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Xash3DArchive/engine/client/cl_parse.c

1532 lines
36 KiB
C

/*
cl_parse.c - parse a message received from the server
Copyright (C) 2008 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 "particledef.h"
#include "gl_local.h"
#include "cl_tent.h"
#include "shake.h"
#define MSG_COUNT 32 // last 32 messages parsed
#define MSG_MASK (MSG_COUNT - 1)
int CL_UPDATE_BACKUP = SINGLEPLAYER_BACKUP;
const char *svc_strings[256] =
{
"svc_bad",
"svc_nop",
"svc_disconnect",
"svc_changing",
"svc_version",
"svc_setview",
"svc_sound",
"svc_time",
"svc_print",
"svc_stufftext",
"svc_setangle",
"svc_serverdata",
"svc_lightstyle",
"svc_updateuserinfo",
"svc_deltatable",
"svc_clientdata",
"svc_stopsound",
"svc_updatepings",
"svc_particle",
"svc_frame",
"svc_spawnstatic",
"svc_event_reliable",
"svc_spawnbaseline",
"svc_temp_entity",
"svc_setpause",
"svc_signonnum",
"svc_centerprint",
"svc_event",
"svc_soundindex",
"svc_ambientsound",
"svc_intermission",
"svc_modelindex",
"svc_cdtrack",
"svc_serverinfo",
"svc_eventindex",
"svc_weaponanim",
"svc_bspdecal",
"svc_roomtype",
"svc_addangle",
"svc_usermessage",
"svc_packetentities",
"svc_deltapacketentities",
"svc_chokecount",
"svc_resourcelist",
"svc_deltamovevars",
"svc_customization",
"svc_unused46",
"svc_crosshairangle",
"svc_soundfade",
"svc_unused49",
"svc_unused50",
"svc_director",
"svc_studiodecal",
};
typedef struct
{
int command;
int starting_offset;
int frame_number;
} oldcmd_t;
typedef struct
{
oldcmd_t oldcmd[MSG_COUNT];
int currentcmd;
qboolean parsing;
} msg_debug_t;
static msg_debug_t cls_message_debug;
static int starting_count;
static resourcelist_t reslist;
const char *CL_MsgInfo( int cmd )
{
static string sz;
Q_strcpy( sz, "???" );
if( cmd >= 0 && cmd < svc_lastmsg )
{
// get engine message name
Q_strncpy( sz, svc_strings[cmd], sizeof( sz ));
}
else if( cmd >= svc_lastmsg && cmd < ( svc_lastmsg + MAX_USER_MESSAGES ))
{
int i;
for( i = 0; i < MAX_USER_MESSAGES; i++ )
{
if( clgame.msg[i].number == cmd )
{
Q_strncpy( sz, clgame.msg[i].name, sizeof( sz ));
break;
}
}
}
return sz;
}
/*
=====================
CL_Parse_RecordCommand
record new message params into debug buffer
=====================
*/
void CL_Parse_RecordCommand( int cmd, int startoffset )
{
int slot;
if( cmd == svc_nop ) return;
slot = ( cls_message_debug.currentcmd++ & MSG_MASK );
cls_message_debug.oldcmd[slot].command = cmd;
cls_message_debug.oldcmd[slot].starting_offset = startoffset;
cls_message_debug.oldcmd[slot].frame_number = host.framecount;
}
/*
=====================
CL_WriteErrorMessage
write net_message into buffer.dat for debugging
=====================
*/
void CL_WriteErrorMessage( int current_count, sizebuf_t *msg )
{
file_t *fp;
const char *buffer_file = "buffer.dat";
fp = FS_Open( buffer_file, "wb", false );
if( !fp ) return;
FS_Write( fp, &starting_count, sizeof( int ));
FS_Write( fp, &current_count, sizeof( int ));
FS_Write( fp, BF_GetData( msg ), BF_GetMaxBytes( msg ));
FS_Close( fp );
MsgDev( D_INFO, "Wrote erroneous message to %s\n", buffer_file );
}
/*
=====================
CL_WriteMessageHistory
list last 32 messages for debugging net troubleshooting
=====================
*/
void CL_WriteMessageHistory( void )
{
int i, thecmd;
oldcmd_t *old, *failcommand;
sizebuf_t *msg = &net_message;
if( !cls.initialized || cls.state == ca_disconnected )
return;
if( !cls_message_debug.parsing )
return;
MsgDev( D_INFO, "Last %i messages parsed.\n", MSG_COUNT );
// finish here
thecmd = cls_message_debug.currentcmd - 1;
thecmd -= ( MSG_COUNT - 1 ); // back up to here
for( i = 0; i < MSG_COUNT - 1; i++ )
{
thecmd &= MSG_MASK;
old = &cls_message_debug.oldcmd[thecmd];
MsgDev( D_INFO,"%i %04i %s\n", old->frame_number, old->starting_offset, CL_MsgInfo( old->command ));
thecmd++;
}
failcommand = &cls_message_debug.oldcmd[thecmd];
MsgDev( D_INFO, "BAD: %3i:%s\n", BF_GetNumBytesRead( msg ) - 1, CL_MsgInfo( failcommand->command ));
if( host.developer >= 3 )
{
CL_WriteErrorMessage( BF_GetNumBytesRead( msg ) - 1, msg );
}
cls_message_debug.parsing = false;
}
/*
===============
CL_UserMsgStub
Default stub for missed callbacks
===============
*/
int CL_UserMsgStub( const char *pszName, int iSize, void *pbuf )
{
return 1;
}
/*
==================
CL_ParseSoundPacket
==================
*/
void CL_ParseSoundPacket( sizebuf_t *msg, qboolean is_ambient )
{
vec3_t pos;
int chan, sound;
float volume, attn;
int flags, pitch, entnum;
sound_t handle = 0;
flags = BF_ReadWord( msg );
if( flags & SND_LARGE_INDEX )
sound = BF_ReadWord( msg );
else sound = BF_ReadByte( msg );
chan = BF_ReadByte( msg );
if( flags & SND_VOLUME )
volume = (float)BF_ReadByte( msg ) / 255.0f;
else volume = VOL_NORM;
if( flags & SND_ATTENUATION )
attn = (float)BF_ReadByte( msg ) / 64.0f;
else attn = ATTN_NONE;
if( flags & SND_PITCH )
pitch = BF_ReadByte( msg );
else pitch = PITCH_NORM;
// entity reletive
entnum = BF_ReadWord( msg );
// positioned in space
BF_ReadBitVec3Coord( msg, pos );
if( flags & SND_SENTENCE )
{
char sentenceName[32];
Q_snprintf( sentenceName, sizeof( sentenceName ), "!%i", sound );
handle = S_RegisterSound( sentenceName );
}
else handle = cl.sound_index[sound]; // see precached sound
if( is_ambient )
{
S_AmbientSound( pos, entnum, handle, volume, attn, pitch, flags );
}
else
{
S_StartSound( pos, entnum, chan, handle, volume, attn, pitch, flags );
}
}
/*
==================
CL_ParseMovevars
==================
*/
void CL_ParseMovevars( sizebuf_t *msg )
{
Delta_InitClient (); // finalize client delta's
MSG_ReadDeltaMovevars( msg, &clgame.oldmovevars, &clgame.movevars );
// update sky if changed
if( Q_strcmp( clgame.oldmovevars.skyName, clgame.movevars.skyName ) && cl.video_prepped )
R_SetupSky( clgame.movevars.skyName );
Q_memcpy( &clgame.oldmovevars, &clgame.movevars, sizeof( movevars_t ));
}
/*
==================
CL_ParseParticles
==================
*/
void CL_ParseParticles( sizebuf_t *msg )
{
vec3_t org, dir;
int i, count, color;
float life;
BF_ReadBitVec3Coord( msg, org );
for( i = 0; i < 3; i++ )
dir[i] = BF_ReadChar( msg ) * (1.0f / 16);
count = BF_ReadByte( msg );
color = BF_ReadByte( msg );
if( count == 255 ) count = 1024;
life = BF_ReadByte( msg ) * 0.125f;
if( life != 0.0f && count == 1 )
{
particle_t *p;
p = CL_AllocParticle( NULL );
if( !p ) return;
p->die += life;
p->color = color;
p->type = pt_static;
VectorCopy( org, p->org );
VectorCopy( dir, p->vel );
}
else CL_RunParticleEffect( org, dir, color, count );
}
/*
==================
CL_ParseStaticEntity
UDNONE: we need a client implementation of save\restore for use it not in multiplayer only
wait for XashXT when it should be done
==================
*/
void CL_ParseStaticEntity( sizebuf_t *msg )
{
entity_state_t state;
cl_entity_t *ent;
int i;
Q_memset( &state, 0, sizeof( state ));
state.modelindex = BF_ReadShort( msg );
state.sequence = BF_ReadByte( msg );
state.frame = BF_ReadByte( msg );
state.colormap = BF_ReadWord( msg );
state.skin = BF_ReadByte( msg );
for( i = 0; i < 3; i++ )
{
state.origin[i] = BF_ReadBitCoord( msg );
state.angles[i] = BF_ReadBitAngle( msg, 16 );
}
state.rendermode = BF_ReadByte( msg );
if( state.rendermode != kRenderNormal )
{
state.renderamt = BF_ReadByte( msg );
state.rendercolor.r = BF_ReadByte( msg );
state.rendercolor.g = BF_ReadByte( msg );
state.rendercolor.b = BF_ReadByte( msg );
state.renderfx = BF_ReadByte( msg );
}
i = clgame.numStatics;
if( i >= MAX_STATIC_ENTITIES )
{
MsgDev( D_ERROR, "CL_ParseStaticEntity: static entities limit exceeded!\n" );
return;
}
ent = &clgame.static_entities[i];
clgame.numStatics++;
ent->index = 0; // ???
ent->baseline = state;
ent->curstate = state;
ent->prevstate = state;
// setup the new static entity
CL_UpdateEntityFields( ent );
if( Mod_GetType( state.modelindex ) == mod_studio )
{
CL_UpdateStudioVars( ent, &state, true );
// animate studio model
ent->curstate.animtime = cl.time;
ent->curstate.framerate = 1.0f;
ent->latched.prevframe = 0.0f;
}
R_AddEfrags( ent ); // add link
}
/*
==================
CL_ParseStaticDecal
==================
*/
void CL_ParseStaticDecal( sizebuf_t *msg )
{
vec3_t origin;
int decalIndex, entityIndex, modelIndex;
int flags;
BF_ReadBitVec3Coord( msg, origin );
decalIndex = BF_ReadWord( msg );
entityIndex = BF_ReadShort( msg );
if( entityIndex > 0 )
modelIndex = BF_ReadWord( msg );
else modelIndex = 0;
flags = BF_ReadByte( msg );
CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, origin, flags );
}
/*
==================
CL_ParseSoundFade
==================
*/
void CL_ParseSoundFade( sizebuf_t *msg )
{
float fadePercent, fadeOutSeconds;
float holdTime, fadeInSeconds;
fadePercent = (float)BF_ReadByte( msg );
holdTime = (float)BF_ReadByte( msg );
fadeOutSeconds = (float)BF_ReadByte( msg );
fadeInSeconds = (float)BF_ReadByte( msg );
S_FadeClientVolume( fadePercent, fadeOutSeconds, holdTime, fadeInSeconds );
}
void CL_ParseCustomization( sizebuf_t *msg )
{
// TODO: ???
}
/*
=====================================================================
SERVER CONNECTING MESSAGES
=====================================================================
*/
/*
==================
CL_ParseServerData
==================
*/
void CL_ParseServerData( sizebuf_t *msg )
{
string gamefolder;
int i;
MsgDev( D_NOTE, "Serverdata packet received.\n" );
cls.demowaiting = false; // server is changed
clgame.load_sequence++; // now all hud sprites are invalid
// wipe the client_t struct
if( !cls.changelevel ) CL_ClearState();
cls.state = ca_connected;
// parse protocol version number
i = BF_ReadLong( msg );
cls.serverProtocol = i;
if( i != PROTOCOL_VERSION )
Host_Error( "Server use invalid protocol (%i should be %i)\n", i, PROTOCOL_VERSION );
cl.servercount = BF_ReadLong( msg );
cl.checksum = BF_ReadLong( msg );
cl.playernum = BF_ReadByte( msg );
cl.maxclients = BF_ReadByte( msg );
clgame.maxEntities = BF_ReadWord( msg );
clgame.maxEntities = bound( 600, clgame.maxEntities, 4096 );
Q_strncpy( clgame.mapname, BF_ReadString( msg ), MAX_STRING );
Q_strncpy( clgame.maptitle, BF_ReadString( msg ), MAX_STRING );
cl.background = BF_ReadOneBit( msg );
Q_strncpy( gamefolder, BF_ReadString( msg ), MAX_STRING );
if( cl.maxclients > 1 && host.developer < 1 )
host.developer++;
if( !cls.changelevel )
{
// continue playing if we are changing level
S_StopBackgroundTrack ();
}
#if 0
// NOTE: this is not tested as well. Use with precaution
CL_ChangeGame( gamefolder, false );
#endif
UI_SetActiveMenu( cl.background );
if( cl.playernum & 128 )
{
cl.spectator = true;
cl.playernum &= ~128;
}
else cl.spectator = false;
cl.refdef.viewentity = cl.playernum + 1; // always keep viewent an actual
menu.globals->maxClients = cl.maxclients;
Q_strncpy( menu.globals->maptitle, clgame.maptitle, sizeof( menu.globals->maptitle ));
if( !cls.changelevel ) CL_InitEdicts (); // re-arrange edicts
// get splash name
Cvar_Set( "cl_levelshot_name", va( "levelshots/%s", clgame.mapname ));
Cvar_SetFloat( "scr_loading", 0.0f ); // reset progress bar
if(( cl_allow_levelshots->integer && !cls.changelevel ) || cl.background )
{
if( !FS_FileExists( va( "%s.bmp", cl_levelshot_name->string ), true ))
{
Cvar_Set( "cl_levelshot_name", "*black" ); // render a black screen
cls.scrshot_request = scrshot_plaque; // make levelshot
}
}
if( scr_dark->integer )
{
screenfade_t *sf = &clgame.fade;
client_textmessage_t *title;
title = CL_TextMessageGet( "GAMETITLE" );
if( title )
{
// get settings from titles.txt
sf->fadeEnd = title->holdtime + title->fadeout;
sf->fadeReset = title->fadeout;
}
else sf->fadeEnd = sf->fadeReset = 4.0f;
sf->fadeFlags = FFADE_IN;
sf->fader = sf->fadeg = sf->fadeb = 0;
sf->fadealpha = 255;
sf->fadeSpeed = (float)sf->fadealpha / sf->fadeReset;
sf->fadeReset += cl.time;
sf->fadeEnd += sf->fadeReset;
Cvar_SetFloat( "v_dark", 0.0f );
}
// need to prep refresh at next oportunity
cl.video_prepped = false;
cl.audio_prepped = false;
Q_memset( &clgame.movevars, 0, sizeof( clgame.movevars ));
Q_memset( &clgame.oldmovevars, 0, sizeof( clgame.oldmovevars ));
}
/*
===================
CL_ParseClientData
===================
*/
void CL_ParseClientData( sizebuf_t *msg )
{
int i, j;
clientdata_t *from_cd, *to_cd;
weapon_data_t *from_wd, *to_wd;
weapon_data_t nullwd[32];
clientdata_t nullcd;
frame_t *frame;
int idx;
// this is the frame update that this message corresponds to
i = cls.netchan.incoming_sequence;
// did we drop some frames?
if( i > cl.last_incoming_sequence + 1 )
{
// mark as dropped
for( j = cl.last_incoming_sequence + 1; j < i; j++ )
{
if( cl.frames[j & CL_UPDATE_MASK].receivedtime >= 0.0 )
{
cl.frames[j & CL_UPDATE_MASK].receivedtime = -1;
cl.frames[j & CL_UPDATE_MASK].latency = 0;
}
}
}
cl.parsecount = i; // ack'd incoming messages.
cl.parsecountmod = cl.parsecount & CL_UPDATE_MASK; // index into window.
frame = &cl.frames[cl.parsecountmod]; // frame at index.
frame->time = cl.mtime[0]; // mark network received time
frame->receivedtime = host.realtime; // time now that we are parsing.
// do this after all packets read for this frame?
cl.last_incoming_sequence = cls.netchan.incoming_sequence;
to_cd = &frame->local.client;
to_wd = frame->local.weapondata;
// clear to old value before delta parsing
if( !BF_ReadOneBit( msg ))
{
Q_memset( &nullcd, 0, sizeof( nullcd ));
Q_memset( nullwd, 0, sizeof( nullwd ));
from_cd = &nullcd;
from_wd = nullwd;
}
else
{
int delta_sequence = BF_ReadByte( msg );
from_cd = &cl.frames[delta_sequence & CL_UPDATE_MASK].local.client;
from_wd = cl.frames[delta_sequence & CL_UPDATE_MASK].local.weapondata;
}
MSG_ReadClientData( msg, from_cd, to_cd, cl.mtime[0] );
for( i = 0; i < MAX_WEAPONS; i++ )
{
// check for end of weapondata (and clientdata_t message)
if( !BF_ReadOneBit( msg )) break;
// read the weapon idx
idx = BF_ReadUBitLong( msg, MAX_WEAPON_BITS );
MSG_ReadWeaponData( msg, &from_wd[idx], &to_wd[idx], cl.mtime[0] );
}
}
/*
==================
CL_ParseBaseline
==================
*/
void CL_ParseBaseline( sizebuf_t *msg )
{
int newnum;
float timebase;
cl_entity_t *ent;
Delta_InitClient (); // finalize client delta's
newnum = BF_ReadWord( msg );
if( newnum < 0 ) Host_Error( "CL_SpawnEdict: invalid number %i\n", newnum );
if( newnum >= clgame.maxEntities ) Host_Error( "CL_AllocEdict: no free edicts\n" );
ent = CL_EDICT_NUM( newnum );
Q_memset( &ent->prevstate, 0, sizeof( ent->prevstate ));
ent->index = newnum;
if( cls.state == ca_active )
timebase = cl.mtime[0];
else timebase = 1.0f; // sv.state == ss_loading
MSG_ReadDeltaEntity( msg, &ent->prevstate, &ent->baseline, newnum, CL_IsPlayerIndex( newnum ), timebase );
}
/*
================
CL_ParseLightStyle
================
*/
void CL_ParseLightStyle( sizebuf_t *msg )
{
int style;
const char *s;
style = BF_ReadByte( msg );
s = BF_ReadString( msg );
CL_SetLightstyle( style, s );
}
/*
================
CL_ParseSetAngle
set the view angle to this absolute value
================
*/
void CL_ParseSetAngle( sizebuf_t *msg )
{
cl.refdef.cl_viewangles[0] = BF_ReadBitAngle( msg, 16 );
cl.refdef.cl_viewangles[1] = BF_ReadBitAngle( msg, 16 );
cl.refdef.cl_viewangles[2] = BF_ReadBitAngle( msg, 16 );
}
/*
================
CL_ParseAddAngle
add the view angle yaw
================
*/
void CL_ParseAddAngle( sizebuf_t *msg )
{
float add_angle;
add_angle = BF_ReadBitAngle( msg, 16 );
cl.refdef.cl_viewangles[1] += add_angle;
}
/*
================
CL_ParseCrosshairAngle
offset crosshair angles
================
*/
void CL_ParseCrosshairAngle( sizebuf_t *msg )
{
cl.refdef.crosshairangle[0] = BF_ReadChar( msg ) * 0.2f;
cl.refdef.crosshairangle[1] = BF_ReadChar( msg ) * 0.2f;
cl.refdef.crosshairangle[2] = 0.0f; // not used for screen space
}
/*
================
CL_RegisterUserMessage
register new user message or update existing
================
*/
void CL_RegisterUserMessage( sizebuf_t *msg )
{
char *pszName;
int svc_num, size;
svc_num = BF_ReadByte( msg );
size = BF_ReadByte( msg );
pszName = BF_ReadString( msg );
// important stuff
if( size == 0xFF ) size = -1;
svc_num = bound( 0, svc_num, 255 );
CL_LinkUserMessage( pszName, svc_num, size );
}
/*
================
CL_UpdateUserinfo
collect userinfo from all players
================
*/
void CL_UpdateUserinfo( sizebuf_t *msg )
{
int slot;
qboolean active;
player_info_t *player;
slot = BF_ReadUBitLong( msg, MAX_CLIENT_BITS );
if( slot >= MAX_CLIENTS )
Host_Error( "CL_ParseServerMessage: svc_updateuserinfo > MAX_CLIENTS\n" );
player = &cl.players[slot];
active = BF_ReadOneBit( msg ) ? true : false;
if( active )
{
Q_strncpy( player->userinfo, BF_ReadString( msg ), sizeof( player->userinfo ));
Q_strncpy( player->name, Info_ValueForKey( player->userinfo, "name" ), sizeof( player->name ));
Q_strncpy( player->model, Info_ValueForKey( player->userinfo, "model" ), sizeof( player->model ));
player->topcolor = Q_atoi( Info_ValueForKey( player->userinfo, "topcolor" ));
player->bottomcolor = Q_atoi( Info_ValueForKey( player->userinfo, "bottomcolor" ));
if( slot == cl.playernum ) Q_memcpy( &menu.playerinfo, player, sizeof( player_info_t ));
}
else Q_memset( player, 0, sizeof( *player ));
}
/*
================
CL_PrecacheModel
prceache model from server
================
*/
void CL_PrecacheModel( sizebuf_t *msg )
{
int modelIndex;
modelIndex = BF_ReadUBitLong( msg, MAX_MODEL_BITS );
if( modelIndex < 0 || modelIndex >= MAX_MODELS )
Host_Error( "CL_PrecacheModel: bad modelindex %i\n", modelIndex );
Q_strncpy( cl.model_precache[modelIndex], BF_ReadString( msg ), sizeof( cl.model_precache[0] ));
// when we loading map all resources is precached sequentially
if( !cl.video_prepped ) return;
Mod_RegisterModel( cl.model_precache[modelIndex], modelIndex );
}
/*
================
CL_PrecacheSound
prceache sound from server
================
*/
void CL_PrecacheSound( sizebuf_t *msg )
{
int soundIndex;
soundIndex = BF_ReadUBitLong( msg, MAX_SOUND_BITS );
if( soundIndex < 0 || soundIndex >= MAX_SOUNDS )
Host_Error( "CL_PrecacheSound: bad soundindex %i\n", soundIndex );
Q_strncpy( cl.sound_precache[soundIndex], BF_ReadString( msg ), sizeof( cl.sound_precache[0] ));
// when we loading map all resources is precached sequentially
if( !cl.audio_prepped ) return;
cl.sound_index[soundIndex] = S_RegisterSound( cl.sound_precache[soundIndex] );
}
/*
================
CL_PrecacheEvent
prceache event from server
================
*/
void CL_PrecacheEvent( sizebuf_t *msg )
{
int eventIndex;
eventIndex = BF_ReadUBitLong( msg, MAX_EVENT_BITS );
if( eventIndex < 0 || eventIndex >= MAX_EVENTS )
Host_Error( "CL_PrecacheEvent: bad eventindex %i\n", eventIndex );
Q_strncpy( cl.event_precache[eventIndex], BF_ReadString( msg ), sizeof( cl.event_precache[0] ));
// can be set now
CL_SetEventIndex( cl.event_precache[eventIndex], eventIndex );
}
/*
================
CL_UpdateUserPings
collect pings and packet lossage from clients
================
*/
void CL_UpdateUserPings( sizebuf_t *msg )
{
int i, slot;
player_info_t *player;
for( i = 0; i < MAX_CLIENTS; i++ )
{
if( !BF_ReadOneBit( msg )) break; // end of message
slot = BF_ReadUBitLong( msg, MAX_CLIENT_BITS );
if( slot >= MAX_CLIENTS )
Host_Error( "CL_ParseServerMessage: svc_updatepings > MAX_CLIENTS\n" );
player = &cl.players[slot];
player->ping = BF_ReadUBitLong( msg, 12 );
player->packet_loss = BF_ReadUBitLong( msg, 7 );
}
}
/*
==============
CL_ServerInfo
change serverinfo
==============
*/
void CL_ServerInfo( sizebuf_t *msg )
{
string key, value;
Q_strncpy( key, BF_ReadString( msg ), sizeof( key ));
Q_strncpy( value, BF_ReadString( msg ), sizeof( value ));
Info_SetValueForKey( cl.serverinfo, key, value );
}
/*
==============
CL_CheckingResFile
==============
*/
void CL_CheckingResFile( char *pResFileName )
{
sizebuf_t buf;
byte data[32];
if( FS_FileExists( pResFileName, false ))
return; // already existing
cls.downloadcount++;
Msg( "Starting downloads file: %s\n", pResFileName );
if( cls.state == ca_disconnected ) return;
BF_Init( &buf, "ClientPacket", data, sizeof( data ));
BF_WriteByte( &buf, clc_resourcelist );
BF_WriteString( &buf, pResFileName );
if( !cls.netchan.remote_address.type ) // download in singleplayer ???
cls.netchan.remote_address.type = NA_LOOPBACK;
// make sure message will be delivered
Netchan_Transmit( &cls.netchan, BF_GetNumBytesWritten( &buf ), BF_GetData( &buf ));
}
/*
==============
CL_CheckingSoundResFile
==============
*/
void CL_CheckingSoundResFile( char *pResFileName )
{
string filepath;
Q_snprintf( filepath, sizeof( filepath ), "sound/%s", pResFileName );
CL_CheckingResFile( filepath );
}
/*
==============
CL_ParseResourceList
==============
*/
void CL_ParseResourceList( sizebuf_t *msg )
{
int i = 0;
Q_memset( &reslist, 0, sizeof( resourcelist_t ));
reslist.rescount = BF_ReadWord( msg ) - 1;
for( i = 0; i < reslist.rescount; i++ )
{
reslist.restype[i] = BF_ReadWord( msg );
Q_strncpy( reslist.resnames[i], BF_ReadString( msg ), CS_SIZE );
}
cls.downloadcount = 0;
for( i = 0; i < reslist.rescount; i++ )
{
if( reslist.restype[i] == t_sound )
CL_CheckingSoundResFile( reslist.resnames[i] );
else CL_CheckingResFile( reslist.resnames[i] );
}
if( !cls.downloadcount )
{
BF_WriteByte( &cls.netchan.message, clc_stringcmd );
BF_WriteString( &cls.netchan.message, "continueloading" );
}
}
/*
==============
CL_ParseDirector
spectator message (hltv)
==============
*/
void CL_ParseDirector( sizebuf_t *msg )
{
byte pbuf[256];
int iSize = BF_ReadByte( msg );
// parse user message into buffer
BF_ReadBytes( msg, pbuf, iSize );
clgame.dllFuncs.pfnDirectorMessage( iSize, pbuf );
}
/*
==============
CL_ParseStudioDecal
Studio Decal message. Used by engine in case
we need save\restore decals
==============
*/
void CL_ParseStudioDecal( sizebuf_t *msg )
{
modelstate_t state;
vec3_t start, pos;
int decalIndex, entityIndex;
int modelIndex = 0;
int flags;
pos[0] = BF_ReadCoord( msg );
pos[1] = BF_ReadCoord( msg );
pos[2] = BF_ReadCoord( msg );
start[0] = BF_ReadCoord( msg );
start[1] = BF_ReadCoord( msg );
start[2] = BF_ReadCoord( msg );
decalIndex = BF_ReadShort( msg );
entityIndex = BF_ReadShort( msg );
flags = BF_ReadByte( msg );
state.sequence = BF_ReadShort( msg );
state.frame = BF_ReadShort( msg );
state.blending[0] = BF_ReadByte( msg );
state.blending[1] = BF_ReadByte( msg );
state.controller[0] = BF_ReadByte( msg );
state.controller[1] = BF_ReadByte( msg );
state.controller[2] = BF_ReadByte( msg );
state.controller[3] = BF_ReadByte( msg );
if( cls.state == ca_connected )
{
// this message came on restore.
// read modelindex in case client models are not linked with entities
// because first client frame has not yet received
modelIndex = BF_ReadShort( msg );
}
if( clgame.drawFuncs.R_StudioDecalShoot )
{
int decalTexture = CL_DecalIndex( decalIndex );
cl_entity_t *ent = CL_GetEntityByIndex( entityIndex );
if( ent && !ent->model && modelIndex != 0 )
ent->model = Mod_Handle( modelIndex );
clgame.drawFuncs.R_StudioDecalShoot( decalTexture, ent, start, pos, flags, &state );
}
}
/*
==============
CL_ParseScreenShake
Set screen shake
==============
*/
void CL_ParseScreenShake( sizebuf_t *msg )
{
clgame.shake.amplitude = (float)(word)BF_ReadShort( msg ) * (1.0f / (float)(1<<12));
clgame.shake.duration = (float)(word)BF_ReadShort( msg ) * (1.0f / (float)(1<<12));
clgame.shake.frequency = (float)(word)BF_ReadShort( msg ) * (1.0f / (float)(1<<8));
clgame.shake.time = cl.time + max( clgame.shake.duration, 0.01f );
clgame.shake.next_shake = 0.0f; // apply immediately
}
/*
==============
CL_ParseScreenFade
Set screen fade
==============
*/
void CL_ParseScreenFade( sizebuf_t *msg )
{
float duration, holdTime;
screenfade_t *sf = &clgame.fade;
duration = (float)(word)BF_ReadShort( msg ) * (1.0f / (float)(1<<12));
holdTime = (float)(word)BF_ReadShort( msg ) * (1.0f / (float)(1<<12));
sf->fadeFlags = BF_ReadShort( msg );
sf->fader = BF_ReadByte( msg );
sf->fadeg = BF_ReadByte( msg );
sf->fadeb = BF_ReadByte( msg );
sf->fadealpha = BF_ReadByte( msg );
sf->fadeSpeed = 0.0f;
sf->fadeEnd = duration;
sf->fadeReset = holdTime;
// calc fade speed
if( duration > 0 )
{
if( sf->fadeFlags & FFADE_OUT )
{
if( sf->fadeEnd )
{
sf->fadeSpeed = -(float)sf->fadealpha / sf->fadeEnd;
}
sf->fadeEnd += cl.time;
sf->fadeReset += sf->fadeEnd;
}
else
{
if( sf->fadeEnd )
{
sf->fadeSpeed = (float)sf->fadealpha / sf->fadeEnd;
}
sf->fadeReset += cl.time;
sf->fadeEnd += sf->fadeReset;
}
}
}
/*
==============
CL_ParseCvarValue
Find the client cvar value
and sent it back to the server
==============
*/
void CL_ParseCvarValue( sizebuf_t *msg )
{
const char *cvarName = BF_ReadString( msg );
convar_t *cvar = Cvar_FindVar( cvarName );
// build the answer
BF_WriteByte( &cls.netchan.message, clc_requestcvarvalue );
BF_WriteString( &cls.netchan.message, cvar ? cvar->string : "Not Found" );
}
/*
==============
CL_ParseCvarValue2
Find the client cvar value
and sent it back to the server
==============
*/
void CL_ParseCvarValue2( sizebuf_t *msg )
{
int requestID = BF_ReadLong( msg );
const char *cvarName = BF_ReadString( msg );
convar_t *cvar = Cvar_FindVar( cvarName );
// build the answer
BF_WriteByte( &cls.netchan.message, clc_requestcvarvalue2 );
BF_WriteLong( &cls.netchan.message, requestID );
BF_WriteString( &cls.netchan.message, cvarName );
BF_WriteString( &cls.netchan.message, cvar ? cvar->string : "Not Found" );
}
/*
==============
CL_DispatchUserMessage
Dispatch user message by engine request
==============
*/
qboolean CL_DispatchUserMessage( const char *pszName, int iSize, void *pbuf )
{
int i;
if( !pszName || !*pszName )
return false;
for( i = 0; i < MAX_USER_MESSAGES; i++ )
{
// search for user message
if( !Q_strcmp( clgame.msg[i].name, pszName ))
break;
}
if( i == MAX_USER_MESSAGES )
{
MsgDev( D_ERROR, "CL_DispatchUserMessage: bad message %s\n", pszName );
return false;
}
if( clgame.msg[i].func )
{
clgame.msg[i].func( pszName, iSize, pbuf );
}
else
{
MsgDev( D_ERROR, "CL_DispatchUserMessage: %s not hooked\n", pszName );
clgame.msg[i].func = CL_UserMsgStub; // throw warning only once
}
return true;
}
/*
==============
CL_ParseUserMessage
handles all user messages
==============
*/
void CL_ParseUserMessage( sizebuf_t *msg, int svc_num )
{
int i, iSize;
byte pbuf[256]; // message can't be larger than 255 bytes
// NOTE: any user message parse on engine, not in client.dll
if( svc_num < svc_lastmsg || svc_num >= ( MAX_USER_MESSAGES + svc_lastmsg ))
{
// out or range
Host_Error( "CL_ParseUserMessage: illegible server message %d\n", svc_num );
return;
}
for( i = 0; i < MAX_USER_MESSAGES; i++ )
{
// search for user message
if( clgame.msg[i].number == svc_num )
break;
}
if( i == MAX_USER_MESSAGES ) // probably unregistered
Host_Error( "CL_ParseUserMessage: illegible server message %d\n", svc_num );
// NOTE: some user messages handled into engine
if( !Q_strcmp( clgame.msg[i].name, "ScreenShake" ))
{
CL_ParseScreenShake( msg );
return;
}
else if( !Q_strcmp( clgame.msg[i].name, "ScreenFade" ))
{
CL_ParseScreenFade( msg );
return;
}
iSize = clgame.msg[i].size;
// message with variable sizes receive an actual size as first byte
if( iSize == -1 ) iSize = BF_ReadByte( msg );
// parse user message into buffer
BF_ReadBytes( msg, pbuf, iSize );
if( clgame.msg[i].func )
{
clgame.msg[i].func( clgame.msg[i].name, iSize, pbuf );
// HACKHACK: run final credits for Half-Life
// because hl1 doesn't have call END_SECTION
if( !Q_stricmp( clgame.msg[i].name, "HudText" ) && !Q_stricmp( GI->gamefolder, "valve" ))
{
// it's a end, so we should run credits
if( !Q_strcmp( (char *)pbuf, "END3" ))
Host_Credits();
}
}
else
{
MsgDev( D_ERROR, "CL_ParseUserMessage: %s not hooked\n", clgame.msg[i].name );
clgame.msg[i].func = CL_UserMsgStub; // throw warning only once
}
}
/*
=====================================================================
ACTION MESSAGES
=====================================================================
*/
/*
=====================
CL_ParseServerMessage
=====================
*/
void CL_ParseServerMessage( sizebuf_t *msg )
{
char *s;
int i, j, cmd;
int param1, param2;
int bufStart;
cls_message_debug.parsing = true; // begin parsing
starting_count = BF_GetNumBytesRead( msg ); // updates each frame
// parse the message
while( 1 )
{
if( BF_CheckOverflow( msg ))
{
Host_Error( "CL_ParseServerMessage: overflow!\n" );
return;
}
// mark start position
bufStart = BF_GetNumBytesRead( msg );
// end of message
if( BF_GetNumBitsLeft( msg ) < 8 )
break;
cmd = BF_ReadByte( msg );
// record command for debugging spew on parse problem
CL_Parse_RecordCommand( cmd, bufStart );
// other commands
switch( cmd )
{
case svc_bad:
Host_Error( "svc_bad\n" );
break;
case svc_nop:
// this does nothing
break;
case svc_disconnect:
CL_Drop ();
Host_AbortCurrentFrame ();
break;
case svc_changing:
if( BF_ReadOneBit( msg ))
{
cls.changelevel = true;
S_StopAllSounds();
if( cls.demoplayback )
SCR_BeginLoadingPlaque( cl.background );
}
else MsgDev( D_INFO, "Server disconnected, reconnecting\n" );
CL_ClearState ();
CL_InitEdicts (); // re-arrange edicts
if( cls.demoplayback )
cls.state = ca_connected;
else cls.state = ca_connecting;
cls.connect_time = MAX_HEARTBEAT; // CL_CheckForResend() will fire immediately
break;
case svc_setview:
cl.refdef.viewentity = BF_ReadWord( msg );
break;
case svc_sound:
CL_ParseSoundPacket( msg, false );
break;
case svc_time:
// shuffle timestamps
cl.mtime[1] = cl.mtime[0];
cl.mtime[0] = BF_ReadFloat( msg );
break;
case svc_print:
i = BF_ReadByte( msg );
MsgDev( D_INFO, "^6%s", BF_ReadString( msg ));
if( i == PRINT_CHAT ) S_StartLocalSound( "common/menu2.wav" );
break;
case svc_stufftext:
s = BF_ReadString( msg );
Cbuf_AddText( s );
break;
case svc_lightstyle:
CL_ParseLightStyle( msg );
break;
case svc_setangle:
CL_ParseSetAngle( msg );
break;
case svc_serverdata:
Cbuf_Execute(); // make sure any stuffed commands are done
CL_ParseServerData( msg );
break;
case svc_addangle:
CL_ParseAddAngle( msg );
break;
case svc_clientdata:
CL_ParseClientData( msg );
break;
case svc_packetentities:
CL_ParsePacketEntities( msg, false );
break;
case svc_deltapacketentities:
CL_ParsePacketEntities( msg, true );
break;
case svc_updatepings:
CL_UpdateUserPings( msg );
break;
case svc_usermessage:
CL_RegisterUserMessage( msg );
break;
case svc_particle:
CL_ParseParticles( msg );
break;
case svc_spawnstatic:
CL_ParseStaticEntity( msg );
break;
case svc_ambientsound:
CL_ParseSoundPacket( msg, true );
break;
case svc_crosshairangle:
CL_ParseCrosshairAngle( msg );
break;
case svc_spawnbaseline:
CL_ParseBaseline( msg );
break;
case svc_temp_entity:
CL_ParseTempEntity( msg );
break;
case svc_setpause:
cl.refdef.paused = ( BF_ReadOneBit( msg ) != 0 );
break;
case svc_deltamovevars:
CL_ParseMovevars( msg );
break;
case svc_customization:
CL_ParseCustomization( msg );
break;
case svc_centerprint:
CL_CenterPrint( BF_ReadString( msg ), 0.25f );
break;
case svc_event:
CL_ParseEvent( msg );
break;
case svc_event_reliable:
CL_ParseReliableEvent( msg );
break;
case svc_updateuserinfo:
CL_UpdateUserinfo( msg );
break;
case svc_intermission:
cl.refdef.intermission = true;
break;
case svc_modelindex:
CL_PrecacheModel( msg );
break;
case svc_soundindex:
CL_PrecacheSound( msg );
break;
case svc_soundfade:
CL_ParseSoundFade( msg );
break;
case svc_cdtrack:
param1 = BF_ReadByte( msg );
param1 = bound( 1, param1, MAX_CDTRACKS ); // tracknum
param2 = BF_ReadByte( msg );
param2 = bound( 1, param2, MAX_CDTRACKS ); // loopnum
S_StartBackgroundTrack( clgame.cdtracks[param1-1], clgame.cdtracks[param2-1] );
break;
case svc_serverinfo:
CL_ServerInfo( msg );
break;
case svc_eventindex:
CL_PrecacheEvent( msg );
break;
case svc_deltatable:
Delta_ParseTableField( msg );
break;
case svc_weaponanim:
param1 = BF_ReadByte( msg ); // iAnim
param2 = BF_ReadByte( msg ); // body
CL_WeaponAnim( param1, param2 );
break;
case svc_bspdecal:
CL_ParseStaticDecal( msg );
break;
case svc_roomtype:
param1 = BF_ReadShort( msg );
Cvar_SetFloat( "room_type", param1 );
break;
case svc_chokecount:
i = BF_ReadByte( msg );
j = cls.netchan.incoming_acknowledged - 1;
for( ; i > 0 && j > cls.netchan.outgoing_sequence - CL_UPDATE_BACKUP; j-- )
{
if( cl.frames[j & CL_UPDATE_MASK].receivedtime != -3.0 )
{
cl.frames[j & CL_UPDATE_MASK].receivedtime = -2.0;
i--;
}
}
break;
case svc_resourcelist:
CL_ParseResourceList( msg );
break;
case svc_director:
CL_ParseDirector( msg );
break;
case svc_studiodecal:
CL_ParseStudioDecal( msg );
break;
case svc_querycvarvalue:
CL_ParseCvarValue( msg );
break;
case svc_querycvarvalue2:
CL_ParseCvarValue2( msg );
break;
default:
CL_ParseUserMessage( msg, cmd );
break;
}
}
cls_message_debug.parsing = false; // done
// we don't know if it is ok to save a demo message until
// after we have parsed the frame
if( !cls.demoplayback )
{
if( cls.demorecording && !cls.demowaiting )
{
CL_WriteDemoMessage( false, starting_count, msg );
}
else if( cls.state != ca_active )
{
CL_WriteDemoMessage( true, starting_count, msg );
}
}
}