mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-24 13:01:19 +00:00
514 lines
18 KiB
C++
514 lines
18 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "AsyncNetwork.h"
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idAsyncServer idAsyncNetwork::server;
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idAsyncClient idAsyncNetwork::client;
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idCVar idAsyncNetwork::verbose( "net_verbose", "0", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "1 = verbose output, 2 = even more verbose output", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
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idCVar idAsyncNetwork::allowCheats( "net_allowCheats", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_NETWORKSYNC, "Allow cheats in network game" );
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#ifdef ID_DEDICATED
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// dedicated executable can only have a value of 1 for net_serverDedicated
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idCVar idAsyncNetwork::serverDedicated( "net_serverDedicated", "1", CVAR_SERVERINFO | CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT | CVAR_ROM, "" );
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#else
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idCVar idAsyncNetwork::serverDedicated( "net_serverDedicated", "0", CVAR_SERVERINFO | CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "1 = text console dedicated server, 2 = graphical dedicated server", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
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#endif
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idCVar idAsyncNetwork::serverSnapshotDelay( "net_serverSnapshotDelay", "50", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "delay between snapshots in milliseconds" );
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idCVar idAsyncNetwork::serverMaxClientRate( "net_serverMaxClientRate", "16000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_NOCHEAT, "maximum rate to a client in bytes/sec" );
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idCVar idAsyncNetwork::clientMaxRate( "net_clientMaxRate", "16000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_NOCHEAT, "maximum rate requested by client from server in bytes/sec" );
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idCVar idAsyncNetwork::serverMaxUsercmdRelay( "net_serverMaxUsercmdRelay", "5", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "maximum number of usercmds from other clients the server relays to a client", 1, MAX_USERCMD_RELAY, idCmdSystem::ArgCompletion_Integer<1,MAX_USERCMD_RELAY> );
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idCVar idAsyncNetwork::serverZombieTimeout( "net_serverZombieTimeout", "5", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "disconnected client timeout in seconds" );
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idCVar idAsyncNetwork::serverClientTimeout( "net_serverClientTimeout", "40", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "client time out in seconds" );
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idCVar idAsyncNetwork::clientServerTimeout( "net_clientServerTimeout", "40", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "server time out in seconds" );
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idCVar idAsyncNetwork::serverDrawClient( "net_serverDrawClient", "-1", CVAR_SYSTEM | CVAR_INTEGER, "number of client for which to draw view on server" );
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idCVar idAsyncNetwork::serverRemoteConsolePassword( "net_serverRemoteConsolePassword", "", CVAR_SYSTEM | CVAR_NOCHEAT, "remote console password" );
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idCVar idAsyncNetwork::clientPrediction( "net_clientPrediction", "16", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "additional client side prediction in milliseconds" );
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idCVar idAsyncNetwork::clientMaxPrediction( "net_clientMaxPrediction", "1000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "maximum number of milliseconds a client can predict ahead of server." );
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idCVar idAsyncNetwork::clientUsercmdBackup( "net_clientUsercmdBackup", "5", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "number of usercmds to resend" );
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idCVar idAsyncNetwork::clientRemoteConsoleAddress( "net_clientRemoteConsoleAddress", "localhost", CVAR_SYSTEM | CVAR_NOCHEAT, "remote console address" );
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idCVar idAsyncNetwork::clientRemoteConsolePassword( "net_clientRemoteConsolePassword", "", CVAR_SYSTEM | CVAR_NOCHEAT, "remote console password" );
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idCVar idAsyncNetwork::master0( "net_master0", IDNET_HOST ":" IDNET_MASTER_PORT, CVAR_SYSTEM | CVAR_ROM, "idnet master server address" );
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idCVar idAsyncNetwork::master1( "net_master1", "", CVAR_SYSTEM | CVAR_ARCHIVE, "1st master server address" );
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idCVar idAsyncNetwork::master2( "net_master2", "", CVAR_SYSTEM | CVAR_ARCHIVE, "2nd master server address" );
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idCVar idAsyncNetwork::master3( "net_master3", "", CVAR_SYSTEM | CVAR_ARCHIVE, "3rd master server address" );
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idCVar idAsyncNetwork::master4( "net_master4", "", CVAR_SYSTEM | CVAR_ARCHIVE, "4th master server address" );
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idCVar idAsyncNetwork::LANServer( "net_LANServer", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_NOCHEAT, "config LAN games only - affects clients and servers" );
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idCVar idAsyncNetwork::serverReloadEngine( "net_serverReloadEngine", "0", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0" );
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idCVar idAsyncNetwork::serverAllowServerMod( "net_serverAllowServerMod", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_NOCHEAT, "allow server-side mods" );
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idCVar idAsyncNetwork::idleServer( "si_idleServer", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_INIT | CVAR_SERVERINFO, "game clients are idle" );
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idCVar idAsyncNetwork::clientDownload( "net_clientDownload", "1", CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE, "client pk4 downloads policy: 0 - never, 1 - ask, 2 - always (will still prompt for binary code)" );
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int idAsyncNetwork::realTime;
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master_t idAsyncNetwork::masters[ MAX_MASTER_SERVERS ];
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/*
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==================
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idAsyncNetwork::idAsyncNetwork
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==================
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*/
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idAsyncNetwork::idAsyncNetwork( void ) {
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}
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/*
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==================
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idAsyncNetwork::Init
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==================
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*/
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void idAsyncNetwork::Init( void ) {
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realTime = 0;
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memset( masters, 0, sizeof( masters ) );
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masters[0].var = &master0;
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masters[1].var = &master1;
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masters[2].var = &master2;
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masters[3].var = &master3;
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masters[4].var = &master4;
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#ifndef ID_DEMO_BUILD
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cmdSystem->AddCommand( "spawnServer", SpawnServer_f, CMD_FL_SYSTEM, "spawns a server", idCmdSystem::ArgCompletion_MapName );
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cmdSystem->AddCommand( "nextMap", NextMap_f, CMD_FL_SYSTEM, "loads the next map on the server" );
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cmdSystem->AddCommand( "connect", Connect_f, CMD_FL_SYSTEM, "connects to a server" );
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cmdSystem->AddCommand( "reconnect", Reconnect_f, CMD_FL_SYSTEM, "reconnect to the last server we tried to connect to" );
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cmdSystem->AddCommand( "serverInfo", GetServerInfo_f, CMD_FL_SYSTEM, "shows server info" );
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cmdSystem->AddCommand( "LANScan", GetLANServers_f, CMD_FL_SYSTEM, "scans LAN for servers" );
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cmdSystem->AddCommand( "listServers", ListServers_f, CMD_FL_SYSTEM, "lists scanned servers" );
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cmdSystem->AddCommand( "rcon", RemoteConsole_f, CMD_FL_SYSTEM, "sends remote console command to server" );
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cmdSystem->AddCommand( "heartbeat", Heartbeat_f, CMD_FL_SYSTEM, "send a heartbeat to the the master servers" );
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cmdSystem->AddCommand( "kick", Kick_f, CMD_FL_SYSTEM, "kick a client by connection number" );
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cmdSystem->AddCommand( "checkNewVersion", CheckNewVersion_f, CMD_FL_SYSTEM, "check if a new version of the game is available" );
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cmdSystem->AddCommand( "updateUI", UpdateUI_f, CMD_FL_SYSTEM, "internal - cause a sync down of game-modified userinfo" );
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#endif
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}
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/*
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==================
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idAsyncNetwork::GetMasterAddress
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==================
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*/
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netadr_t idAsyncNetwork::GetMasterAddress( void ) {
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netadr_t ret;
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GetMasterAddress( 0, ret );
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return masters[ 0 ].address;
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}
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/*
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==================
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idAsyncNetwork::GetMasterAddress
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==================
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*/
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bool idAsyncNetwork::GetMasterAddress( int index, netadr_t &adr ) {
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if ( !masters[ index ].var ) {
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return false;
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}
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if ( masters[ index ].var->GetString()[0] == '\0' ) {
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return false;
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}
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if ( !masters[ index ].resolved || masters[ index ].var->IsModified() ) {
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masters[ index ].var->ClearModified();
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if ( !Sys_StringToNetAdr( masters[ index ].var->GetString(), &masters[ index ].address, true ) ) {
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common->Printf( "Failed to resolve master%d: %s\n", index, masters[ index ].var->GetString() );
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memset( &masters[ index ].address, 0, sizeof( netadr_t ) );
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masters[ index ].resolved = true;
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return false;
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}
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if ( masters[ index ].address.port == 0 ) {
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masters[ index ].address.port = atoi( IDNET_MASTER_PORT );
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}
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masters[ index ].resolved = true;
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}
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adr = masters[ index ].address;
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return true;
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}
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/*
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==================
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idAsyncNetwork::Shutdown
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==================
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*/
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void idAsyncNetwork::Shutdown( void ) {
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client.serverList.Shutdown();
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client.DisconnectFromServer();
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client.ClearServers();
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client.ClosePort();
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server.Kill();
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server.ClosePort();
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}
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/*
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==================
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idAsyncNetwork::RunFrame
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==================
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*/
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void idAsyncNetwork::RunFrame( void ) {
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if ( console->Active() ) {
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Sys_GrabMouseCursor( false );
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usercmdGen->InhibitUsercmd( INHIBIT_ASYNC, true );
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} else {
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Sys_GrabMouseCursor( true );
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usercmdGen->InhibitUsercmd( INHIBIT_ASYNC, false );
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}
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client.RunFrame();
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server.RunFrame();
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}
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/*
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==================
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idAsyncNetwork::WriteUserCmdDelta
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==================
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*/
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void idAsyncNetwork::WriteUserCmdDelta( idBitMsg &msg, const usercmd_t &cmd, const usercmd_t *base ) {
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if ( base ) {
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msg.WriteDeltaLongCounter( base->gameTime, cmd.gameTime );
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msg.WriteDeltaByte( base->buttons, cmd.buttons );
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msg.WriteDeltaShort( base->mx, cmd.mx );
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msg.WriteDeltaShort( base->my, cmd.my );
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msg.WriteDeltaChar( base->forwardmove, cmd.forwardmove );
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msg.WriteDeltaChar( base->rightmove, cmd.rightmove );
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msg.WriteDeltaChar( base->upmove, cmd.upmove );
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msg.WriteDeltaShort( base->angles[0], cmd.angles[0] );
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msg.WriteDeltaShort( base->angles[1], cmd.angles[1] );
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msg.WriteDeltaShort( base->angles[2], cmd.angles[2] );
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return;
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}
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msg.WriteLong( cmd.gameTime );
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msg.WriteByte( cmd.buttons );
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msg.WriteShort( cmd.mx );
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msg.WriteShort( cmd.my );
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msg.WriteChar( cmd.forwardmove );
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msg.WriteChar( cmd.rightmove );
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msg.WriteChar( cmd.upmove );
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msg.WriteShort( cmd.angles[0] );
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msg.WriteShort( cmd.angles[1] );
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msg.WriteShort( cmd.angles[2] );
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}
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/*
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==================
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idAsyncNetwork::ReadUserCmdDelta
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==================
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*/
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void idAsyncNetwork::ReadUserCmdDelta( const idBitMsg &msg, usercmd_t &cmd, const usercmd_t *base ) {
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memset( &cmd, 0, sizeof( cmd ) );
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if ( base ) {
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cmd.gameTime = msg.ReadDeltaLongCounter( base->gameTime );
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cmd.buttons = msg.ReadDeltaByte( base->buttons );
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cmd.mx = msg.ReadDeltaShort( base->mx );
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cmd.my = msg.ReadDeltaShort( base->my );
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cmd.forwardmove = msg.ReadDeltaChar( base->forwardmove );
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cmd.rightmove = msg.ReadDeltaChar( base->rightmove );
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cmd.upmove = msg.ReadDeltaChar( base->upmove );
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cmd.angles[0] = msg.ReadDeltaShort( base->angles[0] );
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cmd.angles[1] = msg.ReadDeltaShort( base->angles[1] );
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cmd.angles[2] = msg.ReadDeltaShort( base->angles[2] );
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return;
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}
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cmd.gameTime = msg.ReadLong();
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cmd.buttons = msg.ReadByte();
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cmd.mx = msg.ReadShort();
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cmd.my = msg.ReadShort();
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cmd.forwardmove = msg.ReadChar();
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cmd.rightmove = msg.ReadChar();
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cmd.upmove = msg.ReadChar();
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cmd.angles[0] = msg.ReadShort();
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cmd.angles[1] = msg.ReadShort();
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cmd.angles[2] = msg.ReadShort();
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}
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/*
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==================
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idAsyncNetwork::DuplicateUsercmd
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==================
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*/
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bool idAsyncNetwork::DuplicateUsercmd( const usercmd_t &previousUserCmd, usercmd_t ¤tUserCmd, int frame, int time ) {
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if ( currentUserCmd.gameTime <= previousUserCmd.gameTime ) {
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currentUserCmd = previousUserCmd;
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currentUserCmd.gameFrame = frame;
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currentUserCmd.gameTime = time;
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currentUserCmd.duplicateCount++;
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if ( currentUserCmd.duplicateCount > MAX_USERCMD_DUPLICATION ) {
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currentUserCmd.buttons &= ~BUTTON_ATTACK;
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if ( abs( currentUserCmd.forwardmove ) > 2 ) currentUserCmd.forwardmove >>= 1;
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if ( abs( currentUserCmd.rightmove ) > 2 ) currentUserCmd.rightmove >>= 1;
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if ( abs( currentUserCmd.upmove ) > 2 ) currentUserCmd.upmove >>= 1;
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}
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return true;
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}
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return false;
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}
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/*
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==================
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idAsyncNetwork::UsercmdInputChanged
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==================
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*/
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bool idAsyncNetwork::UsercmdInputChanged( const usercmd_t &previousUserCmd, const usercmd_t ¤tUserCmd ) {
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return previousUserCmd.buttons != currentUserCmd.buttons ||
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previousUserCmd.forwardmove != currentUserCmd.forwardmove ||
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previousUserCmd.rightmove != currentUserCmd.rightmove ||
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previousUserCmd.upmove != currentUserCmd.upmove ||
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previousUserCmd.angles[0] != currentUserCmd.angles[0] ||
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previousUserCmd.angles[1] != currentUserCmd.angles[1] ||
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previousUserCmd.angles[2] != currentUserCmd.angles[2];
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}
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/*
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==================
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idAsyncNetwork::SpawnServer_f
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==================
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*/
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void idAsyncNetwork::SpawnServer_f( const idCmdArgs &args ) {
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if(args.Argc() > 1) {
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cvarSystem->SetCVarString("si_map", args.Argv(1));
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}
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// don't let a server spawn with singleplayer game type - it will crash
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if ( idStr::Icmp( cvarSystem->GetCVarString( "si_gameType" ), "singleplayer" ) == 0 ) {
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cvarSystem->SetCVarString( "si_gameType", "deathmatch" );
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}
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com_asyncInput.SetBool( false );
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// make sure the current system state is compatible with net_serverDedicated
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switch ( cvarSystem->GetCVarInteger( "net_serverDedicated" ) ) {
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case 0:
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case 2:
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if ( !renderSystem->IsOpenGLRunning() ) {
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common->Warning( "OpenGL is not running, net_serverDedicated == %d", cvarSystem->GetCVarInteger( "net_serverDedicated" ) );
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}
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break;
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case 1:
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if ( renderSystem->IsOpenGLRunning() ) {
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Sys_ShowConsole( 1, false );
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renderSystem->ShutdownOpenGL();
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}
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soundSystem->SetMute( true );
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soundSystem->ShutdownHW();
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break;
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}
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// use serverMapRestart if we already have a running server
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if ( server.IsActive() ) {
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cmdSystem->BufferCommandText( CMD_EXEC_NOW, "serverMapRestart" );
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} else {
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server.Spawn();
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}
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}
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/*
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==================
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idAsyncNetwork::NextMap_f
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==================
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*/
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void idAsyncNetwork::NextMap_f( const idCmdArgs &args ) {
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server.ExecuteMapChange();
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}
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/*
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==================
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idAsyncNetwork::Connect_f
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==================
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*/
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void idAsyncNetwork::Connect_f( const idCmdArgs &args ) {
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if ( server.IsActive() ) {
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common->Printf( "already running a server\n" );
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return;
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}
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if ( args.Argc() != 2 ) {
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common->Printf( "USAGE: connect <serverName>\n" );
|
||
|
return;
|
||
|
}
|
||
|
com_asyncInput.SetBool( false );
|
||
|
client.ConnectToServer( args.Argv( 1 ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idAsyncNetwork::Reconnect_f
|
||
|
==================
|
||
|
*/
|
||
|
void idAsyncNetwork::Reconnect_f( const idCmdArgs &args ) {
|
||
|
client.Reconnect();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idAsyncNetwork::GetServerInfo_f
|
||
|
==================
|
||
|
*/
|
||
|
void idAsyncNetwork::GetServerInfo_f( const idCmdArgs &args ) {
|
||
|
client.GetServerInfo( args.Argv( 1 ) );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idAsyncNetwork::GetLANServers_f
|
||
|
==================
|
||
|
*/
|
||
|
void idAsyncNetwork::GetLANServers_f( const idCmdArgs &args ) {
|
||
|
client.GetLANServers();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idAsyncNetwork::ListServers_f
|
||
|
==================
|
||
|
*/
|
||
|
void idAsyncNetwork::ListServers_f( const idCmdArgs &args ) {
|
||
|
client.ListServers();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idAsyncNetwork::RemoteConsole_f
|
||
|
==================
|
||
|
*/
|
||
|
void idAsyncNetwork::RemoteConsole_f( const idCmdArgs &args ) {
|
||
|
client.RemoteConsole( args.Args() );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idAsyncNetwork::Heartbeat_f
|
||
|
==================
|
||
|
*/
|
||
|
void idAsyncNetwork::Heartbeat_f( const idCmdArgs &args ) {
|
||
|
if ( !server.IsActive() ) {
|
||
|
common->Printf( "server is not running\n" );
|
||
|
return;
|
||
|
}
|
||
|
server.MasterHeartbeat( true );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idAsyncNetwork::Kick_f
|
||
|
==================
|
||
|
*/
|
||
|
void idAsyncNetwork::Kick_f( const idCmdArgs &args ) {
|
||
|
idStr clientId;
|
||
|
int iclient;
|
||
|
|
||
|
if ( !server.IsActive() ) {
|
||
|
common->Printf( "server is not running\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
clientId = args.Argv( 1 );
|
||
|
if ( !clientId.IsNumeric() ) {
|
||
|
common->Printf( "usage: kick <client number>\n" );
|
||
|
return;
|
||
|
}
|
||
|
iclient = atoi( clientId );
|
||
|
|
||
|
if ( server.GetLocalClientNum() == iclient ) {
|
||
|
common->Printf( "can't kick the host\n" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
server.DropClient( iclient, "#str_07134" );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idAsyncNetwork::GetNETServers
|
||
|
==================
|
||
|
*/
|
||
|
void idAsyncNetwork::GetNETServers( ) {
|
||
|
client.GetNETServers();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idAsyncNetwork::CheckNewVersion_f
|
||
|
==================
|
||
|
*/
|
||
|
void idAsyncNetwork::CheckNewVersion_f( const idCmdArgs &args ) {
|
||
|
client.SendVersionCheck();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idAsyncNetwork::ExecuteSessionCommand
|
||
|
==================
|
||
|
*/
|
||
|
void idAsyncNetwork::ExecuteSessionCommand( const char *sessCmd ) {
|
||
|
if ( sessCmd[ 0 ] ) {
|
||
|
if ( !idStr::Icmp( sessCmd, "game_startmenu" ) ) {
|
||
|
session->SetGUI( game->StartMenu(), NULL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idAsyncNetwork::UpdateUI_f
|
||
|
=================
|
||
|
*/
|
||
|
void idAsyncNetwork::UpdateUI_f( const idCmdArgs &args ) {
|
||
|
if ( args.Argc() != 2 ) {
|
||
|
common->Warning( "idAsyncNetwork::UpdateUI_f: wrong arguments\n" );
|
||
|
return;
|
||
|
}
|
||
|
if ( !server.IsActive() ) {
|
||
|
common->Warning( "idAsyncNetwork::UpdateUI_f: server is not active\n" );
|
||
|
return;
|
||
|
}
|
||
|
int clientNum = atoi( args.Args( 1 ) );
|
||
|
server.UpdateUI( clientNum );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idAsyncNetwork::BuildInvalidKeyMsg
|
||
|
===============
|
||
|
*/
|
||
|
void idAsyncNetwork::BuildInvalidKeyMsg( idStr &msg, bool valid[ 2 ] ) {
|
||
|
if ( !valid[ 0 ] ) {
|
||
|
msg += common->GetLanguageDict()->GetString( "#str_07194" );
|
||
|
}
|
||
|
if ( fileSystem->HasD3XP() && !valid[ 1 ] ) {
|
||
|
if ( msg.Length() ) {
|
||
|
msg += "\n";
|
||
|
}
|
||
|
msg += common->GetLanguageDict()->GetString( "#str_07195" );
|
||
|
}
|
||
|
msg += "\n";
|
||
|
msg += common->GetLanguageDict()->GetString( "#str_04304" );
|
||
|
}
|
||
|
|