800 lines
20 KiB
C
800 lines
20 KiB
C
//=======================================================================
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// Copyright XashXT Group 2008 ©
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// sv_frame.c - server world snapshot
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//=======================================================================
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#include "common.h"
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#include "server.h"
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#include "const.h"
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#include "net_encode.h"
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#define MAX_VISIBLE_PACKET 512
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typedef struct
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{
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int num_entities;
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entity_state_t entities[MAX_VISIBLE_PACKET];
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} sv_ents_t;
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static byte *clientpvs; // FatPVS
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static byte *clientphs; // FatPHS
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int c_fullsend; // just a debug counter
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/*
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=======================
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SV_EntityNumbers
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=======================
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*/
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static int SV_EntityNumbers( const void *a, const void *b )
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{
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int ent1, ent2;
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ent1 = ((entity_state_t *)a)->number;
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ent2 = ((entity_state_t *)b)->number;
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if( ent1 == ent2 )
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Host_Error( "SV_SortEntities: duplicated entity\n" );
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if( ent1 < ent2 )
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return -1;
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return 1;
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}
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/*
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================
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SV_ClearFrames
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free client frames memory
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================
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*/
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void SV_ClearFrames( client_frame_t **frames )
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{
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if( *frames == NULL )
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return;
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Mem_Free( *frames );
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*frames = NULL;
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}
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/*
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=============
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SV_AddEntitiesToPacket
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=============
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*/
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static void SV_AddEntitiesToPacket( edict_t *pViewEnt, edict_t *pClient, client_frame_t *frame, sv_ents_t *ents )
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{
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edict_t *ent;
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byte *pset;
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qboolean fullvis = false;
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sv_client_t *cl, *netclient;
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entity_state_t *state;
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int e, player;
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// during an error shutdown message we may need to transmit
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// the shutdown message after the server has shutdown, so
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// specfically check for it
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if( !sv.state ) return;
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if( pClient && !( sv.hostflags & SVF_PORTALPASS ))
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{
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// portals can't change hostflags
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sv.hostflags &= ~SVF_SKIPLOCALHOST;
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cl = SV_ClientFromEdict( pClient, true );
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ASSERT( cl );
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// setup hostflags
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if( cl->local_weapons )
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{
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sv.hostflags |= SVF_SKIPLOCALHOST;
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}
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}
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svgame.dllFuncs.pfnSetupVisibility( pViewEnt, pClient, &clientpvs, &clientphs );
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if( !clientpvs ) fullvis = true;
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for( e = 1; e < svgame.numEntities; e++ )
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{
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ent = EDICT_NUM( e );
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if( ent->free ) continue;
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if( ent->serialnumber != e )
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{
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// this should never happens
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MsgDev( D_NOTE, "fixing ent->serialnumber from %i to %i\n", ent->serialnumber, e );
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ent->serialnumber = e;
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}
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// don't double add an entity through portals (already added)
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if( ent->v.pushmsec == sv.net_framenum )
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continue;
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if( ent->v.effects & EF_REQUEST_PHS )
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pset = clientphs;
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else pset = clientpvs;
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state = &ents->entities[ents->num_entities];
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netclient = SV_ClientFromEdict( ent, true );
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player = ( netclient != NULL );
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// add entity to the net packet
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if( svgame.dllFuncs.pfnAddToFullPack( state, e, ent, pClient, sv.hostflags, player, pset ))
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{
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// to prevent adds it twice through portals
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ent->v.pushmsec = sv.net_framenum;
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if( netclient && netclient->modelindex ) // apply custom model if present
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state->modelindex = netclient->modelindex;
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// if we are full, silently discard entities
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if( ents->num_entities < MAX_VISIBLE_PACKET )
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{
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ents->num_entities++; // entity accepted
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c_fullsend++; // debug counter
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}
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else
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{
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// visibility list is full
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MsgDev( D_ERROR, "too many entities in visible packet list\n" );
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break;
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}
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}
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if( fullvis ) continue; // portal ents will be added anyway, ignore recursion
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// if its a portal entity, add everything visible from its camera position
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if( !( sv.hostflags & SVF_PORTALPASS ) && ent->v.effects & EF_MERGE_VISIBILITY )
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{
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sv.hostflags |= SVF_PORTALPASS;
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SV_AddEntitiesToPacket( ent, pClient, frame, ents );
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sv.hostflags &= ~SVF_PORTALPASS;
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}
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}
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}
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/*
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=============================================================================
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Encode a client frame onto the network channel
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=============================================================================
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*/
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/*
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=============
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SV_EmitPacketEntities
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Writes a delta update of an entity_state_t list to the message->
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=============
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*/
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void SV_EmitPacketEntities( sv_client_t *cl, client_frame_t *to, sizebuf_t *msg )
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{
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entity_state_t *oldent, *newent;
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int oldindex, newindex;
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int oldnum, newnum;
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int from_num_entities;
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client_frame_t *from;
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// this is the frame that we are going to delta update from
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if( cl->delta_sequence != -1 )
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{
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from = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK];
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from_num_entities = from->num_entities;
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// the snapshot's entities may still have rolled off the buffer, though
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if( from->first_entity <= svs.next_client_entities - svs.num_client_entities )
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{
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MsgDev( D_WARN, "%s: delta request from out of date entities.\n", cl->name );
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from = NULL;
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from_num_entities = 0;
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BF_WriteByte( msg, svc_packetentities );
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BF_WriteWord( msg, to->num_entities );
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}
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else
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{
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BF_WriteByte( msg, svc_deltapacketentities );
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BF_WriteWord( msg, to->num_entities );
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BF_WriteByte( msg, cl->delta_sequence );
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}
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}
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else
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{
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from = NULL;
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from_num_entities = 0;
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BF_WriteByte( msg, svc_packetentities );
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BF_WriteWord( msg, to->num_entities );
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}
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newent = NULL;
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oldent = NULL;
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newindex = 0;
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oldindex = 0;
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while( newindex < to->num_entities || oldindex < from_num_entities )
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{
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if( newindex >= to->num_entities )
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{
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newnum = MAX_ENTNUMBER;
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}
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else
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{
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newent = &svs.packet_entities[(to->first_entity+newindex)%svs.num_client_entities];
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newnum = newent->number;
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}
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if( oldindex >= from_num_entities )
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{
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oldnum = MAX_ENTNUMBER;
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}
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else
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{
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oldent = &svs.packet_entities[(from->first_entity+oldindex)%svs.num_client_entities];
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oldnum = oldent->number;
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}
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if( newnum == oldnum )
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{
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// delta update from old position
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// because the force parm is false, this will not result
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// in any bytes being emited if the entity has not changed at all
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MSG_WriteDeltaEntity( oldent, newent, msg, false, SV_IsPlayerIndex( newent->number ), sv_time( ));
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oldindex++;
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newindex++;
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continue;
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}
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if( newnum < oldnum )
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{
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// this is a new entity, send it from the baseline
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MSG_WriteDeltaEntity( &svs.baselines[newnum], newent, msg, true, SV_IsPlayerIndex( newent->number ), sv.time );
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newindex++;
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continue;
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}
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if( newnum > oldnum )
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{
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qboolean force;
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if( EDICT_NUM( oldent->number )->free )
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force = true; // entity completely removed from server
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else force = false; // just removed from delta-message
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// remove from message
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MSG_WriteDeltaEntity( oldent, NULL, msg, force, false, sv.time );
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oldindex++;
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continue;
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}
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}
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BF_WriteWord( msg, 0 ); // end of packetentities
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}
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/*
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=============
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SV_EmitEvents
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=============
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*/
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static void SV_EmitEvents( sv_client_t *cl, client_frame_t *to, sizebuf_t *msg )
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{
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int i, ev;
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event_state_t *es;
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event_info_t *info;
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int ev_count = 0;
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int c;
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es = &cl->events;
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// count events
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for( ev = 0; ev < MAX_EVENT_QUEUE; ev++ )
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{
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info = &es->ei[ev];
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if( info->index == 0 )
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continue;
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ev_count++;
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}
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// nothing to send
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if( !ev_count ) return;
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if( ev_count >= MAX_EVENT_QUEUE )
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ev_count = MAX_EVENT_QUEUE - 1;
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BF_WriteByte( msg, svc_event ); // create message
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BF_WriteByte( msg, ev_count ); // Up to MAX_EVENT_QUEUE events
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for( i = c = 0 ; i < MAX_EVENT_QUEUE; i++ )
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{
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info = &es->ei[i];
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if( info->index == 0 )
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continue;
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// only send if there's room
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if ( c < ev_count )
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SV_PlaybackEvent( msg, info );
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info->index = 0;
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c++;
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}
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}
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/*
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=============
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SV_EmitPings
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=============
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*/
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void SV_EmitPings( sizebuf_t *msg )
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{
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sv_client_t *cl;
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int packet_loss;
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int i, ping;
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BF_WriteByte( msg, svc_updatepings );
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for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
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{
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if( cl->state != cs_spawned ) continue;
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SV_GetPlayerStats( cl, &ping, &packet_loss );
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// there are 25 bits for each client
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BF_WriteOneBit( msg, 1 );
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BF_WriteUBitLong( msg, i, MAX_CLIENT_BITS );
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BF_WriteUBitLong( msg, ping, 12 );
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BF_WriteUBitLong( msg, packet_loss, 7 );
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}
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// end marker
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BF_WriteOneBit( msg, 0 );
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}
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/*
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==================
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SV_WriteClientdataToMessage
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==================
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*/
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void SV_WriteClientdataToMessage( sv_client_t *cl, sizebuf_t *msg )
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{
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clientdata_t nullcd;
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clientdata_t *from_cd, *to_cd;
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weapon_data_t nullwd;
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weapon_data_t *from_wd, *to_wd;
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client_frame_t *frame;
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edict_t *clent;
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int i;
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Mem_Set( &nullcd, 0, sizeof( nullcd ));
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clent = cl->edict;
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frame = &( cl->frames[cl->netchan.outgoing_sequence & SV_UPDATE_MASK] );
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frame->senttime = host.realtime;
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frame->raw_ping = -1.0f;
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frame->latency = -1.0f;
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if( cl->chokecount != 0 )
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{
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BF_WriteByte( msg, svc_chokecount );
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cl->chokecount = 0;
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}
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// update client fixangle
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switch( clent->v.fixangle )
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{
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case 1:
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BF_WriteByte( msg, svc_setangle );
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BF_WriteBitAngle( msg, clent->v.angles[0], 16 );
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BF_WriteBitAngle( msg, clent->v.angles[1], 16 );
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clent->v.effects |= EF_NOINTERP;
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break;
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case 2:
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BF_WriteByte( msg, svc_addangle );
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BF_WriteBitAngle( msg, cl->addangle, 16 );
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cl->addangle = 0;
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break;
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}
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clent->v.fixangle = 0; // reset fixangle
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clent->v.pushmsec = 0; // reset pushmsec
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Mem_Set( &frame->clientdata, 0, sizeof( frame->clientdata ));
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// update clientdata_t
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svgame.dllFuncs.pfnUpdateClientData( clent, cl->local_weapons, &frame->clientdata );
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BF_WriteByte( msg, svc_clientdata );
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if( cl->hltv_proxy ) return; // don't send more nothing
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if( cl->delta_sequence == -1 ) from_cd = &nullcd;
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else from_cd = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK].clientdata;
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to_cd = &frame->clientdata;
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if( cl->delta_sequence == -1 )
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{
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BF_WriteOneBit( msg, 0 ); // no delta-compression
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}
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else
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{
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BF_WriteOneBit( msg, 1 ); // we are delta-ing from
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BF_WriteByte( msg, cl->delta_sequence );
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}
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// write clientdata_t
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MSG_WriteClientData( msg, from_cd, to_cd, sv.time );
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if( cl->local_weapons && svgame.dllFuncs.pfnGetWeaponData( clent, frame->weapondata ))
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{
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Mem_Set( &nullwd, 0, sizeof( nullwd ));
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for( i = 0; i < 32; i++ )
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{
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if( cl->delta_sequence == -1 ) from_wd = &nullwd;
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else from_wd = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK].weapondata[i];
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to_wd = &frame->weapondata[i];
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MSG_WriteWeaponData( msg, from_wd, to_wd, sv.time, i );
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}
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}
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// end marker
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BF_WriteOneBit( msg, 0 );
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}
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/*
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==================
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SV_WriteEntitiesToClient
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==================
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*/
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void SV_WriteEntitiesToClient( sv_client_t *cl, sizebuf_t *msg )
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{
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edict_t *clent;
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edict_t *viewent; // may be NULL
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client_frame_t *frame;
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entity_state_t *state;
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static sv_ents_t frame_ents;
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int i, send_pings;
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clent = cl->edict;
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viewent = cl->pViewEntity; // himself or trigger_camera
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frame = &cl->frames[cl->netchan.outgoing_sequence & SV_UPDATE_MASK];
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send_pings = SV_ShouldUpdatePing( cl );
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sv.net_framenum++; // now all portal-through entities are invalidate
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sv.hostflags &= ~SVF_PORTALPASS;
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// clear everything in this snapshot
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frame_ents.num_entities = c_fullsend = 0;
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// add all the entities directly visible to the eye, which
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// may include portal entities that merge other viewpoints
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SV_AddEntitiesToPacket( viewent, clent, frame, &frame_ents );
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// if there were portals visible, there may be out of order entities
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// in the list which will need to be resorted for the delta compression
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// to work correctly. This also catches the error condition
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// of an entity being included twice.
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qsort( frame_ents.entities, frame_ents.num_entities, sizeof( frame_ents.entities[0] ), SV_EntityNumbers );
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// copy the entity states out
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frame->num_entities = 0;
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frame->first_entity = svs.next_client_entities;
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for( i = 0; i < frame_ents.num_entities; i++ )
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{
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// add it to the circular packet_entities array
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state = &svs.packet_entities[svs.next_client_entities % svs.num_client_entities];
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*state = frame_ents.entities[i];
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svs.next_client_entities++;
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// this should never hit, map should always be restarted first in SV_Frame
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if( svs.next_client_entities >= 0x7FFFFFFE )
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Host_Error( "svs.next_client_entities wrapped\n" );
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frame->num_entities++;
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}
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SV_EmitPacketEntities( cl, frame, msg );
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SV_EmitEvents( cl, frame, msg );
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if( send_pings ) SV_EmitPings( msg );
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}
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/*
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===============================================================================
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FRAME UPDATES
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===============================================================================
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*/
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/*
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=======================
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SV_SendClientDatagram
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=======================
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*/
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void SV_SendClientDatagram( sv_client_t *cl )
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{
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byte msg_buf[NET_MAX_PAYLOAD];
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sizebuf_t msg;
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svs.currentPlayer = cl;
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BF_Init( &msg, "Datagram", msg_buf, sizeof( msg_buf ));
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// always send servertime at new frame
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BF_WriteByte( &msg, svc_time );
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BF_WriteFloat( &msg, sv.time );
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SV_WriteClientdataToMessage( cl, &msg );
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SV_WriteEntitiesToClient( cl, &msg );
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// copy the accumulated multicast datagram
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// for this client out to the message
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if( BF_CheckOverflow( &cl->datagram )) MsgDev( D_WARN, "datagram overflowed for %s\n", cl->name );
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else BF_WriteBits( &msg, BF_GetData( &cl->datagram ), BF_GetNumBitsWritten( &cl->datagram ));
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BF_Clear( &cl->datagram );
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if( BF_CheckOverflow( &msg ))
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{
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// must have room left for the packet header
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MsgDev( D_WARN, "msg overflowed for %s\n", cl->name );
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BF_Clear( &msg );
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}
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// send the datagram
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Netchan_TransmitBits( &cl->netchan, BF_GetNumBitsWritten( &msg ), BF_GetData( &msg ));
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}
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/*
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=======================
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SV_UpdateToReliableMessages
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=======================
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|
*/
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void SV_UpdateToReliableMessages( void )
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{
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int i;
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sv_client_t *cl;
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// check for changes to be sent over the reliable streams to all clients
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for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
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{
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if( !cl->edict ) continue; // not in game yet
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if( cl->state != cs_spawned )
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continue;
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if( cl->sendinfo )
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{
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cl->sendinfo = false;
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SV_FullClientUpdate( cl, &sv.reliable_datagram );
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}
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if( cl->sendmovevars )
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{
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cl->sendmovevars = false;
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SV_FullUpdateMovevars( cl, &cl->netchan.message );
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}
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}
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// 1% chanse for simulate random network bugs
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if( sv.write_bad_message && Com_RandomLong( 0, 512 ) == 443 )
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{
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// just for network debugging (send only for local client)
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BF_WriteByte( &sv.datagram, svc_bad );
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BF_WriteLong( &sv.datagram, rand( )); // send some random data
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BF_WriteString( &sv.datagram, host.finalmsg ); // send final message
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sv.write_bad_message = false;
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}
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// clear the server datagram if it overflowed.
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if( BF_CheckOverflow( &sv.datagram ))
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{
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MsgDev( D_ERROR, "sv.datagram overflowed!\n" );
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BF_Clear( &sv.datagram );
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}
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// now send the reliable and server datagrams to all clients.
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for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
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{
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if( cl->state < cs_connected || cl->fakeclient )
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continue; // reliables go to all connected or spawned
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|
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BF_WriteBits( &cl->netchan.message, BF_GetData( &sv.reliable_datagram ), BF_GetNumBitsWritten( &sv.reliable_datagram ));
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BF_WriteBits( &cl->datagram, BF_GetData( &sv.datagram ), BF_GetNumBitsWritten( &sv.datagram ));
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}
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// now clear the reliable and datagram buffers.
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BF_Clear( &sv.reliable_datagram );
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BF_Clear( &sv.datagram );
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}
|
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|
|
/*
|
|
=======================
|
|
SV_SendClientMessages
|
|
=======================
|
|
*/
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void SV_SendClientMessages( void )
|
|
{
|
|
sv_client_t *cl;
|
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int i;
|
|
|
|
svs.currentPlayer = NULL;
|
|
|
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if( sv.state == ss_dead )
|
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return;
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|
|
SV_UpdateToReliableMessages ();
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|
|
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// send a message to each connected client
|
|
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
|
|
{
|
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if( !cl->state || cl->fakeclient )
|
|
continue;
|
|
|
|
if( cl->skip_message )
|
|
{
|
|
cl->skip_message = false;
|
|
continue;
|
|
}
|
|
|
|
if( !host_limitlocal->integer && NET_IsLocalAddress( cl->netchan.remote_address ))
|
|
{
|
|
cl->send_message = true;
|
|
}
|
|
|
|
if( cl->state == cs_spawned )
|
|
{
|
|
// Try to send a message as soon as we can.
|
|
// If the target time for sending is within the next frame interval ( based on last frame ),
|
|
// trigger the send now. Note that in single player,
|
|
// send_message is also set to true any time a packet arrives from the client.
|
|
float time_unti_next_message = cl->next_messagetime - (host.realtime + host.frametime);
|
|
|
|
if( time_unti_next_message <= 0.0f )
|
|
{
|
|
cl->send_message = true;
|
|
}
|
|
|
|
// something got hosed
|
|
if( time_unti_next_message > 2.0f )
|
|
{
|
|
cl->send_message = true;
|
|
}
|
|
}
|
|
|
|
// if the reliable message overflowed, drop the client
|
|
if( BF_CheckOverflow( &cl->netchan.message ))
|
|
{
|
|
BF_Clear( &cl->netchan.message );
|
|
BF_Clear( &cl->datagram );
|
|
SV_BroadcastPrintf( PRINT_HIGH, "%s overflowed\n", cl->name );
|
|
MsgDev( D_WARN, "reliable overflow for %s\n", cl->name );
|
|
SV_DropClient( cl );
|
|
cl->send_message = true;
|
|
cl->netchan.cleartime = 0; // don't choke this message
|
|
}
|
|
else if( cl->send_message )
|
|
{
|
|
// If we haven't gotten a message in sv_failuretime seconds, then stop sending messages to this client
|
|
// until we get another packet in from the client. This prevents crash/drop and reconnect where they are
|
|
// being hosed with "sequenced packet without connection" packets.
|
|
if(( host.realtime - cl->netchan.last_received ) > sv_failuretime->value )
|
|
{
|
|
cl->send_message = false;
|
|
}
|
|
}
|
|
|
|
// only send messages if the client has sent one
|
|
// and the bandwidth is not choked
|
|
if( !cl->send_message ) continue;
|
|
|
|
// Bandwidth choke active?
|
|
if( !Netchan_CanPacket( &cl->netchan ))
|
|
{
|
|
cl->chokecount++;
|
|
continue;
|
|
}
|
|
|
|
cl->send_message = false;
|
|
|
|
// Now that we were able to send, reset timer to point to next possible send time.
|
|
cl->next_messagetime = host.realtime + host.frametime + cl->cl_updaterate;
|
|
|
|
if( cl->state == cs_spawned )
|
|
{
|
|
SV_SendClientDatagram( cl );
|
|
}
|
|
else
|
|
{
|
|
Netchan_Transmit( &cl->netchan, 0, NULL );
|
|
}
|
|
}
|
|
|
|
// reset current client
|
|
svs.currentPlayer = NULL;
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
SV_SendMessagesToAll
|
|
|
|
e.g. before changing level
|
|
=======================
|
|
*/
|
|
void SV_SendMessagesToAll( void )
|
|
{
|
|
int i;
|
|
sv_client_t *cl;
|
|
|
|
if( sv.state == ss_dead )
|
|
return;
|
|
|
|
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
|
|
{
|
|
if( cl->state >= cs_connected )
|
|
cl->send_message = true;
|
|
}
|
|
SV_SendClientMessages();
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
SV_SkipUpdates
|
|
|
|
used before changing level
|
|
=======================
|
|
*/
|
|
void SV_SkipUpdates( void )
|
|
{
|
|
int i;
|
|
sv_client_t *cl;
|
|
|
|
if( sv.state == ss_dead )
|
|
return;
|
|
|
|
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
|
|
{
|
|
if( cl->state != cs_spawned || cl->fakeclient )
|
|
continue;
|
|
cl->skip_message = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
SV_InactivateClients
|
|
|
|
Purpose: Prepare for level transition, etc.
|
|
=======================
|
|
*/
|
|
void SV_InactivateClients( void )
|
|
{
|
|
int i;
|
|
sv_client_t *cl;
|
|
|
|
if( sv.state == ss_dead )
|
|
return;
|
|
|
|
// send a message to each connected client
|
|
for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
|
|
{
|
|
if( !cl->state || !cl->edict ) continue;
|
|
|
|
if( !cl->edict || (cl->edict->v.flags & ( FL_FAKECLIENT|FL_SPECTATOR )))
|
|
continue;
|
|
|
|
if( svs.clients[i].state > cs_connected )
|
|
svs.clients[i].state = cs_connected;
|
|
|
|
// clear netchan message (but keep other buffers)
|
|
BF_Clear( &cl->netchan.message );
|
|
}
|
|
} |