//======================================================================= // Copyright XashXT Group 2009 © // cl_main.c - client main loop //======================================================================= #include "common.h" #include "client.h" #include "byteorder.h" #include "net_encode.h" #include "input.h" #define MAX_TOTAL_CMDS 16 #define MIN_CMD_RATE 10.0 #define MAX_CMD_BUFFER 4000 #define CONNECTION_PROBLEM_TIME 15.0 // 15 seconds convar_t *rcon_client_password; convar_t *rcon_address; convar_t *cl_smooth; convar_t *cl_timeout; convar_t *cl_predict; convar_t *cl_showfps; convar_t *cl_nodelta; convar_t *cl_crosshair; convar_t *cl_cmdbackup; convar_t *cl_idealpitchscale; convar_t *cl_solid_players; convar_t *cl_showmiss; convar_t *cl_cmdrate; convar_t *userinfo; // // userinfo // convar_t *name; convar_t *model; convar_t *topcolor; convar_t *bottomcolor; convar_t *rate; convar_t *cl_lw; client_t cl; client_static_t cls; clgame_static_t clgame; //====================================================================== qboolean CL_Active( void ) { return ( cls.state == ca_active ); } //====================================================================== qboolean CL_IsInGame( void ) { if( host.type == HOST_DEDICATED ) return true; // always active for dedicated servers if( CL_GetMaxClients() > 1 ) return true; // always active for multiplayer return ( cls.key_dest == key_game ); // active if not menu or console } qboolean CL_IsInMenu( void ) { return ( cls.key_dest == key_menu ); } qboolean CL_IsPlaybackDemo( void ) { return cls.demoplayback; } void CL_ForceVid( void ) { cl.video_prepped = false; host.state = HOST_RESTART; } void CL_ForceSnd( void ) { cl.audio_prepped = false; } /* =============== CL_LerpPoint Determines the fraction between the last two messages that the objects should be put at. =============== */ static float CL_LerpPoint( void ) { float f, frac; f = cl.mtime[0] - cl.mtime[1]; if( !f || SV_Active( )) { cl.time = cl.mtime[0]; return 1.0f; } if( f > 0.1f ) { // dropped packet, or start of demo cl.mtime[1] = cl.mtime[0] - 0.1f; f = 0.1f; } frac = ( cl.time - cl.mtime[1] ) / f; if( frac < 0 ) { if( frac < -0.01f ) cl.time = cl.mtime[1]; frac = 0.0f; } else if( frac > 1.0f ) { if( frac > 1.01f ) cl.time = cl.mtime[0]; frac = 1.0f; } return frac; } /* ================= CL_ComputePacketLoss ================= */ void CL_ComputePacketLoss( void ) { int i, frm; frame_t *frame; int count = 0; int lost = 0; if( host.realtime < cls.packet_loss_recalc_time ) return; // recalc every second cls.packet_loss_recalc_time = host.realtime + 1.0; // compuate packet loss for( i = cls.netchan.incoming_sequence - CL_UPDATE_BACKUP+1; i <= cls.netchan.incoming_sequence; i++ ) { frm = i; frame = &cl.frames[frm & CL_UPDATE_MASK]; if( frame->receivedtime == -1 ) lost++; count++; } if( count <= 0 ) cls.packet_loss = 0.0f; else cls.packet_loss = ( 100.0f * (float)lost ) / (float)count; } /* ======================================================================= CLIENT RELIABLE COMMAND COMMUNICATION ======================================================================= */ /* =================== Cmd_ForwardToServer adds the current command line as a clc_stringcmd to the client message. things like godmode, noclip, etc, are commands directed to the server, so when they are typed in at the console, they will need to be forwarded. =================== */ /* ================== CL_ForwardToServer_f ================== */ void CL_ForwardToServer_f( void ) { char *cmd; if( cls.demoplayback ) { if( !com.stricmp( Cmd_Argv( 1 ), "pause" )) cl.refdef.paused ^= 1; return; } if( cls.state != ca_connected && cls.state != ca_active ) return; // not connected cmd = Cmd_Argv( 0 ); if( *cmd == '-' || *cmd == '+' ) { Msg( "Unknown command \"%s\"\n", cmd ); return; } // don't forward the first argument if( Cmd_Argc() > 1 ) { BF_WriteByte( &cls.netchan.message, clc_stringcmd ); BF_WriteString( &cls.netchan.message, Cmd_Args( )); } } /* =================== Cmd_ForwardToServer adds the current command line as a clc_stringcmd to the client message. things like godmode, noclip, etc, are commands directed to the server, so when they are typed in at the console, they will need to be forwarded. =================== */ void Cmd_ForwardToServer( void ) { char *cmd; if( cls.demoplayback ) { if( !com.stricmp( Cmd_Argv( 1 ), "pause" )) cl.refdef.paused ^= 1; return; } cmd = Cmd_Argv( 0 ); if( cls.state <= ca_connected || *cmd == '-' || *cmd == '+' ) { Msg( "Unknown command \"%s\"\n", cmd ); return; } BF_WriteByte( &cls.netchan.message, clc_stringcmd ); if( Cmd_Argc() > 1 ) BF_WriteString( &cls.netchan.message, va( "%s %s", cmd, Cmd_Args( ))); else BF_WriteString( &cls.netchan.message, cmd ); } /* ======================================================================= CLIENT MOVEMENT COMMUNICATION ======================================================================= */ /* ================= CL_CreateCmd ================= */ usercmd_t CL_CreateCmd( void ) { usercmd_t cmd; static double extramsec = 0; client_data_t cdata; int ms; // send milliseconds of time to apply the move // extramsec += ( cl.time - cl.oldtime ) * 1000; extramsec += ( host.frametime * 1000 ); ms = extramsec; extramsec -= ms; // fractional part is left for next frame if( ms > 250 ) ms = 100; // time was unreasonable Mem_Set( &cmd, 0, sizeof( cmd )); VectorCopy( cl.frame.clientdata.origin, cdata.origin ); VectorCopy( cl.refdef.cl_viewangles, cdata.viewangles ); cdata.iWeaponBits = cl.frame.clientdata.weapons; cdata.fov = cl.frame.clientdata.fov; clgame.dllFuncs.pfnUpdateClientData( &cdata, cl_time( )); // allways dump the first ten messages, // because it may contain leftover inputs // from the last level if( ++cl.movemessages <= 10 ) return cmd; clgame.dllFuncs.pfnCreateMove( &cmd, cl.time - cl.oldtime, ( cls.state == ca_active && !cl.refdef.paused )); if( re ) { vec3_t color; re->LightForPoint( cl.frame.clientdata.origin, color ); cmd.lightlevel = VectorAvg( color ) * 255; } // random seed for predictable random values cl.random_seed = Com_RandomLong( 0, 0x7fffffff ); // full range // never let client.dll calc frametime for player // because is potential backdoor for cheating cmd.msec = ms; return cmd; } void CL_WriteUsercmd( sizebuf_t *msg, int from, int to ) { usercmd_t nullcmd; usercmd_t *f, *t; ASSERT( from == -1 || ( from >= 0 && from < MULTIPLAYER_BACKUP ) ); ASSERT( to >= 0 && to < MULTIPLAYER_BACKUP ); if( from == -1 ) { Mem_Set( &nullcmd, 0, sizeof( nullcmd )); f = &nullcmd; } else { f = &cl.cmds[from]; } t = &cl.cmds[to]; // write it into the buffer MSG_WriteDeltaUsercmd( msg, f, t ); } /* =================== CL_WritePacket Create and send the command packet to the server Including both the reliable commands and the usercmds During normal gameplay, a client packet will contain something like: 1 clc_move =================== */ void CL_WritePacket( void ) { sizebuf_t buf; qboolean send_command = false; byte data[MAX_CMD_BUFFER]; int i, from, to, key, size; int numbackup = 2; int numcmds; int newcmds; int cmdnumber; // don't send anything if playing back a demo if( cls.demoplayback || cls.state == ca_cinematic ) return; if( cls.state == ca_disconnected || cls.state == ca_connecting ) return; /* if( cls.state == ca_connected ) { // just update reliable if( cls.netchan.message.iCurBit || host.realtime - cls.netchan.last_sent > 1.0f ) Netchan_Transmit( &cls.netchan, 0, NULL ); return; } */ CL_ComputePacketLoss (); if( cl_cmdrate->value < MIN_CMD_RATE ) { Cvar_SetValue( "cl_cmdrate", MIN_CMD_RATE ); } BF_Init( &buf, "ClientData", data, sizeof( data )); // Determine number of backup commands to send along numbackup = bound( 0, cl_cmdbackup->integer, MAX_BACKUP_COMMANDS ); if( cls.state == ca_connected ) numbackup = 0; // Check to see if we can actually send this command // In single player, send commands as fast as possible // Otherwise, only send when ready and when not choking bandwidth if(( cl.maxclients == 1 ) || ( NET_IsLocalAddress( cls.netchan.remote_address ) && !host_limitlocal->integer )) send_command = true; else if(( host.realtime >= cls.nextcmdtime ) && Netchan_CanPacket( &cls.netchan )) send_command = true; if( cl.force_send_usercmd ) { send_command = true; cl.force_send_usercmd = false; } if(( cls.netchan.outgoing_sequence - cls.netchan.incoming_acknowledged ) >= CL_UPDATE_MASK ) { if(( host.realtime - cls.netchan.last_received ) > CONNECTION_PROBLEM_TIME && !cls.demoplayback ) { MsgDev( D_WARN, "^1 Connection Problem^7\n" ); cl.validsequence = 0; } } if( cl_nodelta->integer ) { cl.validsequence = 0; } // send a userinfo update if needed if( userinfo->modified ) { userinfo->modified = false; BF_WriteByte( &cls.netchan.message, clc_userinfo ); BF_WriteString( &cls.netchan.message, Cvar_Userinfo( )); } if( send_command ) { int outgoing_sequence; if( cl_cmdrate->integer > 0 ) cls.nextcmdtime = host.realtime + ( 1.0f / cl_cmdrate->value ); else cls.nextcmdtime = host.realtime; // always able to send right away if( cls.lastoutgoingcommand == -1 ) { outgoing_sequence = cls.netchan.outgoing_sequence; cls.lastoutgoingcommand = cls.netchan.outgoing_sequence; } else outgoing_sequence = cls.lastoutgoingcommand + 1; // begin a client move command BF_WriteByte( &buf, clc_move ); // save the position for a checksum byte key = BF_GetRealBytesWritten( &buf ); BF_WriteByte( &buf, 0 ); // write packet lossage percentation BF_WriteByte( &buf, cls.packet_loss ); // say how many backups we'll be sending BF_WriteByte( &buf, numbackup ); // how many real commands have queued up newcmds = ( cls.netchan.outgoing_sequence - cls.lastoutgoingcommand ); // put an upper/lower bound on this newcmds = bound( 0, newcmds, MAX_TOTAL_CMDS ); if( cls.state == ca_connected ) newcmds = 0; BF_WriteByte( &buf, newcmds ); numcmds = newcmds + numbackup; from = -1; for( i = numcmds - 1; i >= 0; i-- ) { cmdnumber = ( cls.netchan.outgoing_sequence - i ) & CL_UPDATE_MASK; to = cmdnumber; CL_WriteUsercmd( &buf, from, to ); from = to; if( BF_CheckOverflow( &buf )) { Host_Error( "CL_Move, overflowed command buffer (%i bytes)\n", MAX_CMD_BUFFER ); } } // calculate a checksum over the move commands size = BF_GetRealBytesWritten( &buf ) - key - 1; buf.pData[key] = CRC_Sequence( buf.pData + key + 1, size, cls.netchan.outgoing_sequence ); // message we are constructing. i = cls.netchan.outgoing_sequence & CL_UPDATE_MASK; // determine if we need to ask for a new set of delta's. if( cl.validsequence && !( cls.demorecording && cls.demowaiting )) { cl.delta_sequence = cl.validsequence; BF_WriteByte( &buf, clc_delta ); BF_WriteByte( &buf, cl.validsequence & 0xFF ); } else { // request delta compression of entities cl.delta_sequence = -1; } if( BF_CheckOverflow( &buf )) { Host_Error( "CL_Move, overflowed command buffer (%i bytes)\n", MAX_CMD_BUFFER ); } // remember outgoing command that we are sending cls.lastoutgoingcommand = cls.netchan.outgoing_sequence; // deliver the message (or update reliable) Netchan_Transmit( &cls.netchan, BF_GetNumBytesWritten( &buf ), BF_GetData( &buf )); } else { // Increment sequence number so we can detect that we've held back packets. cls.netchan.outgoing_sequence++; } // update download/upload slider. Netchan_UpdateProgress( &cls.netchan ); } /* ================= CL_SendCmd Called every frame to builds and sends a command packet to the server. ================= */ void CL_SendCmd( void ) { // we create commands even if a demo is playing, cl.refdef.cmd = &cl.cmds[cls.netchan.outgoing_sequence & CL_UPDATE_MASK]; *cl.refdef.cmd = CL_CreateCmd(); // clc_move, userinfo etc CL_WritePacket(); } /* ================== CL_Quit_f ================== */ void CL_Quit_f( void ) { CL_Disconnect(); Sys_Quit(); } /* ================ CL_Drop Called after an Host_Error was thrown ================ */ void CL_Drop( void ) { if( cls.state == ca_uninitialized ) return; CL_Disconnect(); } /* ======================= CL_SendConnectPacket We have gotten a challenge from the server, so try and connect. ====================== */ void CL_SendConnectPacket( void ) { netadr_t adr; int port; if( !NET_StringToAdr( cls.servername, &adr )) { MsgDev( D_INFO, "CL_SendConnectPacket: bad server address\n"); cls.connect_time = 0; return; } if( adr.port == 0 ) adr.port = BigShort( PORT_SERVER ); port = Cvar_VariableValue( "net_qport" ); userinfo->modified = false; Netchan_OutOfBandPrint( NS_CLIENT, adr, "connect %i %i %i \"%s\"\n", PROTOCOL_VERSION, port, cls.challenge, Cvar_Userinfo( )); } /* ================= CL_CheckForResend Resend a connect message if the last one has timed out ================= */ void CL_CheckForResend( void ) { netadr_t adr; // if the local server is running and we aren't then connect if( cls.state == ca_disconnected && SV_Active( )) { cls.state = ca_connecting; com.strncpy( cls.servername, "localhost", sizeof( cls.servername )); // we don't need a challenge on the localhost CL_SendConnectPacket(); return; } // resend if we haven't gotten a reply yet if( cls.demoplayback || cls.state != ca_connecting ) return; if(( host.realtime - cls.connect_time ) < 3.0f ) return; if( !NET_StringToAdr( cls.servername, &adr )) { MsgDev( D_ERROR, "CL_CheckForResend: bad server address\n" ); cls.state = ca_disconnected; return; } if( adr.port == 0 ) adr.port = BigShort( PORT_SERVER ); cls.connect_time = host.realtime; // for retransmit requests MsgDev( D_NOTE, "Connecting to %s...\n", cls.servername ); Netchan_OutOfBandPrint( NS_CLIENT, adr, "getchallenge\n" ); } /* ================ CL_Connect_f ================ */ void CL_Connect_f( void ) { char *server; if( Cmd_Argc() != 2 ) { Msg( "Usage: connect \n" ); return; } if( Host_ServerState()) { // if running a local server, kill it and reissue com.strncpy( host.finalmsg, "Server quit\n", MAX_STRING ); SV_Shutdown( false ); } server = Cmd_Argv( 1 ); NET_Config( true ); // allow remote Msg( "server %s\n", server ); CL_Disconnect(); cls.state = ca_connecting; com.strncpy( cls.servername, server, sizeof( cls.servername )); cls.connect_time = MAX_HEARTBEAT; // CL_CheckForResend() will fire immediately } /* ===================== CL_Rcon_f Send the rest of the command line over as an unconnected command. ===================== */ void CL_Rcon_f( void ) { char message[1024]; netadr_t to; int i; if( !rcon_client_password->string ) { Msg( "You must set 'rcon_password' before\n" "issuing an rcon command.\n" ); return; } message[0] = (char)255; message[1] = (char)255; message[2] = (char)255; message[3] = (char)255; message[4] = 0; NET_Config( true ); // allow remote com.strcat( message, "rcon " ); com.strcat( message, rcon_client_password->string ); com.strcat( message, " " ); for( i = 1; i < Cmd_Argc(); i++ ) { com.strcat( message, Cmd_Argv( i )); com.strcat( message, " " ); } if( cls.state >= ca_connected ) { to = cls.netchan.remote_address; } else { if( !com.strlen( rcon_address->string )) { Msg( "You must either be connected,\n" "or set the 'rcon_address' cvar\n" "to issue rcon commands\n" ); return; } NET_StringToAdr( rcon_address->string, &to ); if( to.port == 0 ) to.port = BigShort( PORT_SERVER ); } NET_SendPacket( NS_CLIENT, com.strlen( message ) + 1, message, to ); } /* ===================== CL_ClearState ===================== */ void CL_ClearState( void ) { S_StopAllSounds (); CL_ClearEffects (); CL_FreeEdicts (); if( clgame.hInstance ) clgame.dllFuncs.pfnReset(); // wipe the entire cl structure Mem_Set( &cl, 0, sizeof( cl )); BF_Clear( &cls.netchan.message ); cl.refdef.movevars = &clgame.movevars; Cvar_SetValue( "scr_download", 0.0f ); Cvar_SetValue( "scr_loading", 0.0f ); } /* ===================== CL_SendDisconnectMessage Sends a disconnect message to the server ===================== */ void CL_SendDisconnectMessage( void ) { sizebuf_t buf; byte data[32]; if( cls.state == ca_disconnected ) return; BF_Init( &buf, "LastMessage", data, sizeof( data )); BF_WriteByte( &buf, clc_stringcmd ); BF_WriteString( &buf, "disconnect" ); // make sure message will be delivered Netchan_Transmit( &cls.netchan, BF_GetNumBytesWritten( &buf ), BF_GetData( &buf )); Netchan_Transmit( &cls.netchan, BF_GetNumBytesWritten( &buf ), BF_GetData( &buf )); Netchan_Transmit( &cls.netchan, BF_GetNumBytesWritten( &buf ), BF_GetData( &buf )); } /* ===================== CL_Disconnect Goes from a connected state to full screen console state Sends a disconnect message to the server This is also called on Host_Error, so it shouldn't cause any errors ===================== */ void CL_Disconnect( void ) { if( cls.state == ca_disconnected ) return; cls.connect_time = 0; CL_Stop_f(); // send a disconnect message to the server CL_SendDisconnectMessage(); CL_ClearState (); // clear the network channel, too. Netchan_Clear( &cls.netchan ); // stop download if( cls.download ) { FS_Close( cls.download ); cls.download = NULL; } cls.state = ca_disconnected; // back to menu if developer mode set to "player" or "mapper" if( host.developer > 2 ) return; UI_SetActiveMenu( true ); } void CL_Disconnect_f( void ) { Host_Error( "Disconnected from server\n" ); } void CL_Crashed_f( void ) { // already freed if( host.state == HOST_CRASHED ) return; if( host.type != HOST_NORMAL ) return; if( !cls.initialized ) return; host.state = HOST_CRASHED; CL_Stop_f(); // stop any demos // send a disconnect message to the server CL_SendDisconnectMessage(); // stop any downloads if( cls.download ) FS_Close( cls.download ); Host_WriteOpenGLConfig(); Host_WriteConfig(); // write config if( re ) re->RestoreGamma(); } /* ================= CL_LocalServers_f ================= */ void CL_LocalServers_f( void ) { netadr_t adr; MsgDev( D_INFO, "Scanning for servers on the local network area...\n" ); NET_Config( true ); // allow remote // send a broadcast packet adr.type = NA_BROADCAST; adr.port = BigShort( PORT_SERVER ); Netchan_OutOfBandPrint( NS_CLIENT, adr, "info %i", PROTOCOL_VERSION ); } /* ==================== CL_Packet_f packet Contents allows \n escape character ==================== */ void CL_Packet_f( void ) { char send[2048]; char *in, *out; int i, l; netadr_t adr; if (Cmd_Argc() != 3) { Msg ("packet \n"); return; } NET_Config( true ); // allow remote if( !NET_StringToAdr( Cmd_Argv( 1 ), &adr )) { Msg( "Bad address\n" ); return; } if( !adr.port ) adr.port = BigShort( PORT_SERVER ); in = Cmd_Argv( 2 ); out = send + 4; send[0] = send[1] = send[2] = send[3] = (char)0xff; l = com.strlen (in); for (i=0 ; i= ca_connected ) { CL_Disconnect(); cls.connect_time = host.realtime - 1.5; } else cls.connect_time = MAX_HEARTBEAT; // fire immediately cls.demonum = cls.movienum = -1; // not in the demo loop now cls.state = ca_connecting; Msg( "reconnecting...\n" ); } } /* ================= CL_ParseStatusMessage Handle a reply from a info ================= */ void CL_ParseStatusMessage( netadr_t from, sizebuf_t *msg ) { char *s; s = BF_ReadString( msg ); UI_AddServerToList( from, s ); } //=================================================================== /* ====================== CL_PrepSound Call before entering a new level, or after changing dlls ====================== */ void CL_PrepSound( void ) { int i, sndcount; MsgDev( D_NOTE, "CL_PrepSound: %s\n", cl.configstrings[CS_NAME] ); for( i = 0, sndcount = 0; i < MAX_SOUNDS && cl.sound_precache[i+1][0]; i++ ) sndcount++; // total num sounds S_BeginRegistration(); for( i = 0; i < MAX_SOUNDS && cl.sound_precache[i+1][0]; i++ ) { cl.sound_index[i+1] = S_RegisterSound( cl.sound_precache[i+1] ); Cvar_SetValue( "scr_loading", scr_loading->value + 5.0f / sndcount ); if( cl_allow_levelshots->integer || host.developer > 3 ) SCR_UpdateScreen(); } S_EndRegistration(); CL_RunBackgroundTrack(); if( host.soundList ) { // need to reapply all ambient sounds after restarting for( i = 0; i < host.numsounds; i++) { soundlist_t *entry = &host.soundList[i]; if( entry->looping && entry->entnum != -1 ) { MsgDev( D_NOTE, "Restarting sound %s...\n", entry->name ); S_AmbientSound( entry->origin, entry->entnum, entry->entchannel, S_RegisterSound( entry->name ), entry->volume, entry->attenuation, entry->pitch, 0 ); } } } host.soundList = NULL; host.numsounds = 0; cl.audio_prepped = true; } /* ================= CL_PrepVideo Call before entering a new level, or after changing dlls ================= */ void CL_PrepVideo( void ) { string name, mapname; int i, mdlcount; int map_checksum; // dummy if( !cl.model_precache[1][0] ) return; // no map loaded Cvar_SetValue( "scr_loading", 0.0f ); // reset progress bar MsgDev( D_NOTE, "CL_PrepVideo: %s\n", cl.configstrings[CS_NAME] ); // let the render dll load the map com.strncpy( mapname, cl.model_precache[1], MAX_STRING ); CM_BeginRegistration( mapname, true, &map_checksum ); re->BeginRegistration( mapname ); cl.worldmodel = CM_ClipHandleToModel( 1 ); // get world pointer SCR_RegisterShaders(); // update with new sequence SCR_UpdateScreen(); for( i = 0, mdlcount = 0; i < MAX_MODELS && cl.model_precache[i+1][0]; i++ ) mdlcount++; // total num models for( i = 0; i < MAX_MODELS && cl.model_precache[i+1][0]; i++ ) { com.strncpy( name, cl.model_precache[i+1], MAX_STRING ); re->RegisterModel( name, i+1 ); CM_RegisterModel( name, i+1 ); Cvar_SetValue( "scr_loading", scr_loading->value + 45.0f / mdlcount ); if( cl_allow_levelshots->integer || host.developer > 3 ) SCR_UpdateScreen(); } // reload all decals for( i = 0; i < MAX_DECALS && clgame.draw_decals[i+1][0]; i++ ) cl.decal_index[i+1] = re->RegisterShader( clgame.draw_decals[i+1], SHADER_DECAL ); // setup sky and free unneeded stuff re->EndRegistration( cl.refdef.movevars->skyName ); CM_EndRegistration (); // free unused models Cvar_SetValue( "scr_loading", 100.0f ); // all done if( host.decalList ) { // need to reapply all decals after restarting for( i = 0; i < host.numdecals; i++ ) { decallist_t *entry = &host.decalList[i]; cl_entity_t *pEdict = CL_GetEntityByIndex( entry->entityIndex ); shader_t decalIndex = pfnDecalIndexFromName( entry->name ); int modelIndex = 0; if( pEdict ) modelIndex = pEdict->curstate.modelindex; CL_DecalShoot( decalIndex, entry->entityIndex, modelIndex, entry->position, entry->flags ); } Z_Free( host.decalList ); } host.decalList = NULL; host.numdecals = 0; if( host.soundList ) { // need to reapply all ambient sounds after restarting for( i = 0; i < host.numsounds; i++ ) { soundlist_t *entry = &host.soundList[i]; if( entry->looping && entry->entnum != -1 ) { MsgDev( D_NOTE, "Restarting sound %s...\n", entry->name ); S_AmbientSound( entry->origin, entry->entnum, entry->entchannel, S_RegisterSound( entry->name ), entry->volume, entry->attenuation, entry->pitch, 0 ); } } } host.soundList = NULL; host.numsounds = 0; if( host.developer <= 2 ) Con_ClearNotify(); // clear any lines of console text SCR_UpdateScreen (); CL_RunLightStyles (); // initialize world and clients CL_InitWorld (); cl.video_prepped = true; cl.force_refdef = true; } /* ================= CL_ConnectionlessPacket Responses to broadcasts, etc ================= */ void CL_ConnectionlessPacket( netadr_t from, sizebuf_t *msg ) { char *s, *c; BF_Clear( msg ); BF_ReadLong( msg ); // skip the -1 s = BF_ReadStringLine( msg ); Cmd_TokenizeString( s ); c = Cmd_Argv( 0 ); MsgDev( D_NOTE, "CL_ConnectionlessPacket: %s : %s\n", NET_AdrToString( from ), c ); // server connection if( !com.strcmp( c, "client_connect" )) { if( cls.state == ca_connected ) { MsgDev( D_INFO, "dup connect received. ignored\n"); return; } Netchan_Setup( NS_CLIENT, &cls.netchan, from, Cvar_VariableValue( "net_qport" )); BF_WriteByte( &cls.netchan.message, clc_stringcmd ); BF_WriteString( &cls.netchan.message, "new" ); cls.state = ca_connected; cl.validsequence = 0; // haven't gotten a valid frame update yet cl.delta_sequence = -1; // we'll request a full delta from the baseline cls.lastoutgoingcommand = -1; // we don't have a backed up cmd history yet cls.nextcmdtime = host.realtime; // we can send a cmd right away UI_SetActiveMenu( false ); } else if( !com.strcmp( c, "info" )) { // server responding to a status broadcast CL_ParseStatusMessage( from, msg ); } else if( !com.strcmp( c, "cmd" )) { // remote command from gui front end if( !NET_IsLocalAddress( from )) { Msg( "Command packet from remote host. Ignored.\n" ); return; } ShowWindow( host.hWnd, SW_RESTORE ); SetForegroundWindow ( host.hWnd ); s = BF_ReadString( msg ); Cbuf_AddText( s ); Cbuf_AddText( "\n" ); } else if( !com.strcmp( c, "print" )) { // print command from somewhere s = BF_ReadString( msg ); Msg( s ); } else if( !com.strcmp( c, "ping" )) { // ping from somewhere Netchan_OutOfBandPrint( NS_CLIENT, from, "ack" ); } else if( !com.strcmp( c, "challenge" )) { // challenge from the server we are connecting to cls.challenge = com.atoi( Cmd_Argv( 1 )); CL_SendConnectPacket(); return; } else if( !com.strcmp( c, "echo" )) { // echo request from server Netchan_OutOfBandPrint( NS_CLIENT, from, "%s", Cmd_Argv( 1 )); } else if( !com.strcmp( c, "disconnect" )) { // a disconnect message from the server, which will happen if the server // dropped the connection but it is still getting packets from us CL_Disconnect(); } else MsgDev( D_ERROR, "bad connectionless packet from %s:\n%s\n", NET_AdrToString( from ), s ); } /* ================= CL_ReadNetMessage ================= */ void CL_ReadNetMessage( void ) { int curSize; while( NET_GetPacket( NS_CLIENT, &net_from, net_message_buffer, &curSize )) { if( host.type == HOST_DEDICATED || cls.demoplayback ) return; BF_Init( &net_message, "ServerData", net_message_buffer, curSize ); // check for connectionless packet (0xffffffff) first if( BF_GetMaxBytes( &net_message ) >= 4 && *(int *)net_message.pData == -1 ) { CL_ConnectionlessPacket( net_from, &net_message ); continue; } // can't be a valid sequenced packet if( cls.state < ca_connected ) continue; if( BF_GetMaxBytes( &net_message ) < 8 ) { MsgDev( D_WARN, "%s: runt packet\n", NET_AdrToString( net_from )); continue; } // packet from server if( !NET_CompareAdr( net_from, cls.netchan.remote_address )) { MsgDev( D_WARN, "CL_ReadPackets: %s:sequenced packet without connection\n", NET_AdrToString( net_from )); continue; } if( Netchan_Process( &cls.netchan, &net_message )) { // the header is different lengths for reliable and unreliable messages int headerBytes = BF_GetNumBytesRead( &net_message ); CL_ParseServerMessage( &net_message ); // we don't know if it is ok to save a demo message until // after we have parsed the frame if( cls.demorecording && !cls.demowaiting ) CL_WriteDemoMessage( &net_message, headerBytes ); } } // check for fragmentation/reassembly related packets. if( cls.state != ca_disconnected && Netchan_IncomingReady( &cls.netchan )) { // the header is different lengths for reliable and unreliable messages int headerBytes = BF_GetNumBytesRead( &net_message ); // process the incoming buffer(s) if( Netchan_CopyNormalFragments( &cls.netchan, &net_message )) { CL_ParseServerMessage( &net_message ); // we don't know if it is ok to save a demo message until // after we have parsed the frame if( cls.demorecording && !cls.demowaiting ) CL_WriteDemoMessage( &net_message, headerBytes ); } if( Netchan_CopyFileFragments( &cls.netchan, &net_message )) { // Remove from resource request stuff. // CL_ProcessFile( true, cls.netchan.incomingfilename ); } } Netchan_UpdateProgress( &cls.netchan ); } void CL_ReadPackets( void ) { if( cls.demoplayback ) CL_ReadDemoMessage(); else CL_ReadNetMessage(); cl.lerpFrac = CL_LerpPoint(); // build list of all solid entities per frame (exclude clients) CL_SetSolidEntities (); // singleplayer never has connection timeout if( NET_IsLocalAddress( cls.netchan.remote_address )) return; // check timeout if( cls.state >= ca_connected && !cls.demoplayback ) { if( host.realtime - cls.netchan.last_received > cl_timeout->value ) { if( ++cl.timeoutcount > 5 ) // timeoutcount saves debugger { Msg( "\nServer connection timed out.\n" ); CL_Disconnect(); return; } } } else cl.timeoutcount = 0; } //============================================================================= /* ============== CL_Userinfo_f ============== */ void CL_Userinfo_f( void ) { Msg( "User info settings:\n" ); Info_Print( Cvar_Userinfo( )); } /* ============== CL_Physinfo_f ============== */ void CL_Physinfo_f( void ) { Msg( "Phys info settings:\n" ); Info_Print( cl.frame.clientdata.physinfo ); } void CL_RequestNextDownload( void ) { Host_Error( "CL_RequestNextDownload: not implemented (yet)\n" ); } /* ================= CL_Precache_f The server will send this command right before allowing the client into the server ================= */ void CL_Precache_f( void ) { int spawncount; spawncount = com.atoi( Cmd_Argv( 1 )); CL_PrepSound(); CL_PrepVideo(); if( cls.demoplayback ) return; // not really connected BF_WriteByte( &cls.netchan.message, clc_stringcmd ); BF_WriteString( &cls.netchan.message, va( "begin %i\n", spawncount )); } /* ================= CL_DumpCfgStrings_f Dump all the configstring that used on the client-side ================= */ void CL_DumpCfgStrings_f( void ) { int i, numStrings = 0; if( cls.state != ca_active ) { Msg( "No server running\n" ); return; } for( i = 0; i < MAX_CONFIGSTRINGS; i++ ) { if( !cl.configstrings[i][0] ) continue; Msg( "%s [%i]\n", cl.configstrings[i], i ); numStrings++; } Msg( "%i total strings used\n", numStrings ); } /* ================= CL_Escape_f Escape to menu from game ================= */ void CL_Escape_f( void ) { if( cls.key_dest == key_menu ) return; if( cls.state == ca_cinematic ) SCR_StopCinematic(); else UI_SetActiveMenu( true ); } /* ================= CL_InitLocal ================= */ void CL_InitLocal( void ) { cls.state = ca_disconnected; // register our variables cl_predict = Cvar_Get( "cl_predict", "1", CVAR_ARCHIVE, "disables client movement prediction" ); cl_crosshair = Cvar_Get( "crosshair", "1", CVAR_ARCHIVE, "show weapon chrosshair" ); cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0, "disable delta-compression for usercommnds" ); cl_idealpitchscale = Cvar_Get( "cl_idealpitchscale", "0.8", 0, "how much to look up/down slopes and stairs when not using freelook" ); cl_solid_players = Cvar_Get( "cl_solid_players", "1", 0, "Make all players not solid (can't traceline them)" ); cl_showmiss = Cvar_Get( "cl_showmiss", "0", CVAR_ARCHIVE, "client show prediction errors" ); cl_timeout = Cvar_Get( "cl_timeout", "60", 0, "connect timeout (in-seconds)" ); rcon_client_password = Cvar_Get( "rcon_password", "", 0, "remote control client password" ); rcon_address = Cvar_Get( "rcon_address", "", 0, "remote control address" ); // userinfo Cvar_Get( "password", "", CVAR_USERINFO, "player password" ); name = Cvar_Get( "name", SI->username, CVAR_USERINFO|CVAR_ARCHIVE|CVAR_PRINTABLEONLY, "player name" ); model = Cvar_Get( "model", "player", CVAR_USERINFO|CVAR_ARCHIVE, "player model ('player' it's a single player model)" ); topcolor = Cvar_Get( "topcolor", "0", CVAR_USERINFO|CVAR_ARCHIVE, "player top color" ); bottomcolor = Cvar_Get( "bottomcolor", "0", CVAR_USERINFO|CVAR_ARCHIVE, "player bottom color" ); rate = Cvar_Get( "rate", "25000", CVAR_USERINFO|CVAR_ARCHIVE, "player network rate" ); userinfo = Cvar_Get( "@userinfo", "0", CVAR_READ_ONLY, "" ); // use ->modified value only cl_showfps = Cvar_Get( "cl_showfps", "1", CVAR_ARCHIVE, "show client fps" ); cl_lw = Cvar_Get( "cl_lw", "1", CVAR_ARCHIVE|CVAR_USERINFO, "enable client weapon predicting" ); cl_smooth = Cvar_Get ("cl_smooth", "1", 0, "smooth up stair climbing and interpolate position in multiplayer" ); cl_cmdbackup = Cvar_Get( "cl_cmdbackup", "2", CVAR_ARCHIVE, "how many additional history commands are sent" ); cl_cmdrate = Cvar_Get( "cl_cmdrate", "30", CVAR_ARCHIVE, "Max number of command packets sent to server per second" ); Cvar_Get( "hud_scale", "0", CVAR_ARCHIVE|CVAR_LATCH, "scale hud at current resolution" ); Cvar_Get( "skin", "", CVAR_USERINFO, "player skin" ); // XDM 3.3 want this cvar // server commands Cmd_AddCommand ("noclip", NULL, "enable or disable no clipping mode" ); Cmd_AddCommand ("notarget", NULL, "notarget mode (monsters do not see you)" ); Cmd_AddCommand ("fullupdate", NULL, "re-init HUD on start demo recording" ); Cmd_AddCommand ("give", NULL, "give specified item or weapon" ); Cmd_AddCommand ("drop", NULL, "drop current/specified item or weapon" ); Cmd_AddCommand ("intermission", NULL, "go to intermission" ); Cmd_AddCommand ("spectate", NULL, "enable spectator mode" ); Cmd_AddCommand ("gametitle", NULL, "show game logo" ); Cmd_AddCommand ("god", NULL, "enable godmode" ); Cmd_AddCommand ("fov", NULL, "set client field of view" ); // register our commands Cmd_AddCommand ("cmd", CL_ForwardToServer_f, "send a console commandline to the server" ); Cmd_AddCommand ("pause", NULL, "pause the game (if the server allows pausing)" ); Cmd_AddCommand ("localservers", CL_LocalServers_f, "collect info about local servers" ); Cmd_AddCommand ("@crashed", CL_Crashed_f, "" ); // internal system command Cmd_AddCommand ("userinfo", CL_Userinfo_f, "print current client userinfo" ); Cmd_AddCommand ("physinfo", CL_Physinfo_f, "print current client physinfo" ); Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server" ); Cmd_AddCommand ("record", CL_Record_f, "record a demo" ); Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "playing a demo" ); Cmd_AddCommand ("killdemo", CL_DeleteDemo_f, "delete a specified demo file and demoshot" ); Cmd_AddCommand ("startdemos", CL_StartDemos_f, "start playing back the selected demos sequentially" ); Cmd_AddCommand ("demos", CL_Demos_f, "restart looping demos defined by the last startdemos command" ); Cmd_AddCommand ("movie", CL_PlayVideo_f, "playing a movie" ); Cmd_AddCommand ("stop", CL_Stop_f, "stop playing or recording a demo" ); Cmd_AddCommand ("info", NULL, "collect info about local servers with specified protocol" ); Cmd_AddCommand ("escape", CL_Escape_f, "escape from game to menu" ); Cmd_AddCommand ("cfgstringslist", CL_DumpCfgStrings_f, "dump all configstrings that used on the client" ); Cmd_AddCommand ("quit", CL_Quit_f, "quit from game" ); Cmd_AddCommand ("exit", CL_Quit_f, "quit from game" ); Cmd_AddCommand ("screenshot", CL_ScreenShot_f, "takes a screenshot of the next rendered frame" ); Cmd_AddCommand ("envshot", CL_EnvShot_f, "takes a six-sides cubemap shot with specified name" ); Cmd_AddCommand ("skyshot", CL_SkyShot_f, "takes a six-sides envmap (skybox) shot with specified name" ); Cmd_AddCommand ("levelshot", CL_LevelShot_f, "same as \"screenshot\", used for create plaque images" ); Cmd_AddCommand ("saveshot", CL_SaveShot_f, "used for create save previews with LoadGame menu" ); Cmd_AddCommand ("demoshot", CL_DemoShot_f, "used for create demo previews with PlayDemo menu" ); Cmd_AddCommand ("connect", CL_Connect_f, "connect to a server by hostname" ); Cmd_AddCommand ("reconnect", CL_Reconnect_f, "reconnect to current level" ); Cmd_AddCommand ("rcon", CL_Rcon_f, "sends a command to the server console (rcon_password and rcon_address required)" ); // this is dangerous to leave in // Cmd_AddCommand ("packet", CL_Packet_f, "send a packet with custom contents" ); Cmd_AddCommand ("precache", CL_Precache_f, "precache specified resource (by index)" ); Cmd_AddCommand ("download", CL_Download_f, "download specified resource (by name)" ); } //============================================================================ /* ================== CL_SendCommand ================== */ void CL_SendCommand( void ) { // send intentions now CL_SendCmd (); // resend a connection request if necessary CL_CheckForResend (); } /* ================== Host_ClientFrame ================== */ void Host_ClientFrame( void ) { // if client is not active, do nothing if( !cls.initialized ) return; // decide the simulation time cl.oldtime = cl.time; cl.time += host.frametime; // menu time (not paused, not clamped) gameui.globals->time = host.realtime; gameui.globals->frametime = host.realframetime; gameui.globals->demoplayback = cls.demoplayback; gameui.globals->demorecording = cls.demorecording; // if in the debugger last frame, don't timeout if( host.frametime > 5.0f ) cls.netchan.last_received = Sys_DoubleTime(); // fetch results from server CL_ReadPackets(); // send a new command message to the server CL_SendCommand(); // predict all unacknowledged movements CL_PredictMovement(); Host_CheckChanges(); // allow sound and video DLL change if( cls.state == ca_active ) { if( !cl.video_prepped ) CL_PrepVideo(); if( !cl.audio_prepped ) CL_PrepSound(); } // update the screen SCR_UpdateScreen (); // update audio S_RenderFrame( &cl.refdef ); // advance local effects for next frame CL_RunLightStyles (); SCR_RunCinematic(); Con_RunConsole(); cls.framecount++; } //============================================================================ /* ==================== CL_Init ==================== */ void CL_Init( void ) { if( host.type == HOST_DEDICATED ) return; // nothing running on the client Con_Init(); CL_InitLocal(); if( !CL_LoadProgs( va( "%s/client.dll", GI->dll_path ))) Host_Error( "CL_InitGame: can't initialize client.dll\n" ); Host_CheckChanges (); cls.initialized = true; // g-cont. disable for now Cvar_SetValue( "cl_lw", 0 ); Cvar_SetValue( "cl_predict", 0 ); } /* =============== CL_Shutdown FIXME: this is a callback from Sys_Quit and Host_Error. It would be better to run quit through here before the final handoff to the sys code. =============== */ void CL_Shutdown( void ) { // already freed if( host.state == HOST_ERROR ) return; if( !cls.initialized ) return; Host_WriteOpenGLConfig (); Host_WriteConfig (); CL_UnloadProgs (); SCR_Shutdown (); cls.initialized = false; }