/* sv_frame.c - server world snapshot 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 "server.h" #include "const.h" #include "net_encode.h" typedef struct { int num_entities; entity_state_t entities[MAX_VISIBLE_PACKET]; byte sended[MAX_EDICTS_BYTES]; } sv_ents_t; static int c_fullsend; // just a debug counter static int c_notsend; /* ======================= SV_EntityNumbers ======================= */ static int SV_EntityNumbers( const void *a, const void *b ) { int ent1, ent2; ent1 = ((entity_state_t *)a)->number; ent2 = ((entity_state_t *)b)->number; // watcom libc compares ents with itself if( ent1 == ent2 ) return 0; if( ent1 < ent2 ) return -1; return 1; } /* ============= SV_AddEntitiesToPacket ============= */ static void SV_AddEntitiesToPacket( edict_t *pViewEnt, edict_t *pClient, client_frame_t *frame, sv_ents_t *ents, qboolean from_client ) { edict_t *ent; byte *clientpvs; byte *clientphs; qboolean fullvis = false; sv_client_t *cl = NULL; qboolean player; entity_state_t *state; int e; // during an error shutdown message we may need to transmit // the shutdown message after the server has shutdown, so // specifically check for it if( sv.state == ss_dead ) return; cl = SV_ClientFromEdict( pClient, true ); ASSERT( cl != NULL ); // portals can't change hostflags if( from_client ) { // setup hostflags if( FBitSet( cl->flags, FCL_LOCAL_WEAPONS )) SetBits( sv.hostflags, SVF_SKIPLOCALHOST ); else ClearBits( sv.hostflags, SVF_SKIPLOCALHOST ); // reset viewents each frame cl->num_viewents = 0; } svgame.dllFuncs.pfnSetupVisibility( pViewEnt, pClient, &clientpvs, &clientphs ); if( !clientpvs ) fullvis = true; // g-cont: of course we can send world but not want to do it :-) for( e = 1; e < svgame.numEntities; e++ ) { byte *pset; ent = EDICT_NUM( e ); // don't double add an entity through portals (in case this already added) if( CHECKVISBIT( ents->sended, e )) continue; if( e >= 1 && e <= svs.maxclients ) player = 1; else player = 0; if( player ) { sv_client_t *cl = &svs.clients[e - 1]; if( cl->state != cs_spawned ) continue; if( FBitSet( cl->flags, FCL_HLTV_PROXY )) continue; } if( FBitSet( ent->v.effects, EF_REQUEST_PHS )) pset = clientphs; else pset = clientpvs; state = &ents->entities[ents->num_entities]; // add entity to the net packet if( svgame.dllFuncs.pfnAddToFullPack( state, e, ent, pClient, sv.hostflags, player, pset )) { // to prevent adds it twice through portals SETVISBIT( ents->sended, e ); if( SV_IsValidEdict( ent->v.aiment ) && FBitSet( ent->v.aiment->v.effects, EF_MERGE_VISIBILITY )) { if( cl->num_viewents < MAX_VIEWENTS ) { cl->viewentity[cl->num_viewents] = ent->v.aiment; cl->num_viewents++; } } // if we are full, silently discard entities if( ents->num_entities < ( MAX_VISIBLE_PACKET - 1 )) { ents->num_entities++; // entity accepted c_fullsend++; // debug counter } else { // visibility list is full // continue counting entities, // so we know how many it's ovreflowed c_notsend++; } } if( fullvis ) continue; // portal ents will be added anyway, ignore recursion // if it's a portal entity, add everything visible from its camera position if( from_client && FBitSet( ent->v.effects, EF_MERGE_VISIBILITY )) { SetBits( sv.hostflags, SVF_MERGE_VISIBILITY ); SV_AddEntitiesToPacket( ent, pClient, frame, ents, false ); ClearBits( sv.hostflags, SVF_MERGE_VISIBILITY ); } } } /* ============================================================================= Encode a client frame onto the network channel ============================================================================= */ /* ============= SV_FindBestBaseline trying to deltas with previous entities ============= */ static int SV_FindBestBaseline( sv_client_t *cl, int index, entity_state_t **baseline, entity_state_t *to, client_frame_t *frame, qboolean player ) { int bestBitCount; int i, bitCount; int bestfound, j; bestBitCount = j = Delta_TestBaseline( *baseline, to, player, sv.time ); bestfound = index; // lookup backward for previous 64 states and try to interpret current delta as baseline for( i = index - 1; bestBitCount > 0 && i >= 0 && ( index - i ) < ( MAX_CUSTOM_BASELINES - 1 ); i-- ) { // don't worry about underflow in circular buffer entity_state_t *test = &svs.packet_entities[(frame->first_entity+i) % svs.num_client_entities]; if( to->entityType == test->entityType ) { bitCount = Delta_TestBaseline( test, to, player, sv.time ); if( bitCount < bestBitCount ) { bestBitCount = bitCount; bestfound = i; } } } // using delta from previous entity as baseline for current if( index != bestfound ) *baseline = &svs.packet_entities[(frame->first_entity+bestfound) % svs.num_client_entities]; return index - bestfound; } /* ============= SV_FindBestBaselineForStatic trying to deltas with previous static entities ============= */ int SV_FindBestBaselineForStatic( int index, entity_state_t **baseline, entity_state_t *to ) { int bestBitCount; int i, bitCount; int bestfound, j; bestBitCount = j = Delta_TestBaseline( *baseline, to, false, sv.time ); bestfound = index; // lookup backward for previous 64 states and try to interpret current delta as baseline for( i = index - 1; bestBitCount > 0 && i >= 0 && ( index - i ) < ( MAX_CUSTOM_BASELINES - 1 ); i-- ) { // don't worry about underflow in circular buffer entity_state_t *test = &svs.static_entities[i]; bitCount = Delta_TestBaseline( test, to, false, sv.time ); if( bitCount < bestBitCount ) { bestBitCount = bitCount; bestfound = i; } } // using delta from previous entity as baseline for current if( index != bestfound ) *baseline = &svs.static_entities[bestfound]; return index - bestfound; } /* ============= SV_EmitPacketEntities Writes a delta update of an entity_state_t list to the message-> ============= */ static void SV_EmitPacketEntities( sv_client_t *cl, client_frame_t *to, sizebuf_t *msg ) { entity_state_t *oldent, *newent; int oldindex, newindex; int i, oldnum, newnum; qboolean player; int oldmax; client_frame_t *from; // this is the frame that we are going to delta update from if( cl->delta_sequence != -1 ) { from = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK]; oldmax = from->num_entities; // the snapshot's entities may still have rolled off the buffer, though if( from->first_entity <= ( svs.next_client_entities - svs.num_client_entities )) { Con_DPrintf( S_WARN "%s: delta request from out of date entities.\n", cl->name ); MSG_BeginServerCmd( msg, svc_packetentities ); MSG_WriteUBitLong( msg, to->num_entities - 1, MAX_VISIBLE_PACKET_BITS ); from = NULL; oldmax = 0; } else { MSG_BeginServerCmd( msg, svc_deltapacketentities ); MSG_WriteUBitLong( msg, to->num_entities - 1, MAX_VISIBLE_PACKET_BITS ); MSG_WriteByte( msg, cl->delta_sequence ); } } else { from = NULL; oldmax = 0; MSG_BeginServerCmd( msg, svc_packetentities ); MSG_WriteUBitLong( msg, to->num_entities - 1, MAX_VISIBLE_PACKET_BITS ); } newent = NULL; oldent = NULL; newindex = 0; oldindex = 0; while( newindex < to->num_entities || oldindex < oldmax ) { if( newindex >= to->num_entities ) { newnum = MAX_ENTNUMBER; player = false; } else { newent = &svs.packet_entities[(to->first_entity+newindex) % svs.num_client_entities]; player = SV_IsPlayerIndex( newent->number ); newnum = newent->number; } if( oldindex >= oldmax ) { oldnum = MAX_ENTNUMBER; } else { oldent = &svs.packet_entities[(from->first_entity+oldindex) % svs.num_client_entities]; oldnum = oldent->number; } if( newnum == oldnum ) { // delta update from old position // because the force parm is false, this will not result // in any bytes being emited if the entity has not changed at all MSG_WriteDeltaEntity( oldent, newent, msg, false, player, sv.time, 0 ); oldindex++; newindex++; continue; } if( newnum < oldnum ) { entity_state_t *baseline = &svs.baselines[newnum]; const char *classname = SV_ClassName( EDICT_NUM( newnum )); int offset = 0; // trying to reduce message by select optimal baseline if( !sv_instancedbaseline.value || !sv.num_instanced || sv.last_valid_baseline > newnum ) { offset = SV_FindBestBaseline( cl, newindex, &baseline, newent, to, player ); } else { for( i = 0; i < sv.num_instanced; i++ ) { if( !Q_strcmp( classname, sv.instanced[i].classname )) { baseline = &sv.instanced[i].baseline; offset = -i - 1; // to avoid zero offset break; } } } // this is a new entity, send it from the baseline MSG_WriteDeltaEntity( baseline, newent, msg, true, player, sv.time, offset ); newindex++; continue; } if( newnum > oldnum ) { edict_t *ed = EDICT_NUM( oldent->number ); qboolean force = false; // check if entity completely removed from server if( ed->free || FBitSet( ed->v.flags, FL_KILLME )) force = true; // remove from message MSG_WriteDeltaEntity( oldent, NULL, msg, force, false, sv.time, 0 ); oldindex++; continue; } } MSG_WriteUBitLong( msg, LAST_EDICT, MAX_ENTITY_BITS ); // end of packetentities } /* ============= SV_EmitEvents ============= */ static void SV_EmitEvents( sv_client_t *cl, client_frame_t *to, sizebuf_t *msg ) { event_state_t *es; event_info_t *info; entity_state_t *state; event_args_t nullargs; int ev_count = 0; int count, ent_index; int i, j, ev; memset( &nullargs, 0, sizeof( nullargs )); es = &cl->events; // count events for( ev = 0; ev < MAX_EVENT_QUEUE; ev++ ) { if( es->ei[ev].index ) ev_count++; } // nothing to send if( !ev_count ) return; // nothing to send if ( ev_count >= MAX_EVENT_QUEUE / 2 ) ev_count = ( MAX_EVENT_QUEUE / 2 ) - 1; for( i = 0; i < MAX_EVENT_QUEUE; i++ ) { info = &es->ei[i]; if( info->index == 0 ) continue; ent_index = info->entity_index; for( j = 0; j < to->num_entities; j++ ) { state = &svs.packet_entities[(to->first_entity+j) % svs.num_client_entities]; if( state->number == ent_index ) break; } if( j < to->num_entities ) { info->packet_index = j; info->args.ducking = 0; if( !FBitSet( info->args.flags, FEVENT_ORIGIN )) VectorClear( info->args.origin ); if( !FBitSet( info->args.flags, FEVENT_ANGLES )) VectorClear( info->args.angles ); VectorClear( info->args.velocity ); } else { // couldn't find info->packet_index = to->num_entities; info->args.entindex = ent_index; } } MSG_BeginServerCmd( msg, svc_event ); // create message MSG_WriteUBitLong( msg, ev_count, 5 ); // up to MAX_EVENT_QUEUE events for( count = i = 0; i < MAX_EVENT_QUEUE; i++ ) { info = &es->ei[i]; if( info->index == 0 ) { info->packet_index = -1; info->entity_index = -1; continue; } // only send if there's room if( count < ev_count ) { MSG_WriteUBitLong( msg, info->index, MAX_EVENT_BITS ); // 1024 events if( info->packet_index == -1 ) { MSG_WriteOneBit( msg, 0 ); } else { MSG_WriteOneBit( msg, 1 ); MSG_WriteUBitLong( msg, info->packet_index, MAX_ENTITY_BITS ); if( !memcmp( &nullargs, &info->args, sizeof( event_args_t ))) { MSG_WriteOneBit( msg, 0 ); } else { MSG_WriteOneBit( msg, 1 ); MSG_WriteDeltaEvent( msg, &nullargs, &info->args ); } } if( info->fire_time ) { MSG_WriteOneBit( msg, 1 ); MSG_WriteWord( msg, ( info->fire_time * 100.0f )); } else MSG_WriteOneBit( msg, 0 ); } info->index = 0; info->packet_index = -1; info->entity_index = -1; count++; } } /* ============= SV_EmitPings ============= */ static void SV_EmitPings( sizebuf_t *msg ) { sv_client_t *cl; int packet_loss; int i, ping; MSG_BeginServerCmd( msg, svc_pings ); for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ ) { if( cl->state != cs_spawned ) continue; SV_GetPlayerStats( cl, &ping, &packet_loss ); // there are 25 bits for each client MSG_WriteOneBit( msg, 1 ); MSG_WriteUBitLong( msg, i, MAX_CLIENT_BITS ); MSG_WriteUBitLong( msg, ping, 12 ); MSG_WriteUBitLong( msg, packet_loss, 7 ); } // end marker MSG_WriteOneBit( msg, 0 ); } /* ================== SV_WriteClientdataToMessage ================== */ static void SV_WriteClientdataToMessage( sv_client_t *cl, sizebuf_t *msg ) { clientdata_t nullcd; clientdata_t *from_cd, *to_cd; weapon_data_t nullwd; weapon_data_t *from_wd, *to_wd; client_frame_t *frame; edict_t *clent; int i; memset( &nullcd, 0, sizeof( nullcd )); frame = &cl->frames[cl->netchan.outgoing_sequence & SV_UPDATE_MASK]; frame->senttime = host.realtime; frame->ping_time = -1.0f; clent = cl->edict; if( cl->chokecount != 0 ) { MSG_BeginServerCmd( msg, svc_choke ); cl->chokecount = 0; } // update client fixangle switch( clent->v.fixangle ) { case 1: MSG_BeginServerCmd( msg, svc_setangle ); MSG_WriteVec3Angles( msg, clent->v.angles ); break; case 2: MSG_BeginServerCmd( msg, svc_addangle ); MSG_WriteBitAngle( msg, clent->v.avelocity[YAW], 16 ); clent->v.avelocity[YAW] = 0.0f; break; } clent->v.fixangle = 0; // reset fixangle memset( &frame->clientdata, 0, sizeof( frame->clientdata )); // update clientdata_t svgame.dllFuncs.pfnUpdateClientData( clent, FBitSet( cl->flags, FCL_LOCAL_WEAPONS ), &frame->clientdata ); MSG_BeginServerCmd( msg, svc_clientdata ); if( FBitSet( cl->flags, FCL_HLTV_PROXY )) return; // don't send more nothing if( cl->delta_sequence == -1 ) from_cd = &nullcd; else from_cd = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK].clientdata; to_cd = &frame->clientdata; if( cl->delta_sequence == -1 ) { MSG_WriteOneBit( msg, 0 ); // no delta-compression } else { MSG_WriteOneBit( msg, 1 ); // we are delta-ing from MSG_WriteByte( msg, cl->delta_sequence ); } // write clientdata_t MSG_WriteClientData( msg, from_cd, to_cd, sv.time ); if( FBitSet( cl->flags, FCL_LOCAL_WEAPONS ) && svgame.dllFuncs.pfnGetWeaponData( clent, frame->weapondata )) { memset( &nullwd, 0, sizeof( nullwd )); for( i = 0; i < MAX_LOCAL_WEAPONS; i++ ) { if( cl->delta_sequence == -1 ) from_wd = &nullwd; else from_wd = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK].weapondata[i]; to_wd = &frame->weapondata[i]; MSG_WriteWeaponData( msg, from_wd, to_wd, sv.time, i ); } } // end marker MSG_WriteOneBit( msg, 0 ); } /* ================== SV_WriteEntitiesToClient ================== */ static void SV_WriteEntitiesToClient( sv_client_t *cl, sizebuf_t *msg ) { client_frame_t *frame; entity_state_t *state; static sv_ents_t frame_ents; int i, send_pings; frame = &cl->frames[cl->netchan.outgoing_sequence & SV_UPDATE_MASK]; send_pings = SV_ShouldUpdatePing( cl ); memset( frame_ents.sended, 0, sizeof( frame_ents.sended )); ClearBits( sv.hostflags, SVF_MERGE_VISIBILITY ); // clear everything in this snapshot frame_ents.num_entities = c_fullsend = c_notsend = 0; // add all the entities directly visible to the eye, which // may include portal entities that merge other viewpoints SV_AddEntitiesToPacket( cl->pViewEntity, cl->edict, frame, &frame_ents, true ); if( c_notsend != cl->ignored_ents ) { if( c_notsend > 0 ) Con_Printf( S_ERROR "Too many entities in visible packet list. Ignored %d entities\n", c_notsend ); cl->ignored_ents = c_notsend; } // if there were portals visible, there may be out of order entities // in the list which will need to be resorted for the delta compression // to work correctly. This also catches the error condition // of an entity being included twice. qsort( frame_ents.entities, frame_ents.num_entities, sizeof( frame_ents.entities[0] ), SV_EntityNumbers ); // it will break all connected clients, but it takes more than one week to overflow it if(( (uint)svs.next_client_entities ) + frame_ents.num_entities >= 0x7FFFFFFE ) { svs.next_client_entities = 0; // delta is broken for now, cannot keep connected clients SV_FinalMessage( "Server will restart due delta is outdated\n", true ); } // copy the entity states out frame->first_entity = svs.next_client_entities; frame->num_entities = 0; for( i = 0; i < frame_ents.num_entities; i++ ) { // add it to the circular packet_entities array state = &svs.packet_entities[svs.next_client_entities % svs.num_client_entities]; *state = frame_ents.entities[i]; svs.next_client_entities++; frame->num_entities++; } SV_EmitPacketEntities( cl, frame, msg ); SV_EmitEvents( cl, frame, msg ); if( send_pings ) SV_EmitPings( msg ); } /* =============================================================================== FRAME UPDATES =============================================================================== */ /* ======================= SV_SendClientDatagram ======================= */ static void SV_SendClientDatagram( sv_client_t *cl ) { byte msg_buf[MAX_DATAGRAM]; sizebuf_t msg; memset( msg_buf, 0, sizeof( msg_buf )); MSG_Init( &msg, "Datagram", msg_buf, sizeof( msg_buf )); // always send servertime at new frame MSG_BeginServerCmd( &msg, svc_time ); MSG_WriteFloat( &msg, sv.time ); SV_WriteClientdataToMessage( cl, &msg ); SV_WriteEntitiesToClient( cl, &msg ); // copy the accumulated multicast datagram // for this client out to the message if( MSG_CheckOverflow( &cl->datagram )) { Con_Printf( S_WARN "%s overflowed for %s\n", MSG_GetName( &cl->datagram ), cl->name ); } else { if( MSG_GetNumBytesWritten( &cl->datagram ) < MSG_GetNumBytesLeft( &msg )) MSG_WriteBits( &msg, MSG_GetData( &cl->datagram ), MSG_GetNumBitsWritten( &cl->datagram )); else Con_DPrintf( S_WARN "Ignoring unreliable datagram for %s, would overflow on msg\n", cl->name ); } MSG_Clear( &cl->datagram ); if( MSG_CheckOverflow( &msg )) { // must have room left for the packet header Con_Printf( S_ERROR "%s overflowed for %s\n", MSG_GetName( &msg ), cl->name ); MSG_Clear( &msg ); } // send the datagram Netchan_TransmitBits( &cl->netchan, MSG_GetNumBitsWritten( &msg ), MSG_GetData( &msg )); } /* ======================= SV_UpdateUserInfo ======================= */ static void SV_UpdateUserInfo( sv_client_t *cl ) { SV_FullClientUpdate( cl, &sv.reliable_datagram ); ClearBits( cl->flags, FCL_RESEND_USERINFO ); cl->next_sendinfotime = host.realtime + 1.0; } /* ======================= SV_UpdateToReliableMessages ======================= */ static void SV_UpdateToReliableMessages( void ) { sv_client_t *cl; int i; // check for changes to be sent over the reliable streams to all clients for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ ) { if( !cl->edict ) continue; // not in game yet if( cl->state != cs_spawned ) continue; if( FBitSet( cl->flags, FCL_RESEND_USERINFO ) && cl->next_sendinfotime <= host.realtime ) { if( MSG_GetNumBytesLeft( &sv.reliable_datagram ) >= ( Q_strlen( cl->userinfo ) + 6 )) SV_UpdateUserInfo( cl ); } if( FBitSet( cl->flags, FCL_RESEND_MOVEVARS )) { SV_FullUpdateMovevars( cl, &cl->netchan.message ); ClearBits( cl->flags, FCL_RESEND_MOVEVARS ); } } // clear the server datagram if it overflowed. if( MSG_CheckOverflow( &sv.datagram )) { Con_DPrintf( S_ERROR "sv.datagram overflowed!\n" ); MSG_Clear( &sv.datagram ); } // clear the server datagram if it overflowed. if( MSG_CheckOverflow( &sv.spec_datagram )) { Con_DPrintf( S_ERROR "sv.spec_datagram overflowed!\n" ); MSG_Clear( &sv.spec_datagram ); } // now send the reliable and server datagrams to all clients. for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ ) { if( cl->state < cs_connected || FBitSet( cl->flags, FCL_FAKECLIENT )) continue; // reliables go to all connected or spawned if( MSG_GetNumBytesWritten( &sv.reliable_datagram ) < MSG_GetNumBytesLeft( &cl->netchan.message )) MSG_WriteBits( &cl->netchan.message, MSG_GetData( &sv.reliable_datagram ), MSG_GetNumBitsWritten( &sv.reliable_datagram )); else Netchan_CreateFragments( &cl->netchan, &sv.reliable_datagram ); if( MSG_GetNumBytesWritten( &sv.datagram ) < MSG_GetNumBytesLeft( &cl->datagram )) MSG_WriteBits( &cl->datagram, MSG_GetData( &sv.datagram ), MSG_GetNumBitsWritten( &sv.datagram )); else Con_DPrintf( S_WARN "Ignoring unreliable datagram for %s, would overflow\n", cl->name ); if( FBitSet( cl->flags, FCL_HLTV_PROXY )) { if( MSG_GetNumBytesWritten( &sv.spec_datagram ) < MSG_GetNumBytesLeft( &cl->datagram )) MSG_WriteBits( &cl->datagram, MSG_GetData( &sv.spec_datagram ), MSG_GetNumBitsWritten( &sv.spec_datagram )); else Con_DPrintf( S_WARN "Ignoring spectator datagram for %s, would overflow\n", cl->name ); } } // now clear the reliable and datagram buffers. MSG_Clear( &sv.reliable_datagram ); MSG_Clear( &sv.spec_datagram ); MSG_Clear( &sv.datagram ); } /* ======================= SV_SendClientMessages ======================= */ void SV_SendClientMessages( void ) { sv_client_t *cl; int i; double updaterate_time; double time_until_next_message; if( sv.state == ss_dead ) return; SV_UpdateToReliableMessages (); // send a message to each connected client for( i = 0, sv.current_client = svs.clients; i < svs.maxclients; i++, sv.current_client++ ) { cl = sv.current_client; if( cl->state <= cs_zombie || FBitSet( cl->flags, FCL_FAKECLIENT )) continue; if( FBitSet( cl->flags, FCL_SKIP_NET_MESSAGE )) { ClearBits( cl->flags, FCL_SKIP_NET_MESSAGE ); continue; } if( !host_limitlocal.value && NET_IsLocalAddress( cl->netchan.remote_address )) SetBits( cl->flags, FCL_SEND_NET_MESSAGE ); if( cl->state == cs_spawned ) { // Try to send a message as soon as we can. // If the target time for sending is within the next frame interval ( based on last frame ), // trigger the send now. Note that in single player, // FCL_SEND_NET_MESSAGE flag is also set any time a packet arrives from the client. time_until_next_message = cl->next_messagetime - ( host.realtime + sv.frametime ); if( time_until_next_message <= 0.0 ) SetBits( cl->flags, FCL_SEND_NET_MESSAGE ); else if( time_until_next_message > 2.0 ) // something got hosed SetBits( cl->flags, FCL_SEND_NET_MESSAGE ); } // if the reliable message overflowed, drop the client if( MSG_CheckOverflow( &cl->netchan.message )) { MSG_Clear( &cl->netchan.message ); MSG_Clear( &cl->datagram ); SV_BroadcastPrintf( NULL, "%s overflowed\n", cl->name ); Con_DPrintf( S_ERROR "reliable overflow for %s\n", cl->name ); SV_DropClient( cl, false ); SetBits( cl->flags, FCL_SEND_NET_MESSAGE ); cl->netchan.cleartime = 0.0; // don't choke this message } else if( FBitSet( cl->flags, FCL_SEND_NET_MESSAGE )) { // If we haven't gotten a message in sv_failuretime seconds, then stop sending messages to this client // until we get another packet in from the client. This prevents crash/drop and reconnect where they are // being hosed with "sequenced packet without connection" packets. if( sv_failuretime.value < ( host.realtime - cl->netchan.last_received )) ClearBits( cl->flags, FCL_SEND_NET_MESSAGE ); } // only send messages if the client has sent one // and the bandwidth is not choked if( FBitSet( cl->flags, FCL_SEND_NET_MESSAGE )) { // bandwidth choke active? if( !Netchan_CanPacket( &cl->netchan, cl->state == cs_spawned )) { cl->chokecount++; continue; } // now that we were able to send, reset timer to point to next possible send time. // check here also because sv_max/minupdaterate could been changed in runtime updaterate_time = bound( 1.0 / sv_maxupdaterate.value, cl->cl_updaterate, 1.0 / sv_minupdaterate.value ); cl->next_messagetime = host.realtime + sv.frametime + updaterate_time; ClearBits( cl->flags, FCL_SEND_NET_MESSAGE ); // NOTE: we should send frame even if server is not simulated to prevent overflow if( cl->state == cs_spawned ) SV_SendClientDatagram( cl ); else Netchan_TransmitBits( &cl->netchan, 0, NULL ); // just update reliable } } // reset current client sv.current_client = NULL; } /* ======================= SV_SkipUpdates used before changing level ======================= */ void SV_SkipUpdates( void ) { sv_client_t *cl; int i; if( sv.state == ss_dead ) return; for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ ) { if( cl->state != cs_spawned || FBitSet( cl->flags, FCL_FAKECLIENT )) continue; SetBits( cl->flags, FCL_SKIP_NET_MESSAGE ); } } /* ======================= SV_InactivateClients Purpose: Prepare for level transition, etc. ======================= */ void SV_InactivateClients( void ) { int i; sv_client_t *cl; if( sv.state == ss_dead ) return; // send a message to each connected client for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ ) { if( !cl->state || !cl->edict ) continue; if( !cl->edict ) continue; if( FBitSet( cl->edict->v.flags, FL_FAKECLIENT )) { SV_DropClient( cl, false ); continue; } if( cl->state > cs_connected ) cl->state = cs_connected; COM_ClearCustomizationList( &cl->customdata, false ); memset( cl->physinfo, 0, MAX_PHYSINFO_STRING ); // NOTE: many mods sending messages that must be applied on a next level // e.g. CryOfFear sending HideHud and PlayMp3 that affected after map change if( svgame.globals->changelevel ) continue; MSG_Clear( &cl->netchan.message ); MSG_Clear( &cl->datagram ); } }