blaster/Source/Blaster/Components/LagCompensationComponent.cpp

534 lines
18 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "LagCompensationComponent.h"
#include "Blaster/Blaster.h"
#include "Blaster/Weapon/Weapon.h"
#include "Components/BoxComponent.h"
#include "Kismet/GameplayStatics.h"
ULagCompensationComponent::ULagCompensationComponent()
{
PrimaryComponentTick.bCanEverTick = true;
}
FFramePackage ULagCompensationComponent::InterpBetweenFrames(const FFramePackage& OlderFrame, const FFramePackage& YoungerFrame, float HitTime)
{
const float Distance = YoungerFrame.Time - OlderFrame.Time;
const float InterpFraction = FMath::Clamp((HitTime - OlderFrame.Time) / Distance, 0.f, 1.f);
FFramePackage InterpFramePackage;
InterpFramePackage.Time = HitTime;
for (auto& YoungerPair : YoungerFrame.HitBoxInfo)
{
const FName& BoxInfoName = YoungerPair.Key;
const FBoxInformation& OlderBox = OlderFrame.HitBoxInfo[BoxInfoName];
const FBoxInformation& YoungerBox = YoungerFrame.HitBoxInfo[BoxInfoName];
FBoxInformation InterpBoxInfo;
InterpBoxInfo.Location = FMath::VInterpTo(OlderBox.Location, YoungerBox.Location, 1.f, InterpFraction);
InterpBoxInfo.Rotation = FMath::RInterpTo(OlderBox.Rotation, YoungerBox.Rotation, 1.f, InterpFraction);
InterpBoxInfo.BoxExtent = YoungerBox.BoxExtent;
InterpFramePackage.HitBoxInfo.Add(BoxInfoName, InterpBoxInfo);
}
return InterpFramePackage;
}
FServerSideRewindResult ULagCompensationComponent::ConfirmHit(const FFramePackage& Package, ABlasterCharacter* HitCharacter,
const FVector_NetQuantize& TraceStart, const FVector_NetQuantize HitLocation)
{
if (HitCharacter == nullptr) return FServerSideRewindResult();
FFramePackage CurrentFrame;
CacheBoxPositions(HitCharacter, CurrentFrame);
MoveBoxes(HitCharacter, Package);
EnableCharacterMeshCollision(HitCharacter, ECollisionEnabled::NoCollision);
// Enable collision for the head first
UBoxComponent* HeadBox = HitCharacter->HitCollisionBoxes[FName("head")];
HeadBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
HeadBox->SetCollisionResponseToChannel(ECC_HitBox, ECR_Block);
const FVector TraceEnd = TraceStart + (HitLocation - TraceStart) * 1.25f;
if (UWorld* World = GetWorld())
{
FHitResult ConfirmHitResult;
World->LineTraceSingleByChannel(
ConfirmHitResult,
TraceStart,
TraceEnd,
ECC_HitBox
);
if (ConfirmHitResult.bBlockingHit) // we hit the head, return early
{
ResetHitBoxes(HitCharacter, CurrentFrame);
EnableCharacterMeshCollision(HitCharacter, ECollisionEnabled::QueryAndPhysics);
return FServerSideRewindResult{ true, true };
}
// Didn't hit the head, check the rest of the boxes
for (auto& HitBoxPair : HitCharacter->HitCollisionBoxes)
{
if (HitBoxPair.Value != nullptr)
{
HitBoxPair.Value->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
HitBoxPair.Value->SetCollisionResponseToChannel(ECC_HitBox, ECR_Block);
}
}
World->LineTraceSingleByChannel(
ConfirmHitResult,
TraceStart,
TraceEnd,
ECC_HitBox
);
if (ConfirmHitResult.bBlockingHit)
{
ResetHitBoxes(HitCharacter, CurrentFrame);
EnableCharacterMeshCollision(HitCharacter, ECollisionEnabled::QueryAndPhysics);
return FServerSideRewindResult{ true, false };
}
}
ResetHitBoxes(HitCharacter, CurrentFrame);
EnableCharacterMeshCollision(HitCharacter, ECollisionEnabled::QueryAndPhysics);
return FServerSideRewindResult{ false, false };
}
FServerSideRewindResult ULagCompensationComponent::ProjectileConfirmHit(const FFramePackage& Package, ABlasterCharacter* HitCharacter, const FVector_NetQuantize& TraceStart,
const FVector_NetQuantize100& InitialVelocity, float HitTime)
{
FFramePackage CurrentFrame;
CacheBoxPositions(HitCharacter, CurrentFrame);
MoveBoxes(HitCharacter, Package);
EnableCharacterMeshCollision(HitCharacter, ECollisionEnabled::NoCollision);
// Enable collision for the head first
UBoxComponent* HeadBox = HitCharacter->HitCollisionBoxes[FName("head")];
HeadBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
HeadBox->SetCollisionResponseToChannel(ECC_HitBox, ECR_Block);
FPredictProjectilePathParams PathParams;
PathParams.bTraceWithCollision = true;
PathParams.MaxSimTime = MaxRecordTime;
PathParams.LaunchVelocity = InitialVelocity;
PathParams.StartLocation = TraceStart;
PathParams.SimFrequency = 15.f;
PathParams.ProjectileRadius = 5.f;
PathParams.TraceChannel = ECC_HitBox;
PathParams.ActorsToIgnore.Add(GetOwner());
FPredictProjectilePathResult PathResult;
UGameplayStatics::PredictProjectilePath(this, PathParams, PathResult);
if (PathResult.HitResult.bBlockingHit) // we hit the head, return early
{
ResetHitBoxes(HitCharacter, CurrentFrame);
EnableCharacterMeshCollision(HitCharacter, ECollisionEnabled::QueryAndPhysics);
return FServerSideRewindResult{ true, true };
}
// we didn't hit the head; check the rest of the boxes
for (auto& HitBoxPair : HitCharacter->HitCollisionBoxes)
{
if (HitBoxPair.Value != nullptr)
{
HitBoxPair.Value->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
HitBoxPair.Value->SetCollisionResponseToChannel(ECC_HitBox, ECR_Block);
}
}
UGameplayStatics::PredictProjectilePath(this, PathParams, PathResult);
if (PathResult.HitResult.bBlockingHit)
{
ResetHitBoxes(HitCharacter, CurrentFrame);
EnableCharacterMeshCollision(HitCharacter, ECollisionEnabled::QueryAndPhysics);
return FServerSideRewindResult{ true, false };
}
ResetHitBoxes(HitCharacter, CurrentFrame);
EnableCharacterMeshCollision(HitCharacter, ECollisionEnabled::QueryAndPhysics);
return FServerSideRewindResult{ false, false };
}
FShotgunServerSideRewindResult ULagCompensationComponent::ShotgunConfirmHit(const TArray<FFramePackage>& FramePackages,
const FVector_NetQuantize& TraceStart, const TArray<FVector_NetQuantize>& HitLocations)
{
for (auto& Frame : FramePackages)
{
if (Frame.Character == nullptr) return FShotgunServerSideRewindResult();
}
FShotgunServerSideRewindResult ShotgunResult;
TArray<FFramePackage> CurrentFrames;
for (auto& Frame : FramePackages)
{
FFramePackage CurrentFrame;
CurrentFrame.Character = Frame.Character;
CacheBoxPositions(Frame.Character, CurrentFrame);
MoveBoxes(Frame.Character, Frame);
EnableCharacterMeshCollision(Frame.Character, ECollisionEnabled::NoCollision);
CurrentFrames.Add(CurrentFrame);
}
for (auto& Frame : FramePackages)
{
// Enable collision for the head first
UBoxComponent* HeadBox = Frame.Character->HitCollisionBoxes[FName("head")];
HeadBox->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
HeadBox->SetCollisionResponseToChannel(ECC_HitBox, ECR_Block);
}
UWorld* World = GetWorld();
// Check for headshots
for (auto& HitLocation : HitLocations)
{
const FVector TraceEnd = TraceStart + (HitLocation - TraceStart) * 1.25f;
if (World)
{
FHitResult ConfirmHitResult;
World->LineTraceSingleByChannel(
ConfirmHitResult,
TraceStart,
TraceEnd,
ECC_HitBox
);
ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(ConfirmHitResult.GetActor());
if (BlasterCharacter)
{
if (ShotgunResult.Headshots.Contains(BlasterCharacter))
{
ShotgunResult.Headshots[BlasterCharacter]++;
}
else
{
ShotgunResult.Headshots.Emplace(BlasterCharacter, 1);
}
}
}
}
// Enable collision for all boxes, then disable for head box
for (auto& Frame : FramePackages)
{
for (auto& HitBoxPair : Frame.Character->HitCollisionBoxes)
{
if (HitBoxPair.Value != nullptr)
{
HitBoxPair.Value->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
HitBoxPair.Value->SetCollisionResponseToChannel(ECC_HitBox, ECR_Block);
}
}
UBoxComponent* HeadBox = Frame.Character->HitCollisionBoxes[FName("head")];
HeadBox->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
// Check for body shots
for (auto& HitLocation : HitLocations)
{
const FVector TraceEnd = TraceStart + (HitLocation - TraceStart) * 1.25f;
if (World)
{
FHitResult ConfirmHitResult;
World->LineTraceSingleByChannel(
ConfirmHitResult,
TraceStart,
TraceEnd,
ECC_HitBox
);
ABlasterCharacter* BlasterCharacter = Cast<ABlasterCharacter>(ConfirmHitResult.GetActor());
if (BlasterCharacter)
{
if (ShotgunResult.BodyShots.Contains(BlasterCharacter))
{
ShotgunResult.BodyShots[BlasterCharacter]++;
}
else
{
ShotgunResult.BodyShots.Emplace(BlasterCharacter, 1);
}
}
}
}
for (auto& CurrentFrame : CurrentFrames)
{
ResetHitBoxes(CurrentFrame.Character, CurrentFrame);
EnableCharacterMeshCollision(CurrentFrame.Character, ECollisionEnabled::QueryAndPhysics);
}
return ShotgunResult;
}
void ULagCompensationComponent::CacheBoxPositions(ABlasterCharacter* HitCharacter, FFramePackage& OutFramePackage)
{
if (HitCharacter == nullptr) return;
for (auto& HitBoxPair : HitCharacter->HitCollisionBoxes)
{
if (HitBoxPair.Value != nullptr)
{
FBoxInformation BoxInfo;
BoxInfo.Location = HitBoxPair.Value->GetComponentLocation();
BoxInfo.Rotation = HitBoxPair.Value->GetComponentRotation();
BoxInfo.BoxExtent = HitBoxPair.Value->GetScaledBoxExtent();
OutFramePackage.HitBoxInfo.Add(HitBoxPair.Key, BoxInfo);
}
}
}
void ULagCompensationComponent::MoveBoxes(ABlasterCharacter* HitCharacter, const FFramePackage& Package)
{
if (HitCharacter == nullptr) return;
for (auto& HitBoxPair : HitCharacter->HitCollisionBoxes)
{
if (HitBoxPair.Value != nullptr)
{
HitBoxPair.Value->SetWorldLocation(Package.HitBoxInfo[HitBoxPair.Key].Location);
HitBoxPair.Value->SetWorldRotation(Package.HitBoxInfo[HitBoxPair.Key].Rotation);
HitBoxPair.Value->SetBoxExtent(Package.HitBoxInfo[HitBoxPair.Key].BoxExtent);
}
}
}
void ULagCompensationComponent::ResetHitBoxes(ABlasterCharacter* HitCharacter, const FFramePackage& Package)
{
if (HitCharacter == nullptr) return;
for (auto& HitBoxPair : HitCharacter->HitCollisionBoxes)
{
if (HitBoxPair.Value != nullptr)
{
HitBoxPair.Value->SetWorldLocation(Package.HitBoxInfo[HitBoxPair.Key].Location);
HitBoxPair.Value->SetWorldRotation(Package.HitBoxInfo[HitBoxPair.Key].Rotation);
HitBoxPair.Value->SetBoxExtent(Package.HitBoxInfo[HitBoxPair.Key].BoxExtent);
HitBoxPair.Value->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
}
}
void ULagCompensationComponent::ShowFramePackage(const FFramePackage& Package, const FColor Color)
{
for (auto& BoxInfo : Package.HitBoxInfo)
{
DrawDebugBox(
GetWorld(),
BoxInfo.Value.Location,
BoxInfo.Value.BoxExtent,
FQuat(BoxInfo.Value.Rotation),
Color,
false,
4.f
);
}
}
FServerSideRewindResult ULagCompensationComponent::ServerSideRewind(ABlasterCharacter* HitCharacter, const FVector_NetQuantize& TraceStart, const FVector_NetQuantize& HitLocation,
float HitTime)
{
const FFramePackage FrameToCheck = GetFrameToCheck(HitCharacter, HitTime);
return ConfirmHit(FrameToCheck, HitCharacter, TraceStart, HitLocation);
}
FServerSideRewindResult ULagCompensationComponent::ProjectileServerSideRewind(ABlasterCharacter* HitCharacter, const FVector_NetQuantize& TraceStart,
const FVector_NetQuantize100& InitialVelocity, float HitTime)
{
const FFramePackage FrameToCheck = GetFrameToCheck(HitCharacter, HitTime);
return ProjectileConfirmHit(FrameToCheck, HitCharacter, TraceStart, InitialVelocity, HitTime);
}
FShotgunServerSideRewindResult ULagCompensationComponent::ShotgunServerSideRewind(const TArray<ABlasterCharacter*>& HitCharacters,
const FVector_NetQuantize& TraceStart, const TArray<FVector_NetQuantize>& HitLocations, float HitTime)
{
TArray<FFramePackage> FramesToCheck;
for (ABlasterCharacter* HitCharacter : HitCharacters)
{
FramesToCheck.Add(GetFrameToCheck(HitCharacter, HitTime));
}
return ShotgunConfirmHit(FramesToCheck, TraceStart, HitLocations);
}
FFramePackage ULagCompensationComponent::GetFrameToCheck(ABlasterCharacter* HitCharacter, float HitTime)
{
bool bReturn = HitCharacter == nullptr ||
HitCharacter->GetLagCompensation() == nullptr ||
HitCharacter->GetLagCompensation()->FrameHistory.GetHead() == nullptr ||
HitCharacter->GetLagCompensation()->FrameHistory.GetTail() == nullptr;
if (bReturn) FFramePackage();
// Frame package that we check to verify a hit
FFramePackage FrameToCheck;
bool bShouldInterpolate = true;
const TDoubleLinkedList<FFramePackage>& History = HitCharacter->GetLagCompensation()->FrameHistory;
const float OldestHistoryTime = History.GetTail()->GetValue().Time;
const float NewestHistoryTime = History.GetHead()->GetValue().Time;
if (OldestHistoryTime > HitTime)
{
// Too far back, too laggy to do SSR
FFramePackage();
}
if (OldestHistoryTime == HitTime)
{
FrameToCheck = History.GetTail()->GetValue();
bShouldInterpolate = false;
}
if (NewestHistoryTime <= HitTime)
{
FrameToCheck = History.GetHead()->GetValue();
bShouldInterpolate = false;
}
auto Younger = History.GetHead();
auto Older = History.GetHead();
while (Older->GetValue().Time > HitTime)
{
if (Older->GetNextNode() == nullptr) break;
Older = Older->GetNextNode();
if (Older->GetValue().Time > HitTime)
{
Younger = Older;
}
}
if (Older->GetValue().Time == HitTime)
{
FrameToCheck = Older->GetValue();
bShouldInterpolate = false;
}
if (bShouldInterpolate) // Why not just check if FrameToCheck == nullptr?
{
// Interpolate between Younger and Older
FrameToCheck = InterpBetweenFrames(Older->GetValue(), Younger->GetValue(), HitTime);
}
FrameToCheck.Character = HitCharacter;
return FrameToCheck;
}
void ULagCompensationComponent::ServerScoreRequest_Implementation(ABlasterCharacter* HitCharacter, const FVector_NetQuantize& TraceStart,
const FVector_NetQuantize& HitLocation, float HitTime)
{
const FServerSideRewindResult Confirm = ServerSideRewind(HitCharacter, TraceStart, HitLocation, HitTime);
if (Character && HitCharacter && Character->GetEquippedWeapon() && Confirm.bHitConfirmed)
{
const float Damage = Confirm.bHeadShot ? Character->GetEquippedWeapon()->GetHeadShotDamage() : Character->GetEquippedWeapon()->GetDamage();
UGameplayStatics::ApplyDamage(
HitCharacter,
Damage,
Character->Controller,
Character->GetEquippedWeapon(),
UDamageType::StaticClass()
);
}
}
void ULagCompensationComponent::ProjectileServerScoreRequest_Implementation(ABlasterCharacter* HitCharacter, const FVector_NetQuantize& TraceStart,
const FVector_NetQuantize100& InitialVelocity, float HitTime)
{
const FServerSideRewindResult Confirm = ProjectileServerSideRewind(HitCharacter, TraceStart, InitialVelocity, HitTime);
if (Character && HitCharacter && Character->GetEquippedWeapon() && Confirm.bHitConfirmed)
{
const float Damage = Confirm.bHeadShot ? Character->GetEquippedWeapon()->GetHeadShotDamage() : Character->GetEquippedWeapon()->GetDamage();
UGameplayStatics::ApplyDamage(
HitCharacter,
Damage,
Character->Controller,
Character->GetEquippedWeapon(),
UDamageType::StaticClass()
);
}
}
void ULagCompensationComponent::ShotgunServerScoreRequest_Implementation(const TArray<ABlasterCharacter*>& HitCharacters, const FVector_NetQuantize& TraceStart,
const TArray<FVector_NetQuantize>& HitLocations, float HitTime)
{
FShotgunServerSideRewindResult Confirm = ShotgunServerSideRewind(HitCharacters, TraceStart, HitLocations, HitTime);
for (auto& HitCharacter : HitCharacters)
{
if (HitCharacter == nullptr || Character == nullptr || HitCharacter->GetEquippedWeapon() == nullptr) continue;
float TotalDamage = 0.f;
if (Confirm.Headshots.Contains(HitCharacter))
{
TotalDamage += Confirm.Headshots[HitCharacter] * Character->GetEquippedWeapon()->GetHeadShotDamage();
}
if (Confirm.BodyShots.Contains(HitCharacter))
{
TotalDamage += Confirm.BodyShots[HitCharacter] * Character->GetEquippedWeapon()->GetDamage();
}
UGameplayStatics::ApplyDamage(
HitCharacter,
TotalDamage,
Character->Controller,
Character->GetEquippedWeapon(),
UDamageType::StaticClass()
);
}
}
void ULagCompensationComponent::EnableCharacterMeshCollision(ABlasterCharacter* HitCharacter, ECollisionEnabled::Type CollisionEnabled)
{
if (HitCharacter && HitCharacter->GetMesh())
{
HitCharacter->GetMesh()->SetCollisionEnabled(CollisionEnabled);
}
}
void ULagCompensationComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
SaveFramePackage();
}
void ULagCompensationComponent::SaveFramePackage()
{
if (Character == nullptr || !Character->HasAuthority()) return;
if (FrameHistory.Num() <= 1)
{
FFramePackage ThisFrame;
SaveFramePackage(ThisFrame);
FrameHistory.AddHead(ThisFrame);
}
else
{
float HistoryLength = FrameHistory.GetHead()->GetValue().Time - FrameHistory.GetTail()->GetValue().Time;
while (HistoryLength > MaxRecordTime)
{
FrameHistory.RemoveNode(FrameHistory.GetTail());
HistoryLength = FrameHistory.GetHead()->GetValue().Time - FrameHistory.GetTail()->GetValue().Time;
}
FFramePackage ThisFrame;
SaveFramePackage(ThisFrame);
FrameHistory.AddHead(ThisFrame);
}
}
void ULagCompensationComponent::SaveFramePackage(FFramePackage& Package)
{
Character = Character == nullptr ? Cast<ABlasterCharacter>(GetOwner()) : Character;
if (Character)
{
Package.Time = GetWorld()->GetTimeSeconds();
Package.Character = Character;
for (auto& BoxPair : Character->HitCollisionBoxes)
{
FBoxInformation BoxInformation;
BoxInformation.Location = BoxPair.Value->GetComponentLocation();
BoxInformation.Rotation = BoxPair.Value->GetComponentRotation();
BoxInformation.BoxExtent = BoxPair.Value->GetScaledBoxExtent();
Package.HitBoxInfo.Add(BoxPair.Key, BoxInformation);
}
}
}