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A fancy-pants RAII helper class to reduce chances of lag compensation screwups
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// example RAII class to help ensure that FinishLagCompensation is called upon leaving scope | |
class CLagCompensatedSection | |
{ | |
public: | |
// start lag compensation upon construction | |
CLagCompensatedSection(CBasePlayer *player, CUserCmd *cmd) : | |
m_pPlayer(player) | |
{ | |
lagcompensation->StartLagCompensation(player, cmd); | |
} | |
// guaranteed to finish lag compensation upon destruction (when going out of scope) | |
~CLagCompensatedSection() | |
{ | |
lagcompensation->FinishLagCompensation(m_pPlayer); | |
} | |
private: | |
CBasePlayer m_pPlayer; | |
}; | |
// only do lag compensation in server simulation code, not client prediction code | |
#ifndef CLIENT_DLL | |
#define LAG_COMPENSATED_SECTION(player, cmd) CLagCompensatedSection lagcomp(player, cmd) | |
#else | |
#define LAG_COMPENSATED_SECTION(player, cmd) | |
#endif | |
//////////////////////////////////////////////////////////////////////////////// | |
// example usage by a hypothetical CTFGizmoGadget weapon /////////////////////// | |
//////////////////////////////////////////////////////////////////////////////// | |
void CTFGizmoGadget::FireWomboWidget() | |
{ | |
CTFPlayer *pOwner = ToTFPlayer(GetOwnerEntity); | |
if (!pOwner) return; | |
LAG_COMPENSATED_SECTION(pOwner, pOwner->GetCurrentCommand()); | |
// at this point, lagcompensation->StartLagCompensation() has been called | |
DoHitTraceStuff(); | |
if (MaybeWeShouldntActuallyFireAWidget()) | |
{ | |
// by leaving scope, lagcompensation->FinishLagCompensation() will automatically be called | |
// (we don't even have to remember to do anything, it just happens because we exit scope) | |
return; | |
} | |
ApplyDamageToPlayersWeHit(); | |
// by leaving scope, lagcompensation->FinishLagCompensation() will automatically be called | |
// (we don't even have to remember to do anything, it just happens because we exit scope) | |
} | |
//////////////////////////////////////////////////////////////////////////////// | |
// another example of potential usage ////////////////////////////////////////// | |
//////////////////////////////////////////////////////////////////////////////// | |
void CTFGizmoGadget::UseNeatoAttack() | |
{ | |
CTFPlayer *pOwner = ToTFPlayer(GetOwnerEntity); | |
if (!pOwner) return; | |
DoStuffThatShouldNotBeLagCompensated(); | |
{ | |
LAG_COMPENSATED_SECTION(pOwner, pOwner->GetCurrentCommand()); | |
// at this point, lagcompensation->StartLagCompensation() has been called | |
DoLagCompensatedStuff(); | |
} | |
// right here, since the CLagCompensatedSection object goes out of scope, | |
// lagcompensation->FinishLagCompensation() is automatically called | |
DoOtherStuffThatShouldNotBeLagCompensated(); | |
} |
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