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Xash3DArchive/engine/client/cl_main.c
2022-06-27 01:15:36 +03:00

2484 lines
64 KiB
C

/*
cl_main.c - client main loop
Copyright (C) 2009 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "net_encode.h"
#include "cl_tent.h"
#include "gl_local.h"
#include "input.h"
#include "../cl_dll/kbutton.h"
#include "vgui_draw.h"
#define MAX_TOTAL_CMDS 32
#define MAX_CMD_BUFFER 8000
#define CONNECTION_PROBLEM_TIME 15.0 // 15 seconds
CVAR_DEFINE_AUTO( mp_decals, "300", FCVAR_ARCHIVE, "decals limit in multiplayer" );
CVAR_DEFINE_AUTO( dev_overview, "0", 0, "draw level in overview-mode" );
convar_t *rcon_client_password;
convar_t *rcon_address;
convar_t *cl_timeout;
convar_t *cl_nopred;
convar_t *cl_showfps;
convar_t *cl_nodelta;
convar_t *cl_crosshair;
convar_t *cl_cmdbackup;
convar_t *cl_showerror;
convar_t *cl_bmodelinterp;
convar_t *cl_draw_particles;
convar_t *cl_draw_tracers;
convar_t *cl_lightstyle_lerping;
convar_t *cl_idealpitchscale;
convar_t *cl_nosmooth;
convar_t *cl_smoothtime;
convar_t *cl_clockreset;
convar_t *cl_fixtimerate;
convar_t *cl_solid_players;
convar_t *cl_draw_beams;
convar_t *cl_updaterate;
convar_t *cl_showevents;
convar_t *cl_cmdrate;
convar_t *cl_interp;
convar_t *cl_dlmax;
convar_t *cl_lw;
//
// userinfo
//
convar_t *name;
convar_t *model;
convar_t *topcolor;
convar_t *bottomcolor;
convar_t *rate;
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_IsInConsole( void )
{
return ( cls.key_dest == key_console );
}
qboolean CL_IsIntermission( void )
{
return cl.intermission;
}
qboolean CL_IsPlaybackDemo( void )
{
return cls.demoplayback;
}
qboolean CL_IsRecordDemo( void )
{
return cls.demorecording;
}
qboolean CL_DisableVisibility( void )
{
return cls.envshot_disable_vis;
}
qboolean CL_IsBackgroundDemo( void )
{
return ( cls.demoplayback && cls.demonum != -1 );
}
qboolean CL_IsBackgroundMap( void )
{
return ( cl.background && !cls.demoplayback );
}
char *CL_Userinfo( void )
{
return cls.userinfo;
}
int CL_IsDevOverviewMode( void )
{
if( dev_overview.value > 0.0f )
{
if( host.developer > 0 || cls.spectator )
return (int)dev_overview.value;
}
return 0;
}
/*
===============
CL_ChangeGame
This is experiment. Use with precaution
===============
*/
qboolean CL_ChangeGame( const char *gamefolder, qboolean bReset )
{
if( host.type == HOST_DEDICATED )
return false;
if( Q_stricmp( host.gamefolder, gamefolder ))
{
kbutton_t *mlook, *jlook;
qboolean mlook_active = false, jlook_active = false;
string mapname, maptitle;
int maxEntities;
mlook = (kbutton_t *)clgame.dllFuncs.KB_Find( "in_mlook" );
jlook = (kbutton_t *)clgame.dllFuncs.KB_Find( "in_jlook" );
if( mlook && ( mlook->state & 1 ))
mlook_active = true;
if( jlook && ( jlook->state & 1 ))
jlook_active = true;
// so reload all images (remote connect)
Mod_ClearAll( true );
R_ShutdownImages();
FS_LoadGameInfo( (bReset) ? host.gamefolder : gamefolder );
R_InitImages();
// save parms
maxEntities = clgame.maxEntities;
Q_strncpy( mapname, clgame.mapname, MAX_STRING );
Q_strncpy( maptitle, clgame.maptitle, MAX_STRING );
if( !CL_LoadProgs( va( "%s/client.dll", GI->dll_path )))
Host_Error( "can't initialize client.dll\n" );
// restore parms
clgame.maxEntities = maxEntities;
Q_strncpy( clgame.mapname, mapname, MAX_STRING );
Q_strncpy( clgame.maptitle, maptitle, MAX_STRING );
// invalidate fonts so we can reloading them again
memset( &cls.creditsFont, 0, sizeof( cls.creditsFont ));
SCR_InstallParticlePalette();
SCR_LoadCreditsFont();
Con_InvalidateFonts();
SCR_RegisterTextures ();
CL_FreeEdicts ();
SCR_VidInit ();
if( cls.key_dest == key_game ) // restore mouse state
clgame.dllFuncs.IN_ActivateMouse();
// restore mlook state
if( mlook_active ) Cmd_ExecuteString( "+mlook\n" );
if( jlook_active ) Cmd_ExecuteString( "+jlook\n" );
return true;
}
return false;
}
/*
===============
CL_CheckClientState
finalize connection process and begin new frame
with new cls.state
===============
*/
void CL_CheckClientState( void )
{
if(( cls.state == ca_connected || cls.state == ca_validate ) && ( cls.signon == SIGNONS ))
{
// first update is the final signon stage
cls.state = ca_active;
cls.changelevel = false;
cls.changedemo = false;
cl.first_frame = true;
Cvar_SetValue( "scr_loading", 0.0f );
Netchan_ReportFlow( &cls.netchan );
SCR_MakeLevelShot();
}
}
/*
===============
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 = 1.0f;
f = cl_serverframetime();
if( f == 0.0f || cls.timedemo )
{
cl.time = cl.mtime[0];
// g-cont. probably this is redundant
if( cls.demoplayback )
cl.oldtime = cl.mtime[0] - cl_clientframetime();
return 1.0f;
}
if( cl_interp->value > 0.001f )
{
// manual lerp value (goldsrc mode)
frac = ( cl.time - cl.mtime[0] ) / cl_interp->value;
}
else if( f > 0.001f )
{
// automatic lerp (classic mode)
frac = ( cl.time - cl.mtime[1] ) / f;
}
return frac;
}
/*
===============
CL_DriftInterpolationAmount
Drift interpolation value (this is used for server unlag system)
===============
*/
int CL_DriftInterpolationAmount( int goal )
{
float fgoal, maxmove, diff;
int msec;
fgoal = (float)goal / 1000.0f;
if( fgoal != cl.local.interp_amount )
{
maxmove = host.frametime * 0.05;
diff = fgoal - cl.local.interp_amount;
diff = bound( -maxmove, diff, maxmove );
cl.local.interp_amount += diff;
}
msec = cl.local.interp_amount * 1000.0f;
msec = bound( 0, msec, 100 );
return msec;
}
/*
===============
CL_ComputeClientInterpolationAmount
Validate interpolation cvars, calc interpolation window
===============
*/
void CL_ComputeClientInterpolationAmount( usercmd_t *cmd )
{
int min_interp = MIN_EX_INTERP;
int max_interp = MAX_EX_INTERP;
int interpolation_msec;
qboolean forced = false;
if( cl_updaterate->value < MIN_UPDATERATE )
{
Con_Printf( "cl_updaterate minimum is %f, resetting to default (20)\n", MIN_UPDATERATE );
Cvar_Reset( "cl_updaterate" );
}
if( cl_updaterate->value > MAX_UPDATERATE )
{
Con_Printf( "cl_updaterate clamped at maximum (%f)\n", MAX_UPDATERATE );
Cvar_SetValue( "cl_updaterate", MAX_UPDATERATE );
}
if( cls.spectator )
max_interp = 200;
min_interp = 1000.0f / cl_updaterate->value;
min_interp = Q_max( 1, min_interp );
interpolation_msec = cl_interp->value * 1000.0f;
if(( interpolation_msec + 1 ) < min_interp )
{
MsgDev( D_INFO, "ex_interp forced up to %i msec\n", interpolation_msec );
interpolation_msec = min_interp;
forced = true;
}
else if(( interpolation_msec - 1 ) > max_interp )
{
MsgDev( D_INFO, "ex_interp forced down to %i msec\n", interpolation_msec );
interpolation_msec = max_interp;
forced = true;
}
if( forced ) Cvar_SetValue( "ex_interp", (float)interpolation_msec * 0.001f );
interpolation_msec = bound( min_interp, interpolation_msec, max_interp );
cmd->lerp_msec = CL_DriftInterpolationAmount( interpolation_msec );
}
/*
=================
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 == -1.0 )
lost++;
count++;
}
if( count <= 0 ) cls.packet_loss = 0.0f;
else cls.packet_loss = ( 100.0f * (float)lost ) / (float)count;
}
/*
=================
CL_UpdateFrameLerp
=================
*/
void CL_UpdateFrameLerp( void )
{
if( cls.state != ca_active || !cl.validsequence )
return;
// compute last interpolation amount
cl.lerpFrac = CL_LerpPoint();
cl.commands[(cls.netchan.outgoing_sequence - 1) & CL_UPDATE_MASK].frame_lerp = cl.lerpFrac;
}
void CL_FindInterpolatedAddAngle( float t, float *frac, pred_viewangle_t **prev, pred_viewangle_t **next )
{
int i, i0, i1, imod;
float at;
imod = cl.angle_position - 1;
i0 = (imod + 1) & ANGLE_MASK;
i1 = (imod + 0) & ANGLE_MASK;
if( cl.predicted_angle[i0].starttime >= t )
{
for( i = 0; i < ANGLE_BACKUP - 2; i++ )
{
at = cl.predicted_angle[imod & ANGLE_MASK].starttime;
if( at == 0.0f ) break;
if( at < t )
{
i0 = (imod + 1) & ANGLE_MASK;
i1 = (imod + 0) & ANGLE_MASK;
break;
}
imod--;
}
}
*next = &cl.predicted_angle[i0];
*prev = &cl.predicted_angle[i1];
// avoid division by zero (probably this should never happens)
if((*prev)->starttime == (*next)->starttime )
{
*prev = *next;
*frac = 0.0f;
return;
}
// time spans the two entries
*frac = ( t - (*prev)->starttime ) / ((*next)->starttime - (*prev)->starttime );
*frac = bound( 0.0f, *frac, 1.0f );
}
void CL_ApplyAddAngle( void )
{
float curtime = cl.time - cl_serverframetime();
pred_viewangle_t *prev = NULL, *next = NULL;
float addangletotal = 0.0f;
float amove, frac = 0.0f;
CL_FindInterpolatedAddAngle( curtime, &frac, &prev, &next );
if( prev && next )
addangletotal = prev->total + frac * ( next->total - prev->total );
else addangletotal = cl.prevaddangletotal;
amove = addangletotal - cl.prevaddangletotal;
// update input angles
cl.viewangles[YAW] += amove;
// remember last total
cl.prevaddangletotal = addangletotal;
}
/*
=======================================================================
CLIENT MOVEMENT COMMUNICATION
=======================================================================
*/
/*
===============
CL_ProcessShowTexturesCmds
navigate around texture atlas
===============
*/
qboolean CL_ProcessShowTexturesCmds( usercmd_t *cmd )
{
static int oldbuttons;
int changed;
int pressed, released;
if( !gl_showtextures->value || CL_IsDevOverviewMode( ))
return false;
changed = (oldbuttons ^ cmd->buttons);
pressed = changed & cmd->buttons;
released = changed & (~cmd->buttons);
if( released & ( IN_RIGHT|IN_MOVERIGHT ))
Cvar_SetValue( "r_showtextures", gl_showtextures->value + 1 );
if( released & ( IN_LEFT|IN_MOVELEFT ))
Cvar_SetValue( "r_showtextures", max( 1, gl_showtextures->value - 1 ));
oldbuttons = cmd->buttons;
return true;
}
/*
===============
CL_ProcessOverviewCmds
Transform user movement into overview adjust
===============
*/
qboolean CL_ProcessOverviewCmds( usercmd_t *cmd )
{
ref_overview_t *ov = &clgame.overView;
int sign = 1;
float size = world.size[!ov->rotated] / world.size[ov->rotated];
float step = (2.0f / size) * host.realframetime;
float step2 = step * 100.0f * (2.0f / ov->flZoom);
if( !CL_IsDevOverviewMode() || gl_showtextures->value )
return false;
if( ov->flZoom < 0.0f ) sign = -1;
if( cmd->upmove > 0.0f ) ov->zNear += step;
else if( cmd->upmove < 0.0f ) ov->zNear -= step;
if( cmd->buttons & IN_JUMP ) ov->zFar += step;
else if( cmd->buttons & IN_DUCK ) ov->zFar -= step;
if( cmd->buttons & IN_FORWARD ) ov->origin[ov->rotated] -= sign * step2;
else if( cmd->buttons & IN_BACK ) ov->origin[ov->rotated] += sign * step2;
if( ov->rotated )
{
if( cmd->buttons & ( IN_RIGHT|IN_MOVERIGHT ))
ov->origin[0] -= sign * step2;
else if( cmd->buttons & ( IN_LEFT|IN_MOVELEFT ))
ov->origin[0] += sign * step2;
}
else
{
if( cmd->buttons & ( IN_RIGHT|IN_MOVERIGHT ))
ov->origin[1] += sign * step2;
else if( cmd->buttons & ( IN_LEFT|IN_MOVELEFT ))
ov->origin[1] -= sign * step2;
}
if( cmd->buttons & IN_ATTACK ) ov->flZoom += step;
else if( cmd->buttons & IN_ATTACK2 ) ov->flZoom -= step;
if( ov->flZoom == 0.0f ) ov->flZoom = 0.0001f; // to prevent disivion by zero
return true;
}
/*
=================
CL_UpdateClientData
tell the client.dll about player origin, angles, fov, etc
=================
*/
void CL_UpdateClientData( void )
{
client_data_t cdat;
if( cls.state != ca_active )
return;
memset( &cdat, 0, sizeof( cdat ) );
VectorCopy( cl.viewangles, cdat.viewangles );
VectorCopy( clgame.entities[cl.viewentity].origin, cdat.origin );
cdat.iWeaponBits = cl.local.weapons;
cdat.fov = cl.local.scr_fov;
if( clgame.dllFuncs.pfnUpdateClientData( &cdat, cl.time ))
{
// grab changes if successful
VectorCopy( cdat.viewangles, cl.viewangles );
cl.local.scr_fov = cdat.fov;
}
}
/*
=================
CL_CreateCmd
=================
*/
void CL_CreateCmd( void )
{
usercmd_t cmd;
runcmd_t *pcmd;
vec3_t angles;
qboolean active;
int input_override;
int i, ms;
if( cls.state < ca_connected || cls.state == ca_cinematic )
return;
// store viewangles in case it's will be freeze
VectorCopy( cl.viewangles, angles );
ms = bound( 1, host.frametime * 1000, 255 );
memset( &cmd, 0, sizeof( cmd ));
input_override = 0;
CL_SetSolidEntities();
CL_PushPMStates();
CL_SetSolidPlayers( cl.playernum );
// message we are constructing.
i = cls.netchan.outgoing_sequence & CL_UPDATE_MASK;
pcmd = &cl.commands[i];
if( !cls.demoplayback )
{
pcmd->senttime = host.realtime;
memset( &pcmd->cmd, 0, sizeof( pcmd->cmd ));
pcmd->receivedtime = -1.0;
pcmd->processedfuncs = false;
pcmd->heldback = false;
pcmd->sendsize = 0;
CL_ApplyAddAngle();
}
active = ( cls.state == ca_active && !cl.paused && !cls.demoplayback );
clgame.dllFuncs.CL_CreateMove( host.frametime, &pcmd->cmd, active );
CL_PopPMStates();
if( !cls.demoplayback )
{
CL_ComputeClientInterpolationAmount( &pcmd->cmd );
pcmd->cmd.lightlevel = cl.local.light_level;
pcmd->cmd.msec = ms;
}
input_override |= CL_ProcessOverviewCmds( &pcmd->cmd );
input_override |= CL_ProcessShowTexturesCmds( &pcmd->cmd );
if(( cl.background && !cls.demoplayback ) || input_override || cls.changelevel )
{
VectorCopy( angles, pcmd->cmd.viewangles );
VectorCopy( angles, cl.viewangles );
pcmd->cmd.msec = 0;
}
// demo always have commands so don't overwrite them
if( !cls.demoplayback ) cl.cmd = &pcmd->cmd;
// predict all unacknowledged movements
CL_PredictMovement( false );
}
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 )
{
memset( &nullcmd, 0, sizeof( nullcmd ));
f = &nullcmd;
}
else
{
f = &cl.commands[from].cmd;
}
t = &cl.commands[to].cmd;
// 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
===================
*/
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_connected || cls.state == ca_cinematic )
return;
CL_ComputePacketLoss ();
MSG_Init( &buf, "ClientData", data, sizeof( data ));
// Determine number of backup commands to send along
numbackup = bound( 0, cl_cmdbackup->value, MAX_BACKUP_COMMANDS );
if( cls.state == ca_connected ) numbackup = 0;
// clamp cmdrate
if( cl_cmdrate->value < 0.0f ) Cvar_SetValue( "cl_cmdrate", 0.0f );
else if( cl_cmdrate->value > 100.0f ) Cvar_SetValue( "cl_cmdrate", 100.0f );
// 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->value ))
send_command = true;
if(( host.realtime >= cls.nextcmdtime ) && Netchan_CanPacket( &cls.netchan ))
send_command = true;
if( cl.send_reply )
{
cl.send_reply = false;
send_command = true;
}
// spectator is not sending cmds to server
if( cls.spectator && cls.state == ca_active && cl.delta_sequence == cl.validsequence )
{
if( !( cls.demorecording && cls.demowaiting ) && cls.nextcmdtime + 1.0f > host.realtime )
return;
}
if(( cls.netchan.outgoing_sequence - cls.netchan.incoming_acknowledged ) >= CL_UPDATE_MASK )
{
if(( host.realtime - cls.netchan.last_received ) > CONNECTION_PROBLEM_TIME )
{
Con_NPrintf( 1, "^3Warning:^1 Connection Problem^7\n" );
cl.validsequence = 0;
}
}
if( cl_nodelta->value )
cl.validsequence = 0;
if( send_command )
{
int outgoing_sequence;
if( cl_cmdrate->value > 0 ) // clamped between 10 and 100 fps
cls.nextcmdtime = host.realtime + bound( 0.1f, ( 1.0f / cl_cmdrate->value ), 0.01f );
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
MSG_BeginClientCmd( &buf, clc_move );
// save the position for a checksum byte
key = MSG_GetRealBytesWritten( &buf );
MSG_WriteByte( &buf, 0 );
// write packet lossage percentation
MSG_WriteByte( &buf, cls.packet_loss );
// say how many backups we'll be sending
MSG_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;
MSG_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( MSG_CheckOverflow( &buf ))
Host_Error( "CL_WritePacket: overflowed command buffer (%i bytes)\n", MAX_CMD_BUFFER );
}
// calculate a checksum over the move commands
size = MSG_GetRealBytesWritten( &buf ) - key - 1;
buf.pData[key] = CRC32_BlockSequence( 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.state == ca_active) && !( cls.demorecording && cls.demowaiting ))
{
cl.delta_sequence = cl.validsequence;
MSG_BeginClientCmd( &buf, clc_delta );
MSG_WriteByte( &buf, cl.validsequence & 0xFF );
}
else
{
// request delta compression of entities
cl.delta_sequence = -1;
}
if( MSG_CheckOverflow( &buf ))
Host_Error( "CL_WritePacket: overflowed command buffer (%i bytes)\n", MAX_CMD_BUFFER );
// remember outgoing command that we are sending
cls.lastoutgoingcommand = cls.netchan.outgoing_sequence;
// update size counter for netgraph
cl.commands[cls.netchan.outgoing_sequence & CL_UPDATE_MASK].sendsize = MSG_GetNumBytesWritten( &buf );
cl.commands[cls.netchan.outgoing_sequence & CL_UPDATE_MASK].heldback = false;
// composite the rest of the datagram..
if( MSG_GetNumBitsWritten( &cls.datagram ) <= MSG_GetNumBitsLeft( &buf ))
MSG_WriteBits( &buf, MSG_GetData( &cls.datagram ), MSG_GetNumBitsWritten( &cls.datagram ));
MSG_Clear( &cls.datagram );
// deliver the message (or update reliable)
Netchan_Transmit( &cls.netchan, MSG_GetNumBytesWritten( &buf ), MSG_GetData( &buf ));
}
else
{
// mark command as held back so we'll send it next time
cl.commands[cls.netchan.outgoing_sequence & CL_UPDATE_MASK].heldback = true;
// increment sequence number so we can detect that we've held back packets.
cls.netchan.outgoing_sequence++;
}
if( cls.demorecording && numbackup > 0 )
{
// Back up one because we've incremented outgoing_sequence each frame by 1 unit
cmdnumber = ( cls.netchan.outgoing_sequence - 1 ) & CL_UPDATE_MASK;
CL_WriteDemoUserCmd( cmdnumber );
}
// update download/upload slider.
Netchan_UpdateProgress( &cls.netchan );
}
/*
=================
CL_SendCommand
Called every frame to builds and sends a command packet to the server.
=================
*/
void CL_SendCommand( void )
{
// we create commands even if a demo is playing,
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.initialized )
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 = MSG_BigShort( PORT_SERVER );
port = Cvar_VariableValue( "net_qport" );
Netchan_OutOfBandPrint( NS_CLIENT, adr, "connect %i %i %i \"%s\"\n", PROTOCOL_VERSION, port, cls.challenge, cls.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.signon = 0;
cls.state = ca_connecting;
Q_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 ) < 10.0f )
return;
if( !NET_StringToAdr( cls.servername, &adr ))
{
MsgDev( D_ERROR, "CL_CheckForResend: bad server address\n" );
cls.state = ca_disconnected;
cls.signon = 0;
return;
}
if( adr.port == 0 ) adr.port = MSG_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 )
{
string server;
if( Cmd_Argc() != 2 )
{
Msg( "Usage: connect <server>\n" );
return;
}
Q_strncpy( server, Cmd_Argv( 1 ), sizeof( server ));
if( Host_ServerState())
{
// if running a local server, kill it and reissue
Q_strncpy( host.finalmsg, "Server quit", MAX_STRING );
SV_Shutdown( false );
}
NET_Config( true ); // allow remote
Msg( "server %s\n", server );
CL_Disconnect();
cls.state = ca_connecting;
Q_strncpy( cls.servername, server, sizeof( cls.servername ));
cls.connect_time = MAX_HEARTBEAT; // CL_CheckForResend() will fire immediately
cls.spectator = false;
cls.signon = 0;
}
/*
=====================
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 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
Q_strcat( message, "rcon " );
Q_strcat( message, rcon_client_password->string );
Q_strcat( message, " " );
for( i = 1; i < Cmd_Argc(); i++ )
{
Q_strcat( message, Cmd_Argv( i ));
Q_strcat( message, " " );
}
if( cls.state >= ca_connected )
{
to = cls.netchan.remote_address;
}
else
{
if( !Q_strlen( rcon_address->string ))
{
Msg( "You must either be connected or set the 'rcon_address' cvar to issue rcon commands\n" );
return;
}
NET_StringToAdr( rcon_address->string, &to );
if( to.port == 0 ) to.port = MSG_BigShort( PORT_SERVER );
}
NET_SendPacket( NS_CLIENT, Q_strlen( message ) + 1, message, to );
}
/*
=====================
CL_ClearState
=====================
*/
void CL_ClearState( void )
{
S_StopAllSounds ( true );
CL_ClearEffects ();
CL_FreeEdicts ();
CL_ClearPhysEnts ();
// wipe the entire cl structure
memset( &cl, 0, sizeof( cl ));
MSG_Clear( &cls.netchan.message );
memset( &clgame.fade, 0, sizeof( clgame.fade ));
memset( &clgame.shake, 0, sizeof( clgame.shake ));
Cvar_FullSet( "cl_background", "0", FCVAR_READ_ONLY );
cl.maxclients = 1; // allow to drawing player in menu
cl.mtime[0] = cl.mtime[1] = 1.0f; // because level starts from 1.0f second
NetAPI_CancelAllRequests();
cl.local.interp_amount = 0.1f;
cl.local.scr_fov = 90.0f;
Cvar_SetValue( "scr_download", 0.0f );
Cvar_SetValue( "scr_loading", 0.0f );
// restore real developer level
host.developer = host.old_developer;
}
/*
=====================
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;
MSG_Init( &buf, "LastMessage", data, sizeof( data ));
MSG_BeginClientCmd( &buf, clc_stringcmd );
MSG_WriteString( &buf, "disconnect" );
if( !cls.netchan.remote_address.type )
cls.netchan.remote_address.type = NA_LOOPBACK;
// make sure message will be delivered
Netchan_Transmit( &cls.netchan, MSG_GetNumBytesWritten( &buf ), MSG_GetData( &buf ));
Netchan_Transmit( &cls.netchan, MSG_GetNumBytesWritten( &buf ), MSG_GetData( &buf ));
Netchan_Transmit( &cls.netchan, MSG_GetNumBytesWritten( &buf ), MSG_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;
cls.changedemo = false;
CL_Stop_f();
// send a disconnect message to the server
CL_SendDisconnectMessage();
CL_ClearState ();
S_StopBackgroundTrack ();
SCR_EndLoadingPlaque (); // get rid of loading plaque
// clear the network channel, too.
Netchan_Clear( &cls.netchan );
cls.state = ca_disconnected;
cls.signon = 0;
// restore gamefolder here (in case client was connected to another game)
CL_ChangeGame( GI->gamefolder, true );
// back to menu if developer mode set to "player" or "mapper"
if( host.developer > 2 || CL_IsInMenu( ))
return;
UI_SetActiveMenu( true );
}
void CL_Disconnect_f( void )
{
Host_Error( "Disconnected from server\n" );
}
void CL_Crashed( 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();
Host_WriteOpenGLConfig();
Host_WriteConfig(); // write config
}
/*
=================
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 = MSG_BigShort( PORT_SERVER );
Netchan_OutOfBandPrint( NS_CLIENT, adr, "info %i", PROTOCOL_VERSION );
}
/*
=================
CL_InternetServers_f
=================
*/
void CL_InternetServers_f( void )
{
netadr_t adr;
char fullquery[512] = "1\xFF" "0.0.0.0:0\0" "\\gamedir\\";
MsgDev( D_INFO, "Scanning for servers on the internet area...\n" );
NET_Config( true ); // allow remote
if( !NET_StringToAdr( MASTERSERVER_ADR, &adr ) )
MsgDev( D_INFO, "Can't resolve adr: %s\n", MASTERSERVER_ADR );
Q_strcpy( &fullquery[22], GI->gamedir );
NET_SendPacket( NS_CLIENT, Q_strlen( GI->gamedir ) + 23, fullquery, adr );
// now we clearing the vgui request
if( clgame.master_request != NULL )
memset( clgame.master_request, 0, sizeof( net_request_t ));
clgame.request_type = NET_REQUEST_GAMEUI;
}
/*
====================
CL_Packet_f
packet <destination> <contents>
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 <destination> <contents>\n" );
return;
}
NET_Config( true ); // allow remote
if( !NET_StringToAdr( Cmd_Argv( 1 ), &adr ))
{
Msg( "Bad address\n" );
return;
}
if( adr.port == 0 ) adr.port = MSG_BigShort( PORT_SERVER );
in = Cmd_Argv( 2 );
out = send + 4;
send[0] = send[1] = send[2] = send[3] = (char)0xFF;
l = Q_strlen( in );
for( i = 0; i < l; i++ )
{
if( in[i] == '\\' && in[i+1] == 'n' )
{
*out++ = '\n';
i++;
}
else *out++ = in[i];
}
*out = 0;
NET_SendPacket( NS_CLIENT, out - send, send, adr );
}
/*
=================
CL_Reconnect_f
The server is changing levels
=================
*/
void CL_Reconnect_f( void )
{
if( cls.state == ca_disconnected )
return;
S_StopAllSounds ( true );
if( cls.state == ca_connected )
{
cls.demonum = cls.movienum = -1; // not in the demo loop now
cls.state = ca_connected;
cls.signon = 0;
// clear channel and stuff
Netchan_Clear( &cls.netchan );
MSG_Clear( &cls.netchan.message );
MSG_BeginClientCmd( &cls.netchan.message, clc_stringcmd );
MSG_WriteString( &cls.netchan.message, "new" );
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
cl.last_command_ack = -1;
CL_StartupDemoHeader ();
return;
}
if( cls.servername[0] )
{
if( cls.state >= 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;
cls.signon = 0;
Msg( "reconnecting...\n" );
}
}
/*
=================
CL_FixupColorStringsForInfoString
all the keys and values must be ends with ^7
=================
*/
void CL_FixupColorStringsForInfoString( const char *in, char *out )
{
qboolean hasPrefix = false;
qboolean endOfKeyVal = false;
int color = 7;
int count = 0;
if( *in == '\\' )
{
*out++ = *in++;
count++;
}
while( *in && count < MAX_INFO_STRING )
{
if( IsColorString( in ))
color = ColorIndex( *(in+1));
// color the not reset while end of key (or value) was found!
if( *in == '\\' && color != 7 )
{
if( IsColorString( out - 2 ))
{
*(out - 1) = '7';
}
else
{
*out++ = '^';
*out++ = '7';
count += 2;
}
color = 7;
}
*out++ = *in++;
count++;
}
// check the remaining value
if( color != 7 )
{
// if the ends with another color rewrite it
if( IsColorString( out - 2 ))
{
*(out - 1) = '7';
}
else
{
*out++ = '^';
*out++ = '7';
count += 2;
}
}
*out = '\0';
}
/*
=================
CL_ParseStatusMessage
Handle a reply from a info
=================
*/
void CL_ParseStatusMessage( netadr_t from, sizebuf_t *msg )
{
static char infostring[MAX_INFO_STRING+8];
char *s = MSG_ReadString( msg );
CL_FixupColorStringsForInfoString( s, infostring );
// more info about servers
MsgDev( D_INFO, "Server: %s, Game: %s\n", NET_AdrToString( from ), Info_ValueForKey( infostring, "gamedir" ));
UI_AddServerToList( from, infostring );
}
/*
=================
CL_ParseNETInfoMessage
Handle a reply from a netinfo
=================
*/
void CL_ParseNETInfoMessage( netadr_t from, sizebuf_t *msg, const char *s )
{
net_request_t *nr;
static char infostring[MAX_INFO_STRING+8];
int i, context, type;
int errorBits = 0;
char *val;
context = Q_atoi( Cmd_Argv( 1 ));
type = Q_atoi( Cmd_Argv( 2 ));
while( *s != '\\' ) s++; // fetching infostring
// check for errors
val = Info_ValueForKey( s, "neterror" );
if( !Q_stricmp( val, "protocol" ))
SetBits( errorBits, NET_ERROR_PROTO_UNSUPPORTED );
else if( !Q_stricmp( val, "undefined" ))
SetBits( errorBits, NET_ERROR_UNDEFINED );
CL_FixupColorStringsForInfoString( s, infostring );
// find a request with specified context
for( i = 0; i < MAX_REQUESTS; i++ )
{
nr = &clgame.net_requests[i];
if( nr->resp.context == context && nr->resp.type == type )
{
// setup the answer
nr->resp.response = infostring;
nr->resp.remote_address = from;
nr->resp.error = NET_SUCCESS;
nr->resp.ping = host.realtime - nr->timesend;
if( nr->timeout <= host.realtime )
SetBits( nr->resp.error, NET_ERROR_TIMEOUT );
SetBits( nr->resp.error, errorBits ); // misc error bits
nr->pfnFunc( &nr->resp );
if( !FBitSet( nr->flags, FNETAPI_MULTIPLE_RESPONSE ))
memset( nr, 0, sizeof( *nr )); // done
return;
}
}
}
/*
=================
CL_ProcessNetRequests
check for timeouts
=================
*/
void CL_ProcessNetRequests( void )
{
net_request_t *nr;
int i;
// find a request with specified context
for( i = 0; i < MAX_REQUESTS; i++ )
{
nr = &clgame.net_requests[i];
if( !nr->pfnFunc ) continue; // not used
if( nr->timeout <= host.realtime )
{
// setup the answer
SetBits( nr->resp.error, NET_ERROR_TIMEOUT );
nr->resp.ping = host.realtime - nr->timesend;
nr->pfnFunc( &nr->resp );
memset( nr, 0, sizeof( *nr )); // done
}
}
}
//===================================================================
/*
===============
CL_SetupOverviewParams
Get initial overview values
===============
*/
void CL_SetupOverviewParams( void )
{
ref_overview_t *ov = &clgame.overView;
float mapAspect, screenAspect, aspect;
ov->rotated = ( world.size[1] <= world.size[0] ) ? true : false;
// calculate nearest aspect
mapAspect = world.size[!ov->rotated] / world.size[ov->rotated];
screenAspect = (float)glState.width / (float)glState.height;
aspect = Q_max( mapAspect, screenAspect );
ov->zNear = world.maxs[2];
ov->zFar = world.mins[2];
ov->flZoom = ( 8192.0f / world.size[ov->rotated] ) / aspect;
VectorAverage( world.mins, world.maxs, ov->origin );
memset( &cls.spectator_state, 0, sizeof( cls.spectator_state ));
if( cls.spectator )
{
cls.spectator_state.playerstate.friction = 1;
cls.spectator_state.playerstate.gravity = 1;
cls.spectator_state.playerstate.number = cl.playernum + 1;
cls.spectator_state.playerstate.usehull = 1;
cls.spectator_state.playerstate.movetype = MOVETYPE_NOCLIP;
cls.spectator_state.client.maxspeed = clgame.movevars.spectatormaxspeed;
}
}
/*
======================
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", clgame.mapname );
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->value || host.developer > 3 || cl.background )
SCR_UpdateScreen();
}
S_EndRegistration();
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", clgame.mapname );
// let the render dll load the map
Q_strncpy( mapname, cl.model_precache[1], MAX_STRING );
Mod_LoadWorld( mapname, &map_checksum, cl.maxclients > 1 );
cl.worldmodel = Mod_Handle( 1 ); // get world pointer
Cvar_SetValue( "scr_loading", 25.0f );
SCR_UpdateScreen();
// make sure what map is valid
if( !cls.demoplayback && map_checksum != cl.checksum )
Host_Error( "Local map version differs from server: %i != '%i'\n", map_checksum, cl.checksum );
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++ )
{
Q_strncpy( name, cl.model_precache[i+1], MAX_STRING );
Mod_RegisterModel( name, i+1 );
Cvar_SetValue( "scr_loading", scr_loading->value + 75.0f / mdlcount );
if( cl_allow_levelshots->value || host.developer > 3 || cl.background )
SCR_UpdateScreen();
}
// load tempent sprites (glowshell, muzzleflashes etc)
CL_LoadClientSprites ();
// invalidate all decal indexes
memset( cl.decal_index, 0, sizeof( cl.decal_index ));
CL_ClearWorld ();
R_NewMap(); // tell the render about new map
CL_SetupOverviewParams(); // set overview bounds
// must be called after lightmap loading!
clgame.dllFuncs.pfnVidInit();
// release unused SpriteTextures
for( i = 1; i < MAX_IMAGES; i++ )
{
if( !clgame.sprites[i].name[0] ) continue; // free slot
if( clgame.sprites[i].needload != clgame.load_sequence )
Mod_UnloadSpriteModel( &clgame.sprites[i] );
}
Mod_FreeUnused ();
Cvar_SetValue( "scr_loading", 100.0f ); // all done
if( host.developer <= 2 )
Con_ClearNotify(); // clear any lines of console text
SCR_UpdateScreen ();
cl.video_prepped = true;
}
/*
=================
CL_ConnectionlessPacket
Responses to broadcasts, etc
=================
*/
void CL_ConnectionlessPacket( netadr_t from, sizebuf_t *msg )
{
char *args;
char *c, buf[MAX_SYSPATH];
int len = sizeof( buf );
int dataoffset = 0;
netadr_t servadr;
MSG_Clear( msg );
MSG_ReadLong( msg ); // skip the -1
args = MSG_ReadStringLine( msg );
Cmd_TokenizeString( args );
c = Cmd_Argv( 0 );
MsgDev( D_NOTE, "CL_ConnectionlessPacket: %s : %s\n", NET_AdrToString( from ), c );
// server connection
if( !Q_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" ), NULL, NULL );
MSG_BeginClientCmd( &cls.netchan.message, clc_stringcmd );
MSG_WriteString( &cls.netchan.message, "new" );
cls.state = ca_connected;
cls.signon = 0;
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
cl.last_command_ack = -1;
CL_StartupDemoHeader ();
UI_SetActiveMenu( false );
}
else if( !Q_strcmp( c, "info" ))
{
// server responding to a status broadcast
CL_ParseStatusMessage( from, msg );
}
else if( !Q_strcmp( c, "netinfo" ))
{
// server responding to a status broadcast
CL_ParseNETInfoMessage( from, msg, args );
}
else if( !Q_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 );
args = MSG_ReadString( msg );
Cbuf_AddText( args );
Cbuf_AddText( "\n" );
}
else if( !Q_strcmp( c, "print" ))
{
// print command from somewhere
Msg( "remote: %s\n", MSG_ReadString( msg ));
}
else if( !Q_strcmp( c, "ping" ))
{
// ping from somewhere
Netchan_OutOfBandPrint( NS_CLIENT, from, "ack" );
}
else if( !Q_strcmp( c, "challenge" ))
{
// challenge from the server we are connecting to
cls.challenge = Q_atoi( Cmd_Argv( 1 ));
CL_SendConnectPacket();
return;
}
else if( !Q_strcmp( c, "echo" ))
{
// echo request from server
Netchan_OutOfBandPrint( NS_CLIENT, from, "%s", Cmd_Argv( 1 ));
}
else if( !Q_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 if( !Q_strcmp( c, "f" ))
{
// serverlist got from masterserver
while( MSG_GetNumBitsLeft( msg ) > 8 )
{
MSG_ReadBytes( msg, servadr.ip, sizeof( servadr.ip )); // 4 bytes for IP
servadr.port = MSG_ReadShort( msg ); // 2 bytes for Port
servadr.type = NA_IP;
// list is ends here
if( !servadr.port )
{
if( clgame.request_type == NET_REQUEST_CLIENT && clgame.master_request != NULL )
{
net_request_t *nr = clgame.master_request;
net_adrlist_t *list, **prev;
// setup the answer
nr->resp.remote_address = from;
nr->resp.error = NET_SUCCESS;
nr->resp.ping = host.realtime - nr->timesend;
if( nr->timeout <= host.realtime )
SetBits( nr->resp.error, NET_ERROR_TIMEOUT );
MsgDev( D_INFO, "serverlist call: %s\n", NET_AdrToString( from ));
nr->pfnFunc( &nr->resp );
// throw the list, now it will be stored in user area
prev = &((net_adrlist_t *)nr->resp.response);
while( 1 )
{
list = *prev;
if( !list ) break;
// throw out any variables the game created
*prev = list->next;
Mem_Free( list );
}
memset( nr, 0, sizeof( *nr )); // done
clgame.request_type = NET_REQUEST_CANCEL;
clgame.master_request = NULL;
}
break;
}
if( clgame.request_type == NET_REQUEST_CLIENT && clgame.master_request != NULL )
{
net_request_t *nr = clgame.master_request;
net_adrlist_t *list;
// adding addresses into list
list = Z_Malloc( sizeof( *list ));
list->remote_address = servadr;
list->next = nr->resp.response;
nr->resp.response = list;
}
else if( clgame.request_type == NET_REQUEST_GAMEUI )
{
NET_Config( true ); // allow remote
Netchan_OutOfBandPrint( NS_CLIENT, servadr, "info %i", PROTOCOL_VERSION );
}
}
}
else if( clgame.dllFuncs.pfnConnectionlessPacket( &from, args, buf, &len ))
{
// user out of band message (must be handled in CL_ConnectionlessPacket)
if( len > 0 ) Netchan_OutOfBand( NS_SERVER, from, len, buf );
}
else MsgDev( D_ERROR, "bad connectionless packet from %s:\n%s\n", NET_AdrToString( from ), args );
}
/*
====================
CL_GetMessage
Handles recording and playback of demos, on top of NET_ code
====================
*/
int CL_GetMessage( byte *data, size_t *length )
{
if( cls.demoplayback )
{
if( CL_DemoReadMessage( data, length ))
return true;
return false;
}
if( NET_GetPacket( NS_CLIENT, &net_from, data, length ))
return true;
return false;
}
/*
=================
CL_ReadNetMessage
=================
*/
void CL_ReadNetMessage( void )
{
size_t curSize;
while( CL_GetMessage( net_message_buffer, &curSize ))
{
MSG_Init( &net_message, "ServerData", net_message_buffer, curSize );
// check for connectionless packet (0xffffffff) first
if( MSG_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( MSG_GetMaxBytes( &net_message ) < 8 )
{
MsgDev( D_WARN, "%s: runt packet\n", NET_AdrToString( net_from ));
continue;
}
// packet from server
if( !cls.demoplayback && !NET_CompareAdr( net_from, cls.netchan.remote_address ))
{
MsgDev( D_ERROR, "CL_ReadPackets: %s:sequenced packet without connection\n", NET_AdrToString( net_from ));
continue;
}
if( !cls.demoplayback && !Netchan_Process( &cls.netchan, &net_message ))
continue; // wasn't accepted for some reason
CL_ParseServerMessage( &net_message, true );
cl.send_reply = true;
}
// build list of all solid entities per next frame (exclude clients)
CL_SetSolidEntities();
// check for fragmentation/reassembly related packets.
if( cls.state != ca_disconnected && Netchan_IncomingReady( &cls.netchan ))
{
// process the incoming buffer(s)
if( Netchan_CopyNormalFragments( &cls.netchan, &net_message, &curSize ))
{
MSG_Init( &net_message, "ServerData", net_message_buffer, curSize );
CL_ParseServerMessage( &net_message, false );
}
if( Netchan_CopyFileFragments( &cls.netchan, &net_message ))
{
// remove from resource request stuff.
CL_ProcessFile( true, cls.netchan.incomingfilename );
}
}
Netchan_UpdateProgress( &cls.netchan );
// check requests for time-expire
CL_ProcessNetRequests();
}
/*
=================
CL_ReadPackets
Updates the local time and reads/handles messages
on client net connection.
=================
*/
void CL_ReadPackets( void )
{
// decide the simulation time
cl.oldtime = cl.time;
if( !cls.demoplayback && !cl.paused )
cl.time += host.frametime;
// demo time
if( cls.demorecording && !cls.demowaiting )
cls.demotime += host.frametime;
CL_ReadNetMessage();
#if 0
// keep cheat cvars are unchanged
if( cl.maxclients > 1 && cls.state == ca_active && host.developer <= 1 )
Cvar_SetCheatState();
#endif
// singleplayer never has connection timeout
if( NET_IsLocalAddress( cls.netchan.remote_address ))
return;
// if in the debugger last frame, don't timeout
if( host.frametime > 5.0f ) cls.netchan.last_received = Sys_DoubleTime();
// check timeout
if( cls.state >= ca_connected && !cls.demoplayback && cls.state != ca_cinematic )
{
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_SignonReply
An svc_signonnum has been received, perform a client side setup
=====================
*/
void CL_SignonReply( void )
{
// g-cont. my favorite message :-)
MsgDev( D_INFO, "CL_SignonReply: %i\n", cls.signon );
switch( cls.signon )
{
case 1:
CL_ServerCommand( true, "sendents" );
Mem_PrintStats();
break;
case 2:
SCR_EndLoadingPlaque(); // allow normal screen updates
if( cl.proxy_redirect && !cls.spectator )
{
MsgDev( D_ERROR, "CL_SignonReply: redirected to invalid server\n" );
CL_Disconnect();
}
cl.proxy_redirect = false;
#if 0
if( cls.demoplayback )
Sequence_OnLevelLoad( clgame.mapname );
#endif
break;
}
}
/*
====================
CL_ProcessFile
A file has been received via the fragmentation/reassembly layer, put it in the right spot and
see if we have finished downloading files.
====================
*/
void CL_ProcessFile( qboolean successfully_received, const char *filename )
{
if( successfully_received )
MsgDev( D_INFO, "received %s\n", filename );
else MsgDev( D_WARN, "failed to download %s", filename );
if( cls.downloadfileid == cls.downloadcount - 1 )
{
MsgDev( D_INFO, "Download completed, resuming connection\n" );
FS_Rescan();
MSG_BeginClientCmd( &cls.netchan.message, clc_stringcmd );
MSG_WriteString( &cls.netchan.message, "continueloading" );
cls.downloadfileid = 0;
cls.downloadcount = 0;
return;
}
cls.downloadfileid++;
}
/*
====================
CL_ServerCommand
send command to a server
====================
*/
void CL_ServerCommand( qboolean reliable, char *fmt, ... )
{
char string[MAX_SYSPATH];
va_list argptr;
if( cls.state < ca_connecting )
return;
va_start( argptr, fmt );
Q_vsprintf( string, fmt, argptr );
va_end( argptr );
if( reliable )
{
MSG_BeginClientCmd( &cls.netchan.message, clc_stringcmd );
MSG_WriteString( &cls.netchan.message, string );
}
else
{
MSG_BeginClientCmd( &cls.datagram, clc_stringcmd );
MSG_WriteString( &cls.datagram, string );
}
}
//=============================================================================
/*
==============
CL_SetInfo_f
==============
*/
void CL_SetInfo_f( void )
{
convar_t *var;
if( Cmd_Argc() == 1 )
{
Msg( "User info settings:\n" );
Info_Print( cls.userinfo );
Msg( "Total %i symbols\n", Q_strlen( cls.userinfo ));
return;
}
if( Cmd_Argc() != 3 )
{
Msg( "usage: setinfo [ <key> <value> ]\n" );
return;
}
// NOTE: some userinfo comed from cvars, e.g. cl_lw but we can call "setinfo cl_lw 1"
// without real cvar changing. So we need to lookup for cvar first to make sure what
// our key is not linked with console variable
var = Cvar_FindVar( Cmd_Argv( 1 ));
// make sure what cvar is existed and really part of userinfo
if( var && FBitSet( var->flags, FCVAR_USERINFO ))
{
Cvar_DirectSet( var, Cmd_Argv( 2 ));
}
else if( Info_SetValueForKey( cls.userinfo, Cmd_Argv( 1 ), Cmd_Argv( 2 ), MAX_INFO_STRING ))
{
// send update only on successfully changed userinfo
Cmd_ForwardToServer ();
}
}
/*
==============
CL_Physinfo_f
==============
*/
void CL_Physinfo_f( void )
{
Msg( "Phys info settings:\n" );
Info_Print( cls.physinfo );
Msg( "Total %i symbols\n", Q_strlen( cls.physinfo ));
}
/*
=================
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 = Q_atoi( Cmd_Argv( 1 ));
CL_PrepSound();
CL_PrepVideo();
MSG_BeginClientCmd( &cls.netchan.message, clc_stringcmd );
MSG_WriteString( &cls.netchan.message, va( "begin %i\n", spawncount ));
}
/*
==================
CL_FullServerinfo_f
Sent by server when serverinfo changes
==================
*/
void CL_FullServerinfo_f( void )
{
if( Cmd_Argc() != 2 )
{
Msg( "Usage: fullserverinfo <complete info string>\n" );
return;
}
Q_strncpy( cl.serverinfo, Cmd_Argv( 1 ), sizeof( cl.serverinfo ));
}
/*
=================
CL_Escape_f
Escape to menu from game
=================
*/
void CL_Escape_f( void )
{
if( cls.key_dest == key_menu )
return;
// the final credits is running
if( UI_CreditsActive( )) return;
if( cls.state == ca_cinematic )
SCR_NextMovie(); // jump to next movie
else UI_SetActiveMenu( true );
}
/*
=================
CL_InitLocal
=================
*/
void CL_InitLocal( void )
{
cls.state = ca_disconnected;
cls.signon = 0;
Cvar_RegisterVariable( &mp_decals );
Cvar_RegisterVariable( &dev_overview );
// register our variables
cl_crosshair = Cvar_Get( "crosshair", "1", FCVAR_ARCHIVE, "show weapon chrosshair" );
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0, "disable delta-compression for server messages" );
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_interp = Cvar_Get( "ex_interp", "0.1", FCVAR_ARCHIVE, "Interpolate object positions starting this many seconds in past" );
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
cl_nopred = Cvar_Get( "cl_nopred", "0", FCVAR_ARCHIVE|FCVAR_USERINFO, "disable client movement prediction" );
name = Cvar_Get( "name", Sys_GetCurrentUser(), FCVAR_USERINFO|FCVAR_ARCHIVE|FCVAR_PRINTABLEONLY, "player name" );
model = Cvar_Get( "model", "", FCVAR_USERINFO|FCVAR_ARCHIVE, "player model ('player' is a singleplayer model)" );
cl_updaterate = Cvar_Get( "cl_updaterate", "20", FCVAR_USERINFO|FCVAR_ARCHIVE, "refresh rate of server messages" );
cl_dlmax = Cvar_Get( "cl_dlmax", "0", FCVAR_USERINFO|FCVAR_ARCHIVE, "max allowed fragment size on download resources" );
rate = Cvar_Get( "rate", "3500", FCVAR_USERINFO|FCVAR_ARCHIVE, "player network rate" );
topcolor = Cvar_Get( "topcolor", "0", FCVAR_USERINFO|FCVAR_ARCHIVE, "player top color" );
bottomcolor = Cvar_Get( "bottomcolor", "0", FCVAR_USERINFO|FCVAR_ARCHIVE, "player bottom color" );
cl_lw = Cvar_Get( "cl_lw", "1", FCVAR_ARCHIVE|FCVAR_USERINFO, "enable client weapon predicting" );
Cvar_Get( "cl_lc", "1", FCVAR_ARCHIVE|FCVAR_USERINFO, "enable lag compensation" );
Cvar_Get( "msg", "0", FCVAR_USERINFO|FCVAR_ARCHIVE, "message filter for server notifications" );
Cvar_Get( "team", "", FCVAR_USERINFO, "player team" );
Cvar_Get( "skin", "", FCVAR_USERINFO, "player skin" );
cl_showfps = Cvar_Get( "cl_showfps", "1", FCVAR_ARCHIVE, "show client fps" );
cl_nosmooth = Cvar_Get( "cl_nosmooth", "0", FCVAR_ARCHIVE, "disable smooth up stair climbing and interpolate position in multiplayer" );
cl_smoothtime = Cvar_Get( "cl_smoothtime", "0.1", FCVAR_ARCHIVE, "time to smooth up" );
cl_cmdbackup = Cvar_Get( "cl_cmdbackup", "10", FCVAR_ARCHIVE, "how many additional history commands are sent" );
cl_cmdrate = Cvar_Get( "cl_cmdrate", "30", FCVAR_ARCHIVE, "Max number of command packets sent to server per second" );
cl_draw_particles = Cvar_Get( "r_drawparticles", "1", FCVAR_CHEAT|FCVAR_ARCHIVE, "render particles" );
cl_draw_tracers = Cvar_Get( "r_drawtracers", "1", FCVAR_CHEAT|FCVAR_ARCHIVE, "render tracers" );
cl_draw_beams = Cvar_Get( "r_drawbeams", "1", FCVAR_CHEAT|FCVAR_ARCHIVE, "render beams" );
cl_lightstyle_lerping = Cvar_Get( "cl_lightstyle_lerping", "0", FCVAR_ARCHIVE, "enables animated light lerping (perfomance option)" );
cl_showerror = Cvar_Get( "cl_showerror", "0", FCVAR_ARCHIVE, "show prediction error" );
cl_bmodelinterp = Cvar_Get( "cl_bmodelinterp", "1", FCVAR_ARCHIVE, "enable bmodel interpolation" );
cl_clockreset = Cvar_Get( "cl_clockreset", "0.1", FCVAR_ARCHIVE, "frametime delta maximum value before reset" );
cl_fixtimerate = Cvar_Get( "cl_fixtimerate", "7.5", FCVAR_ARCHIVE, "time in msec to client clock adjusting" );
Cvar_Get( "hud_scale", "0", FCVAR_ARCHIVE|FCVAR_LATCH, "scale hud at current resolution" );
Cvar_Get( "cl_background", "0", FCVAR_READ_ONLY, "indicate what background map is running" );
cl_showevents = Cvar_Get( "cl_showevents", "0", FCVAR_ARCHIVE, "show events playback" );
// these two added to shut up CS 1.5 about 'unknown' commands
Cvar_Get( "lightgamma", "1", FCVAR_ARCHIVE, "ambient lighting level (legacy, unused)" );
Cvar_Get( "direct", "1", FCVAR_ARCHIVE, "direct lighting level (legacy, unused)" );
Cvar_Get( "voice_serverdebug", "0", 0, "debug voice (legacy, unused)" );
// 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 ("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 ("pause", NULL, "pause the game (if the server allows pausing)" );
Cmd_AddCommand ("localservers", CL_LocalServers_f, "collect info about local servers" );
Cmd_AddCommand ("internetservers", CL_InternetServers_f, "collect info about internet servers" );
Cmd_AddCommand ("cd", CL_PlayCDTrack_f, "Play cd-track (not real cd-player of course)" );
Cmd_AddCommand ("setinfo", CL_SetInfo_f, "examine or change the userinfo string (alias of userinfo)" );
Cmd_AddCommand ("userinfo", CL_SetInfo_f, "examine or change the userinfo string (alias of setinfo)" );
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, "play 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, "play 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 ("togglemenu", CL_Escape_f, "toggle between game and menu" );
Cmd_AddCommand ("pointfile", CL_ReadPointFile_f, "show leaks on a map (if present of course)" );
Cmd_AddCommand ("linefile", CL_ReadLineFile_f, "show leaks on a map (if present of course)" );
Cmd_AddCommand ("fullserverinfo", CL_FullServerinfo_f, "sent by server when serverinfo changes" );
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 ("snapshot", CL_SnapShot_f, "takes a snapshot 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)" );
}
//============================================================================
/*
==================
CL_AdjustClock
slowly adjuct client clock
to smooth lag effect
==================
*/
void CL_AdjustClock( void )
{
if( cl.timedelta == 0.0f || !cl_fixtimerate->value )
return;
if( cl_fixtimerate->value < 0.0f )
Cvar_SetValue( "cl_fixtimerate", 7.5f );
if( fabs( cl.timedelta ) >= 0.001f )
{
double msec, adjust, sign;
msec = ( cl.timedelta * 1000.0 );
sign = ( msec < 0 ) ? 1.0 : -1.0;
msec = fabs( msec );
adjust = sign * ( cl_fixtimerate->value / 1000.0 );
if( fabs( adjust ) < fabs( cl.timedelta ))
{
cl.timedelta += adjust;
cl.time += adjust;
}
if( cl.oldtime > cl.time )
cl.oldtime = cl.time;
}
}
/*
==================
Host_ClientBegin
==================
*/
void Host_ClientBegin( void )
{
// if client is not active, do nothing
if( !cls.initialized ) return;
// evaluate console animation
Con_RunConsole ();
// exec console commands
Cbuf_Execute ();
// finalize connection process if needs
CL_CheckClientState();
// tell the client.dll about client data
CL_UpdateClientData();
// if running the server locally, make intentions now
if( SV_Active( )) CL_SendCommand ();
}
/*
==================
Host_ClientFrame
==================
*/
void Host_ClientFrame( void )
{
// if client is not active, do nothing
if( !cls.initialized ) return;
// if running the server remotely, send intentions now after
// the incoming messages have been read
if( !SV_Active( )) CL_SendCommand ();
clgame.dllFuncs.pfnFrame( host.frametime );
// remember last received framenum
CL_SetLastUpdate ();
// read updates from server
CL_ReadPackets ();
// do prediction again in case we got
// a new portion updates from server
CL_RedoPrediction ();
// Voice_Idle( host.frametime );
// emit visible entities
CL_EmitEntities ();
// in case we lost connection
CL_CheckForResend ();
// while( CL_RequestMissingResources( ));
// CL_HTTPUpdate ();
// handle spectator movement
CL_MoveSpectatorCamera();
// catch changes video settings
VID_CheckChanges();
// process VGUI
VGui_RunFrame ();
// update the screen
SCR_UpdateScreen ();
// update audio
SND_UpdateSound ();
// animate lightestyles
CL_RunLightStyles ();
// decay dynamic lights
CL_DecayLights ();
// play avi-files
SCR_RunCinematic ();
// adjust client time
CL_AdjustClock ();
}
//============================================================================
/*
====================
CL_Init
====================
*/
void CL_Init( void )
{
if( host.type == HOST_DEDICATED )
return; // nothing running on the client
CL_InitLocal();
R_Init(); // init renderer
S_Init(); // init sound
// unreliable buffer. unsed for unreliable commands and voice stream
MSG_Init( &cls.datagram, "cls.datagram", cls.datagram_buf, sizeof( cls.datagram_buf ));
if( !CL_LoadProgs( va( "%s/client.dll", GI->dll_path )))
Host_Error( "can't initialize client.dll\n" );
cls.initialized = true;
cl.maxclients = 1; // allow to drawing player in menu
cls.olddemonum = -1;
cls.demonum = -1;
}
/*
===============
CL_Shutdown
===============
*/
void CL_Shutdown( void )
{
// already freed
if( !cls.initialized ) return;
cls.initialized = false;
MsgDev( D_INFO, "CL_Shutdown()\n" );
Host_WriteOpenGLConfig ();
Host_WriteVideoConfig ();
CL_CloseDemoHeader();
IN_Shutdown ();
SCR_Shutdown ();
CL_UnloadProgs ();
FS_Delete( "demoheader.tmp" ); // remove tmp file
SCR_FreeCinematic (); // release AVI's *after* client.dll because custom renderer may use them
S_Shutdown ();
R_Shutdown ();
Con_Shutdown ();
}