Smooth unpause: reset client time delta and entity interpolation
On unpause, toggle SNAPFLAG_SERVERCOUNT and set SNAPFLAG_RESET_ENTITIES. In CL_ParseSnapshot, detect SERVERCOUNT toggle and hard-reset cl.serverTimeDelta instead of letting CL_AdjustTimeDelta slowly drift. During pause, the delta drifted because snapshots had frozen serverTime while cls.realtime advanced. Without the hard reset, it took 1-2 seconds of choppy interpolation to re-sync. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2 changed files with 29 additions and 9 deletions
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@ -288,6 +288,9 @@ void CL_ParseSnapshot( msg_t *msg ) {
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cl.snapshots[oldMessageNum & PACKET_MASK].valid = qfalse;
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}
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{
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int oldSnapFlags = cl.snap.snapFlags;
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// copy to the current good spot
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cl.snap = newSnap;
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cl.snap.ping = 999;
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@ -299,6 +302,15 @@ void CL_ParseSnapshot( msg_t *msg ) {
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break;
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}
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}
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// if server count changed (map_restart or demo unpause), force-reset
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// the time delta so the client doesn't slowly drift back to sync
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if ( ( oldSnapFlags ^ newSnap.snapFlags ) & SNAPFLAG_SERVERCOUNT ) {
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cl.serverTimeDelta = cl.snap.serverTime - cls.realtime;
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cl.oldServerTime = cl.snap.serverTime;
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cl.serverTime = cl.snap.serverTime;
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}
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}
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// save the frame off in the backup array for later delta comparisons
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cl.snapshots[cl.snap.messageNum & PACKET_MASK] = cl.snap;
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@ -994,6 +994,14 @@ void SVD_Pause_f( void ) {
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return;
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}
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demo.paused = !demo.paused;
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if ( !demo.paused ) {
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// resuming — reset entities so client doesn't interpolate
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// from frozen positions to post-pause positions.
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// also toggle SERVERCOUNT to reset client snapshot timing
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// (drifted during pause from identical serverTimes).
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svs.snapFlagServerBit |= SNAPFLAG_RESET_ENTITIES;
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svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
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}
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Com_Printf( "Demo playback %s.\n", demo.paused ? "paused" : "resumed" );
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}
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