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#pragma once
#include "globalincs/pstypes.h"
#include "globalincs/systemvars.h"
#include "io/timer.h"
#include "math/vecmat.h"
#include <climits>
#include <array>
class multiplayer_timing_info {
private:
TIMESTAMP _start_time; // when did the multiplayer mission start
int _current_time; // time delta, how much time has passed since it started on the local instance?
int _last_time; // time delta, how much time passed, last frame? Useful when switching back from simulation mode to interpolation
int _skipped_time; // time delta, how much has time this instance has "skipped" because it is falling behind the server
// getting behind the server like that *should* be exceedingly rare, should always be 0 on server
int _proposed_skip_time; // until skip time is finalized, we need to
bool _in_game_time_set;
std::array<int, 12> _most_recent_frame;
// for in-game joiners, adjust local timing and then reset proposed time.
void finalize_skip_time() { _skipped_time += _proposed_skip_time; _proposed_skip_time = 0; }
public:
multiplayer_timing_info();
// aka reset the class. Needs to be called every time the mission starts.
void set_mission_start_time();
// this was not part of the original design, but is useful when matching up
// timestamps to what is kept internally in this class.
int get_mission_start_time() { return _start_time.value(); }
void update_current_time();
int get_current_time() { return _current_time; }
int get_last_time() { return _last_time; }
// push local time forward or back on clients based on received server times
// this will likely only ever be used for in-game joining, which is not ready.
//void set_proposed_skip_time(int candidate) { _proposed_skip_time = candidate; }
bool is_most_recent_frame(int player_index, int frame);
void in_game_set_skip_time(float mission_time);
};
extern multiplayer_timing_info Multi_Timing_Info;
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