.Find(pName: SkinDescriptor.m_aSkinName));
4562 }
4563
4564 if(SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SEVEN)
4565 {
4566 for(int Dummy = 0; Dummy < NUM_DUMMIES; Dummy++)
4567 {
4568 for(int Part = 0; Part < protocol7::NUM_SKINPARTS; Part++)
4569 {
4570 m_Skins7.FindSkinPart(Part, pName: SkinDescriptor.m_aSixup[Dummy].m_aaSkinPartNames[Part], AllowSpecialPart: true)->ApplyTo(SixupRenderInfo&: TeeInfo.m_aSixup[Dummy]);
4571
4572 if(SkinDescriptor.m_aSixup[Dummy].m_XmasHat)
4573 {
4574 TeeInfo.m_aSixup[Dummy].m_HatTexture = m_Skins7.XmasHatTexture();
4575 }
4576 else
4577 {
4578 TeeInfo.m_aSixup[Dummy].m_HatTexture.Invalidate();
4579 }
4580
4581 if(SkinDescriptor.m_aSixup[Dummy].m_BotDecoration)
4582 {
4583 TeeInfo.m_aSixup[Dummy].m_BotTexture = m_Skins7.BotDecorationTexture();
4584 }
4585 else
4586 {
4587 TeeInfo.m_aSixup[Dummy].m_BotTexture.Invalidate();
4588 }
4589 }
4590 }
4591 }
4592
4593 if(SkinDescriptor.m_Flags != 0 && pManagedTeeRenderInfo->m_RefreshCallback)
4594 {
4595 pManagedTeeRenderInfo->m_RefreshCallback();
4596 }
4597}
4598
4599void CGameClient::RefreshSkins(int SkinDescriptorFlags)
4600{
4601 dbg_assert(SkinDescriptorFlags != 0, "SkinDescriptorFlags invalid");
4602
4603 const auto SkinStartLoadTime = time_get_nanoseconds();
4604 const auto &&ProgressCallback = [&]() {
4605 // if skin refreshing takes to long, swap to a loading screen
4606 if(time_get_nanoseconds() - SkinStartLoadTime > 500ms)
4607 {
4608 m_Menus.RenderLoading(pCaption: Localize(pStr: "Loading skin files"), pContent: "", IncreaseCounter: 0);
4609 }
4610 };
4611 if(SkinDescriptorFlags & CSkinDescriptor::FLAG_SIX)
4612 {
4613 m_Skins.Refresh(SkinLoadedCallback: ProgressCallback);
4614 }
4615 if(SkinDescriptorFlags & CSkinDescriptor::FLAG_SEVEN)
4616 {
4617 m_Skins7.Refresh(SkinLoadedCallback: ProgressCallback);
4618 }
4619
4620 for(std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo : m_vpManagedTeeRenderInfos)
4621 {
4622 if(!(pManagedTeeRenderInfo->SkinDescriptor().m_Flags & SkinDescriptorFlags))
4623 {
4624 continue;
4625 }
4626 RefreshSkin(pManagedTeeRenderInfo);
4627 }
4628}
4629
4630void CGameClient::OnSkinUpdate(const char *pSkinName)
4631{
4632 // If the refreshed skin's name starts with the current skin prefix, we also have to
4633 // refresh skins matching the unprefixed skin name, e.g. if "santa_cammo" is refreshed
4634 // with prefix "santa" we need to refresh both "santa_cammo" and "cammo".
4635 const char *pSkinPrefix = m_Skins.SkinPrefix();
4636 const int SkinPrefixLength = str_length(str: pSkinPrefix);
4637 char aSkinNameWithoutPrefix[MAX_SKIN_LENGTH];
4638 if(SkinPrefixLength > 0 &&
4639 str_comp_num(a: pSkinName, b: pSkinPrefix, num: SkinPrefixLength) == 0 &&
4640 pSkinName[SkinPrefixLength] == '_' &&
4641 pSkinName[SkinPrefixLength + 1] != '\0')
4642 {
4643 str_copy(dst&: aSkinNameWithoutPrefix, src: &pSkinName[SkinPrefixLength + 1]);
4644 }
4645 else
4646 {
4647 aSkinNameWithoutPrefix[0] = '\0';
4648 }
4649 const auto &&NameMatches = [&](const char *pCheckName) {
4650 if(str_comp(a: pCheckName, b: pSkinName) == 0)
4651 {
4652 return true;
4653 }
4654 if(aSkinNameWithoutPrefix[0] != '\0' &&
4655 str_comp(a: pCheckName, b: aSkinNameWithoutPrefix) == 0)
4656 {
4657 return true;
4658 }
4659 return false;
4660 };
4661
4662 for(std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo : m_vpManagedTeeRenderInfos)
4663 {
4664 if(!(pManagedTeeRenderInfo->SkinDescriptor().m_Flags & CSkinDescriptor::FLAG_SIX) ||
4665 !NameMatches(pManagedTeeRenderInfo->SkinDescriptor().m_aSkinName))
4666 {
4667 continue;
4668 }
4669 RefreshSkin(pManagedTeeRenderInfo);
4670 }
4671}
4672
4673std::shared_ptr<CManagedTeeRenderInfo> CGameClient::CreateManagedTeeRenderInfo(const CTeeRenderInfo &TeeRenderInfo, const CSkinDescriptor &SkinDescriptor)
4674{
4675 std::shared_ptr<CManagedTeeRenderInfo> pManagedTeeRenderInfo = std::make_shared<CManagedTeeRenderInfo>(args: TeeRenderInfo, args: SkinDescriptor);
4676 RefreshSkin(pManagedTeeRenderInfo);
4677 m_vpManagedTeeRenderInfos.emplace_back(args&: pManagedTeeRenderInfo);
4678 return pManagedTeeRenderInfo;
4679}
4680
4681std::shared_ptr<CManagedTeeRenderInfo> CGameClient::CreateManagedTeeRenderInfo(const CClientData &Client)
4682{
4683 return CreateManagedTeeRenderInfo(TeeRenderInfo: Client.m_RenderInfo, SkinDescriptor: Client.ToSkinDescriptor());
4684}
4685
4686void CGameClient::UpdateManagedTeeRenderInfos()
4687{
4688 while(!m_vpManagedTeeRenderInfos.empty())
4689 {
4690 auto UnusedInfo = std::find_if(first: m_vpManagedTeeRenderInfos.begin(), last: m_vpManagedTeeRenderInfos.end(), pred: [&](const auto &pItem) {
4691 return pItem.use_count() <= 1;
4692 });
4693 if(UnusedInfo == m_vpManagedTeeRenderInfos.end())
4694 {
4695 break;
4696 }
4697 m_vpManagedTeeRenderInfos.erase(position: UnusedInfo);
4698 }
4699}
4700
4701void CGameClient::CollectManagedTeeRenderInfos(const std::function<void(const char *pSkinName)> &ActiveSkinAcceptor)
4702{
4703 for(const std::shared_ptr<CManagedTeeRenderInfo> &pManagedTeeRenderInfo : m_vpManagedTeeRenderInfos)
4704 {
4705 if(pManagedTeeRenderInfo->m_SkinDescriptor.m_Flags & CSkinDescriptor::FLAG_SIX)
4706 {
4707 ActiveSkinAcceptor(pManagedTeeRenderInfo->m_SkinDescriptor.m_aSkinName);
4708 }
4709 }
4710}
4711
4712void CGameClient::ConchainRefreshSkins(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
4713{
4714 CGameClient *pThis = static_cast<CGameClient *>(pUserData);
4715 pfnCallback(pResult, pCallbackUserData);
4716 if(pResult->NumArguments() && pThis->m_Menus.IsInit())
4717 {
4718 pThis->RefreshSkins(SkinDescriptorFlags: CSkinDescriptor::FLAG_SIX);
4719 }
4720}
4721
4722void CGameClient::ConchainRefreshEventSkins(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
4723{
4724 CGameClient *pThis = static_cast<CGameClient *>(pUserData);
4725 pfnCallback(pResult, pCallbackUserData);
4726 if(pResult->NumArguments() && pThis->m_Menus.IsInit())
4727 {
4728 pThis->m_Skins.RefreshEventSkins();
4729 pThis->RefreshSkins(SkinDescriptorFlags: CSkinDescriptor::FLAG_SIX);
4730 }
4731}
4732
4733static bool UnknownMapSettingCallback(const char *pCommand, void *pUser)
4734{
4735 return true;
4736}
4737
4738void CGameClient::LoadMapSettings()
4739{
4740 m_MapBugs = CMapBugs::Create(pName: Map()->BaseName(), Size: Map()->Size(), Sha256: Map()->Sha256());
4741
4742 // Reset Tunezones
4743 for(int TuneZone = 0; TuneZone < TuneZone::NUM; TuneZone++)
4744 {
4745 TuningList()[TuneZone] = CTuningParams::DEFAULT;
4746 TuningList()[TuneZone].Set(pName: "gun_curvature", Value: 0);
4747 TuningList()[TuneZone].Set(pName: "gun_speed", Value: 1400);
4748 TuningList()[TuneZone].Set(pName: "shotgun_curvature", Value: 0);
4749 TuningList()[TuneZone].Set(pName: "shotgun_speed", Value: 500);
4750 TuningList()[TuneZone].Set(pName: "shotgun_speeddiff", Value: 0);
4751 }
4752
4753 // Load map tunings
4754 int Start, Num;
4755 Map()->GetType(Type: MAPITEMTYPE_INFO, pStart: &Start, pNum: &Num);
4756 for(int i = Start; i < Start + Num; i++)
4757 {
4758 int ItemId;
4759 CMapItemInfoSettings *pItem = (CMapItemInfoSettings *)Map()->GetItem(Index: i, pType: nullptr, pId: &ItemId);
4760 int ItemSize = Map()->GetItemSize(Index: i);
4761 if(!pItem || ItemId != 0)
4762 continue;
4763
4764 if(ItemSize < (int)sizeof(CMapItemInfoSettings))
4765 break;
4766 if(!(pItem->m_Settings > -1))
4767 break;
4768
4769 int Size = Map()->GetDataSize(Index: pItem->m_Settings);
4770 char *pSettings = (char *)Map()->GetData(Index: pItem->m_Settings);
4771 char *pNext = pSettings;
4772 Console()->SetUnknownCommandCallback(pfnCallback: UnknownMapSettingCallback, pUser: nullptr);
4773 while(pNext < pSettings + Size)
4774 {
4775 int StrSize = str_length(str: pNext) + 1;
4776 Console()->ExecuteLine(pStr: pNext, ClientId: IConsole::CLIENT_ID_GAME);
4777 pNext += StrSize;
4778 }
4779 Console()->SetUnknownCommandCallback(pfnCallback: IConsole::EmptyUnknownCommandCallback, pUser: nullptr);
4780 Map()->UnloadData(Index: pItem->m_Settings);
4781 break;
4782 }
4783}
4784
4785void CGameClient::ConTuneParam(IConsole::IResult *pResult, void *pUserData)
4786{
4787 CGameClient *pSelf = (CGameClient *)pUserData;
4788 const char *pParamName = pResult->GetString(Index: 0);
4789 if(pResult->NumArguments() == 2)
4790 {
4791 float NewValue = pResult->GetFloat(Index: 1);
4792 pSelf->TuningList()[0].Set(pName: pParamName, Value: NewValue);
4793 }
4794}
4795
4796void CGameClient::ConTuneZone(IConsole::IResult *pResult, void *pUserData)
4797{
4798 CGameClient *pSelf = (CGameClient *)pUserData;
4799 int List = pResult->GetInteger(Index: 0);
4800 const char *pParamName = pResult->GetString(Index: 1);
4801 float NewValue = pResult->GetFloat(Index: 2);
4802
4803 if(List >= 0 && List < TuneZone::NUM)
4804 pSelf->TuningList()[List].Set(pName: pParamName, Value: NewValue);
4805}
4806
4807void CGameClient::ConMapbug(IConsole::IResult *pResult, void *pUserData)
4808{
4809 CGameClient *pSelf = (CGameClient *)pUserData;
4810 const char *pMapBugName = pResult->GetString(Index: 0);
4811
4812 switch(pSelf->m_MapBugs.Update(pBug: pMapBugName))
4813 {
4814 case EMapBugUpdate::OK:
4815 break;
4816 case EMapBugUpdate::OVERRIDDEN:
4817 log_debug("mapbugs", "map-internal setting overridden by database");
4818 break;
4819 case EMapBugUpdate::NOTFOUND:
4820 log_debug("mapbugs", "unknown map bug '%s', ignoring", pMapBugName);
4821 break;
4822 default:
4823 dbg_assert_failed("unreachable");
4824 }
4825}
4826
4827void CGameClient::ConchainMenuMap(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData)
4828{
4829 CGameClient *pSelf = (CGameClient *)pUserData;
4830 if(pResult->NumArguments())
4831 {
4832 if(str_comp(a: g_Config.m_ClMenuMap, b: pResult->GetString(Index: 0)) != 0)
4833 {
4834 str_copy(dst&: g_Config.m_ClMenuMap, src: pResult->GetString(Index: 0));
4835 pSelf->m_MenuBackground.LoadMenuBackground();
4836 }
4837 }
4838 else
4839 pfnCallback(pResult, pCallbackUserData);
4840}
4841
4842void CGameClient::DummyResetInput()
4843{
4844 if(!Client()->DummyConnected())
4845 return;
4846
4847 if((m_DummyInput.m_Fire & 1) != 0)
4848 m_DummyInput.m_Fire++;
4849
4850 m_Controls.ResetInput(Dummy: !g_Config.m_ClDummy);
4851 m_Controls.m_aInputData[!g_Config.m_ClDummy].m_Hook = 0;
4852 m_Controls.m_aInputData[!g_Config.m_ClDummy].m_Fire = m_DummyInput.m_Fire;
4853
4854 m_DummyInput = m_Controls.m_aInputData[!g_Config.m_ClDummy];
4855}
4856
4857bool CGameClient::CanDisplayWarning() const
4858{
4859 return m_Menus.CanDisplayWarning();
4860}
4861
4862CNetObjHandler *CGameClient::GetNetObjHandler()
4863{
4864 return &m_NetObjHandler;
4865}
4866
4867protocol7::CNetObjHandler *CGameClient::GetNetObjHandler7()
4868{
4869 return &m_NetObjHandler7;
4870}
4871
4872void CGameClient::SnapCollectEntities()
4873{
4874 int NumSnapItems = Client()->SnapNumItems(SnapId: IClient::SNAP_CURRENT);
4875
4876 std::vector<CSnapEntities> vItemData;
4877 std::vector<CSnapEntities> vItemEx;
4878
4879 for(int Index = 0; Index < NumSnapItems; Index++)
4880 {
4881 const IClient::CSnapItem Item = Client()->SnapGetItem(SnapId: IClient::SNAP_CURRENT, Index);
4882 if(Item.m_Type == NETOBJTYPE_ENTITYEX)
4883 vItemEx.push_back(x: {.m_Item: Item, .m_pDataEx: nullptr});
4884 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)
4885 vItemData.push_back(x: {.m_Item: Item, .m_pDataEx: nullptr});
4886 }
4887
4888 // sort by id
4889 class CEntComparer
4890 {
4891 public:
4892 bool operator()(const CSnapEntities &Lhs, const CSnapEntities &Rhs) const
4893 {
4894 return Lhs.m_Item.m_Id < Rhs.m_Item.m_Id;
4895 }
4896 };
4897
4898 std::sort(first: vItemData.begin(), last: vItemData.end(), comp: CEntComparer());
4899 std::sort(first: vItemEx.begin(), last: vItemEx.end(), comp: CEntComparer());
4900
4901 // merge extended items with items they belong to
4902 m_vSnapEntities.clear();
4903
4904 size_t IndexEx = 0;
4905 for(const CSnapEntities &Ent : vItemData)
4906 {
4907 while(IndexEx < vItemEx.size() && vItemEx[IndexEx].m_Item.m_Id < Ent.m_Item.m_Id)
4908 IndexEx++;
4909
4910 const CNetObj_EntityEx *pDataEx = nullptr;
4911 if(IndexEx < vItemEx.size() && vItemEx[IndexEx].m_Item.m_Id == Ent.m_Item.m_Id)
4912 pDataEx = (const CNetObj_EntityEx *)vItemEx[IndexEx].m_Item.m_pData;
4913
4914 m_vSnapEntities.push_back(x: {.m_Item: Ent.m_Item, .m_pDataEx: pDataEx});
4915 }
4916}
4917
4918void CGameClient::HandleMultiView()
4919{
4920 bool IsTeamZero = IsMultiViewIdSet();
4921 bool Init = false;
4922 vec2 MinPos, MaxPos;
4923 float SumVel = 0.0f;
4924 int AmountPlayers = 0;
4925
4926 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
4927 {
4928 // look at players who are vanished
4929 if(m_MultiView.m_aVanish[ClientId])
4930 {
4931 // not in freeze anymore and the delay is over
4932 if(m_MultiView.m_aLastFreeze[ClientId] + 6.0f <= Client()->LocalTime() && m_aClients[ClientId].m_FreezeEnd == 0)
4933 {
4934 m_MultiView.m_aVanish[ClientId] = false;
4935 m_MultiView.m_aLastFreeze[ClientId] = 0.0f;
4936 }
4937 }
4938
4939 // we look at team 0 and the player is not in the spec list
4940 if(IsTeamZero && !m_aMultiViewId[ClientId])
4941 continue;
4942
4943 // player is vanished
4944 if(m_MultiView.m_aVanish[ClientId])
4945 continue;
4946
4947 // the player is not in the team we are spectating
4948 if(m_Teams.Team(ClientId) != m_MultiViewTeam)
4949 continue;
4950
4951 vec2 PlayerPos;
4952 if(m_Snap.m_aCharacters[ClientId].m_Active)
4953 PlayerPos = m_aClients[ClientId].m_RenderPos;
4954 else if(m_aClients[ClientId].m_Spec) // tee is in spec
4955 PlayerPos = m_aClients[ClientId].m_SpecChar;
4956 else
4957 continue;
4958
4959 // player is far away and frozen
4960 if(distance(a: m_MultiView.m_OldPos, b: PlayerPos) > 1100 && m_aClients[ClientId].m_FreezeEnd != 0)
4961 {
4962 // check if the player is frozen for more than 3 seconds, if so vanish them
4963 if(m_MultiView.m_aLastFreeze[ClientId] == 0.0f)
4964 {
4965 m_MultiView.m_aLastFreeze[ClientId] = Client()->LocalTime();
4966 }
4967 else if(m_MultiView.m_aLastFreeze[ClientId] + 3.0f <= Client()->LocalTime())
4968 {
4969 m_MultiView.m_aVanish[ClientId] = true;
4970 // player we want to be vanished is our "main" tee, so lets switch the tee
4971 if(ClientId == m_Snap.m_SpecInfo.m_SpectatorId)
4972 m_Spectator.Spectate(SpectatorId: FindFirstMultiViewId());
4973 }
4974 }
4975 else if(m_MultiView.m_aLastFreeze[ClientId] != 0)
4976 {
4977 m_MultiView.m_aLastFreeze[ClientId] = 0;
4978 }
4979
4980 // set the minimum and maximum position
4981 if(!Init)
4982 {
4983 MinPos = PlayerPos;
4984 MaxPos = PlayerPos;
4985 Init = true;
4986 }
4987 else
4988 {
4989 MinPos.x = std::min(a: MinPos.x, b: PlayerPos.x);
4990 MaxPos.x = std::max(a: MaxPos.x, b: PlayerPos.x);
4991 MinPos.y = std::min(a: MinPos.y, b: PlayerPos.y);
4992 MaxPos.y = std::max(a: MaxPos.y, b: PlayerPos.y);
4993 }
4994
4995 // sum up the velocity of all players we are spectating
4996 const CNetObj_Character &CurrentCharacter = m_Snap.m_aCharacters[ClientId].m_Cur;
4997 SumVel += length(a: vec2(CurrentCharacter.m_VelX / 256.0f, CurrentCharacter.m_VelY / 256.0f)) * 50.0f / 32.0f;
4998 AmountPlayers++;
4999 }
5000
5001 // if we have found no players, we disable multi view
5002 if(AmountPlayers == 0)
5003 {
5004 if(m_MultiView.m_SecondChance == 0.0f)
5005 {
5006 m_MultiView.m_SecondChance = Client()->LocalTime() + 0.3f;
5007 }
5008 else if(m_MultiView.m_SecondChance < Client()->LocalTime())
5009 {
5010 ResetMultiView();
5011 return;
5012 }
5013 return;
5014 }
5015 else if(m_MultiView.m_SecondChance != 0.0f)
5016 {
5017 m_MultiView.m_SecondChance = 0.0f;
5018 }
5019
5020 // if we only have one tee that's in the list, we activate solo-mode
5021 m_MultiView.m_Solo = std::count(first: std::begin(arr&: m_aMultiViewId), last: std::end(arr&: m_aMultiViewId), value: true) == 1;
5022
5023 vec2 TargetPos = vec2((MinPos.x + MaxPos.x) / 2.0f, (MinPos.y + MaxPos.y) / 2.0f);
5024 // dont hide the position hud if its only one player
5025 m_MultiViewShowHud = AmountPlayers == 1;
5026 // get the average velocity
5027 float AvgVel = std::clamp(val: SumVel / AmountPlayers ? SumVel / (float)AmountPlayers : 0.0f, lo: 0.0f, hi: 1000.0f);
5028
5029 if(m_MultiView.m_OldPersonalZoom == m_MultiViewPersonalZoom)
5030 m_Camera.SetZoom(Target: CalculateMultiViewZoom(MinPos, MaxPos, Vel: AvgVel), Smoothness: g_Config.m_ClMultiViewZoomSmoothness, IsUser: false);
5031 else
5032 m_Camera.SetZoom(Target: CalculateMultiViewZoom(MinPos, MaxPos, Vel: AvgVel), Smoothness: 50, IsUser: false);
5033
5034 m_Snap.m_SpecInfo.m_Position = m_MultiView.m_OldPos + ((TargetPos - m_MultiView.m_OldPos) * CalculateMultiViewMultiplier(TargetPos));
5035 m_MultiView.m_OldPos = m_Snap.m_SpecInfo.m_Position;
5036 m_Snap.m_SpecInfo.m_UsePosition = true;
5037}
5038
5039bool CGameClient::InitMultiView(int Team)
5040{
5041 float Width, Height;
5042 CleanMultiViewIds();
5043 m_MultiView.m_IsInit = true;
5044
5045 // get the current view coordinates
5046 Graphics()->CalcScreenParams(Aspect: Graphics()->ScreenAspect(), Zoom: m_Camera.m_Zoom, pWidth: &Width, pHeight: &Height);
5047 vec2 AxisX = vec2(m_Camera.m_Center.x - (Width / 2.0f), m_Camera.m_Center.x + (Width / 2.0f));
5048 vec2 AxisY = vec2(m_Camera.m_Center.y - (Height / 2.0f), m_Camera.m_Center.y + (Height / 2.0f));
5049
5050 if(Team > 0)
5051 {
5052 m_MultiViewTeam = Team;
5053 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
5054 m_aMultiViewId[ClientId] = m_Teams.Team(ClientId) == Team;
5055 }
5056 else
5057 {
5058 // we want to allow spectating players in teams directly if there is no other team on screen
5059 // to do that, -1 is used temporarily for "we don't know which team to spectate yet"
5060 m_MultiViewTeam = -1;
5061
5062 int Count = 0;
5063 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
5064 {
5065 vec2 PlayerPos;
5066
5067 // get the position of the player
5068 if(m_Snap.m_aCharacters[ClientId].m_Active)
5069 PlayerPos = vec2(m_Snap.m_aCharacters[ClientId].m_Cur.m_X, m_Snap.m_aCharacters[ClientId].m_Cur.m_Y);
5070 else if(m_aClients[ClientId].m_Spec)
5071 PlayerPos = m_aClients[ClientId].m_SpecChar;
5072 else
5073 continue;
5074
5075 if(PlayerPos.x == 0 || PlayerPos.y == 0)
5076 continue;
5077
5078 // skip players that aren't in view
5079 if(PlayerPos.x <= AxisX.x || PlayerPos.x >= AxisX.y || PlayerPos.y <= AxisY.x || PlayerPos.y >= AxisY.y)
5080 continue;
5081
5082 if(m_MultiViewTeam == -1)
5083 {
5084 // use the current player's team for now, but it might switch to team 0 if any other team is found
5085 m_MultiViewTeam = m_Teams.Team(ClientId);
5086 }
5087 else if(m_MultiViewTeam != 0 && m_Teams.Team(ClientId) != m_MultiViewTeam)
5088 {
5089 // mismatched teams; remove all previously added players again and switch to team 0 instead
5090 std::fill_n(first: m_aMultiViewId, n: ClientId, value: false);
5091 m_MultiViewTeam = 0;
5092 }
5093
5094 m_aMultiViewId[ClientId] = true;
5095 Count++;
5096 }
5097
5098 // might still be -1 if not a single player was in view; fallback to team 0 in that case
5099 if(m_MultiViewTeam == -1)
5100 m_MultiViewTeam = 0;
5101
5102 // we are spectating only one player
5103 m_MultiView.m_Solo = Count == 1;
5104 }
5105
5106 if(IsMultiViewIdSet())
5107 {
5108 int SpectatorId = m_Snap.m_SpecInfo.m_SpectatorId;
5109 int NewSpectatorId = -1;
5110
5111 vec2 CurPosition(m_Camera.m_Center);
5112 if(SpectatorId != SPEC_FREEVIEW)
5113 {
5114 const CNetObj_Character &CurCharacter = m_Snap.m_aCharacters[SpectatorId].m_Cur;
5115 CurPosition.x = CurCharacter.m_X;
5116 CurPosition.y = CurCharacter.m_Y;
5117 }
5118
5119 int ClosestDistance = std::numeric_limits<int>::max();
5120 for(int ClientId = 0; ClientId < MAX_CLIENTS; ClientId++)
5121 {
5122 if(!m_Snap.m_apPlayerInfos[ClientId] || m_Snap.m_apPlayerInfos[ClientId]->m_Team == TEAM_SPECTATORS || m_Teams.Team(ClientId) != m_MultiViewTeam)
5123 continue;
5124
5125 vec2 PlayerPos;
5126 if(m_Snap.m_aCharacters[ClientId].m_Active)
5127 PlayerPos = vec2(m_aClients[ClientId].m_RenderPos.x, m_aClients[ClientId].m_RenderPos.y);
5128 else if(m_aClients[ClientId].m_Spec) // tee is in spec
5129 PlayerPos = m_aClients[ClientId].m_SpecChar;
5130 else
5131 continue;
5132
5133 int Distance = distance(a: CurPosition, b: PlayerPos);
5134 if(NewSpectatorId == -1 || Distance < ClosestDistance)
5135 {
5136 NewSpectatorId = ClientId;
5137 ClosestDistance = Distance;
5138 }
5139 }
5140
5141 if(NewSpectatorId > -1)
5142 m_Spectator.Spectate(SpectatorId: NewSpectatorId);
5143 }
5144
5145 return IsMultiViewIdSet();
5146}
5147
5148float CGameClient::CalculateMultiViewMultiplier(vec2 TargetPos)
5149{
5150 float MaxCameraDist = 200.0f;
5151 float MinCameraDist = 20.0f;
5152 float MaxVel = g_Config.m_ClMultiViewSensitivity / 150.0f;
5153 float MinVel = 0.007f;
5154 float CurrentCameraDistance = distance(a: m_MultiView.m_OldPos, b: TargetPos);
5155 float UpperLimit = 1.0f;
5156
5157 if(m_MultiView.m_Teleported && CurrentCameraDistance <= 100.0f)
5158 m_MultiView.m_Teleported = false;
5159
5160 // somebody got teleported very likely
5161 if((m_MultiView.m_Teleported || CurrentCameraDistance - m_MultiView.m_OldCameraDistance > 100.0f) && m_MultiView.m_OldCameraDistance != 0.0f)
5162 {
5163 UpperLimit = 0.1f; // dont try to compensate it by flickering
5164 m_MultiView.m_Teleported = true;
5165 }
5166 m_MultiView.m_OldCameraDistance = CurrentCameraDistance;
5167
5168 return std::clamp(val: MapValue(MaxValue: MaxCameraDist, MinValue: MinCameraDist, MaxRange: MaxVel, MinRange: MinVel, Value: CurrentCameraDistance), lo: MinVel, hi: UpperLimit);
5169}
5170
5171float CGameClient::CalculateMultiViewZoom(vec2 MinPos, vec2 MaxPos, float Vel)
5172{
5173 float Ratio = Graphics()->ScreenAspect();
5174 float ZoomX = 0.0f, ZoomY;
5175
5176 // only calc two axis if the aspect ratio is not 1:1
5177 if(Ratio != 1.0f)
5178 ZoomX = (0.001309f - 0.000328f * Ratio) * (MaxPos.x - MinPos.x) + (0.741413f - 0.032959f * Ratio);
5179
5180 // calculate the according zoom with linear function
5181 ZoomY = 0.001309f * (MaxPos.y - MinPos.y) + 0.741413f;
5182 // choose the highest zoom
5183 float Zoom = std::max(a: ZoomX, b: ZoomY);
5184 // zoom out to maximum 10 percent of the current zoom for 70 velocity
5185 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);
5186 // zoom should stay between 1.1 and 20.0
5187 Zoom = std::clamp(val: Zoom + Diff, lo: 1.1f, hi: 20.0f);
5188 // dont go below default zoom
5189 Zoom = std::max(a: CCamera::ZoomStepsToValue(Steps: g_Config.m_ClDefaultZoom - 10), b: Zoom);
5190 // add the user preference
5191 Zoom -= Zoom * 0.1f * m_MultiViewPersonalZoom;
5192 m_MultiView.m_OldPersonalZoom = m_MultiViewPersonalZoom;
5193
5194 return Zoom;
5195}
5196
5197float CGameClient::MapValue(float MaxValue, float MinValue, float MaxRange, float MinRange, float Value)
5198{
5199 return (MaxRange - MinRange) / (MaxValue - MinValue) * (Value - MinValue) + MinRange;
5200}
5201
5202void CGameClient::ResetMultiView()
5203{
5204 m_Camera.SetZoom(Target: CCamera::ZoomStepsToValue(Steps: g_Config.m_ClDefaultZoom - 10), Smoothness: g_Config.m_ClSmoothZoomTime, IsUser: true);
5205 m_MultiViewPersonalZoom = 0.0f;
5206 m_MultiViewActivated = false;
5207 m_MultiView.m_Solo = false;
5208 m_MultiView.m_IsInit = false;
5209 m_MultiView.m_Teleported = false;
5210 m_MultiView.m_OldCameraDistance = 0.0f;
5211}
5212
5213void CGameClient::CleanMultiViewIds()
5214{
5215 std::fill(first: std::begin(arr&: m_aMultiViewId), last: std::end(arr&: m_aMultiViewId), value: false);
5216 std::fill(first: std::begin(arr&: m_MultiView.m_aLastFreeze), last: std::end(arr&: m_MultiView.m_aLastFreeze), value: 0.0f);
5217 std::fill(first: std::begin(arr&: m_MultiView.m_aVanish), last: std::end(arr&: m_MultiView.m_aVanish), value: false);
5218}
5219
5220void CGameClient::CleanMultiViewId(int ClientId)
5221{
5222 if(ClientId >= MAX_CLIENTS || ClientId < 0)
5223 return;
5224
5225 m_aMultiViewId[ClientId] = false;
5226 m_MultiView.m_aLastFreeze[ClientId] = 0.0f;
5227 m_MultiView.m_aVanish[ClientId] = false;
5228}
5229
5230bool CGameClient::IsMultiViewIdSet()
5231{
5232 return std::any_of(first: std::begin(arr&: m_aMultiViewId), last: std::end(arr&: m_aMultiViewId), pred: [](bool IsSet) { return IsSet; });
5233}
5234
5235int CGameClient::FindFirstMultiViewId()
5236{
5237 int ClientId = -1;
5238 for(int i = 0; i < MAX_CLIENTS; i++)
5239 {
5240 if(m_aMultiViewId[i] && !m_MultiView.m_aVanish[i])
5241 return i;
5242 }
5243 return ClientId;
5244}
5245
5246void CGameClient::OnSaveCodeNetMessage(const CNetMsg_Sv_SaveCode *pMsg)
5247{
5248 char aBuf[512];
5249 if(pMsg->m_pError[0] != '\0')
5250 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: pMsg->m_pError);
5251
5252 int State = pMsg->m_State;
5253 if(State == SAVESTATE_PENDING)
5254 {
5255 if(pMsg->m_pCode[0] == '\0')
5256 {
5257 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5258 format: Localize(pStr: "Team save in progress. You'll be able to load with '/load %s'"),
5259 pMsg->m_pGeneratedCode);
5260 }
5261 else
5262 {
5263 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5264 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"),
5265 pMsg->m_pCode,
5266 pMsg->m_pGeneratedCode);
5267 }
5268 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: aBuf);
5269 }
5270 else if(State == SAVESTATE_DONE)
5271 {
5272 if(pMsg->m_pServerName[0] == '\0')
5273 {
5274 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5275 format: "Team successfully saved by %s. Use '/load %s' to continue",
5276 pMsg->m_pSaveRequester,
5277 pMsg->m_pCode[0] ? pMsg->m_pCode : pMsg->m_pGeneratedCode);
5278 }
5279 else
5280 {
5281 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5282 format: "Team successfully saved by %s. Use '/load %s' on %s to continue",
5283 pMsg->m_pSaveRequester,
5284 pMsg->m_pCode[0] ? pMsg->m_pCode : 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_FALLBACKFILE)
5290 {
5291 if(pMsg->m_pServerName[0] == '\0')
5292 {
5293 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5294 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"),
5295 pMsg->m_pSaveRequester,
5296 pMsg->m_pGeneratedCode);
5297 }
5298 else
5299 {
5300 str_format(buffer: aBuf, buffer_size: sizeof(aBuf),
5301 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"),
5302 pMsg->m_pSaveRequester,
5303 pMsg->m_pGeneratedCode,
5304 pMsg->m_pServerName);
5305 }
5306 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: aBuf);
5307 }
5308 else if(State == SAVESTATE_ERROR)
5309 {
5310 m_Chat.AddLine(ClientId: -1, Team: TEAM_ALL, pLine: Localize(pStr: "Save failed!"));
5311 }
5312
5313 if(State != SAVESTATE_PENDING && State != SAVESTATE_ERROR && Client()->State() != IClient::STATE_DEMOPLAYBACK)
5314 {
5315 StoreSave(pTeamMembers: pMsg->m_pTeamMembers, pGeneratedCode: pMsg->m_pCode[0] ? pMsg->m_pCode : pMsg->m_pGeneratedCode);
5316 }
5317}
5318
5319void CGameClient::StoreSave(const char *pTeamMembers, const char *pGeneratedCode) const
5320{
5321 static constexpr const char *SAVES_HEADER[] = {
5322 "Time",
5323 "Players",
5324 "Map",
5325 "Code",
5326 };
5327
5328 char aTimestamp[20];
5329 str_timestamp_format(buffer: aTimestamp, buffer_size: sizeof(aTimestamp), format: TimestampFormat::SPACE);
5330
5331 const bool SavesFileExists = Storage()->FileExists(pFilename: SAVES_FILE, Type: IStorage::TYPE_SAVE);
5332 IOHANDLE File = Storage()->OpenFile(pFilename: SAVES_FILE, Flags: IOFLAG_APPEND, Type: IStorage::TYPE_SAVE);
5333 if(!File)
5334 {
5335 log_error("saves", "Failed to open the saves file '%s'", SAVES_FILE);
5336 return;
5337 }
5338
5339 const char *apColumns[std::size(SAVES_HEADER)] = {
5340 aTimestamp,
5341 pTeamMembers,
5342 Map()->BaseName(),
5343 pGeneratedCode,
5344 };
5345
5346 if(!SavesFileExists)
5347 {
5348 CsvWrite(File, NumColumns: std::size(SAVES_HEADER), ppColumns: SAVES_HEADER);
5349 }
5350 CsvWrite(File, NumColumns: std::size(SAVES_HEADER), ppColumns: apColumns);
5351 io_close(io: File);
5352}
5353