Simplified predicted data logic.
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@@ -47,7 +47,7 @@ namespace // demo class
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void shutdown_watcher();
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void process_network_data(auto old_connstate, auto new_connstate, std::span<const std::uint8_t> network_data);
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void process_predicted_data();
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void process_predicted_data(auto old_connstate, auto new_connstate);
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private:
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[[nodiscard]] bool is_auto_recording() const;
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@@ -419,38 +419,18 @@ namespace // demo class
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}
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}
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void demo_recording_t::process_predicted_data()
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void demo_recording_t::process_predicted_data(auto old_connstate, auto new_connstate)
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{
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if (old_connstate < game::CA_ACTIVE || new_connstate < game::CA_ACTIVE)
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{
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return;
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}
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process_helo_pilot_turret_fire();
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if (is_recording())
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{
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// only one predicted data packet is needed per (1000 / sv_fps) msec
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// the best way to limit the amount of predicted data is to attempt to predict the next playerState_t::commandTime
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// because during demo playback the playerState_t::commandTime determines which predicted data is used
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const auto& cl = *game::mp::cl;
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const auto cmd_number = static_cast<std::size_t>(cl.cmdNumber);
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const auto pred_svr_time_delta = cl.cmds[cmd_number % std::size(cl.cmds)].serverTime
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- cl.cmds[(cmd_number - 1) % std::size(cl.cmds)].serverTime;
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const auto pred_svr_time = cl.cgamePredictedDataServerTime;
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const auto svr_time_delta = std::clamp(cl.snap.serverTime - cl.oldSnapServerTime, 50, 100);
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const auto cur_cmd_time = cl.snap.ps.commandTime;
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const auto next_cmd_time = cur_cmd_time + svr_time_delta;
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const auto threshold = (3 * pred_svr_time_delta) / 2;
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if (pred_svr_time + threshold >= next_cmd_time && next_cmd_time + threshold >= pred_svr_time)
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{
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times_.predicted_data_time = cl.serverTime;
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write_predicted_data(user_file_);
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}
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else if (cl.serverTime >= times_.predicted_data_time + svr_time_delta - 5)
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{
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times_.predicted_data_time = cl.serverTime;
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write_predicted_data(user_file_);
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}
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write_predicted_data(user_file_);
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}
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if (is_auto_recording())
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@@ -494,21 +474,11 @@ namespace // hooks
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return;
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}
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demo.process_predicted_data(old_connstate, new_connstate);
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demo.process_network_data(old_connstate, new_connstate,
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std::span<const std::uint8_t>(reinterpret_cast<const std::uint8_t*>(msg.data), msg.cursize));
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}
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void capture_predicted_data(game::msg_t& msg, std::int32_t value, std::uint32_t bits)
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{
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if (!demo_playback::playing())
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{
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demo.process_predicted_data();
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}
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// call MSG_WriteBits that this hook replaces
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game::MSG_WriteBits(&msg, value, bits);
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}
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void request_non_delta_data(game::msg_t& msg, std::int32_t value, std::uint32_t bits)
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{
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if (!demo_playback::playing() && demo.non_delta_data_requested())
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@@ -715,9 +685,6 @@ namespace demo_recording
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// capture incoming packets
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CL_ParseServerMessage_hook.create(game::CL_ParseServerMessage, capture_data);
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// capture client predicted data (in CL_WritePacket)
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utils::hook::call(0x1402C21B9, capture_predicted_data);
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// request the server for no delta data (in CL_WritePacket)
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utils::hook::call(0x1402C2026, request_non_delta_data);
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