/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code 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. Doom 3 Source Code 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. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . 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. 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. =========================================================================== */ #include "../../idlib/precompiled.h" #pragma hdrstop #include "AsyncNetwork.h" #include "../Session_local.h" const int SETUP_CONNECTION_RESEND_TIME = 1000; const int EMPTY_RESEND_TIME = 500; const int PREDICTION_FAST_ADJUST = 4; /* ================== idAsyncClient::idAsyncClient ================== */ idAsyncClient::idAsyncClient( void ) { guiNetMenu = NULL; updateState = UPDATE_NONE; Clear(); } /* ================== idAsyncClient::Clear ================== */ void idAsyncClient::Clear( void ) { active = false; realTime = 0; clientTime = 0; clientId = 0; clientDataChecksum = 0; clientNum = 0; clientState = CS_DISCONNECTED; clientPrediction = 0; clientPredictTime = 0; serverId = 0; serverChallenge = 0; serverMessageSequence = 0; lastConnectTime = -9999; lastEmptyTime = -9999; lastPacketTime = -9999; lastSnapshotTime = -9999; snapshotGameFrame = 0; snapshotGameTime = 0; snapshotSequence = 0; gameInitId = GAME_INIT_ID_INVALID; gameFrame = 0; gameTimeResidual = 0; gameTime = 0; memset( userCmds, 0, sizeof( userCmds ) ); backgroundDownload.completed = true; lastRconTime = 0; showUpdateMessage = false; lastFrameDelta = 0; dlRequest = -1; dlCount = -1; memset( dlChecksums, 0, sizeof( int ) * MAX_PURE_PAKS ); currentDlSize = 0; totalDlSize = 0; } /* ================== idAsyncClient::Shutdown ================== */ void idAsyncClient::Shutdown( void ) { guiNetMenu = NULL; updateMSG.Clear(); updateURL.Clear(); updateFile.Clear(); updateFallback.Clear(); backgroundDownload.url.url.Clear(); dlList.Clear(); } /* ================== idAsyncClient::InitPort ================== */ bool idAsyncClient::InitPort( void ) { // if this is the first time we connect to a server, open the UDP port if ( !clientPort.GetPort() ) { if ( !clientPort.InitForPort( PORT_ANY ) ) { common->Printf( "Couldn't open client network port.\n" ); return false; } } // maintain it valid between connects and ui manager reloads guiNetMenu = uiManager->FindGui( "guis/netmenu.gui", true, false, true ); return true; } /* ================== idAsyncClient::ClosePort ================== */ void idAsyncClient::ClosePort( void ) { clientPort.Close(); } /* ================== idAsyncClient::ClearPendingPackets ================== */ void idAsyncClient::ClearPendingPackets( void ) { int size; byte msgBuf[MAX_MESSAGE_SIZE]; netadr_t from; while( clientPort.GetPacket( from, msgBuf, size, sizeof( msgBuf ) ) ) { } } /* ================== idAsyncClient::HandleGuiCommandInternal ================== */ const char* idAsyncClient::HandleGuiCommandInternal( const char *cmd ) { if ( !idStr::Cmp( cmd, "abort" ) || !idStr::Cmp( cmd, "pure_abort" ) ) { common->DPrintf( "connection aborted\n" ); cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); return ""; } else { common->DWarning( "idAsyncClient::HandleGuiCommand: unknown cmd %s", cmd ); } return NULL; } /* ================== idAsyncClient::HandleGuiCommand ================== */ const char* idAsyncClient::HandleGuiCommand( const char *cmd ) { return idAsyncNetwork::client.HandleGuiCommandInternal( cmd ); } /* ================== idAsyncClient::ConnectToServer ================== */ void idAsyncClient::ConnectToServer( const netadr_t adr ) { // shutdown any current game. that includes network disconnect session->Stop(); if ( !InitPort() ) { return; } if ( cvarSystem->GetCVarBool( "net_serverDedicated" ) ) { common->Printf( "Can't connect to a server as dedicated\n" ); return; } // trash any currently pending packets ClearPendingPackets(); serverAddress = adr; // clear the client state Clear(); // get a pseudo random client id, but don't use the id which is reserved for connectionless packets clientId = Sys_Milliseconds() & CONNECTIONLESS_MESSAGE_ID_MASK; // calculate a checksum on some of the essential data used clientDataChecksum = declManager->GetChecksum(); // start challenging the server clientState = CS_CHALLENGING; active = true; guiNetMenu = uiManager->FindGui( "guis/netmenu.gui", true, false, true ); guiNetMenu->SetStateString( "status", va( common->GetLanguageDict()->GetString( "#str_06749" ), Sys_NetAdrToString( adr ) ) ); session->SetGUI( guiNetMenu, HandleGuiCommand ); } /* ================== idAsyncClient::Reconnect ================== */ void idAsyncClient::Reconnect( void ) { ConnectToServer( serverAddress ); } /* ================== idAsyncClient::ConnectToServer ================== */ void idAsyncClient::ConnectToServer( const char *address ) { int serverNum; netadr_t adr; if ( idStr::IsNumeric( address ) ) { serverNum = atoi( address ); if ( serverNum < 0 || serverNum >= serverList.Num() ) { session->MessageBox( MSG_OK, va( common->GetLanguageDict()->GetString( "#str_06733" ), serverNum ), common->GetLanguageDict()->GetString( "#str_06735" ), true ); return; } adr = serverList[ serverNum ].adr; } else { if ( !Sys_StringToNetAdr( address, &adr, true ) ) { session->MessageBox( MSG_OK, va( common->GetLanguageDict()->GetString( "#str_06734" ), address ), common->GetLanguageDict()->GetString( "#str_06735" ), true ); return; } } if ( !adr.port ) { adr.port = PORT_SERVER; } common->Printf( "\"%s\" resolved to %s\n", address, Sys_NetAdrToString( adr ) ); ConnectToServer( adr ); } /* ================== idAsyncClient::DisconnectFromServer ================== */ void idAsyncClient::DisconnectFromServer( void ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; if ( clientState >= CS_CONNECTED ) { // if we were actually connected, clear the pure list fileSystem->ClearPureChecksums(); // send reliable disconnect to server msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteByte( CLIENT_RELIABLE_MESSAGE_DISCONNECT ); msg.WriteString( "disconnect" ); if ( !channel.SendReliableMessage( msg ) ) { common->Error( "client->server reliable messages overflow\n" ); } SendEmptyToServer( true ); SendEmptyToServer( true ); SendEmptyToServer( true ); } if ( clientState != CS_PURERESTART ) { channel.Shutdown(); clientState = CS_DISCONNECTED; } active = false; } /* ================== idAsyncClient::GetServerInfo ================== */ void idAsyncClient::GetServerInfo( const netadr_t adr ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; if ( !InitPort() ) { return; } msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); msg.WriteString( "getInfo" ); msg.WriteLong( serverList.GetChallenge() ); // challenge clientPort.SendPacket( adr, msg.GetData(), msg.GetSize() ); } /* ================== idAsyncClient::GetServerInfo ================== */ void idAsyncClient::GetServerInfo( const char *address ) { netadr_t adr; if ( address && *address != '\0' ) { if ( !Sys_StringToNetAdr( address, &adr, true ) ) { common->Printf( "Couldn't get server address for \"%s\"\n", address ); return; } } else if ( active ) { adr = serverAddress; } else if ( idAsyncNetwork::server.IsActive() ) { // used to be a Sys_StringToNetAdr( "localhost", &adr, true ); and send a packet over loopback // but this breaks with net_ip ( typically, for multi-homed servers ) idAsyncNetwork::server.PrintLocalServerInfo(); return; } else { common->Printf( "no server found\n" ); return; } if ( !adr.port ) { adr.port = PORT_SERVER; } GetServerInfo( adr ); } /* ================== idAsyncClient::GetLANServers ================== */ void idAsyncClient::GetLANServers( void ) { int i; idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; netadr_t broadcastAddress; if ( !InitPort() ) { return; } idAsyncNetwork::LANServer.SetBool( true ); serverList.SetupLANScan(); msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); msg.WriteString( "getInfo" ); msg.WriteLong( serverList.GetChallenge() ); broadcastAddress.type = NA_BROADCAST; for ( i = 0; i < MAX_SERVER_PORTS; i++ ) { broadcastAddress.port = PORT_SERVER + i; clientPort.SendPacket( broadcastAddress, msg.GetData(), msg.GetSize() ); } } /* ================== idAsyncClient::GetNETServers ================== */ void idAsyncClient::GetNETServers( void ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; idAsyncNetwork::LANServer.SetBool( false ); // NetScan only clears GUI and results, not the stored list serverList.Clear( ); serverList.NetScan( ); serverList.StartServers( true ); msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); msg.WriteString( "getServers" ); msg.WriteLong( ASYNC_PROTOCOL_VERSION ); msg.WriteString( cvarSystem->GetCVarString( "fs_game" ) ); msg.WriteBits( cvarSystem->GetCVarInteger( "gui_filter_password" ), 2 ); msg.WriteBits( cvarSystem->GetCVarInteger( "gui_filter_players" ), 2 ); msg.WriteBits( cvarSystem->GetCVarInteger( "gui_filter_gameType" ), 2 ); netadr_t adr; if ( idAsyncNetwork::GetMasterAddress( 0, adr ) ) { clientPort.SendPacket( adr, msg.GetData(), msg.GetSize() ); } } /* ================== idAsyncClient::ListServers ================== */ void idAsyncClient::ListServers( void ) { int i; for ( i = 0; i < serverList.Num(); i++ ) { common->Printf( "%3d: %s %dms (%s)\n", i, serverList[i].serverInfo.GetString( "si_name" ), serverList[ i ].ping, Sys_NetAdrToString( serverList[i].adr ) ); } } /* ================== idAsyncClient::ClearServers ================== */ void idAsyncClient::ClearServers( void ) { serverList.Clear(); } /* ================== idAsyncClient::RemoteConsole ================== */ void idAsyncClient::RemoteConsole( const char *command ) { netadr_t adr; idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; if ( !InitPort() ) { return; } if ( active ) { adr = serverAddress; } else { Sys_StringToNetAdr( idAsyncNetwork::clientRemoteConsoleAddress.GetString(), &adr, true ); } if ( !adr.port ) { adr.port = PORT_SERVER; } lastRconAddress = adr; lastRconTime = realTime; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); msg.WriteString( "rcon" ); msg.WriteString( idAsyncNetwork::clientRemoteConsolePassword.GetString() ); msg.WriteString( command ); clientPort.SendPacket( adr, msg.GetData(), msg.GetSize() ); } /* ================== idAsyncClient::GetPrediction ================== */ int idAsyncClient::GetPrediction( void ) const { if ( clientState < CS_CONNECTED ) { return -1; } else { return clientPrediction; } } /* ================== idAsyncClient::GetTimeSinceLastPacket ================== */ int idAsyncClient::GetTimeSinceLastPacket( void ) const { if ( clientState < CS_CONNECTED ) { return -1; } else { return clientTime - lastPacketTime; } } /* ================== idAsyncClient::GetOutgoingRate ================== */ int idAsyncClient::GetOutgoingRate( void ) const { if ( clientState < CS_CONNECTED ) { return -1; } else { return channel.GetOutgoingRate(); } } /* ================== idAsyncClient::GetIncomingRate ================== */ int idAsyncClient::GetIncomingRate( void ) const { if ( clientState < CS_CONNECTED ) { return -1; } else { return channel.GetIncomingRate(); } } /* ================== idAsyncClient::GetOutgoingCompression ================== */ float idAsyncClient::GetOutgoingCompression( void ) const { if ( clientState < CS_CONNECTED ) { return 0.0f; } else { return channel.GetOutgoingCompression(); } } /* ================== idAsyncClient::GetIncomingCompression ================== */ float idAsyncClient::GetIncomingCompression( void ) const { if ( clientState < CS_CONNECTED ) { return 0.0f; } else { return channel.GetIncomingCompression(); } } /* ================== idAsyncClient::GetIncomingPacketLoss ================== */ float idAsyncClient::GetIncomingPacketLoss( void ) const { if ( clientState < CS_CONNECTED ) { return 0.0f; } else { return channel.GetIncomingPacketLoss(); } } /* ================== idAsyncClient::DuplicateUsercmds ================== */ void idAsyncClient::DuplicateUsercmds( int frame, int time ) { int i, previousIndex, currentIndex; previousIndex = ( frame - 1 ) & ( MAX_USERCMD_BACKUP - 1 ); currentIndex = frame & ( MAX_USERCMD_BACKUP - 1 ); // duplicate previous user commands if no new commands are available for a client for ( i = 0; i < MAX_ASYNC_CLIENTS; i++ ) { idAsyncNetwork::DuplicateUsercmd( userCmds[previousIndex][i], userCmds[currentIndex][i], frame, time ); } } /* ================== idAsyncClient::SendUserInfoToServer ================== */ void idAsyncClient::SendUserInfoToServer( void ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; idDict info; if ( clientState < CS_CONNECTED ) { return; } info = *cvarSystem->MoveCVarsToDict( CVAR_USERINFO ); // send reliable client info to server msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteByte( CLIENT_RELIABLE_MESSAGE_CLIENTINFO ); msg.WriteDeltaDict( info, &sessLocal.mapSpawnData.userInfo[ clientNum ] ); if ( !channel.SendReliableMessage( msg ) ) { common->Error( "client->server reliable messages overflow\n" ); } sessLocal.mapSpawnData.userInfo[clientNum] = info; } /* ================== idAsyncClient::SendEmptyToServer ================== */ void idAsyncClient::SendEmptyToServer( bool force, bool mapLoad ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; if ( lastEmptyTime > realTime ) { lastEmptyTime = realTime; } if ( !force && ( realTime - lastEmptyTime < EMPTY_RESEND_TIME ) ) { return; } if ( idAsyncNetwork::verbose.GetInteger() ) { common->Printf( "sending empty to server, gameInitId = %d\n", mapLoad ? GAME_INIT_ID_MAP_LOAD : gameInitId ); } msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteLong( serverMessageSequence ); msg.WriteLong( mapLoad ? GAME_INIT_ID_MAP_LOAD : gameInitId ); msg.WriteLong( snapshotSequence ); msg.WriteByte( CLIENT_UNRELIABLE_MESSAGE_EMPTY ); channel.SendMessage( clientPort, clientTime, msg ); while( channel.UnsentFragmentsLeft() ) { channel.SendNextFragment( clientPort, clientTime ); } lastEmptyTime = realTime; } /* ================== idAsyncClient::SendPingResponseToServer ================== */ void idAsyncClient::SendPingResponseToServer( int time ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; if ( idAsyncNetwork::verbose.GetInteger() == 2 ) { common->Printf( "sending ping response to server, gameInitId = %d\n", gameInitId ); } msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteLong( serverMessageSequence ); msg.WriteLong( gameInitId ); msg.WriteLong( snapshotSequence ); msg.WriteByte( CLIENT_UNRELIABLE_MESSAGE_PINGRESPONSE ); msg.WriteLong( time ); channel.SendMessage( clientPort, clientTime, msg ); while( channel.UnsentFragmentsLeft() ) { channel.SendNextFragment( clientPort, clientTime ); } } /* ================== idAsyncClient::SendUsercmdsToServer ================== */ void idAsyncClient::SendUsercmdsToServer( void ) { int i, numUsercmds, index; idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; usercmd_t * last; if ( idAsyncNetwork::verbose.GetInteger() == 2 ) { common->Printf( "sending usercmd to server: gameInitId = %d, gameFrame = %d, gameTime = %d\n", gameInitId, gameFrame, gameTime ); } // generate user command for this client index = gameFrame & ( MAX_USERCMD_BACKUP - 1 ); userCmds[index][clientNum] = usercmdGen->GetDirectUsercmd(); userCmds[index][clientNum].gameFrame = gameFrame; userCmds[index][clientNum].gameTime = gameTime; // send the user commands to the server msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteLong( serverMessageSequence ); msg.WriteLong( gameInitId ); msg.WriteLong( snapshotSequence ); msg.WriteByte( CLIENT_UNRELIABLE_MESSAGE_USERCMD ); msg.WriteShort( clientPrediction ); numUsercmds = idMath::ClampInt( 0, 10, idAsyncNetwork::clientUsercmdBackup.GetInteger() ) + 1; // write the user commands msg.WriteLong( gameFrame ); msg.WriteByte( numUsercmds ); for ( last = NULL, i = gameFrame - numUsercmds + 1; i <= gameFrame; i++ ) { index = i & ( MAX_USERCMD_BACKUP - 1 ); idAsyncNetwork::WriteUserCmdDelta( msg, userCmds[index][clientNum], last ); last = &userCmds[index][clientNum]; } channel.SendMessage( clientPort, clientTime, msg ); while( channel.UnsentFragmentsLeft() ) { channel.SendNextFragment( clientPort, clientTime ); } } /* ================== idAsyncClient::InitGame ================== */ void idAsyncClient::InitGame( int serverGameInitId, int serverGameFrame, int serverGameTime, const idDict &serverSI ) { gameInitId = serverGameInitId; gameFrame = snapshotGameFrame = serverGameFrame; gameTime = snapshotGameTime = serverGameTime; gameTimeResidual = 0; memset( userCmds, 0, sizeof( userCmds ) ); for ( int i = 0; i < MAX_ASYNC_CLIENTS; i++ ) { sessLocal.mapSpawnData.userInfo[ i ].Clear(); } sessLocal.mapSpawnData.serverInfo = serverSI; } /* ================== idAsyncClient::ProcessUnreliableServerMessage ================== */ void idAsyncClient::ProcessUnreliableServerMessage( const idBitMsg &msg ) { int i, j, index, id, numDuplicatedUsercmds, aheadOfServer, numUsercmds, delta; int serverGameInitId, serverGameFrame, serverGameTime; idDict serverSI; usercmd_t *last; bool pureWait; serverGameInitId = msg.ReadLong(); id = msg.ReadByte(); switch( id ) { case SERVER_UNRELIABLE_MESSAGE_EMPTY: { if ( idAsyncNetwork::verbose.GetInteger() ) { common->Printf( "received empty message from server\n" ); } break; } case SERVER_UNRELIABLE_MESSAGE_PING: { if ( idAsyncNetwork::verbose.GetInteger() == 2 ) { common->Printf( "received ping message from server\n" ); } SendPingResponseToServer( msg.ReadLong() ); break; } case SERVER_UNRELIABLE_MESSAGE_GAMEINIT: { serverGameFrame = msg.ReadLong(); serverGameTime = msg.ReadLong(); msg.ReadDeltaDict( serverSI, NULL ); pureWait = serverSI.GetBool( "si_pure" ); InitGame( serverGameInitId, serverGameFrame, serverGameTime, serverSI ); channel.ResetRate(); if ( idAsyncNetwork::verbose.GetInteger() ) { common->Printf( "received gameinit, gameInitId = %d, gameFrame = %d, gameTime = %d\n", gameInitId, gameFrame, gameTime ); } // mute sound soundSystem->SetMute( true ); // ensure chat icon goes away when the GUI is changed... //cvarSystem->SetCVarBool( "ui_chat", false ); if ( pureWait ) { guiNetMenu = uiManager->FindGui( "guis/netmenu.gui", true, false, true ); session->SetGUI( guiNetMenu, HandleGuiCommand ); session->MessageBox( MSG_ABORT, common->GetLanguageDict()->GetString ( "#str_04317" ), common->GetLanguageDict()->GetString ( "#str_04318" ), false, "pure_abort" ); } else { // load map session->SetGUI( NULL, NULL ); sessLocal.ExecuteMapChange(); } break; } case SERVER_UNRELIABLE_MESSAGE_SNAPSHOT: { // if the snapshot is from a different game if ( serverGameInitId != gameInitId ) { if ( idAsyncNetwork::verbose.GetInteger() ) { common->Printf( "ignoring snapshot with != gameInitId\n" ); } break; } snapshotSequence = msg.ReadLong(); snapshotGameFrame = msg.ReadLong(); snapshotGameTime = msg.ReadLong(); numDuplicatedUsercmds = msg.ReadByte(); aheadOfServer = msg.ReadShort(); // read the game snapshot game->ClientReadSnapshot( clientNum, snapshotSequence, snapshotGameFrame, snapshotGameTime, numDuplicatedUsercmds, aheadOfServer, msg ); // read user commands of other clients from the snapshot for ( last = NULL, i = msg.ReadByte(); i < MAX_ASYNC_CLIENTS; i = msg.ReadByte() ) { numUsercmds = msg.ReadByte(); if ( numUsercmds > MAX_USERCMD_RELAY ) { common->Error( "snapshot %d contains too many user commands for client %d", snapshotSequence, i ); break; } for ( j = 0; j < numUsercmds; j++ ) { index = ( snapshotGameFrame + j ) & ( MAX_USERCMD_BACKUP - 1 ); idAsyncNetwork::ReadUserCmdDelta( msg, userCmds[index][i], last ); userCmds[index][i].gameFrame = snapshotGameFrame + j; userCmds[index][i].duplicateCount = 0; last = &userCmds[index][i]; } // clear all user commands after the ones just read from the snapshot for ( j = numUsercmds; j < MAX_USERCMD_BACKUP; j++ ) { index = ( snapshotGameFrame + j ) & ( MAX_USERCMD_BACKUP - 1 ); userCmds[index][i].gameFrame = 0; userCmds[index][i].gameTime = 0; } } // if this is the first snapshot after a game init was received if ( clientState == CS_CONNECTED ) { gameTimeResidual = 0; clientState = CS_INGAME; assert( !sessLocal.GetActiveMenu( ) ); if ( idAsyncNetwork::verbose.GetInteger() ) { common->Printf( "received first snapshot, gameInitId = %d, gameFrame %d gameTime %d\n", gameInitId, snapshotGameFrame, snapshotGameTime ); } } // if the snapshot is newer than the clients current game time if ( gameTime < snapshotGameTime || gameTime > snapshotGameTime + idAsyncNetwork::clientMaxPrediction.GetInteger() ) { gameFrame = snapshotGameFrame; gameTime = snapshotGameTime; gameTimeResidual = idMath::ClampInt( -idAsyncNetwork::clientMaxPrediction.GetInteger(), idAsyncNetwork::clientMaxPrediction.GetInteger(), gameTimeResidual ); clientPredictTime = idMath::ClampInt( -idAsyncNetwork::clientMaxPrediction.GetInteger(), idAsyncNetwork::clientMaxPrediction.GetInteger(), clientPredictTime ); } // adjust the client prediction time based on the snapshot time clientPrediction -= ( 1 - ( INTSIGNBITSET( aheadOfServer - idAsyncNetwork::clientPrediction.GetInteger() ) << 1 ) ); clientPrediction = idMath::ClampInt( idAsyncNetwork::clientPrediction.GetInteger(), idAsyncNetwork::clientMaxPrediction.GetInteger(), clientPrediction ); delta = gameTime - ( snapshotGameTime + clientPrediction ); clientPredictTime -= ( delta / PREDICTION_FAST_ADJUST ) + ( 1 - ( INTSIGNBITSET( delta ) << 1 ) ); lastSnapshotTime = clientTime; if ( idAsyncNetwork::verbose.GetInteger() == 2 ) { common->Printf( "received snapshot, gameInitId = %d, gameFrame = %d, gameTime = %d\n", gameInitId, gameFrame, gameTime ); } if ( numDuplicatedUsercmds && ( idAsyncNetwork::verbose.GetInteger() == 2 ) ) { common->Printf( "server duplicated %d user commands before snapshot %d\n", numDuplicatedUsercmds, snapshotGameFrame ); } break; } default: { common->Printf( "unknown unreliable server message %d\n", id ); break; } } } /* ================== idAsyncClient::ProcessReliableMessagePure ================== */ void idAsyncClient::ProcessReliableMessagePure( const idBitMsg &msg ) { idBitMsg outMsg; byte msgBuf[ MAX_MESSAGE_SIZE ]; int inChecksums[ MAX_PURE_PAKS ]; int i; int gamePakChecksum; int serverGameInitId; session->SetGUI( NULL, NULL ); serverGameInitId = msg.ReadLong(); if ( serverGameInitId != gameInitId ) { common->DPrintf( "ignoring pure server checksum from an outdated gameInitId (%d)\n", serverGameInitId ); return; } if ( !ValidatePureServerChecksums( serverAddress, msg ) ) { return; } if ( idAsyncNetwork::verbose.GetInteger() ) { common->Printf( "received new pure server info. ExecuteMapChange and report back\n" ); } // it is now ok to load the next map with updated pure checksums sessLocal.ExecuteMapChange( true ); // upon receiving our pure list, the server will send us SCS_INGAME and we'll start getting snapshots fileSystem->GetPureServerChecksums( inChecksums, -1, &gamePakChecksum ); outMsg.Init( msgBuf, sizeof( msgBuf ) ); outMsg.WriteByte( CLIENT_RELIABLE_MESSAGE_PURE ); outMsg.WriteLong( gameInitId ); i = 0; while ( inChecksums[ i ] ) { outMsg.WriteLong( inChecksums[ i++ ] ); } outMsg.WriteLong( 0 ); outMsg.WriteLong( gamePakChecksum ); if ( !channel.SendReliableMessage( outMsg ) ) { common->Error( "client->server reliable messages overflow\n" ); } } /* =============== idAsyncClient::ReadLocalizedServerString =============== */ void idAsyncClient::ReadLocalizedServerString( const idBitMsg &msg, char *out, int maxLen ) { msg.ReadString( out, maxLen ); // look up localized string. if the message is not an #str_ format, we'll just get it back unchanged idStr::snPrintf( out, maxLen - 1, "%s", common->GetLanguageDict()->GetString( out ) ); } /* ================== idAsyncClient::ProcessReliableServerMessages ================== */ void idAsyncClient::ProcessReliableServerMessages( void ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; byte id; msg.Init( msgBuf, sizeof( msgBuf ) ); while ( channel.GetReliableMessage( msg ) ) { id = msg.ReadByte(); switch( id ) { case SERVER_RELIABLE_MESSAGE_CLIENTINFO: { int clientNum; clientNum = msg.ReadByte(); idDict &info = sessLocal.mapSpawnData.userInfo[ clientNum ]; bool haveBase = ( msg.ReadBits( 1 ) != 0 ); #if ID_CLIENTINFO_TAGS int checksum = info.Checksum(); int srv_checksum = msg.ReadLong(); if ( checksum != srv_checksum ) { common->DPrintf( "SERVER_RELIABLE_MESSAGE_CLIENTINFO %d (haveBase: %s): != checksums srv: 0x%x local: 0x%x\n", clientNum, haveBase ? "true" : "false", checksum, srv_checksum ); info.Print(); } else { common->DPrintf( "SERVER_RELIABLE_MESSAGE_CLIENTINFO %d (haveBase: %s): checksums ok 0x%x\n", clientNum, haveBase ? "true" : "false", checksum ); } #endif if ( haveBase ) { msg.ReadDeltaDict( info, &info ); } else { msg.ReadDeltaDict( info, NULL ); } // server forces us to a different userinfo if ( clientNum == idAsyncClient::clientNum ) { common->DPrintf( "local user info modified by server\n" ); cvarSystem->SetCVarsFromDict( info ); cvarSystem->ClearModifiedFlags( CVAR_USERINFO ); // don't emit back } game->SetUserInfo( clientNum, info, true, false ); break; } case SERVER_RELIABLE_MESSAGE_SYNCEDCVARS: { idDict &info = sessLocal.mapSpawnData.syncedCVars; msg.ReadDeltaDict( info, &info ); cvarSystem->SetCVarsFromDict( info ); if ( !idAsyncNetwork::allowCheats.GetBool() ) { cvarSystem->ResetFlaggedVariables( CVAR_CHEAT ); } break; } case SERVER_RELIABLE_MESSAGE_PRINT: { char string[MAX_STRING_CHARS]; msg.ReadString( string, MAX_STRING_CHARS ); common->Printf( "%s\n", string ); break; } case SERVER_RELIABLE_MESSAGE_DISCONNECT: { int clientNum; char string[MAX_STRING_CHARS]; clientNum = msg.ReadLong( ); ReadLocalizedServerString( msg, string, MAX_STRING_CHARS ); if ( clientNum == idAsyncClient::clientNum ) { session->Stop(); session->MessageBox( MSG_OK, string, common->GetLanguageDict()->GetString ( "#str_04319" ), true ); session->StartMenu(); } else { common->Printf( "client %d %s\n", clientNum, string ); cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "addChatLine \"%s^0 %s\"", sessLocal.mapSpawnData.userInfo[ clientNum ].GetString( "ui_name" ), string ) ); sessLocal.mapSpawnData.userInfo[ clientNum ].Clear(); } break; } case SERVER_RELIABLE_MESSAGE_APPLYSNAPSHOT: { int sequence; sequence = msg.ReadLong(); if ( !game->ClientApplySnapshot( clientNum, sequence ) ) { session->Stop(); common->Error( "couldn't apply snapshot %d", sequence ); } break; } case SERVER_RELIABLE_MESSAGE_PURE: { ProcessReliableMessagePure( msg ); break; } case SERVER_RELIABLE_MESSAGE_RELOAD: { if ( idAsyncNetwork::verbose.GetBool() ) { common->Printf( "got MESSAGE_RELOAD from server\n" ); } // simply reconnect, so that if the server restarts in pure mode we can get the right list and avoid spurious reloads cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "reconnect\n" ); break; } case SERVER_RELIABLE_MESSAGE_ENTERGAME: { SendUserInfoToServer(); game->SetUserInfo( clientNum, sessLocal.mapSpawnData.userInfo[ clientNum ], true, false ); cvarSystem->ClearModifiedFlags( CVAR_USERINFO ); break; } default: { // pass reliable message on to game code game->ClientProcessReliableMessage( clientNum, msg ); break; } } } } /* ================== idAsyncClient::ProcessChallengeResponseMessage ================== */ void idAsyncClient::ProcessChallengeResponseMessage( const netadr_t from, const idBitMsg &msg ) { char serverGame[ MAX_STRING_CHARS ], serverGameBase[ MAX_STRING_CHARS ]; if ( clientState != CS_CHALLENGING ) { common->Printf( "Unwanted challenge response received.\n" ); return; } serverChallenge = msg.ReadLong(); serverId = msg.ReadShort(); msg.ReadString( serverGameBase, MAX_STRING_CHARS ); msg.ReadString( serverGame, MAX_STRING_CHARS ); // the server is running a different game... we need to reload in the correct fs_game // even pure pak checks would fail if we didn't, as there are files we may not even see atm // NOTE: we could read the pure list from the server at the same time and set it up for the restart // ( if the client can restart directly with the right pak order, then we avoid an extra reloadEngine later.. ) if ( idStr::Icmp( cvarSystem->GetCVarString( "fs_game_base" ), serverGameBase ) || idStr::Icmp( cvarSystem->GetCVarString( "fs_game" ), serverGame ) ) { // bug #189 - if the server is running ROE and ROE is not locally installed, refuse to connect or we might crash if ( !fileSystem->HasD3XP() && ( !idStr::Icmp( serverGameBase, "d3xp" ) || !idStr::Icmp( serverGame, "d3xp" ) ) ) { common->Printf( "The server is running Doom3: Resurrection of Evil expansion pack. RoE is not installed on this client. Aborting the connection..\n" ); cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" ); return; } common->Printf( "The server is running a different mod (%s-%s). Restarting..\n", serverGameBase, serverGame ); cvarSystem->SetCVarString( "fs_game_base", serverGameBase ); cvarSystem->SetCVarString( "fs_game", serverGame ); cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reloadEngine" ); cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "reconnect\n" ); return; } common->Printf( "received challenge response 0x%x from %s\n", serverChallenge, Sys_NetAdrToString( from ) ); // start sending connect packets instead of challenge request packets clientState = CS_CONNECTING; lastConnectTime = -9999; // take this address as the new server address. This allows // a server proxy to hand off connections to multiple servers serverAddress = from; } /* ================== idAsyncClient::ProcessConnectResponseMessage ================== */ void idAsyncClient::ProcessConnectResponseMessage( const netadr_t from, const idBitMsg &msg ) { int serverGameInitId, serverGameFrame, serverGameTime; idDict serverSI; if ( clientState >= CS_CONNECTED ) { common->Printf( "Duplicate connect received.\n" ); return; } if ( clientState != CS_CONNECTING ) { common->Printf( "Connect response packet while not connecting.\n" ); return; } if ( !Sys_CompareNetAdrBase( from, serverAddress ) ) { common->Printf( "Connect response from a different server.\n" ); common->Printf( "%s should have been %s\n", Sys_NetAdrToString( from ), Sys_NetAdrToString( serverAddress ) ); return; } common->Printf( "received connect response from %s\n", Sys_NetAdrToString( from ) ); channel.Init( from, clientId ); clientNum = msg.ReadLong(); clientState = CS_CONNECTED; lastPacketTime = -9999; serverGameInitId = msg.ReadLong(); serverGameFrame = msg.ReadLong(); serverGameTime = msg.ReadLong(); msg.ReadDeltaDict( serverSI, NULL ); InitGame( serverGameInitId, serverGameFrame, serverGameTime, serverSI ); // load map session->SetGUI( NULL, NULL ); sessLocal.ExecuteMapChange(); clientPredictTime = clientPrediction = idMath::ClampInt( 0, idAsyncNetwork::clientMaxPrediction.GetInteger(), clientTime - lastConnectTime ); } /* ================== idAsyncClient::ProcessDisconnectMessage ================== */ void idAsyncClient::ProcessDisconnectMessage( const netadr_t from, const idBitMsg &msg ) { if ( clientState == CS_DISCONNECTED ) { common->Printf( "Disconnect packet while not connected.\n" ); return; } if ( !Sys_CompareNetAdrBase( from, serverAddress ) ) { common->Printf( "Disconnect packet from unknown server.\n" ); return; } session->Stop(); session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString ( "#str_04320" ), NULL, true ); session->StartMenu(); } /* ================== idAsyncClient::ProcessInfoResponseMessage ================== */ void idAsyncClient::ProcessInfoResponseMessage( const netadr_t from, const idBitMsg &msg ) { int i, protocol, index; networkServer_t serverInfo; bool verbose = false; if ( from.type == NA_LOOPBACK || cvarSystem->GetCVarBool( "developer" ) ) { verbose = true; } serverInfo.clients = 0; serverInfo.adr = from; serverInfo.challenge = msg.ReadLong(); // challenge protocol = msg.ReadLong(); if ( protocol != ASYNC_PROTOCOL_VERSION ) { common->Printf( "server %s ignored - protocol %d.%d, expected %d.%d\n", Sys_NetAdrToString( serverInfo.adr ), protocol >> 16, protocol & 0xffff, ASYNC_PROTOCOL_MAJOR, ASYNC_PROTOCOL_MINOR ); return; } msg.ReadDeltaDict( serverInfo.serverInfo, NULL ); if ( verbose ) { common->Printf( "server IP = %s\n", Sys_NetAdrToString( serverInfo.adr ) ); serverInfo.serverInfo.Print(); } for ( i = msg.ReadByte(); i < MAX_ASYNC_CLIENTS; i = msg.ReadByte() ) { serverInfo.pings[ serverInfo.clients ] = msg.ReadShort(); serverInfo.rate[ serverInfo.clients ] = msg.ReadLong(); msg.ReadString( serverInfo.nickname[ serverInfo.clients ], MAX_NICKLEN ); if ( verbose ) { common->Printf( "client %2d: %s, ping = %d, rate = %d\n", i, serverInfo.nickname[ serverInfo.clients ], serverInfo.pings[ serverInfo.clients ], serverInfo.rate[ serverInfo.clients ] ); } serverInfo.clients++; } serverInfo.OSMask = msg.ReadLong(); index = serverList.InfoResponse( serverInfo ); common->Printf( "%d: server %s - protocol %d.%d - %s\n", index, Sys_NetAdrToString( serverInfo.adr ), protocol >> 16, protocol & 0xffff, serverInfo.serverInfo.GetString( "si_name" ) ); } /* ================== idAsyncClient::ProcessPrintMessage ================== */ void idAsyncClient::ProcessPrintMessage( const netadr_t from, const idBitMsg &msg ) { char string[ MAX_STRING_CHARS ]; int opcode; int game_opcode = ALLOW_YES; const char *retpass; opcode = msg.ReadLong(); if ( opcode == SERVER_PRINT_GAMEDENY ) { game_opcode = msg.ReadLong(); } ReadLocalizedServerString( msg, string, MAX_STRING_CHARS ); common->Printf( "%s\n", string ); guiNetMenu->SetStateString( "status", string ); if ( opcode == SERVER_PRINT_GAMEDENY ) { if ( game_opcode == ALLOW_BADPASS ) { retpass = session->MessageBox( MSG_PROMPT, common->GetLanguageDict()->GetString ( "#str_04321" ), string, true, "passprompt_ok" ); ClearPendingPackets(); guiNetMenu->SetStateString( "status", common->GetLanguageDict()->GetString ( "#str_04322" )); if ( retpass ) { // #790 cvarSystem->SetCVarString( "password", "" ); cvarSystem->SetCVarString( "password", retpass ); } else { cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); } } else if ( game_opcode == ALLOW_NO ) { session->MessageBox( MSG_OK, string, common->GetLanguageDict()->GetString ( "#str_04323" ), true ); ClearPendingPackets(); cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); } // ALLOW_NOTYET just keeps running as usual. The GUI has an abort button } else if ( opcode == SERVER_PRINT_BADCHALLENGE && clientState >= CS_CONNECTING ) { cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reconnect" ); } } /* ================== idAsyncClient::ProcessServersListMessage ================== */ void idAsyncClient::ProcessServersListMessage( const netadr_t from, const idBitMsg &msg ) { if ( !Sys_CompareNetAdrBase( idAsyncNetwork::GetMasterAddress(), from ) ) { common->DPrintf( "received a server list from %s - not a valid master\n", Sys_NetAdrToString( from ) ); return; } while ( msg.GetRemaingData() ) { int a,b,c,d; a = msg.ReadByte(); b = msg.ReadByte(); c = msg.ReadByte(); d = msg.ReadByte(); serverList.AddServer( serverList.Num(), va( "%i.%i.%i.%i:%i", a, b, c, d, msg.ReadShort() ) ); } } /* ================== idAsyncClient::ProcessAuthKeyMessage ================== */ void idAsyncClient::ProcessAuthKeyMessage( const netadr_t from, const idBitMsg &msg ) { authKeyMsg_t authMsg; char read_string[ MAX_STRING_CHARS ]; const char *retkey; authBadKeyStatus_t authBadStatus; int key_index; bool valid[ 2 ]; idStr auth_msg; if ( clientState != CS_CONNECTING && !session->WaitingForGameAuth() ) { common->Printf( "clientState != CS_CONNECTING, not waiting for game auth, authKey ignored\n" ); return; } authMsg = (authKeyMsg_t)msg.ReadByte(); if ( authMsg == AUTHKEY_BADKEY ) { valid[ 0 ] = valid[ 1 ] = true; key_index = 0; authBadStatus = (authBadKeyStatus_t)msg.ReadByte(); switch ( authBadStatus ) { case AUTHKEY_BAD_INVALID: valid[ 0 ] = ( msg.ReadByte() == 1 ); valid[ 1 ] = ( msg.ReadByte() == 1 ); idAsyncNetwork::BuildInvalidKeyMsg( auth_msg, valid ); break; case AUTHKEY_BAD_BANNED: key_index = msg.ReadByte(); auth_msg = common->GetLanguageDict()->GetString( va( "#str_0719%1d", 6 + key_index ) ); auth_msg += "\n"; auth_msg += common->GetLanguageDict()->GetString( "#str_04304" ); valid[ key_index ] = false; break; case AUTHKEY_BAD_INUSE: key_index = msg.ReadByte(); auth_msg = common->GetLanguageDict()->GetString( va( "#str_0719%1d", 8 + key_index ) ); auth_msg += "\n"; auth_msg += common->GetLanguageDict()->GetString( "#str_04304" ); valid[ key_index ] = false; break; case AUTHKEY_BAD_MSG: // a general message explaining why this key is denied // no specific use for this atm. let's not clear the keys either msg.ReadString( read_string, MAX_STRING_CHARS ); auth_msg = read_string; break; } common->DPrintf( "auth deny: %s\n", auth_msg.c_str() ); // keys to be cleared. applies to both net connect and game auth session->ClearCDKey( valid ); // get rid of the bad key - at least that's gonna annoy people who stole a fake key if ( clientState == CS_CONNECTING ) { while ( 1 ) { // here we use the auth status message retkey = session->MessageBox( MSG_CDKEY, auth_msg, common->GetLanguageDict()->GetString( "#str_04325" ), true ); if ( retkey ) { if ( session->CheckKey( retkey, true, valid ) ) { cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reconnect" ); } else { // build a more precise message about the offline check failure idAsyncNetwork::BuildInvalidKeyMsg( auth_msg, valid ); session->MessageBox( MSG_OK, auth_msg.c_str(), common->GetLanguageDict()->GetString( "#str_04327" ), true ); continue; } } else { cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); } break; } } else { // forward the auth status information to the session code session->CDKeysAuthReply( false, auth_msg ); } } else { msg.ReadString( read_string, MAX_STRING_CHARS ); cvarSystem->SetCVarString( "com_guid", read_string ); common->Printf( "guid set to %s\n", read_string ); session->CDKeysAuthReply( true, NULL ); } } /* ================== idAsyncClient::ProcessVersionMessage ================== */ void idAsyncClient::ProcessVersionMessage( const netadr_t from, const idBitMsg &msg ) { char string[ MAX_STRING_CHARS ]; if ( updateState != UPDATE_SENT ) { common->Printf( "ProcessVersionMessage: version reply, != UPDATE_SENT\n" ); return; } common->Printf( "A new version is available\n" ); msg.ReadString( string, MAX_STRING_CHARS ); updateMSG = string; updateDirectDownload = ( msg.ReadByte() != 0 ); msg.ReadString( string, MAX_STRING_CHARS ); updateURL = string; updateMime = (dlMime_t)msg.ReadByte(); msg.ReadString( string, MAX_STRING_CHARS ); updateFallback = string; updateState = UPDATE_READY; } /* ================== idAsyncClient::ValidatePureServerChecksums ================== */ bool idAsyncClient::ValidatePureServerChecksums( const netadr_t from, const idBitMsg &msg ) { int i, numChecksums, numMissingChecksums; int inChecksums[ MAX_PURE_PAKS ]; int inGamePakChecksum; int missingChecksums[ MAX_PURE_PAKS ]; int missingGamePakChecksum; idBitMsg dlmsg; byte msgBuf[MAX_MESSAGE_SIZE]; // read checksums // pak checksums, in a 0-terminated list numChecksums = 0; do { i = msg.ReadLong( ); inChecksums[ numChecksums++ ] = i; // just to make sure a broken message doesn't crash us if ( numChecksums >= MAX_PURE_PAKS ) { common->Warning( "MAX_PURE_PAKS ( %d ) exceeded in idAsyncClient::ProcessPureMessage\n", MAX_PURE_PAKS ); return false; } } while ( i ); inChecksums[ numChecksums ] = 0; inGamePakChecksum = msg.ReadLong(); fsPureReply_t reply = fileSystem->SetPureServerChecksums( inChecksums, inGamePakChecksum, missingChecksums, &missingGamePakChecksum ); switch ( reply ) { case PURE_RESTART: // need to restart the filesystem with a different pure configuration cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); // restart with the right FS configuration and get back to the server clientState = CS_PURERESTART; fileSystem->SetRestartChecksums( inChecksums, inGamePakChecksum ); cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reloadEngine" ); return false; case PURE_MISSING: { idStr checksums; i = 0; while ( missingChecksums[ i ] ) { checksums += va( "0x%x ", missingChecksums[ i++ ] ); } numMissingChecksums = i; if ( idAsyncNetwork::clientDownload.GetInteger() == 0 ) { // never any downloads idStr message = va( common->GetLanguageDict()->GetString( "#str_07210" ), Sys_NetAdrToString( from ) ); if ( numMissingChecksums > 0 ) { message += va( common->GetLanguageDict()->GetString( "#str_06751" ), numMissingChecksums, checksums.c_str() ); } if ( missingGamePakChecksum ) { message += va( common->GetLanguageDict()->GetString( "#str_06750" ), missingGamePakChecksum ); } common->Printf( message ); cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); session->MessageBox( MSG_OK, message, common->GetLanguageDict()->GetString( "#str_06735" ), true ); } else { if ( clientState >= CS_CONNECTED ) { // we are already connected, reconnect to negociate the paks in connectionless mode cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reconnect" ); return false; } // ask the server to send back download info common->DPrintf( "missing %d paks: %s\n", numMissingChecksums + ( missingGamePakChecksum ? 1 : 0 ), checksums.c_str() ); if ( missingGamePakChecksum ) { common->DPrintf( "game code pak: 0x%x\n", missingGamePakChecksum ); } // store the requested downloads GetDownloadRequest( missingChecksums, numMissingChecksums, missingGamePakChecksum ); // build the download request message // NOTE: in a specific function? dlmsg.Init( msgBuf, sizeof( msgBuf ) ); dlmsg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); dlmsg.WriteString( "downloadRequest" ); dlmsg.WriteLong( serverChallenge ); dlmsg.WriteShort( clientId ); // used to make sure the server replies to the same download request dlmsg.WriteLong( dlRequest ); // special case the code pak - if we have a 0 checksum then we don't need to download it dlmsg.WriteLong( missingGamePakChecksum ); // 0-terminated list of missing paks i = 0; while ( missingChecksums[ i ] ) { dlmsg.WriteLong( missingChecksums[ i++ ] ); } dlmsg.WriteLong( 0 ); clientPort.SendPacket( from, dlmsg.GetData(), dlmsg.GetSize() ); } return false; } case PURE_NODLL: common->Printf( common->GetLanguageDict()->GetString( "#str_07211" ), Sys_NetAdrToString( from ) ); cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); return false; default: return true; } return true; } /* ================== idAsyncClient::ProcessPureMessage ================== */ void idAsyncClient::ProcessPureMessage( const netadr_t from, const idBitMsg &msg ) { idBitMsg outMsg; byte msgBuf[ MAX_MESSAGE_SIZE ]; int i; int inChecksums[ MAX_PURE_PAKS ]; int gamePakChecksum; if ( clientState != CS_CONNECTING ) { common->Printf( "clientState != CS_CONNECTING, pure msg ignored\n" ); return; } if ( !ValidatePureServerChecksums( from, msg ) ) { return; } fileSystem->GetPureServerChecksums( inChecksums, -1, &gamePakChecksum ); outMsg.Init( msgBuf, sizeof( msgBuf ) ); outMsg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); outMsg.WriteString( "pureClient" ); outMsg.WriteLong( serverChallenge ); outMsg.WriteShort( clientId ); i = 0; while ( inChecksums[ i ] ) { outMsg.WriteLong( inChecksums[ i++ ] ); } outMsg.WriteLong( 0 ); outMsg.WriteLong( gamePakChecksum ); clientPort.SendPacket( from, outMsg.GetData(), outMsg.GetSize() ); } /* ================== idAsyncClient::ConnectionlessMessage ================== */ void idAsyncClient::ConnectionlessMessage( const netadr_t from, const idBitMsg &msg ) { char string[MAX_STRING_CHARS*2]; // M. Quinn - Even Balance - PB packets can go beyond 1024 msg.ReadString( string, sizeof( string ) ); // info response from a server, are accepted from any source if ( idStr::Icmp( string, "infoResponse" ) == 0 ) { ProcessInfoResponseMessage( from, msg ); return; } // from master server: if ( Sys_CompareNetAdrBase( from, idAsyncNetwork::GetMasterAddress( ) ) ) { // server list if ( idStr::Icmp( string, "servers" ) == 0 ) { ProcessServersListMessage( from, msg ); return; } if ( idStr::Icmp( string, "authKey" ) == 0 ) { ProcessAuthKeyMessage( from, msg ); return; } if ( idStr::Icmp( string, "newVersion" ) == 0 ) { ProcessVersionMessage( from, msg ); return; } } // ignore if not from the current/last server if ( !Sys_CompareNetAdrBase( from, serverAddress ) && ( lastRconTime + 10000 < realTime || !Sys_CompareNetAdrBase( from, lastRconAddress ) ) ) { common->DPrintf( "got message '%s' from bad source: %s\n", string, Sys_NetAdrToString( from ) ); return; } // challenge response from the server we are connecting to if ( idStr::Icmp( string, "challengeResponse" ) == 0 ) { ProcessChallengeResponseMessage( from, msg ); return; } // connect response from the server we are connecting to if ( idStr::Icmp( string, "connectResponse" ) == 0 ) { ProcessConnectResponseMessage( from, msg ); return; } // a disconnect message from the server, which will happen if the server // dropped the connection but is still getting packets from this client if ( idStr::Icmp( string, "disconnect" ) == 0 ) { ProcessDisconnectMessage( from, msg ); return; } // print request from server if ( idStr::Icmp( string, "print" ) == 0 ) { ProcessPrintMessage( from, msg ); return; } // server pure list if ( idStr::Icmp( string, "pureServer" ) == 0 ) { ProcessPureMessage( from, msg ); return; } if ( idStr::Icmp( string, "downloadInfo" ) == 0 ) { ProcessDownloadInfoMessage( from, msg ); } if ( idStr::Icmp( string, "authrequired" ) == 0 ) { // server telling us that he's expecting an auth mode connect, just in case we're trying to connect in LAN mode if ( idAsyncNetwork::LANServer.GetBool() ) { common->Warning( "server %s requests master authorization for this client. Turning off LAN mode\n", Sys_NetAdrToString( from ) ); idAsyncNetwork::LANServer.SetBool( false ); } } common->DPrintf( "ignored message from %s: %s\n", Sys_NetAdrToString( from ), string ); } /* ================= idAsyncClient::ProcessMessage ================= */ void idAsyncClient::ProcessMessage( const netadr_t from, idBitMsg &msg ) { int id; id = msg.ReadShort(); // check for a connectionless packet if ( id == CONNECTIONLESS_MESSAGE_ID ) { ConnectionlessMessage( from, msg ); return; } if ( clientState < CS_CONNECTED ) { return; // can't be a valid sequenced packet } if ( msg.GetRemaingData() < 4 ) { common->DPrintf( "%s: tiny packet\n", Sys_NetAdrToString( from ) ); return; } // is this a packet from the server if ( !Sys_CompareNetAdrBase( from, channel.GetRemoteAddress() ) || id != serverId ) { common->DPrintf( "%s: sequenced server packet without connection\n", Sys_NetAdrToString( from ) ); return; } if ( !channel.Process( from, clientTime, msg, serverMessageSequence ) ) { return; // out of order, duplicated, fragment, etc. } lastPacketTime = clientTime; ProcessReliableServerMessages(); ProcessUnreliableServerMessage( msg ); } /* ================== idAsyncClient::SetupConnection ================== */ void idAsyncClient::SetupConnection( void ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; if ( clientTime - lastConnectTime < SETUP_CONNECTION_RESEND_TIME ) { return; } if ( clientState == CS_CHALLENGING ) { common->Printf( "sending challenge to %s\n", Sys_NetAdrToString( serverAddress ) ); msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); msg.WriteString( "challenge" ); msg.WriteLong( clientId ); clientPort.SendPacket( serverAddress, msg.GetData(), msg.GetSize() ); } else if ( clientState == CS_CONNECTING ) { common->Printf( "sending connect to %s with challenge 0x%x\n", Sys_NetAdrToString( serverAddress ), serverChallenge ); msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); msg.WriteString( "connect" ); msg.WriteLong( ASYNC_PROTOCOL_VERSION ); #if ID_FAKE_PURE // fake win32 OS - might need to adapt depending on the case msg.WriteShort( 0 ); #else msg.WriteShort( BUILD_OS_ID ); #endif msg.WriteLong( clientDataChecksum ); msg.WriteLong( serverChallenge ); msg.WriteShort( clientId ); msg.WriteLong( cvarSystem->GetCVarInteger( "net_clientMaxRate" ) ); msg.WriteString( cvarSystem->GetCVarString( "com_guid" ) ); msg.WriteString( cvarSystem->GetCVarString( "password" ), -1, false ); // do not make the protocol depend on PB msg.WriteShort( 0 ); clientPort.SendPacket( serverAddress, msg.GetData(), msg.GetSize() ); if ( idAsyncNetwork::LANServer.GetBool() ) { common->Printf( "net_LANServer is set, connecting in LAN mode\n" ); } else { // emit a cd key authorization request // modified at protocol 1.37 for XP key addition msg.BeginWriting(); msg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); msg.WriteString( "clAuth" ); msg.WriteLong( ASYNC_PROTOCOL_VERSION ); msg.WriteNetadr( serverAddress ); // if we don't have a com_guid, this will request a direct reply from auth with it msg.WriteByte( cvarSystem->GetCVarString( "com_guid" )[0] ? 1 : 0 ); // send the main key, and flag an extra byte to add XP key msg.WriteString( session->GetCDKey( false ) ); const char *xpkey = session->GetCDKey( true ); msg.WriteByte( xpkey ? 1 : 0 ); if ( xpkey ) { msg.WriteString( xpkey ); } clientPort.SendPacket( idAsyncNetwork::GetMasterAddress(), msg.GetData(), msg.GetSize() ); } } else { return; } lastConnectTime = clientTime; } /* ================== idAsyncClient::SendReliableGameMessage ================== */ void idAsyncClient::SendReliableGameMessage( const idBitMsg &msg ) { idBitMsg outMsg; byte msgBuf[MAX_MESSAGE_SIZE]; if ( clientState < CS_INGAME ) { return; } outMsg.Init( msgBuf, sizeof( msgBuf ) ); outMsg.WriteByte( CLIENT_RELIABLE_MESSAGE_GAME ); outMsg.WriteData( msg.GetData(), msg.GetSize() ); if ( !channel.SendReliableMessage( outMsg ) ) { common->Error( "client->server reliable messages overflow\n" ); } } /* ================== idAsyncClient::Idle ================== */ void idAsyncClient::Idle( void ) { // also need to read mouse for the connecting guis usercmdGen->GetDirectUsercmd(); SendEmptyToServer(); } /* ================== idAsyncClient::UpdateTime ================== */ int idAsyncClient::UpdateTime( int clamp ) { int time, msec; time = Sys_Milliseconds(); msec = idMath::ClampInt( 0, clamp, time - realTime ); realTime = time; clientTime += msec; return msec; } /* ================== idAsyncClient::RunFrame ================== */ void idAsyncClient::RunFrame( void ) { int msec, size; bool newPacket; idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; netadr_t from; msec = UpdateTime( 100 ); //bc makes typing work, but screws up a lot of things. this is a horrifying hack. if (cvarSystem->GetCVarBool("initdeck") == true) { cvarSystem->SetCVarBool("initdeck", false, 0); bool lastPredictFrame = ( snapshotGameFrame + 1 >= gameFrame && gameTimeResidual + clientPredictTime < USERCMD_MSEC ); gameReturn_t ret = game->ClientPrediction( clientNum, userCmds[ snapshotGameFrame & ( MAX_USERCMD_BACKUP - 1 ) ], lastPredictFrame ); idAsyncNetwork::ExecuteSessionCommand( ret.sessionCommand ); } if ( !clientPort.GetPort() ) { return; //BC single player exits here. } // handle ongoing pk4 downloads and patch downloads HandleDownloads(); gameTimeResidual += msec; // spin in place processing incoming packets until enough time lapsed to run a new game frame do { do { // blocking read with game time residual timeout newPacket = clientPort.GetPacketBlocking( from, msgBuf, size, sizeof( msgBuf ), USERCMD_MSEC - ( gameTimeResidual + clientPredictTime ) - 1 ); if ( newPacket ) { msg.Init( msgBuf, sizeof( msgBuf ) ); msg.SetSize( size ); msg.BeginReading(); ProcessMessage( from, msg ); } msec = UpdateTime( 100 ); gameTimeResidual += msec; } while( newPacket ); } while( gameTimeResidual + clientPredictTime < USERCMD_MSEC ); // update server list serverList.RunFrame(); if ( clientState == CS_DISCONNECTED ) { usercmdGen->GetDirectUsercmd(); gameTimeResidual = USERCMD_MSEC - 1; clientPredictTime = 0; return; } if ( clientState == CS_PURERESTART ) { clientState = CS_DISCONNECTED; Reconnect(); gameTimeResidual = USERCMD_MSEC - 1; clientPredictTime = 0; return; } // if not connected setup a connection if ( clientState < CS_CONNECTED ) { // also need to read mouse for the connecting guis usercmdGen->GetDirectUsercmd(); SetupConnection(); gameTimeResidual = USERCMD_MSEC - 1; clientPredictTime = 0; return; } if ( CheckTimeout() ) { return; } // if not yet in the game send empty messages to keep data flowing through the channel if ( clientState < CS_INGAME ) { Idle(); gameTimeResidual = 0; return; } // check for user info changes if ( cvarSystem->GetModifiedFlags() & CVAR_USERINFO ) { game->ThrottleUserInfo( ); SendUserInfoToServer( ); game->SetUserInfo( clientNum, sessLocal.mapSpawnData.userInfo[ clientNum ], true, false ); cvarSystem->ClearModifiedFlags( CVAR_USERINFO ); } if ( gameTimeResidual + clientPredictTime >= USERCMD_MSEC ) { lastFrameDelta = 0; } // generate user commands for the predicted time while ( gameTimeResidual + clientPredictTime >= USERCMD_MSEC ) { // send the user commands of this client to the server SendUsercmdsToServer(); // update time gameFrame++; gameTime += USERCMD_MSEC; gameTimeResidual -= USERCMD_MSEC; // run from the snapshot up to the local game frame while ( snapshotGameFrame < gameFrame ) { lastFrameDelta++; // duplicate usercmds for clients if no new ones are available DuplicateUsercmds( snapshotGameFrame, snapshotGameTime ); // indicate the last prediction frame before a render bool lastPredictFrame = ( snapshotGameFrame + 1 >= gameFrame && gameTimeResidual + clientPredictTime < USERCMD_MSEC ); // run client prediction gameReturn_t ret = game->ClientPrediction( clientNum, userCmds[ snapshotGameFrame & ( MAX_USERCMD_BACKUP - 1 ) ], lastPredictFrame ); idAsyncNetwork::ExecuteSessionCommand( ret.sessionCommand ); snapshotGameFrame++; snapshotGameTime += USERCMD_MSEC; } } } /* ================== idAsyncClient::PacifierUpdate ================== */ void idAsyncClient::PacifierUpdate( void ) { if ( !IsActive() ) { return; } realTime = Sys_Milliseconds(); SendEmptyToServer( false, true ); } void idAsyncClient::SendBugreport(const char *text) { //common->Printf("hi hi\n"); //sys->OpenURL( "http://blendogames.com/qc/reportabug.php", false ); //bc use doom3's file download system to send qc bug reports. backgroundDownload.completed = false; backgroundDownload.opcode = DLTYPE_URL; backgroundDownload.f = NULL; backgroundDownload.url.status = DL_WAIT; backgroundDownload.url.dlnow = 0; backgroundDownload.url.dltotal = 0; backgroundDownload.url.url = va("http://blendogames.com/qc/reportabug.php?text=%s", text); fileSystem->BackgroundDownload( &backgroundDownload ); } /* ================== idAsyncClient::SendVersionCheck ================== */ void idAsyncClient::SendVersionCheck( bool fromMenu ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; if ( updateState != UPDATE_NONE && !fromMenu ) { common->DPrintf( "up-to-date check was already performed\n" ); return; } InitPort(); msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); msg.WriteString( "versionCheck" ); msg.WriteLong( ASYNC_PROTOCOL_VERSION ); msg.WriteShort( BUILD_OS_ID ); msg.WriteString( cvarSystem->GetCVarString( "si_version" ) ); msg.WriteString( cvarSystem->GetCVarString( "com_guid" ) ); clientPort.SendPacket( idAsyncNetwork::GetMasterAddress(), msg.GetData(), msg.GetSize() ); common->DPrintf( "sent a version check request\n" ); updateState = UPDATE_SENT; updateSentTime = clientTime; showUpdateMessage = fromMenu; } /* ================== idAsyncClient::SendVersionDLUpdate sending those packets is not strictly necessary. just a way to tell the update server about what is going on. allows the update server to have a more precise view of the overall network load for the updates ================== */ void idAsyncClient::SendVersionDLUpdate( int state ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); msg.WriteString( "versionDL" ); msg.WriteLong( ASYNC_PROTOCOL_VERSION ); msg.WriteShort( state ); clientPort.SendPacket( idAsyncNetwork::GetMasterAddress(), msg.GetData(), msg.GetSize() ); } /* ================== idAsyncClient::HandleDownloads ================== */ void idAsyncClient::HandleDownloads( void ) { if ( updateState == UPDATE_SENT && clientTime > updateSentTime + 2000 ) { // timing out on no reply updateState = UPDATE_DONE; if ( showUpdateMessage ) { session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString ( "#str_04839" ), common->GetLanguageDict()->GetString ( "#str_04837" ), true ); showUpdateMessage = false; } common->DPrintf( "No update available\n" ); } else if ( backgroundDownload.completed ) { // only enter these if the download slot is free if ( updateState == UPDATE_READY ) { // if ( session->MessageBox( MSG_YESNO, updateMSG, common->GetLanguageDict()->GetString ( "#str_04330" ), true, "yes" )[0] ) { if ( !updateDirectDownload ) { sys->OpenURL( updateURL, true ); updateState = UPDATE_DONE; } else { // we're just creating the file at toplevel inside fs_savepath updateURL.ExtractFileName( updateFile ); idFile_Permanent *f = static_cast< idFile_Permanent *>( fileSystem->OpenFileWrite( updateFile ) ); dltotal = 0; dlnow = 0; backgroundDownload.completed = false; backgroundDownload.opcode = DLTYPE_URL; backgroundDownload.f = f; backgroundDownload.url.status = DL_WAIT; backgroundDownload.url.dlnow = 0; backgroundDownload.url.dltotal = 0; backgroundDownload.url.url = updateURL; fileSystem->BackgroundDownload( &backgroundDownload ); updateState = UPDATE_DLING; SendVersionDLUpdate( 0 ); session->DownloadProgressBox( &backgroundDownload, va( "Downloading %s\n", updateFile.c_str() ) ); updateState = UPDATE_DONE; if ( backgroundDownload.url.status == DL_DONE ) { SendVersionDLUpdate( 1 ); idStr fullPath = f->GetFullPath(); fileSystem->CloseFile( f ); if ( session->MessageBox( MSG_YESNO, common->GetLanguageDict()->GetString ( "#str_04331" ), common->GetLanguageDict()->GetString ( "#str_04332" ), true, "yes" )[0] ) { if ( updateMime == FILE_EXEC ) { sys->StartProcess( fullPath, true ); } else { sys->OpenURL( va( "file://%s", fullPath.c_str() ), true ); } } else { session->MessageBox( MSG_OK, va( common->GetLanguageDict()->GetString ( "#str_04333" ), fullPath.c_str() ), common->GetLanguageDict()->GetString ( "#str_04334" ), true ); } } else { if ( backgroundDownload.url.dlerror[ 0 ] ) { common->Warning( "update download failed. curl error: %s", backgroundDownload.url.dlerror ); } SendVersionDLUpdate( 2 ); idStr name = f->GetName(); fileSystem->CloseFile( f ); fileSystem->RemoveFile( name ); session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString ( "#str_04335" ), common->GetLanguageDict()->GetString ( "#str_04336" ), true ); if ( updateFallback.Length() ) { sys->OpenURL( updateFallback.c_str(), true ); } else { common->Printf( "no fallback URL\n" ); } } } } else { updateState = UPDATE_DONE; } } else if ( dlList.Num() ) { int numPaks = dlList.Num(); int pakCount = 1; int progress_start, progress_end; currentDlSize = 0; do { if ( dlList[ 0 ].url[ 0 ] == '\0' ) { // ignore empty files dlList.RemoveIndex( 0 ); continue; } common->Printf( "start download for %s\n", dlList[ 0 ].url.c_str() ); idFile_Permanent *f = static_cast< idFile_Permanent *>( fileSystem->MakeTemporaryFile( ) ); if ( !f ) { common->Warning( "could not create temporary file" ); dlList.Clear(); return; } backgroundDownload.completed = false; backgroundDownload.opcode = DLTYPE_URL; backgroundDownload.f = f; backgroundDownload.url.status = DL_WAIT; backgroundDownload.url.dlnow = 0; backgroundDownload.url.dltotal = dlList[ 0 ].size; backgroundDownload.url.url = dlList[ 0 ].url; fileSystem->BackgroundDownload( &backgroundDownload ); idStr dltitle; // "Downloading %s" sprintf( dltitle, common->GetLanguageDict()->GetString( "#str_07213" ), dlList[ 0 ].filename.c_str() ); if ( numPaks > 1 ) { dltitle += va( " (%d/%d)", pakCount, numPaks ); } if ( totalDlSize ) { progress_start = (int)( (float)currentDlSize * 100.0f / (float)totalDlSize ); progress_end = (int)( (float)( currentDlSize + dlList[ 0 ].size ) * 100.0f / (float)totalDlSize ); } else { progress_start = 0; progress_end = 100; } session->DownloadProgressBox( &backgroundDownload, dltitle, progress_start, progress_end ); if ( backgroundDownload.url.status == DL_DONE ) { idFile *saveas; const int CHUNK_SIZE = 1024 * 1024; byte *buf; int remainlen; int readlen; int retlen; int checksum; common->Printf( "file downloaded\n" ); idStr finalPath = cvarSystem->GetCVarString( "fs_savepath" ); finalPath.AppendPath( dlList[ 0 ].filename ); fileSystem->CreateOSPath( finalPath ); // do the final copy ourselves so we do by small chunks in case the file is big saveas = fileSystem->OpenExplicitFileWrite( finalPath ); buf = (byte*)Mem_Alloc( CHUNK_SIZE ); f->Seek( 0, FS_SEEK_END ); remainlen = f->Tell(); f->Seek( 0, FS_SEEK_SET ); while ( remainlen ) { readlen = Min( remainlen, CHUNK_SIZE ); retlen = f->Read( buf, readlen ); if ( retlen != readlen ) { common->FatalError( "short read %d of %d in idFileSystem::HandleDownload", retlen, readlen ); } retlen = saveas->Write( buf, readlen ); if ( retlen != readlen ) { common->FatalError( "short write %d of %d in idFileSystem::HandleDownload", retlen, readlen ); } remainlen -= readlen; } fileSystem->CloseFile( f ); fileSystem->CloseFile( saveas ); common->Printf( "saved as %s\n", finalPath.c_str() ); Mem_Free( buf ); // add that file to our paks list checksum = fileSystem->AddZipFile( dlList[ 0 ].filename ); // verify the checksum to be what the server says if ( !checksum || checksum != dlList[ 0 ].checksum ) { // "pak is corrupted ( checksum 0x%x, expected 0x%x )" session->MessageBox( MSG_OK, va( common->GetLanguageDict()->GetString( "#str_07214" ) , checksum, dlList[0].checksum ), "Download failed", true ); fileSystem->RemoveFile( dlList[ 0 ].filename ); dlList.Clear(); return; } currentDlSize += dlList[ 0 ].size; } else { common->Warning( "download failed: %s", dlList[ 0 ].url.c_str() ); if ( backgroundDownload.url.dlerror[ 0 ] ) { common->Warning( "curl error: %s", backgroundDownload.url.dlerror ); } // "The download failed or was cancelled" // "Download failed" session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString( "#str_07215" ), common->GetLanguageDict()->GetString( "#str_07216" ), true ); dlList.Clear(); return; } pakCount++; dlList.RemoveIndex( 0 ); } while ( dlList.Num() ); // all downloads successful - do the dew cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "reconnect\n" ); } } } /* =============== idAsyncClient::SendAuthCheck =============== */ bool idAsyncClient::SendAuthCheck( const char *cdkey, const char *xpkey ) { idBitMsg msg; byte msgBuf[MAX_MESSAGE_SIZE]; msg.Init( msgBuf, sizeof( msgBuf ) ); msg.WriteShort( CONNECTIONLESS_MESSAGE_ID ); msg.WriteString( "gameAuth" ); msg.WriteLong( ASYNC_PROTOCOL_VERSION ); msg.WriteByte( cdkey ? 1 : 0 ); msg.WriteString( cdkey ? cdkey : "" ); msg.WriteByte( xpkey ? 1 : 0 ); msg.WriteString( xpkey ? xpkey : "" ); InitPort(); clientPort.SendPacket( idAsyncNetwork::GetMasterAddress(), msg.GetData(), msg.GetSize() ); return true; } /* =============== idAsyncClient::CheckTimeout =============== */ bool idAsyncClient::CheckTimeout( void ) { if ( lastPacketTime > 0 && ( lastPacketTime + idAsyncNetwork::clientServerTimeout.GetInteger()*1000 < clientTime ) ) { session->StopBox(); session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString ( "#str_04328" ), common->GetLanguageDict()->GetString ( "#str_04329" ), true ); cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); return true; } return false; } /* =============== idAsyncClient::ProcessDownloadInfoMessage =============== */ void idAsyncClient::ProcessDownloadInfoMessage( const netadr_t from, const idBitMsg &msg ) { char buf[ MAX_STRING_CHARS ]; int srvDlRequest = msg.ReadLong(); int infoType = msg.ReadByte(); int pakDl; int pakIndex; pakDlEntry_t entry; bool gotAllFiles = true; idStr sizeStr; bool gotGame = false; if ( dlRequest == -1 || srvDlRequest != dlRequest ) { common->Warning( "bad download id from server, ignored" ); return; } // mark the dlRequest as dead now whatever how we process it dlRequest = -1; if ( infoType == SERVER_DL_REDIRECT ) { msg.ReadString( buf, MAX_STRING_CHARS ); cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); // "You are missing required pak files to connect to this server.\nThe server gave a web page though:\n%s\nDo you want to go there now?" // "Missing required files" if ( session->MessageBox( MSG_YESNO, va( common->GetLanguageDict()->GetString( "#str_07217" ), buf ), common->GetLanguageDict()->GetString( "#str_07218" ), true, "yes" )[ 0 ] ) { sys->OpenURL( buf, true ); } } else if ( infoType == SERVER_DL_LIST ) { cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); if ( dlList.Num() ) { common->Warning( "tried to process a download list while already busy downloading things" ); return; } // read the URLs, check against what we requested, prompt for download pakIndex = -1; totalDlSize = 0; do { pakIndex++; pakDl = msg.ReadByte(); if ( pakDl == SERVER_PAK_YES ) { if ( pakIndex == 0 ) { gotGame = true; } msg.ReadString( buf, MAX_STRING_CHARS ); entry.filename = buf; msg.ReadString( buf, MAX_STRING_CHARS ); entry.url = buf; entry.size = msg.ReadLong(); // checksums are not transmitted, we read them from the dl request we sent entry.checksum = dlChecksums[ pakIndex ]; totalDlSize += entry.size; dlList.Append( entry ); common->Printf( "download %s from %s ( 0x%x )\n", entry.filename.c_str(), entry.url.c_str(), entry.checksum ); } else if ( pakDl == SERVER_PAK_NO ) { msg.ReadString( buf, MAX_STRING_CHARS ); entry.filename = buf; entry.url = ""; entry.size = 0; entry.checksum = 0; dlList.Append( entry ); // first pak is game pak, only fail it if we actually requested it if ( pakIndex != 0 || dlChecksums[ 0 ] != 0 ) { common->Printf( "no download offered for %s ( 0x%x )\n", entry.filename.c_str(), dlChecksums[ pakIndex ] ); gotAllFiles = false; } } else { assert( pakDl == SERVER_PAK_END ); } } while ( pakDl != SERVER_PAK_END ); if ( dlList.Num() < dlCount ) { common->Printf( "%d files were ignored by the server\n", dlCount - dlList.Num() ); gotAllFiles = false; } sizeStr.BestUnit( "%.2f", totalDlSize, MEASURE_SIZE ); cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); if ( totalDlSize == 0 ) { // was no downloadable stuff for us // "Can't connect to the pure server: no downloads offered" // "Missing required files" dlList.Clear(); session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString( "#str_07219" ), common->GetLanguageDict()->GetString( "#str_07218" ), true ); return; } bool asked = false; if ( gotGame ) { asked = true; // "You need to download game code to connect to this server. Are you sure? You should only answer yes if you trust the server administrators." // "Missing game binaries" if ( !session->MessageBox( MSG_YESNO, common->GetLanguageDict()->GetString( "#str_07220" ), common->GetLanguageDict()->GetString( "#str_07221" ), true, "yes" )[ 0 ] ) { dlList.Clear(); return; } } if ( !gotAllFiles ) { asked = true; // "The server only offers to download some of the files required to connect ( %s ). Download anyway?" // "Missing required files" if ( !session->MessageBox( MSG_YESNO, va( common->GetLanguageDict()->GetString( "#str_07222" ), sizeStr.c_str() ), common->GetLanguageDict()->GetString( "#str_07218" ), true, "yes" )[ 0 ] ) { dlList.Clear(); return; } } if ( !asked && idAsyncNetwork::clientDownload.GetInteger() == 1 ) { // "You need to download some files to connect to this server ( %s ), proceed?" // "Missing required files" if ( !session->MessageBox( MSG_YESNO, va( common->GetLanguageDict()->GetString( "#str_07224" ), sizeStr.c_str() ), common->GetLanguageDict()->GetString( "#str_07218" ), true, "yes" )[ 0 ] ) { dlList.Clear(); return; } } } else { cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" ); // "You are missing some files to connect to this server, and the server doesn't provide downloads." // "Missing required files" session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString( "#str_07223" ), common->GetLanguageDict()->GetString( "#str_07218" ), true ); } } /* =============== idAsyncClient::GetDownloadRequest =============== */ int idAsyncClient::GetDownloadRequest( const int checksums[ MAX_PURE_PAKS ], int count, int gamePakChecksum ) { assert( !checksums[ count ] ); // 0-terminated if ( memcmp( dlChecksums + 1, checksums, sizeof( int ) * count ) || gamePakChecksum != dlChecksums[ 0 ] ) { idRandom newreq; dlChecksums[ 0 ] = gamePakChecksum; memcpy( dlChecksums + 1, checksums, sizeof( int ) * MAX_PURE_PAKS ); newreq.SetSeed( Sys_Milliseconds() ); dlRequest = newreq.RandomInt(); dlCount = count + ( gamePakChecksum ? 1 : 0 ); return dlRequest; } // this is the same dlRequest, we haven't heard from the server. keep the same id return dlRequest; }