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523 lines
24 KiB
C++
523 lines
24 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <Multiplayer/Components/LocalPredictionPlayerInputComponent.h>
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/EditContext.h>
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#include <AzNetworking/Serialization/HashSerializer.h>
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#include <AzNetworking/Serialization/NetworkInputSerializer.h>
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#include <AzNetworking/Serialization/NetworkOutputSerializer.h>
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#include <AzNetworking/Serialization/StringifySerializer.h>
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#include <AzNetworking/Serialization/TrackChangedSerializer.h>
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namespace Multiplayer
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{
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AZ_CVAR(AZ::TimeMs, cl_InputRateMs, AZ::TimeMs{ 33 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Rate at which to sample and process client inputs");
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AZ_CVAR(AZ::TimeMs, cl_MaxRewindHistoryMs, AZ::TimeMs{ 2000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum number of milliseconds to keep for server correction rewind and replay");
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#ifndef AZ_RELEASE_BUILD
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AZ_CVAR(float, cl_DebugHackTimeMultiplier, 1.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "Scalar value used to simulate clock hacking cheats for validating bank time system and anticheat");
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AZ_CVAR(bool, cl_EnableDesyncDebugging, true, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, debug logs will contain verbose information on detected state desyncs");
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AZ_CVAR(uint32_t, cl_PredictiveStateHistorySize, 120, nullptr, AZ::ConsoleFunctorFlags::Null, "Controls how many inputs of predictive state should be retained for debugging desyncs");
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#endif
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AZ_CVAR(bool, sv_ForceCorrections, false, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, the server will force a correction for every input received for debugging");
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AZ_CVAR(bool, sv_EnableCorrections, true, nullptr, AZ::ConsoleFunctorFlags::Null, "Enables server corrections on autonomous proxy desyncs");
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AZ_CVAR(double, sv_MaxBankTimeWindowSec, 0.2, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum bank time we allow before we start rejecting autonomous proxy move inputs due to anticheat kicking in");
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AZ_CVAR(double, sv_BankTimeDecay, 0.025, nullptr, AZ::ConsoleFunctorFlags::Null, "Amount to decay bank time by, in case of more permanent shifts in client latency");
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AZ_CVAR(AZ::TimeMs, sv_MinCorrectionTimeMs, AZ::TimeMs{ 100 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Minimum time to wait between sending out corrections in order to avoid flooding corrections on high-latency connections");
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AZ_CVAR(AZ::TimeMs, sv_InputUpdateTimeMs, AZ::TimeMs{ 5 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Minimum time between component updates");
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void PrintCorrectionDifferences(const AzNetworking::StringifySerializer& client, const AzNetworking::StringifySerializer& server)
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{
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const auto& clientMap = client.GetValueMap();
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const auto& serverMap = server.GetValueMap();
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AzNetworking::StringifySerializer::ValueMap differences = clientMap;
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for (auto iter = server.GetValueMap().begin(); iter != server.GetValueMap().end(); ++iter)
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{
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if (iter->second == differences[iter->first])
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{
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differences.erase(iter->first);
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}
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}
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if (differences.empty())
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{
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AZLOG_ERROR("The hash mismatched, but no differences were found.")
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}
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for (auto iter = differences.begin(); iter != differences.end(); ++iter)
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{
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auto clientValueIter = clientMap.find(iter->first);
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auto serverValueIter = serverMap.find(iter->first);
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if (clientValueIter == clientMap.end() || serverValueIter == serverMap.end())
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{
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AZLOG_ERROR(" %s (Not found in server and/or client value map!)", iter->first.c_str());
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continue;
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}
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AZLOG_ERROR(" %s Server=%s Client=%s", iter->first.c_str(), serverValueIter->second.c_str(), clientValueIter->second.c_str());
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}
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}
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inline double ConvertTimeMsToSeconds(AZ::TimeMs value)
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{
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return static_cast<double>(static_cast<AZ::TimeMs>(value)) / 1000.0;
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}
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void LocalPredictionPlayerInputComponent::LocalPredictionPlayerInputComponent::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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if (serializeContext)
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{
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serializeContext->Class<LocalPredictionPlayerInputComponent, LocalPredictionPlayerInputComponentBase>()
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->Version(1);
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}
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LocalPredictionPlayerInputComponentBase::Reflect(context);
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}
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void LocalPredictionPlayerInputComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
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{
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LocalPredictionPlayerInputComponentBase::GetProvidedServices(provided);
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provided.push_back(AZ_CRC_CE("MultiplayerInputDriver"));
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}
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void LocalPredictionPlayerInputComponent::OnInit()
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{
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;
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}
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void LocalPredictionPlayerInputComponent::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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;
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}
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void LocalPredictionPlayerInputComponent::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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;
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}
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LocalPredictionPlayerInputComponentController::LocalPredictionPlayerInputComponentController(LocalPredictionPlayerInputComponent& parent)
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: LocalPredictionPlayerInputComponentControllerBase(parent)
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, m_autonomousUpdateEvent([this]() { UpdateAutonomous(m_autonomousUpdateEvent.TimeInQueueMs()); }, AZ::Name("AutonomousUpdate Event"))
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, m_updateBankedTimeEvent([this]() { UpdateBankedTime(m_updateBankedTimeEvent.TimeInQueueMs()); }, AZ::Name("BankTimeUpdate Event"))
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, m_migrateStartHandler([this](ClientInputId migratedInputId) { OnMigrateStart(migratedInputId); })
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, m_migrateEndHandler([this]() { OnMigrateEnd(); })
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{
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;
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}
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void LocalPredictionPlayerInputComponentController::OnActivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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if (entityIsMigrating == EntityIsMigrating::True)
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{
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m_allowMigrateClientInput = true;
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m_serverMigrateFrameId = GetNetworkTime()->GetHostFrameId();
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}
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if (IsAutonomous())
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{
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m_autonomousUpdateEvent.Enqueue(AZ::TimeMs{ 1 }, true);
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GetParent().GetNetBindComponent()->AddEntityMigrationStartEventHandler(m_migrateStartHandler);
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GetParent().GetNetBindComponent()->AddEntityMigrationEndEventHandler(m_migrateEndHandler);
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}
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}
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void LocalPredictionPlayerInputComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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;
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}
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void LocalPredictionPlayerInputComponentController::HandleSendClientInput
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::NetworkInputArray& inputArray,
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const AZ::HashValue32& stateHash
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)
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{
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if (invokingConnection == nullptr)
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{
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// Discard any input messages that were locally dispatched or sent by disconnected clients
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return;
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}
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const ClientInputId clientInputId = inputArray[0].GetClientInputId();
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if (clientInputId <= m_lastClientInputId)
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{
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AZLOG(NET_Prediction, "Discarding old or out of order move input (current: %u, received %u)",
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aznumeric_cast<uint32_t>(m_lastClientInputId), aznumeric_cast<uint32_t>(clientInputId));
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return;
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}
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// After receiving the first input from the client, start the update event to check for slow hacking
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if (!m_updateBankedTimeEvent.IsScheduled())
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{
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m_updateBankedTimeEvent.Enqueue(sv_InputUpdateTimeMs, true);
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}
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const AZ::TimeMs currentTimeMs = AZ::GetElapsedTimeMs();
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const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
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m_lastInputReceivedTimeMs = currentTimeMs;
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// Keep track of last inputs received, also allows us to update frame ids
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m_lastInputReceived = inputArray;
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SetLastInputId(m_lastInputReceived[0].GetClientInputId()); // Set this variable in case of migration
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while (m_lastClientInputId < clientInputId)
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{
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++m_lastClientInputId;
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// Figure out which index from the input array we want
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// If we have skipped an id, check if it was sent to us in the array. If we have lost too many, just use the oldest one in the array
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const uint32_t deltaFrameId = aznumeric_cast<uint32_t>(clientInputId - m_lastClientInputId); // always >= 0 because of while loop check
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const uint32_t inputArrayIdx = AZStd::min(deltaFrameId, NetworkInputArray::MaxElements - 1);
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const bool lostInput = deltaFrameId >= NetworkInputArray::MaxElements; // For logging only
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NetworkInput &input = m_lastInputReceived[inputArrayIdx];
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input.SetClientInputId(m_lastClientInputId);
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// Anticheat, if we're receiving too many inputs, and fall outside our variable latency input window
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// Discard move input events, client may be speed hacking
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if (m_clientBankedTime < sv_MaxBankTimeWindowSec)
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{
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// Client blends from previous frame to target so here we subtract blend factor to get to that state
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const float blendFactor = AZStd::min(AZStd::max(0.f, input.GetHostBlendFactor()), 1.0f);
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const AZ::TimeMs blendMs = AZ::TimeMs(static_cast<float>(static_cast<AZ::TimeMs>(cl_InputRateMs)) * (1.0f - blendFactor));
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m_clientBankedTime = AZStd::min(m_clientBankedTime + clientInputRateSec, (double)sv_MaxBankTimeWindowSec); // clamp to boundary
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{
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ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs() - blendMs, input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
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GetNetBindComponent()->ProcessInput(input, static_cast<float>(clientInputRateSec));
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}
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if (lostInput)
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{
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AZLOG(NET_Prediction, "InputLost InputId=%u", aznumeric_cast<uint32_t>(input.GetClientInputId()));
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}
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else
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{
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AZLOG(NET_Prediction, "Processed InputId=%u", aznumeric_cast<uint32_t>(input.GetClientInputId()));
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}
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}
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else
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{
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AZLOG(NET_Prediction, "Dropped InputId=%u", aznumeric_cast<uint32_t>(input.GetClientInputId()));
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}
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}
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if (sv_ForceCorrections || (sv_EnableCorrections && (currentTimeMs - m_lastCorrectionSentTimeMs > sv_MinCorrectionTimeMs)))
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{
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m_lastCorrectionSentTimeMs = currentTimeMs;
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AzNetworking::HashSerializer hashSerializer;
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GetNetBindComponent()->SerializeEntityCorrection(hashSerializer);
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const AZ::HashValue32 localAuthorityHash = hashSerializer.GetHash();
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AZLOG
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(
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NET_Prediction,
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"Hash values for ProcessInput: client=%u, server=%u",
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aznumeric_cast<uint32_t>(stateHash),
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aznumeric_cast<uint32_t>(localAuthorityHash)
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);
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if (stateHash != localAuthorityHash)
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{
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// Produce correction for client
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AzNetworking::PacketEncodingBuffer correction;
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correction.Resize(correction.GetCapacity());
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AzNetworking::NetworkInputSerializer serializer(correction.GetBuffer(), static_cast<uint32_t>(correction.GetCapacity()));
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// only deserialize if we have data (for client/server profile/debug mismatches)
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if (correction.GetSize() > 0)
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{
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GetNetBindComponent()->SerializeEntityCorrection(serializer);
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}
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correction.Resize(serializer.GetSize());
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// Send correction
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SendClientInputCorrection(GetLastInputId(), correction);
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}
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}
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}
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void LocalPredictionPlayerInputComponentController::HandleSendMigrateClientInput
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(
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AzNetworking::IConnection* invokingConnection,
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const Multiplayer::NetworkInputMigrationVector& inputArray
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)
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{
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if (!m_allowMigrateClientInput)
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{
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AZLOG_ERROR("Client attempting to SendMigrateClientInput message when server was not expecting it. This may be an attempt to cheat");
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return;
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}
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// We only allow the client to send this message exactly once, when the component has been migrated
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// Any further processing of these messages from the client would be exploitable
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m_allowMigrateClientInput = false;
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if (invokingConnection == nullptr)
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{
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// Discard any input migration messages that were locally dispatched or sent by disconnected clients
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return;
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}
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const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
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// Copy array so we can modify input ids
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NetworkInputMigrationVector inputArrayCopy = inputArray;
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for (uint32_t i = 0; i < inputArrayCopy.GetSize(); ++i)
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{
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NetworkInput& input = inputArrayCopy[i];
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++ModifyLastInputId();
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input.SetClientInputId(GetLastInputId());
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ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
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GetNetBindComponent()->ProcessInput(input, static_cast<float>(clientInputRateSec));
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AZLOG(NET_Prediction, "Migrated InputId=%d", aznumeric_cast<int32_t>(input.GetClientInputId()));
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// Don't bother checking for corrections here, the next regular input will trigger any corrections if necessary
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// Also don't bother with any cheat detection here, because the input array is limited in size and at most and can only be sent once
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// So this highly constrains anything a malicious client can do
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}
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}
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void LocalPredictionPlayerInputComponentController::HandleSendClientInputCorrection
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(
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[[maybe_unused]] AzNetworking::IConnection* invokingConnection,
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const Multiplayer::ClientInputId& inputId,
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const AzNetworking::PacketEncodingBuffer& correction
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)
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{
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AZ_Assert(inputId <= m_clientInputId, "Invalid correction frame id, correction is for a move the client has not yet submitted to the server");
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if (inputId > m_clientInputId)
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{
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AZLOG_ERROR("Discarding correction for non-existent move, correction represents a move we haven't sent to the server yet");
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return;
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}
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if (inputId <= m_lastCorrectionInputId)
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{
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AZLOG(NET_Prediction, "Discarding old correction for client frame %u", aznumeric_cast<uint32_t>(inputId));
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return;
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}
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m_lastCorrectionInputId = inputId;
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// Apply the correction
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AzNetworking::TrackChangedSerializer<AzNetworking::NetworkOutputSerializer> serializer(correction.GetBuffer(), static_cast<uint32_t>(correction.GetSize()));
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GetNetBindComponent()->SerializeEntityCorrection(serializer);
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GetNetBindComponent()->NotifyCorrection();
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#ifndef AZ_RELEASE_BUILD
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if (cl_EnableDesyncDebugging)
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{
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AZLOG_INFO("** Autonomous Desync - Corrected clientInputId=%d ", aznumeric_cast<int32_t>(inputId));
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auto iter = m_predictiveStateHistory.find(inputId);
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if (iter != m_predictiveStateHistory.end())
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{
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// Read out state values
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AzNetworking::StringifySerializer serverValues;
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GetNetBindComponent()->SerializeEntityCorrection(serverValues);
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PrintCorrectionDifferences(*iter->second, serverValues);
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}
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else
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{
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AZLOG_INFO("Received correction that is too old to diff, increase cl_PredictiveStateHistorySize");
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}
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}
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#endif
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const uint32_t inputHistorySize = static_cast<uint32_t>(m_inputHistory.Size());
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const uint32_t historicalDelta = aznumeric_cast<uint32_t>(m_clientInputId - inputId); // Do not replay the move we just corrected, that was already processed by the server
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// If this correction is for a move outside our input history window, just start replaying from the oldest move we have available
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const uint32_t startReplayIndex = (inputHistorySize > historicalDelta) ? (inputHistorySize - historicalDelta) : 0;
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const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
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for (uint32_t replayIndex = startReplayIndex; replayIndex < inputHistorySize; ++replayIndex)
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{
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// Reprocess the input for this frame
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NetworkInput& input = m_inputHistory[replayIndex];
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ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), input.GetHostBlendFactor(), invokingConnection->GetConnectionId());
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GetNetBindComponent()->ReprocessInput(input, static_cast<float>(clientInputRateSec));
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AZLOG(NET_Prediction, "Replayed InputId=%d", aznumeric_cast<int32_t>(input.GetClientInputId()));
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}
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}
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bool LocalPredictionPlayerInputComponentController::IsMigrating() const
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{
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return m_lastMigratedInputId != ClientInputId{ 0 };
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}
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ClientInputId LocalPredictionPlayerInputComponentController::GetLastInputId() const
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{
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return m_lastClientInputId;
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}
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HostFrameId LocalPredictionPlayerInputComponentController::GetInputFrameId(const NetworkInput& input) const
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{
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// If the client has sent us an invalid server frame id
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// this is because they are in the process of migrating from one server to another
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// In this situation, use whatever the server frame id was when this component was migrated
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// This will match the closest state to what the client sees
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return (input.GetHostFrameId() == InvalidHostFrameId) ? m_serverMigrateFrameId : input.GetHostFrameId();
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}
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void LocalPredictionPlayerInputComponentController::OnMigrateStart(ClientInputId migratedInputId)
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{
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m_lastMigratedInputId = migratedInputId;
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}
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void LocalPredictionPlayerInputComponentController::OnMigrateEnd()
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{
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NetworkInputMigrationVector inputArray;
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// Roll up all inputs that the new server doesn't have and send them now
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for (AZStd::size_t i = 0; i < m_inputHistory.Size(); ++i)
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{
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NetworkInput& input = m_inputHistory[i];
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// New server already has these inputs
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if (input.GetClientInputId() <= m_lastMigratedInputId)
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{
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continue;
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}
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// Clear out the old server frame id
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// We don't know what server frame ids to use for the new server yet, but the new server will figure out how to deal with this
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input.SetHostFrameId(InvalidHostFrameId);
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// New server doesn't have these inputs
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if (!inputArray.PushBack(input))
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{
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break; // Reached capacity
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}
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}
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// Send these inputs to the server
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SendMigrateClientInput(inputArray);
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// Done migrating
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m_lastMigratedInputId = ClientInputId{ 0 };
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}
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void LocalPredictionPlayerInputComponentController::UpdateAutonomous(AZ::TimeMs deltaTimeMs)
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{
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const double deltaTime = ConvertTimeMsToSeconds(deltaTimeMs);
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const double clientInputRateSec = ConvertTimeMsToSeconds(cl_InputRateMs);
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const double maxRewindHistory = ConvertTimeMsToSeconds(cl_MaxRewindHistoryMs);
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#ifndef AZ_RELEASE_BUILD
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m_moveAccumulator += deltaTime * cl_DebugHackTimeMultiplier;
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#else
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m_moveAccumulator += deltaTime;
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#endif
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const uint32_t maxClientInputs = clientInputRateSec > 0.0 ? static_cast<uint32_t>(maxRewindHistory / clientInputRateSec) : 0;
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IMultiplayer* multiplayer = GetMultiplayer();
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INetworkTime* networkTime = GetNetworkTime();
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while (m_moveAccumulator >= clientInputRateSec)
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{
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m_moveAccumulator -= clientInputRateSec;
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++m_clientInputId;
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NetworkInputArray inputArray(GetEntityHandle());
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NetworkInput& input = inputArray[0];
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input.SetClientInputId(m_clientInputId);
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input.SetHostFrameId(networkTime->GetHostFrameId());
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input.SetHostTimeMs(multiplayer->GetCurrentHostTimeMs());
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input.SetHostBlendFactor(multiplayer->GetCurrentBlendFactor());
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// Allow components to form the input for this frame
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GetNetBindComponent()->CreateInput(input, static_cast<float>(clientInputRateSec));
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// Process the input for this frame
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GetNetBindComponent()->ProcessInput(input, static_cast<float>(clientInputRateSec));
|
|
|
|
AZLOG(NET_Prediction, "Processed InputId=%d", aznumeric_cast<int32_t>(m_clientInputId));
|
|
|
|
// Generate a hash based on the current client predicted states
|
|
AzNetworking::HashSerializer hashSerializer;
|
|
GetNetBindComponent()->SerializeEntityCorrection(hashSerializer);
|
|
|
|
// Save this input and discard move history outside our client rewind window
|
|
m_inputHistory.PushBack(input);
|
|
while (m_inputHistory.Size() > maxClientInputs)
|
|
{
|
|
m_inputHistory.PopFront();
|
|
}
|
|
|
|
const int64_t inputHistorySize = aznumeric_cast<int64_t>(m_inputHistory.Size());
|
|
|
|
// Form the rest of the input array using the n most recent elements in the history buffer
|
|
// NOTE: inputArray[0] has already been initialized hence start at i = 1
|
|
for (int64_t i = 1; i < aznumeric_cast<int64_t>(NetworkInputArray::MaxElements); ++i)
|
|
{
|
|
// Clamp to oldest element if history is too small
|
|
const int64_t historyIndex = AZStd::max<int64_t>(inputHistorySize - 1 - i, 0);
|
|
inputArray[static_cast<uint32_t>(i)] = m_inputHistory[historyIndex];
|
|
}
|
|
|
|
#ifndef AZ_RELEASE_BUILD
|
|
if (cl_EnableDesyncDebugging)
|
|
{
|
|
StateHistoryItem inputHistory = AZStd::make_unique<AzNetworking::StringifySerializer>();
|
|
while (m_predictiveStateHistory.size() > cl_PredictiveStateHistorySize)
|
|
{
|
|
m_predictiveStateHistory.erase(m_predictiveStateHistory.begin());
|
|
}
|
|
GetNetBindComponent()->SerializeEntityCorrection(*inputHistory);
|
|
m_predictiveStateHistory.emplace(m_clientInputId, AZStd::move(inputHistory));
|
|
}
|
|
#endif
|
|
|
|
// Send the input to server (only when we are not migrating)
|
|
if (!IsMigrating())
|
|
{
|
|
SendClientInput(inputArray, hashSerializer.GetHash());
|
|
}
|
|
}
|
|
}
|
|
|
|
void LocalPredictionPlayerInputComponentController::UpdateBankedTime(AZ::TimeMs deltaTimeMs)
|
|
{
|
|
const double deltaTime = static_cast<double>(deltaTimeMs) / 1000.0;
|
|
const double clientInputRateSec = static_cast<double>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
|
|
|
|
// Update banked time accumulator
|
|
m_clientBankedTime -= deltaTime;
|
|
|
|
// Forcibly tick any clients who are too far behind our variable latency window
|
|
// Client may be slow hacking
|
|
if (m_clientBankedTime < -sv_MaxBankTimeWindowSec)
|
|
{
|
|
m_clientBankedTime = -sv_MaxBankTimeWindowSec; // clamp to boundary
|
|
|
|
NetworkInput& input = m_lastInputReceived[0];
|
|
{
|
|
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), DefaultBlendFactor, GetNetBindComponent()->GetOwningConnectionId());
|
|
GetNetBindComponent()->ProcessInput(input, static_cast<float>(clientInputRateSec));
|
|
}
|
|
|
|
AZLOG(NET_Prediction, "Forced InputId=%d", aznumeric_cast<int32_t>(input.GetClientInputId()));
|
|
}
|
|
|
|
// Decay our bank time window, in case the remote endpoint has suffered a more persistent shift in latency, this should cause the client to eventually recover
|
|
m_clientBankedTime = m_clientBankedTime * (1.0 - sv_BankTimeDecay);
|
|
}
|
|
}
|