fix: fakeping disappearance completely

not sure when and why pingUpdate was appeared, but it was the cause
This commit is contained in:
dmitry 2021-09-16 20:11:57 +03:00
commit d45e534f3c
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GPG key ID: 8297CE728B7A7E37
4 changed files with 6 additions and 28 deletions

View file

@ -101,7 +101,7 @@ public:
void calculatePings ();
// send modified pings to all the clients
void sendPings (edict_t *to);
void emitPings (edict_t *to);
// installs the sendto function intreception
void installSendTo ();

View file

@ -579,7 +579,6 @@ struct Client {
int ping; // when bot latency is enabled, client ping stored here
int iconFlags[kGameMaxPlayers]; // flag holding chatter icons
float iconTimestamp[kGameMaxPlayers]; // timers for chatter icons
bool pingUpdate; // update ping ?
ClientNoise noise;
};

View file

@ -409,6 +409,7 @@ CR_EXPORT int GetEntityAPI (gamefuncs_t *table, int) {
if (game.is (GameFlags::HasFakePings) && cv_show_latency.int_ () == 2) {
if (!util.isFakeClient (ent) && (ent->v.oldbuttons | ent->v.button | cmd->buttons) & IN_SCORE) {
cmd->buttons &= ~IN_SCORE;
util.emitPings (ent);
}
}
@ -418,32 +419,18 @@ CR_EXPORT int GetEntityAPI (gamefuncs_t *table, int) {
dllapi.pfnCmdStart (ent, cmd, random_seed);
};
table->pfnUpdateClientData = [] (const struct edict_s *player, int sendweapons, struct clientdata_s *cd) {
auto ent = const_cast <edict_t *> (player);
if (game.is (GameFlags::HasFakePings) && cv_show_latency.int_ () == 2) {
if (!util.isFakeClient (ent) && (ent->v.oldbuttons | ent->v.button) & IN_SCORE) {
util.sendPings (ent);
}
}
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnUpdateClientData (ent, sendweapons, cd);
};
table->pfnPM_Move = [] (playermove_t *playerMove, int server) {
table->pfnPM_Move = [] (playermove_t *pm, int server) {
// this is the player movement code clients run to predict things when the server can't update
// them often enough (or doesn't want to). The server runs exactly the same function for
// moving players. There is normally no distinction between them, else client-side prediction
// wouldn't work properly (and it doesn't work that well, already...)
illum.setWorldModel (playerMove->physents[0].model);
illum.setWorldModel (pm->physents[0].model);
if (game.is (GameFlags::Metamod)) {
RETURN_META (MRES_IGNORED);
}
dllapi.pfnPM_Move (playerMove, server);
dllapi.pfnPM_Move (pm, server);
};
return HLTrue;
}

View file

@ -581,8 +581,6 @@ void BotSupport::calculatePings () {
// store normal client ping
client.ping = getPingBitmask (client.ent, loss, ping > 0 ? ping : rg.get (8, 16)); // getting player ping sometimes fails
client.pingUpdate = true; // force resend ping
++numHumans;
average.first += ping;
@ -620,13 +618,11 @@ void BotSupport::calculatePings () {
else if (botPing > 70) {
botPing = rg.get (30, 40);
}
client.ping = getPingBitmask (client.ent, botLoss, botPing);
client.pingUpdate = true; // force resend ping
}
}
void BotSupport::sendPings (edict_t *to) {
void BotSupport::emitPings (edict_t *to) {
MessageWriter msg;
// missing from sdk
@ -636,10 +632,6 @@ void BotSupport::sendPings (edict_t *to) {
if (!(client.flags & ClientFlags::Used) || client.ent == game.getLocalEntity ()) {
continue;
}
if (!client.pingUpdate) {
continue;
}
client.pingUpdate = false;
// no ping, no fun
if (!client.ping) {