quadrilateralcowboy/framework/Session.cpp
2020-06-12 14:06:25 -07:00

3499 lines
91 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 "Session_local.h"
#ifdef STEAM
#include "steam_api.h"
#endif
idCVar idSessionLocal::com_showAngles( "com_showAngles", "0", CVAR_SYSTEM | CVAR_BOOL, "" );
idCVar idSessionLocal::com_minTics( "com_minTics", "1", CVAR_SYSTEM, "" );
idCVar idSessionLocal::com_showTics( "com_showTics", "0", CVAR_SYSTEM | CVAR_BOOL, "" );
idCVar idSessionLocal::com_fixedTic( "com_fixedTic", "0", CVAR_SYSTEM | CVAR_INTEGER, "", 0, 10 );
idCVar idSessionLocal::com_showDemo( "com_showDemo", "0", CVAR_SYSTEM | CVAR_BOOL, "" );
idCVar idSessionLocal::com_skipGameDraw( "com_skipGameDraw", "0", CVAR_SYSTEM | CVAR_BOOL, "" );
idCVar idSessionLocal::com_aviDemoSamples( "com_aviDemoSamples", "16", CVAR_SYSTEM, "" );
idCVar idSessionLocal::com_aviDemoWidth( "com_aviDemoWidth", "256", CVAR_SYSTEM, "" );
idCVar idSessionLocal::com_aviDemoHeight( "com_aviDemoHeight", "256", CVAR_SYSTEM, "" );
idCVar idSessionLocal::com_aviDemoTics( "com_aviDemoTics", "2", CVAR_SYSTEM | CVAR_INTEGER, "", 1, 60 );
idCVar idSessionLocal::com_wipeSeconds( "com_wipeSeconds", "0.2", CVAR_SYSTEM, "" );
idCVar idSessionLocal::com_guid( "com_guid", "", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_ROM, "" );
idSessionLocal sessLocal;
idSession *session = &sessLocal;
// these must be kept up to date with window Levelshot in guis/mainmenu.gui
const int PREVIEW_X = 211;
const int PREVIEW_Y = 31;
const int PREVIEW_WIDTH = 398;
const int PREVIEW_HEIGHT = 298;
void RandomizeStack( void ) {
// attempt to force uninitialized stack memory bugs
int bytes = 4000000;
byte *buf = (byte *)_alloca( bytes );
int fill = rand()&255;
for ( int i = 0 ; i < bytes ; i++ ) {
buf[i] = fill;
}
}
/*
=================
Session_RescanSI_f
=================
*/
void Session_RescanSI_f( const idCmdArgs &args ) {
sessLocal.mapSpawnData.serverInfo = *cvarSystem->MoveCVarsToDict( CVAR_SERVERINFO );
if ( game && idAsyncNetwork::server.IsActive() ) {
game->SetServerInfo( sessLocal.mapSpawnData.serverInfo );
}
}
/*
==================
Session_Map_f
Restart the server on a different map
==================
*/
static void Session_Map_f( const idCmdArgs &args ) {
idStr map, string;
findFile_t ff;
idCmdArgs rl_args;
map = args.Argv(1);
if ( !map.Length() ) {
return;
}
map.StripFileExtension();
// make sure the level exists before trying to change, so that
// a typo at the server console won't end the game
// handle addon packs through reloadEngine
sprintf( string, "maps/%s.map", map.c_str() );
ff = fileSystem->FindFile( string, true );
switch ( ff ) {
case FIND_NO:
common->Printf( "Can't find map %s\n", string.c_str() );
return;
case FIND_ADDON:
common->Printf( "map %s is in an addon pak - reloading\n", string.c_str() );
rl_args.AppendArg( "map" );
rl_args.AppendArg( map );
cmdSystem->SetupReloadEngine( rl_args );
return;
default:
break;
}
cvarSystem->SetCVarBool( "developer", false );
sessLocal.StartNewGame( map, true );
}
/*
==================
Session_DevMap_f
Restart the server on a different map in developer mode
==================
*/
static void Session_DevMap_f( const idCmdArgs &args ) {
idStr map, string;
findFile_t ff;
idCmdArgs rl_args;
map = args.Argv(1);
if ( !map.Length() ) {
return;
}
map.StripFileExtension();
// make sure the level exists before trying to change, so that
// a typo at the server console won't end the game
// handle addon packs through reloadEngine
sprintf( string, "maps/%s.map", map.c_str() );
ff = fileSystem->FindFile( string, true );
switch ( ff ) {
case FIND_NO:
common->Printf( "Can't find map %s\n", string.c_str() );
return;
case FIND_ADDON:
common->Printf( "map %s is in an addon pak - reloading\n", string.c_str() );
rl_args.AppendArg( "devmap" );
rl_args.AppendArg( map );
cmdSystem->SetupReloadEngine( rl_args );
return;
default:
break;
}
cvarSystem->SetCVarBool( "developer", true );
sessLocal.StartNewGame( map, true );
}
/*
==================
Session_TestMap_f
==================
*/
static void Session_TestMap_f( const idCmdArgs &args ) {
idStr map, string;
map = args.Argv(1);
if ( !map.Length() ) {
return;
}
map.StripFileExtension();
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
sprintf( string, "dmap maps/%s.map", map.c_str() );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, string );
sprintf( string, "devmap %s", map.c_str() );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, string );
}
/*
==================
Sess_WritePrecache_f
==================
*/
static void Sess_WritePrecache_f( const idCmdArgs &args ) {
if ( args.Argc() != 2 ) {
common->Printf( "USAGE: writePrecache <execFile>\n" );
return;
}
idStr str = args.Argv(1);
str.DefaultFileExtension( ".cfg" );
idFile *f = fileSystem->OpenFileWrite( str );
declManager->WritePrecacheCommands( f );
renderModelManager->WritePrecacheCommands( f );
uiManager->WritePrecacheCommands( f );
fileSystem->CloseFile( f );
}
/*
===============
idSessionLocal::MaybeWaitOnCDKey
===============
*/
bool idSessionLocal::MaybeWaitOnCDKey( void ) {
if ( authEmitTimeout > 0 ) {
authWaitBox = true;
sessLocal.MessageBox( MSG_WAIT, common->GetLanguageDict()->GetString( "#str_07191" ), NULL, true, NULL, NULL, true );
return true;
}
return false;
}
/*
===================
Session_PromptKey_f
===================
*/
static void Session_PromptKey_f( const idCmdArgs &args ) {
const char *retkey;
bool valid[ 2 ];
static bool recursed = false;
if ( recursed ) {
common->Warning( "promptKey recursed - aborted" );
return;
}
recursed = true;
do {
// in case we're already waiting for an auth to come back to us ( may happen exceptionally )
if ( sessLocal.MaybeWaitOnCDKey() ) {
if ( sessLocal.CDKeysAreValid( true ) ) {
recursed = false;
return;
}
}
// the auth server may have replied and set an error message, otherwise use a default
const char *prompt_msg = sessLocal.GetAuthMsg();
if ( prompt_msg[ 0 ] == '\0' ) {
prompt_msg = common->GetLanguageDict()->GetString( "#str_04308" );
}
retkey = sessLocal.MessageBox( MSG_CDKEY, prompt_msg, common->GetLanguageDict()->GetString( "#str_04305" ), true, NULL, NULL, true );
if ( retkey ) {
if ( sessLocal.CheckKey( retkey, false, valid ) ) {
// if all went right, then we may have sent an auth request to the master ( unless the prompt is used during a net connect )
bool canExit = true;
if ( sessLocal.MaybeWaitOnCDKey() ) {
// wait on auth reply, and got denied, prompt again
if ( !sessLocal.CDKeysAreValid( true ) ) {
// server says key is invalid - MaybeWaitOnCDKey was interrupted by a CDKeysAuthReply call, which has set the right error message
// the invalid keys have also been cleared in the process
sessLocal.MessageBox( MSG_OK, sessLocal.GetAuthMsg(), common->GetLanguageDict()->GetString( "#str_04310" ), true, NULL, NULL, true );
canExit = false;
}
}
if ( canExit ) {
// make sure that's saved on file
sessLocal.WriteCDKey();
sessLocal.MessageBox( MSG_OK, common->GetLanguageDict()->GetString( "#str_04307" ), common->GetLanguageDict()->GetString( "#str_04305" ), true, NULL, NULL, true );
break;
}
} else {
// offline check sees key invalid
// build a message about keys being wrong. do not attempt to change the current key state though
// ( the keys may be valid, but user would have clicked on the dialog anyway, that kind of thing )
idStr msg;
idAsyncNetwork::BuildInvalidKeyMsg( msg, valid );
sessLocal.MessageBox( MSG_OK, msg, common->GetLanguageDict()->GetString( "#str_04310" ), true, NULL, NULL, true );
}
} else if ( args.Argc() == 2 && idStr::Icmp( args.Argv(1), "force" ) == 0 ) {
// cancelled in force mode
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "quit\n" );
cmdSystem->ExecuteCommandBuffer();
}
} while ( retkey );
recursed = false;
}
/*
===============================================================================
SESSION LOCAL
===============================================================================
*/
/*
===============
idSessionLocal::Clear
===============
*/
void idSessionLocal::Clear() {
insideUpdateScreen = false;
insideExecuteMapChange = false;
loadingSaveGame = false;
savegameFile = NULL;
savegameVersion = 0;
currentMapName.Clear();
aviDemoShortName.Clear();
msgFireBack[ 0 ].Clear();
msgFireBack[ 1 ].Clear();
timeHitch = 0;
rw = NULL;
sw = NULL;
menuSoundWorld = NULL;
readDemo = NULL;
writeDemo = NULL;
renderdemoVersion = 0;
cmdDemoFile = NULL;
syncNextGameFrame = false;
mapSpawned = false;
guiActive = NULL;
aviCaptureMode = false;
timeDemo = TD_NO;
waitingOnBind = false;
lastPacifierTime = 0;
msgRunning = false;
guiMsgRestore = NULL;
msgIgnoreButtons = false;
bytesNeededForMapLoad = 0;
#if ID_CONSOLE_LOCK
emptyDrawCount = 0;
#endif
ClearWipe();
loadGameList.Clear();
modsList.Clear();
authEmitTimeout = 0;
authWaitBox = false;
authMsg.Clear();
}
/*
===============
idSessionLocal::idSessionLocal
===============
*/
idSessionLocal::idSessionLocal() {
guiInGame = guiMainMenu = guiIntro \
= guiRestartMenu = guiLoading = guiGameOver = guiActive \
= guiTest = guiMsg = guiMsgRestore = guiTakeNotes = NULL;
menuSoundWorld = NULL;
Clear();
}
/*
===============
idSessionLocal::~idSessionLocal
===============
*/
idSessionLocal::~idSessionLocal() {
}
/*
===============
idSessionLocal::Stop
called on errors and game exits
===============
*/
void idSessionLocal::Stop() {
ClearWipe();
// clear mapSpawned and demo playing flags
UnloadMap();
// disconnect async client
idAsyncNetwork::client.DisconnectFromServer();
// kill async server
idAsyncNetwork::server.Kill();
if ( sw ) {
sw->StopAllSounds();
}
insideUpdateScreen = false;
insideExecuteMapChange = false;
// drop all guis
SetGUI( NULL, NULL );
}
/*
===============
idSessionLocal::Shutdown
===============
*/
void idSessionLocal::Shutdown() {
int i;
if ( aviCaptureMode ) {
EndAVICapture();
}
Stop();
if ( rw ) {
delete rw;
rw = NULL;
}
if ( sw ) {
delete sw;
sw = NULL;
}
if ( menuSoundWorld ) {
delete menuSoundWorld;
menuSoundWorld = NULL;
}
mapSpawnData.serverInfo.Clear();
mapSpawnData.syncedCVars.Clear();
for ( i = 0; i < MAX_ASYNC_CLIENTS; i++ ) {
mapSpawnData.userInfo[i].Clear();
mapSpawnData.persistentPlayerInfo[i].Clear();
}
if ( guiMainMenu_MapList != NULL ) {
guiMainMenu_MapList->Shutdown();
uiManager->FreeListGUI( guiMainMenu_MapList );
guiMainMenu_MapList = NULL;
}
Clear();
}
/*
===============
idSessionLocal::IsMultiplayer
===============
*/
bool idSessionLocal::IsMultiplayer() {
return idAsyncNetwork::IsActive();
}
/*
================
idSessionLocal::StartWipe
Draws and captures the current state, then starts a wipe with that image
================
*/
void idSessionLocal::StartWipe( const char *_wipeMaterial, bool hold ) {
console->Close();
// render the current screen into a texture for the wipe model
renderSystem->CropRenderSize( 640, 480, true );
Draw();
renderSystem->CaptureRenderToImage( "_scratch");
renderSystem->UnCrop();
wipeMaterial = declManager->FindMaterial( _wipeMaterial, false );
wipeStartTic = com_ticNumber;
wipeStopTic = wipeStartTic + 1000.0f / USERCMD_MSEC * com_wipeSeconds.GetFloat();
wipeHold = hold;
}
/*
================
idSessionLocal::CompleteWipe
================
*/
void idSessionLocal::CompleteWipe() {
if ( com_ticNumber == 0 ) {
// if the async thread hasn't started, we would hang here
wipeStopTic = 0;
UpdateScreen( true );
return;
}
while ( com_ticNumber < wipeStopTic ) {
#if ID_CONSOLE_LOCK
emptyDrawCount = 0;
#endif
UpdateScreen( true );
}
}
/*
================
idSessionLocal::ShowLoadingGui
================
*/
void idSessionLocal::ShowLoadingGui() {
if ( com_ticNumber == 0 ) {
return;
}
console->Close();
// introduced in D3XP code. don't think it actually fixes anything, but doesn't hurt either
#if 1
// Try and prevent the while loop from being skipped over (long hitch on the main thread?)
int stop = Sys_Milliseconds() + 1000;
int force = 10;
while ( Sys_Milliseconds() < stop || force-- > 0 ) {
com_frameTime = com_ticNumber * USERCMD_MSEC;
session->Frame();
session->UpdateScreen( false );
}
#else
int stop = com_ticNumber + 1000.0f / USERCMD_MSEC * 1.0f;
while ( com_ticNumber < stop ) {
com_frameTime = com_ticNumber * USERCMD_MSEC;
session->Frame();
session->UpdateScreen( false );
}
#endif
}
/*
================
idSessionLocal::ClearWipe
================
*/
void idSessionLocal::ClearWipe( void ) {
wipeHold = false;
wipeStopTic = 0;
wipeStartTic = wipeStopTic + 1;
}
/*
================
Session_TestGUI_f
================
*/
static void Session_TestGUI_f( const idCmdArgs &args ) {
sessLocal.TestGUI( args.Argv(1) );
}
/*
================
idSessionLocal::TestGUI
================
*/
void idSessionLocal::TestGUI( const char *guiName ) {
if ( guiName && *guiName ) {
guiTest = uiManager->FindGui( guiName, true, false, true );
} else {
guiTest = NULL;
}
}
/*
================
FindUnusedFileName
================
*/
static idStr FindUnusedFileName( const char *format ) {
int i;
char filename[1024];
for ( i = 0 ; i < 999 ; i++ ) {
sprintf( filename, format, i );
int len = fileSystem->ReadFile( filename, NULL, NULL );
if ( len <= 0 ) {
return filename; // file doesn't exist
}
}
return filename;
}
/*
================
Session_DemoShot_f
================
*/
static void Session_DemoShot_f( const idCmdArgs &args ) {
if ( args.Argc() != 2 ) {
idStr filename = FindUnusedFileName( "demos/shot%03i.demo" );
sessLocal.DemoShot( filename );
} else {
sessLocal.DemoShot( va( "demos/shot_%s.demo", args.Argv(1) ) );
}
}
/*
================
Session_RecordDemo_f
================
*/
static void Session_RecordDemo_f( const idCmdArgs &args ) {
if ( args.Argc() != 2 ) {
idStr filename = FindUnusedFileName( "demos/demo%03i.demo" );
sessLocal.StartRecordingRenderDemo( filename );
} else {
sessLocal.StartRecordingRenderDemo( va( "demos/%s.demo", args.Argv(1) ) );
}
}
/*
================
Session_CompressDemo_f
================
*/
static void Session_CompressDemo_f( const idCmdArgs &args ) {
if ( args.Argc() == 2 ) {
sessLocal.CompressDemoFile( "2", args.Argv(1) );
} else if ( args.Argc() == 3 ) {
sessLocal.CompressDemoFile( args.Argv(2), args.Argv(1) );
} else {
common->Printf("use: CompressDemo <file> [scheme]\nscheme is the same as com_compressDemo, defaults to 2" );
}
}
/*
================
Session_StopRecordingDemo_f
================
*/
static void Session_StopRecordingDemo_f( const idCmdArgs &args ) {
sessLocal.StopRecordingRenderDemo();
}
/*
================
Session_PlayDemo_f
================
*/
static void Session_PlayDemo_f( const idCmdArgs &args ) {
if ( args.Argc() >= 2 ) {
sessLocal.StartPlayingRenderDemo( va( "demos/%s", args.Argv(1) ) );
}
}
/*
================
Session_TimeDemo_f
================
*/
static void Session_TimeDemo_f( const idCmdArgs &args ) {
if ( args.Argc() >= 2 ) {
sessLocal.TimeRenderDemo( va( "demos/%s", args.Argv(1) ), ( args.Argc() > 2 ) );
}
}
/*
================
Session_TimeDemoQuit_f
================
*/
static void Session_TimeDemoQuit_f( const idCmdArgs &args ) {
sessLocal.TimeRenderDemo( va( "demos/%s", args.Argv(1) ) );
if ( sessLocal.timeDemo == TD_YES ) {
// this allows hardware vendors to automate some testing
sessLocal.timeDemo = TD_YES_THEN_QUIT;
}
}
/*
================
Session_AVIDemo_f
================
*/
static void Session_AVIDemo_f( const idCmdArgs &args ) {
sessLocal.AVIRenderDemo( va( "demos/%s", args.Argv(1) ) );
}
/*
================
Session_AVIGame_f
================
*/
static void Session_AVIGame_f( const idCmdArgs &args ) {
sessLocal.AVIGame( args.Argv(1) );
}
/*
================
Session_AVICmdDemo_f
================
*/
static void Session_AVICmdDemo_f( const idCmdArgs &args ) {
sessLocal.AVICmdDemo( args.Argv(1) );
}
/*
================
Session_WriteCmdDemo_f
================
*/
static void Session_WriteCmdDemo_f( const idCmdArgs &args ) {
if ( args.Argc() == 1 ) {
idStr filename = FindUnusedFileName( "demos/cmdDemo%03i.cdemo" );
sessLocal.WriteCmdDemo( filename );
} else if ( args.Argc() == 2 ) {
sessLocal.WriteCmdDemo( va( "demos/%s.cdemo", args.Argv( 1 ) ) );
} else {
common->Printf( "usage: writeCmdDemo [demoName]\n" );
}
}
/*
================
Session_PlayCmdDemo_f
================
*/
static void Session_PlayCmdDemo_f( const idCmdArgs &args ) {
sessLocal.StartPlayingCmdDemo( args.Argv(1) );
}
/*
================
Session_TimeCmdDemo_f
================
*/
static void Session_TimeCmdDemo_f( const idCmdArgs &args ) {
sessLocal.TimeCmdDemo( args.Argv(1) );
}
/*
================
Session_Disconnect_f
================
*/
static void Session_Disconnect_f( const idCmdArgs &args ) {
sessLocal.Stop();
sessLocal.StartMenu();
if ( soundSystem ) {
soundSystem->SetMute( false );
}
}
#ifdef ID_DEMO_BUILD
/*
================
Session_EndOfDemo_f
================
*/
static void Session_EndOfDemo_f( const idCmdArgs &args ) {
sessLocal.Stop();
sessLocal.StartMenu();
if ( soundSystem ) {
soundSystem->SetMute( false );
}
if ( sessLocal.guiActive ) {
sessLocal.guiActive->HandleNamedEvent( "endOfDemo" );
}
}
#endif
/*
================
Session_ExitCmdDemo_f
================
*/
static void Session_ExitCmdDemo_f( const idCmdArgs &args ) {
if ( !sessLocal.cmdDemoFile ) {
common->Printf( "not reading from a cmdDemo\n" );
return;
}
fileSystem->CloseFile( sessLocal.cmdDemoFile );
common->Printf( "Command demo exited at logIndex %i\n", sessLocal.logIndex );
sessLocal.cmdDemoFile = NULL;
}
/*
================
idSessionLocal::StartRecordingRenderDemo
================
*/
void idSessionLocal::StartRecordingRenderDemo( const char *demoName ) {
if ( writeDemo ) {
// allow it to act like a toggle
StopRecordingRenderDemo();
return;
}
if ( !demoName[0] ) {
common->Printf( "idSessionLocal::StartRecordingRenderDemo: no name specified\n" );
return;
}
console->Close();
writeDemo = new idDemoFile;
if ( !writeDemo->OpenForWriting( demoName ) ) {
common->Printf( "error opening %s\n", demoName );
delete writeDemo;
writeDemo = NULL;
return;
}
common->Printf( "recording to %s\n", writeDemo->GetName() );
writeDemo->WriteInt( DS_VERSION );
writeDemo->WriteInt( RENDERDEMO_VERSION );
// if we are in a map already, dump the current state
sw->StartWritingDemo( writeDemo );
rw->StartWritingDemo( writeDemo );
}
/*
================
idSessionLocal::StopRecordingRenderDemo
================
*/
void idSessionLocal::StopRecordingRenderDemo() {
if ( !writeDemo ) {
common->Printf( "idSessionLocal::StopRecordingRenderDemo: not recording\n" );
return;
}
sw->StopWritingDemo();
rw->StopWritingDemo();
writeDemo->Close();
common->Printf( "stopped recording %s.\n", writeDemo->GetName() );
delete writeDemo;
writeDemo = NULL;
}
/*
================
idSessionLocal::StopPlayingRenderDemo
Reports timeDemo numbers and finishes any avi recording
================
*/
void idSessionLocal::StopPlayingRenderDemo() {
if ( !readDemo ) {
timeDemo = TD_NO;
return;
}
// Record the stop time before doing anything that could be time consuming
int timeDemoStopTime = Sys_Milliseconds();
EndAVICapture();
readDemo->Close();
sw->StopAllSounds();
soundSystem->SetPlayingSoundWorld( menuSoundWorld );
common->Printf( "stopped playing %s.\n", readDemo->GetName() );
delete readDemo;
readDemo = NULL;
if ( timeDemo ) {
// report the stats
float demoSeconds = ( timeDemoStopTime - timeDemoStartTime ) * 0.001f;
float demoFPS = numDemoFrames / demoSeconds;
idStr message = va( "%i frames rendered in %3.1f seconds = %3.1f fps\n", numDemoFrames, demoSeconds, demoFPS );
common->Printf( message );
if ( timeDemo == TD_YES_THEN_QUIT ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "quit\n" );
} else {
soundSystem->SetMute( true );
MessageBox( MSG_OK, message, "Time Demo Results", true );
soundSystem->SetMute( false );
}
timeDemo = TD_NO;
}
}
/*
================
idSessionLocal::DemoShot
A demoShot is a single frame demo
================
*/
void idSessionLocal::DemoShot( const char *demoName ) {
StartRecordingRenderDemo( demoName );
// force draw one frame
UpdateScreen();
StopRecordingRenderDemo();
}
/*
================
idSessionLocal::StartPlayingRenderDemo
================
*/
void idSessionLocal::StartPlayingRenderDemo( idStr demoName ) {
if ( !demoName[0] ) {
common->Printf( "idSessionLocal::StartPlayingRenderDemo: no name specified\n" );
return;
}
// make sure localSound / GUI intro music shuts up
sw->StopAllSounds();
sw->PlayShaderDirectly( "", 0 );
menuSoundWorld->StopAllSounds();
menuSoundWorld->PlayShaderDirectly( "", 0 );
// exit any current game
Stop();
// automatically put the console away
console->Close();
// bring up the loading screen manually, since demos won't
// call ExecuteMapChange()
guiLoading = uiManager->FindGui( "guis/map/loading.gui", true, false, true );
guiLoading->SetStateString( "demo", common->GetLanguageDict()->GetString( "#str_02087" ) );
readDemo = new idDemoFile;
demoName.DefaultFileExtension( ".demo" );
if ( !readDemo->OpenForReading( demoName ) ) {
common->Printf( "couldn't open %s\n", demoName.c_str() );
delete readDemo;
readDemo = NULL;
Stop();
StartMenu();
soundSystem->SetMute( false );
return;
}
insideExecuteMapChange = true;
UpdateScreen();
insideExecuteMapChange = false;
guiLoading->SetStateString( "demo", "" );
// setup default render demo settings
// that's default for <= Doom3 v1.1
renderdemoVersion = 1;
savegameVersion = 16;
AdvanceRenderDemo( true );
numDemoFrames = 1;
lastDemoTic = -1;
timeDemoStartTime = Sys_Milliseconds();
}
/*
================
idSessionLocal::TimeRenderDemo
================
*/
void idSessionLocal::TimeRenderDemo( const char *demoName, bool twice ) {
idStr demo = demoName;
// no sound in time demos
soundSystem->SetMute( true );
StartPlayingRenderDemo( demo );
if ( twice && readDemo ) {
// cycle through once to precache everything
guiLoading->SetStateString( "demo", common->GetLanguageDict()->GetString( "#str_04852" ) );
guiLoading->StateChanged( com_frameTime );
while ( readDemo ) {
insideExecuteMapChange = true;
UpdateScreen();
insideExecuteMapChange = false;
AdvanceRenderDemo( true );
}
guiLoading->SetStateString( "demo", "" );
StartPlayingRenderDemo( demo );
}
if ( !readDemo ) {
return;
}
timeDemo = TD_YES;
}
/*
================
idSessionLocal::BeginAVICapture
================
*/
void idSessionLocal::BeginAVICapture( const char *demoName ) {
idStr name = demoName;
name.ExtractFileBase( aviDemoShortName );
aviCaptureMode = true;
aviDemoFrameCount = 0;
aviTicStart = 0;
sw->AVIOpen( va( "demos/%s/", aviDemoShortName.c_str() ), aviDemoShortName.c_str() );
}
/*
================
idSessionLocal::EndAVICapture
================
*/
void idSessionLocal::EndAVICapture() {
if ( !aviCaptureMode ) {
return;
}
sw->AVIClose();
// write a .roqParam file so the demo can be converted to a roq file
idFile *f = fileSystem->OpenFileWrite( va( "demos/%s/%s.roqParam",
aviDemoShortName.c_str(), aviDemoShortName.c_str() ) );
f->Printf( "INPUT_DIR demos/%s\n", aviDemoShortName.c_str() );
f->Printf( "FILENAME demos/%s/%s.RoQ\n", aviDemoShortName.c_str(), aviDemoShortName.c_str() );
f->Printf( "\nINPUT\n" );
f->Printf( "%s_*.tga [00000-%05i]\n", aviDemoShortName.c_str(), (int)( aviDemoFrameCount-1 ) );
f->Printf( "END_INPUT\n" );
delete f;
common->Printf( "captured %i frames for %s.\n", ( int )aviDemoFrameCount, aviDemoShortName.c_str() );
aviCaptureMode = false;
}
/*
================
idSessionLocal::AVIRenderDemo
================
*/
void idSessionLocal::AVIRenderDemo( const char *_demoName ) {
idStr demoName = _demoName; // copy off from va() buffer
StartPlayingRenderDemo( demoName );
if ( !readDemo ) {
return;
}
BeginAVICapture( demoName.c_str() ) ;
// I don't understand why I need to do this twice, something
// strange with the nvidia swapbuffers?
UpdateScreen();
}
/*
================
idSessionLocal::AVICmdDemo
================
*/
void idSessionLocal::AVICmdDemo( const char *demoName ) {
StartPlayingCmdDemo( demoName );
BeginAVICapture( demoName ) ;
}
/*
================
idSessionLocal::AVIGame
Start AVI recording the current game session
================
*/
void idSessionLocal::AVIGame( const char *demoName ) {
if ( aviCaptureMode ) {
EndAVICapture();
return;
}
if ( !mapSpawned ) {
common->Printf( "No map spawned.\n" );
}
if ( !demoName || !demoName[0] ) {
idStr filename = FindUnusedFileName( "demos/game%03i.game" );
demoName = filename.c_str();
// write a one byte stub .game file just so the FindUnusedFileName works,
fileSystem->WriteFile( demoName, demoName, 1 );
}
BeginAVICapture( demoName ) ;
}
/*
================
idSessionLocal::CompressDemoFile
================
*/
void idSessionLocal::CompressDemoFile( const char *scheme, const char *demoName ) {
idStr fullDemoName = "demos/";
fullDemoName += demoName;
fullDemoName.DefaultFileExtension( ".demo" );
idStr compressedName = fullDemoName;
compressedName.StripFileExtension();
compressedName.Append( "_compressed.demo" );
int savedCompression = cvarSystem->GetCVarInteger("com_compressDemos");
bool savedPreload = cvarSystem->GetCVarBool("com_preloadDemos");
cvarSystem->SetCVarBool( "com_preloadDemos", false );
cvarSystem->SetCVarInteger("com_compressDemos", atoi(scheme) );
idDemoFile demoread, demowrite;
if ( !demoread.OpenForReading( fullDemoName ) ) {
common->Printf( "Could not open %s for reading\n", fullDemoName.c_str() );
return;
}
if ( !demowrite.OpenForWriting( compressedName ) ) {
common->Printf( "Could not open %s for writing\n", compressedName.c_str() );
demoread.Close();
cvarSystem->SetCVarBool( "com_preloadDemos", savedPreload );
cvarSystem->SetCVarInteger("com_compressDemos", savedCompression);
return;
}
common->SetRefreshOnPrint( true );
common->Printf( "Compressing %s to %s...\n", fullDemoName.c_str(), compressedName.c_str() );
static const int bufferSize = 65535;
char buffer[bufferSize];
int bytesRead;
while ( 0 != (bytesRead = demoread.Read( buffer, bufferSize ) ) ) {
demowrite.Write( buffer, bytesRead );
common->Printf( "." );
}
demoread.Close();
demowrite.Close();
cvarSystem->SetCVarBool( "com_preloadDemos", savedPreload );
cvarSystem->SetCVarInteger("com_compressDemos", savedCompression);
common->Printf( "Done\n" );
common->SetRefreshOnPrint( false );
}
/*
===============
idSessionLocal::StartNewGame
===============
*/
void idSessionLocal::StartNewGame( const char *mapName, bool devmap ) {
#ifdef ID_DEDICATED
common->Printf( "Dedicated servers cannot start singleplayer games.\n" );
return;
#else
#if ID_ENFORCE_KEY
// strict check. don't let a game start without a definitive answer
if ( !CDKeysAreValid( true ) ) {
bool prompt = true;
if ( MaybeWaitOnCDKey() ) {
// check again, maybe we just needed more time
if ( CDKeysAreValid( true ) ) {
// can continue directly
prompt = false;
}
}
if ( prompt ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "promptKey force" );
cmdSystem->ExecuteCommandBuffer();
}
}
#endif
if ( idAsyncNetwork::server.IsActive() ) {
common->Printf("Server running, use si_map / serverMapRestart\n");
return;
}
if ( idAsyncNetwork::client.IsActive() ) {
common->Printf("Client running, disconnect from server first\n");
return;
}
// clear the userInfo so the player starts out with the defaults
mapSpawnData.userInfo[0].Clear();
mapSpawnData.persistentPlayerInfo[0].Clear();
mapSpawnData.userInfo[0] = *cvarSystem->MoveCVarsToDict( CVAR_USERINFO );
mapSpawnData.serverInfo.Clear();
mapSpawnData.serverInfo = *cvarSystem->MoveCVarsToDict( CVAR_SERVERINFO );
mapSpawnData.serverInfo.Set( "si_gameType", "singleplayer" );
// set the devmap key so any play testing items will be given at
// spawn time to set approximately the right weapons and ammo
if(devmap) {
mapSpawnData.serverInfo.Set( "devmap", "1" );
}
mapSpawnData.syncedCVars.Clear();
mapSpawnData.syncedCVars = *cvarSystem->MoveCVarsToDict( CVAR_NETWORKSYNC );
MoveToNewMap( mapName );
#endif
}
/*
===============
idSessionLocal::GetAutoSaveName
===============
*/
idStr idSessionLocal::GetAutoSaveName( const char *mapName ) const {
const idDecl *mapDecl = declManager->FindType( DECL_MAPDEF, mapName, false );
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>( mapDecl );
if ( mapDef ) {
mapName = common->GetLanguageDict()->GetString( mapDef->dict.GetString( "name", mapName ) );
}
// Fixme: Localization
//return va( "AutoSave: %s", mapName );
return mapName;
}
/*
===============
idSessionLocal::MoveToNewMap
Leaves the existing userinfo and serverinfo
===============
*/
void idSessionLocal::MoveToNewMap( const char *mapName ) {
mapSpawnData.serverInfo.Set( "si_map", mapName );
ExecuteMapChange();
if ( !mapSpawnData.serverInfo.GetBool("devmap") )
{
//BC autosave at the beginning of the level
//SaveGame( va("AUTOSAVE: %s", GetAutoSaveName( mapName ).c_str()), true );
idStr savegamename = va("START: %s", GetAutoSaveName(mapName).c_str());
SaveGame( savegamename.c_str(), true );
}
SetGUI( NULL, NULL );
}
/*
==============
SaveCmdDemoFromFile
==============
*/
void idSessionLocal::SaveCmdDemoToFile( idFile *file ) {
mapSpawnData.serverInfo.WriteToFileHandle( file );
for ( int i = 0 ; i < MAX_ASYNC_CLIENTS ; i++ ) {
mapSpawnData.userInfo[i].WriteToFileHandle( file );
mapSpawnData.persistentPlayerInfo[i].WriteToFileHandle( file );
}
file->Write( &mapSpawnData.mapSpawnUsercmd, sizeof( mapSpawnData.mapSpawnUsercmd ) );
if ( numClients < 1 ) {
numClients = 1;
}
file->Write( loggedUsercmds, numClients * logIndex * sizeof( loggedUsercmds[0] ) );
}
/*
==============
idSessionLocal::LoadCmdDemoFromFile
==============
*/
void idSessionLocal::LoadCmdDemoFromFile( idFile *file ) {
mapSpawnData.serverInfo.ReadFromFileHandle( file );
for ( int i = 0 ; i < MAX_ASYNC_CLIENTS ; i++ ) {
mapSpawnData.userInfo[i].ReadFromFileHandle( file );
mapSpawnData.persistentPlayerInfo[i].ReadFromFileHandle( file );
}
file->Read( &mapSpawnData.mapSpawnUsercmd, sizeof( mapSpawnData.mapSpawnUsercmd ) );
}
/*
==============
idSessionLocal::WriteCmdDemo
Dumps the accumulated commands for the current level.
This should still work after disconnecting from a level
==============
*/
void idSessionLocal::WriteCmdDemo( const char *demoName, bool save ) {
if ( !demoName[0] ) {
common->Printf( "idSessionLocal::WriteCmdDemo: no name specified\n" );
return;
}
idStr statsName;
if (save) {
statsName = demoName;
statsName.StripFileExtension();
statsName.DefaultFileExtension(".stats");
}
common->Printf( "writing save data to %s\n", demoName );
idFile *cmdDemoFile = fileSystem->OpenFileWrite( demoName );
if ( !cmdDemoFile ) {
common->Printf( "Couldn't open for writing %s\n", demoName );
return;
}
if ( save ) {
cmdDemoFile->Write( &logIndex, sizeof( logIndex ) );
}
SaveCmdDemoToFile( cmdDemoFile );
if ( save ) {
idFile *statsFile = fileSystem->OpenFileWrite( statsName );
if ( statsFile ) {
statsFile->Write( &statIndex, sizeof( statIndex ) );
statsFile->Write( loggedStats, numClients * statIndex * sizeof( loggedStats[0] ) );
fileSystem->CloseFile( statsFile );
}
}
fileSystem->CloseFile( cmdDemoFile );
}
/*
===============
idSessionLocal::FinishCmdLoad
===============
*/
void idSessionLocal::FinishCmdLoad() {
}
/*
===============
idSessionLocal::StartPlayingCmdDemo
===============
*/
void idSessionLocal::StartPlayingCmdDemo(const char *demoName) {
// exit any current game
Stop();
idStr fullDemoName = "demos/";
fullDemoName += demoName;
fullDemoName.DefaultFileExtension( ".cdemo" );
cmdDemoFile = fileSystem->OpenFileRead(fullDemoName);
if ( cmdDemoFile == NULL ) {
common->Printf( "Couldn't open %s\n", fullDemoName.c_str() );
return;
}
guiLoading = uiManager->FindGui( "guis/map/loading.gui", true, false, true );
//cmdDemoFile->Read(&loadGameTime, sizeof(loadGameTime));
LoadCmdDemoFromFile(cmdDemoFile);
// start the map
ExecuteMapChange();
cmdDemoFile = fileSystem->OpenFileRead(fullDemoName);
// have to do this twice as the execmapchange clears the cmddemofile
LoadCmdDemoFromFile(cmdDemoFile);
// run one frame to get the view angles correct
RunGameTic();
}
/*
===============
idSessionLocal::TimeCmdDemo
===============
*/
void idSessionLocal::TimeCmdDemo( const char *demoName ) {
StartPlayingCmdDemo( demoName );
ClearWipe();
UpdateScreen();
int startTime = Sys_Milliseconds();
int count = 0;
int minuteStart, minuteEnd;
float sec;
// run all the frames in sequence
minuteStart = startTime;
while( cmdDemoFile ) {
RunGameTic();
count++;
if ( count / 3600 != ( count - 1 ) / 3600 ) {
minuteEnd = Sys_Milliseconds();
sec = ( minuteEnd - minuteStart ) / 1000.0;
minuteStart = minuteEnd;
common->Printf( "minute %i took %3.1f seconds\n", count / 3600, sec );
UpdateScreen();
}
}
int endTime = Sys_Milliseconds();
sec = ( endTime - startTime ) / 1000.0;
common->Printf( "%i seconds of game, replayed in %5.1f seconds\n", count / 60, sec );
}
/*
===============
idSessionLocal::UnloadMap
Performs cleanup that needs to happen between maps, or when a
game is exited.
Exits with mapSpawned = false
===============
*/
void idSessionLocal::UnloadMap() {
StopPlayingRenderDemo();
// end the current map in the game
if ( game ) {
game->MapShutdown();
}
if ( cmdDemoFile ) {
fileSystem->CloseFile( cmdDemoFile );
cmdDemoFile = NULL;
}
if ( writeDemo ) {
StopRecordingRenderDemo();
}
mapSpawned = false;
}
/*
===============
idSessionLocal::LoadLoadingGui
===============
*/
void idSessionLocal::LoadLoadingGui( const char *mapName ) {
// load / program a gui to stay up on the screen while loading
idStr stripped = mapName;
stripped.StripFileExtension();
stripped.StripPath();
char guiMap[ MAX_STRING_CHARS ];
strncpy( guiMap, va( "guis/map/%s.gui", stripped.c_str() ), MAX_STRING_CHARS );
// give the gamecode a chance to override
game->GetMapLoadingGUI( guiMap );
if ( uiManager->CheckGui( guiMap ) ) {
guiLoading = uiManager->FindGui( guiMap, true, false, true );
} else {
guiLoading = uiManager->FindGui( "guis/map/loading.gui", true, false, true );
}
guiLoading->SetStateFloat( "map_loading", 0.0f );
}
/*
===============
idSessionLocal::GetBytesNeededForMapLoad
===============
*/
int idSessionLocal::GetBytesNeededForMapLoad( const char *mapName ) {
//bc remove the mapdef stuff. Hack to brute force the load bar.
return 200 * 1024 * 1024;
/*
const idDecl *mapDecl = declManager->FindType( DECL_MAPDEF, mapName, false );
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>( mapDecl );
if ( mapDef ) {
return mapDef->dict.GetInt( va("size%d", Max( 0, com_machineSpec.GetInteger() ) ) );
} else {
if ( com_machineSpec.GetInteger() < 2 ) {
return 200 * 1024 * 1024;
} else {
return 400 * 1024 * 1024;
}
}
*/
}
/*
===============
idSessionLocal::SetBytesNeededForMapLoad
===============
*/
void idSessionLocal::SetBytesNeededForMapLoad( const char *mapName, int bytesNeeded ) {
idDecl *mapDecl = const_cast<idDecl *>(declManager->FindType( DECL_MAPDEF, mapName, false ));
idDeclEntityDef *mapDef = static_cast<idDeclEntityDef *>( mapDecl );
if ( com_updateLoadSize.GetBool() && mapDef ) {
// we assume that if com_updateLoadSize is true then the file is writable
mapDef->dict.SetInt( va("size%d", com_machineSpec.GetInteger()), bytesNeeded );
idStr declText = "\nmapDef ";
declText += mapDef->GetName();
declText += " {\n";
for (int i=0; i<mapDef->dict.GetNumKeyVals(); i++) {
const idKeyValue *kv = mapDef->dict.GetKeyVal( i );
if ( kv && (kv->GetKey().Cmp("classname") != 0 ) ) {
declText += "\t\"" + kv->GetKey() + "\"\t\t\"" + kv->GetValue() + "\"\n";
}
}
declText += "}";
mapDef->SetText( declText );
mapDef->ReplaceSourceFileText();
}
}
/*
===============
idSessionLocal::ExecuteMapChange
Performs the initialization of a game based on mapSpawnData, used for both single
player and multiplayer, but not for renderDemos, which don't
create a game at all.
Exits with mapSpawned = true
===============
*/
void idSessionLocal::ExecuteMapChange( bool noFadeWipe ) {
int i;
bool reloadingSameMap;
// close console and remove any prints from the notify lines
console->Close();
if ( IsMultiplayer() ) {
// make sure the mp GUI isn't up, or when players get back in the
// map, mpGame's menu and the gui will be out of sync.
SetGUI( NULL, NULL );
}
// mute sound
soundSystem->SetMute( true );
// clear all menu sounds
menuSoundWorld->ClearAllSoundEmitters();
// unpause the game sound world
// NOTE: we UnPause again later down. not sure this is needed
if ( sw->IsPaused() ) {
sw->UnPause();
}
if ( !noFadeWipe ) {
// capture the current screen and start a wipe
StartWipe( "wipeMaterial", true );
// immediately complete the wipe to fade out the level transition
// run the wipe to completion
CompleteWipe();
}
// extract the map name from serverinfo
idStr mapString = mapSpawnData.serverInfo.GetString( "si_map" );
idStr fullMapName = "maps/";
fullMapName += mapString;
fullMapName.StripFileExtension();
// shut down the existing game if it is running
UnloadMap();
// don't do the deferred caching if we are reloading the same map
if ( fullMapName == currentMapName ) {
reloadingSameMap = true;
} else {
reloadingSameMap = false;
currentMapName = fullMapName;
}
// note which media we are going to need to load
if ( !reloadingSameMap ) {
declManager->BeginLevelLoad();
renderSystem->BeginLevelLoad();
soundSystem->BeginLevelLoad();
}
uiManager->BeginLevelLoad();
uiManager->Reload( true );
// set the loading gui that we will wipe to
LoadLoadingGui( mapString );
// cause prints to force screen updates as a pacifier,
// and draw the loading gui instead of game draws
insideExecuteMapChange = true;
// if this works out we will probably want all the sizes in a def file although this solution will
// work for new maps etc. after the first load. we can also drop the sizes into the default.cfg
fileSystem->ResetReadCount();
if ( !reloadingSameMap ) {
bytesNeededForMapLoad = GetBytesNeededForMapLoad( mapString.c_str() );
} else {
bytesNeededForMapLoad = 30 * 1024 * 1024;
}
ClearWipe();
// let the loading gui spin for 1 second to animate out
ShowLoadingGui();
// note any warning prints that happen during the load process
common->ClearWarnings( mapString );
// release the mouse cursor
// before we do this potentially long operation
Sys_GrabMouseCursor( false );
// if net play, we get the number of clients during mapSpawnInfo processing
if ( !idAsyncNetwork::IsActive() ) {
numClients = 1;
}
int start = Sys_Milliseconds();
common->Printf( "--------- Map Initialization ---------\n" );
common->Printf( "Map: %s\n", mapString.c_str() );
// let the renderSystem load all the geometry
if ( !rw->InitFromMap( fullMapName ) ) {
common->Error( "couldn't load %s", fullMapName.c_str() );
}
// for the synchronous networking we needed to roll the angles over from
// level to level, but now we can just clear everything
usercmdGen->InitForNewMap();
memset( &mapSpawnData.mapSpawnUsercmd, 0, sizeof( mapSpawnData.mapSpawnUsercmd ) );
// set the user info
for ( i = 0; i < numClients; i++ ) {
game->SetUserInfo( i, mapSpawnData.userInfo[i], idAsyncNetwork::client.IsActive(), false );
game->SetPersistentPlayerInfo( i, mapSpawnData.persistentPlayerInfo[i] );
}
// load and spawn all other entities ( from a savegame possibly )
if ( loadingSaveGame && savegameFile ) {
if ( game->InitFromSaveGame( fullMapName + ".map", rw, sw, savegameFile ) == false ) {
// If the loadgame failed, restart the map with the player persistent data
loadingSaveGame = false;
fileSystem->CloseFile( savegameFile );
savegameFile = NULL;
game->SetServerInfo( mapSpawnData.serverInfo );
game->InitFromNewMap( fullMapName + ".map", rw, sw, idAsyncNetwork::server.IsActive(), idAsyncNetwork::client.IsActive(), Sys_Milliseconds() );
}
} else {
game->SetServerInfo( mapSpawnData.serverInfo );
game->InitFromNewMap( fullMapName + ".map", rw, sw, idAsyncNetwork::server.IsActive(), idAsyncNetwork::client.IsActive(), Sys_Milliseconds() );
}
if ( !idAsyncNetwork::IsActive() && !loadingSaveGame ) {
// spawn players
for ( i = 0; i < numClients; i++ ) {
game->SpawnPlayer( i );
}
}
// actually purge/load the media
if ( !reloadingSameMap ) {
renderSystem->EndLevelLoad();
soundSystem->EndLevelLoad( mapString.c_str() );
declManager->EndLevelLoad();
SetBytesNeededForMapLoad( mapString.c_str(), fileSystem->GetReadCount() );
}
uiManager->EndLevelLoad();
if ( !idAsyncNetwork::IsActive() && !loadingSaveGame ) {
// run a few frames to allow everything to settle
for ( i = 0; i < 10; i++ ) {
game->RunFrame( mapSpawnData.mapSpawnUsercmd );
}
}
common->Printf ("-----------------------------------\n");
int msec = Sys_Milliseconds() - start;
common->Printf( "%6d msec to load %s\n", msec, mapString.c_str() );
// let the renderSystem generate interactions now that everything is spawned
rw->GenerateAllInteractions();
common->PrintWarnings();
if ( guiLoading && bytesNeededForMapLoad ) {
float pct = guiLoading->State().GetFloat( "map_loading" );
if ( pct < 0.0f ) {
pct = 0.0f;
}
while ( pct < 1.0f ) {
guiLoading->SetStateFloat( "map_loading", pct );
guiLoading->StateChanged( com_frameTime );
Sys_GenerateEvents();
UpdateScreen();
pct += 0.05f;
}
}
// capture the current screen and start a wipe
StartWipe( "wipe2Material" );
usercmdGen->Clear();
// start saving commands for possible writeCmdDemo usage
logIndex = 0;
statIndex = 0;
lastSaveIndex = 0;
// don't bother spinning over all the tics we spent loading
lastGameTic = latchedTicNumber = com_ticNumber;
// remove any prints from the notify lines
console->ClearNotifyLines();
// stop drawing the laoding screen
insideExecuteMapChange = false;
Sys_SetPhysicalWorkMemory( -1, -1 );
// set the game sound world for playback
soundSystem->SetPlayingSoundWorld( sw );
// when loading a save game the sound is paused
if ( sw->IsPaused() ) {
// unpause the game sound world
sw->UnPause();
}
// restart entity sound playback
soundSystem->SetMute( false );
// we are valid for game draws now
mapSpawned = true;
Sys_ClearEvents();
}
/*
===============
LoadGame_f
===============
*/
void LoadGame_f( const idCmdArgs &args ) {
console->Close();
if ( args.Argc() < 2 || idStr::Icmp(args.Argv(1), "quick" ) == 0 ) {
idStr saveName = common->GetLanguageDict()->GetString( "#str_07178" );
sessLocal.LoadGame( saveName );
} else {
sessLocal.LoadGame( args.Argv(1) );
}
}
/*
===============
SaveGame_f
===============
*/
void SaveGame_f( const idCmdArgs &args ) {
if ( args.Argc() < 2 || idStr::Icmp( args.Argv(1), "quick" ) == 0 ) {
idStr saveName = common->GetLanguageDict()->GetString( "#str_07178" );
if ( sessLocal.SaveGame( saveName ) ) {
common->Printf( "%s\n", saveName.c_str() );
}
} else {
if ( sessLocal.SaveGame( args.Argv(1) ) ) {
common->Printf( "Saved %s\n", args.Argv(1) );
}
}
}
/*
===============
TakeViewNotes_f
===============
*/
void TakeViewNotes_f( const idCmdArgs &args ) {
const char *p = ( args.Argc() > 1 ) ? args.Argv( 1 ) : "";
sessLocal.TakeNotes( p );
}
/*
===============
TakeViewNotes2_f
===============
*/
void TakeViewNotes2_f( const idCmdArgs &args ) {
const char *p = ( args.Argc() > 1 ) ? args.Argv( 1 ) : "";
sessLocal.TakeNotes( p, true );
}
/*
===============
idSessionLocal::TakeNotes
===============
*/
void idSessionLocal::TakeNotes( const char *p, bool extended ) {
if ( !mapSpawned ) {
common->Printf( "No map loaded!\n" );
return;
}
if ( extended ) {
guiTakeNotes = uiManager->FindGui( "guis/takeNotes2.gui", true, false, true );
#if 0
const char *people[] = {
"Nobody", "Adam", "Brandon", "David", "PHook", "Jay", "Jake",
"PatJ", "Brett", "Ted", "Darin", "Brian", "Sean"
};
#else
const char *people[] = {
"Tim", "Kenneth", "Robert",
"Matt", "Mal", "Jerry", "Steve", "Pat",
"Xian", "Ed", "Fred", "James", "Eric", "Andy", "Seneca", "Patrick", "Kevin",
"MrElusive", "Jim", "Brian", "John", "Adrian", "Nobody"
};
#endif
const int numPeople = sizeof( people ) / sizeof( people[0] );
idListGUI * guiList_people = uiManager->AllocListGUI();
guiList_people->Config( guiTakeNotes, "person" );
for ( int i = 0; i < numPeople; i++ ) {
guiList_people->Push( people[i] );
}
uiManager->FreeListGUI( guiList_people );
} else {
guiTakeNotes = uiManager->FindGui( "guis/takeNotes.gui", true, false, true );
}
SetGUI( guiTakeNotes, NULL );
guiActive->SetStateString( "note", "" );
guiActive->SetStateString( "notefile", p );
guiActive->SetStateBool( "extended", extended );
guiActive->Activate( true, com_frameTime );
}
/*
===============
Session_Hitch_f
===============
*/
void Session_Hitch_f( const idCmdArgs &args ) {
idSoundWorld *sw = soundSystem->GetPlayingSoundWorld();
if ( sw ) {
soundSystem->SetMute(true);
sw->Pause();
Sys_EnterCriticalSection();
}
if ( args.Argc() == 2 ) {
Sys_Sleep( atoi(args.Argv(1)) );
} else {
Sys_Sleep( 100 );
}
if ( sw ) {
Sys_LeaveCriticalSection();
sw->UnPause();
soundSystem->SetMute(false);
}
}
/*
===============
idSessionLocal::ScrubSaveGameFileName
Turns a bad file name into a good one or your money back
===============
*/
void idSessionLocal::ScrubSaveGameFileName( idStr &saveFileName ) const {
int i;
idStr inFileName;
inFileName = saveFileName;
inFileName.RemoveColors();
inFileName.StripFileExtension();
saveFileName.Clear();
int len = inFileName.Length();
for ( i = 0; i < len; i++ ) {
if ( strchr( "',.~!@#$%^&*()[]{}<>\\|/=?+;:-\'\"", inFileName[i] ) ) {
// random junk
saveFileName += '_';
} else if ( (const unsigned char)inFileName[i] >= 128 ) {
// high ascii chars
saveFileName += '_';
} else if ( inFileName[i] == ' ' ) {
saveFileName += '_';
} else {
saveFileName += inFileName[i];
}
}
}
/*
===============
idSessionLocal::SaveGame
===============
*/
bool idSessionLocal::SaveGame( const char *saveName, bool autosave ) {
//bc prohibit saving on some maps.
if (!game->CanSave())
{
return false;
}
#ifdef ID_DEDICATED
common->Printf( "Dedicated servers cannot save games.\n" );
return false;
#else
int i;
idStr gameFile, previewFile, descriptionFile, mapName;
if ( !mapSpawned ) {
common->Printf( "Not playing a game.\n" );
return false;
}
if ( IsMultiplayer() ) {
common->Printf( "Can't save during net play.\n" );
return false;
}
if ( game->GetPersistentPlayerInfo( 0 ).GetInt( "health" ) <= 0 ) {
MessageBox( MSG_OK, common->GetLanguageDict()->GetString ( "#str_04311" ), common->GetLanguageDict()->GetString ( "#str_04312" ), true );
common->Printf( "You must be alive to save the game\n" );
return false;
}
if ( Sys_GetDriveFreeSpace( cvarSystem->GetCVarString( "fs_savepath" ) ) < 25 ) {
MessageBox( MSG_OK, common->GetLanguageDict()->GetString ( "#str_04313" ), common->GetLanguageDict()->GetString ( "#str_04314" ), true );
common->Printf( "Not enough drive space to save the game\n" );
return false;
}
idSoundWorld *pauseWorld = soundSystem->GetPlayingSoundWorld();
if ( pauseWorld ) {
pauseWorld->Pause();
soundSystem->SetPlayingSoundWorld( NULL );
}
// setup up filenames and paths
gameFile = saveName;
ScrubSaveGameFileName( gameFile );
gameFile = "savegames/" + gameFile;
gameFile.SetFileExtension( ".save" );
//bc
//previewFile = gameFile;
//previewFile.SetFileExtension( ".tga" );
descriptionFile = gameFile;
descriptionFile.SetFileExtension( ".txt" );
//bc this is where files are written...
// Open savegame file
idFile *fileOut = fileSystem->OpenFileWrite( gameFile );
if ( fileOut == NULL ) {
common->Warning( "Failed to open save file '%s'\n", gameFile.c_str() );
if ( pauseWorld ) {
soundSystem->SetPlayingSoundWorld( pauseWorld );
pauseWorld->UnPause();
}
return false;
}
// Write SaveGame Header:
// Game Name / Version / Map Name / Persistant Player Info
// game
const char *gamename = GAME_NAME;
fileOut->WriteString( gamename );
// version
fileOut->WriteInt( SAVEGAME_VERSION );
// map
mapName = mapSpawnData.serverInfo.GetString( "si_map" );
fileOut->WriteString( mapName );
// persistent player info
for ( i = 0; i < MAX_ASYNC_CLIENTS; i++ ) {
mapSpawnData.persistentPlayerInfo[i] = game->GetPersistentPlayerInfo( i );
mapSpawnData.persistentPlayerInfo[i].WriteToFileHandle( fileOut );
}
// let the game save its state
game->SaveGame( fileOut );
// close the sava game file
fileSystem->CloseFile( fileOut );
// Write screenshot
//bc
/*
if ( !autosave ) {
renderSystem->CropRenderSize( 320, 240, false );
game->Draw( 0 );
renderSystem->CaptureRenderToFile( previewFile, true );
renderSystem->UnCrop();
}*/
// Write description, which is just a text file with
// the unclean save name on line 1, map name on line 2, screenshot on line 3
idFile *fileDesc = fileSystem->OpenFileWrite( descriptionFile );
if ( fileDesc == NULL ) {
common->Warning( "Failed to open description file '%s'\n", descriptionFile.c_str() );
if ( pauseWorld ) {
soundSystem->SetPlayingSoundWorld( pauseWorld );
pauseWorld->UnPause();
}
return false;
}
idStr description = saveName;
description.Replace( "\\", "\\\\" );
description.Replace( "\"", "\\\"" );
const idDeclEntityDef *mapDef = static_cast<const idDeclEntityDef *>(declManager->FindType( DECL_MAPDEF, mapName, false ));
if ( mapDef ) {
mapName = common->GetLanguageDict()->GetString( mapDef->dict.GetString( "name", mapName ) );
}
fileDesc->Printf( "\"%s\"\n", description.c_str() );
fileDesc->Printf( "\"%s\"\n", mapName.c_str());
fileDesc->Printf( "\"\"\n" );
fileSystem->CloseFile( fileDesc );
#ifdef STEAM // Steam builds just save an extra copy to the cloud.
SteamCloudSave(gameFile.c_str(), descriptionFile.c_str() );
#endif
if ( pauseWorld ) {
soundSystem->SetPlayingSoundWorld( pauseWorld );
pauseWorld->UnPause();
}
syncNextGameFrame = true;
return true;
#endif
}
#ifdef STEAM
void idSessionLocal::SteamCloudSave(const char *savefile, const char *descFile)
{
if (!game->GetSteamInitialized())
return;
ISteamRemoteStorage* remote_storage = SteamRemoteStorage();
if (!remote_storage)
{
common->Printf("STEAM: cloud save failed to initialize.\n");
return;
}
// Load up the save files from disk.
void* gameBuffer = NULL;
int gameBufferLength = fileSystem->ReadFile(savefile, &gameBuffer);
void* txtBuffer = NULL;
int txtBufferLength = fileSystem->ReadFile(descFile, &txtBuffer);
idStr gameFile;
idStr txtFile;
{ // generate the cloud save path.
idStr basefile;
basefile = cvarSystem->GetCVarString( "fs_game" );
if (basefile.IsEmpty())
{
basefile = "base";
}
gameFile = va("%s/%s", basefile.c_str(), savefile);
txtFile = va("%s/%s", basefile.c_str(), descFile);
}
if (gameBufferLength > 0 && remote_storage->FileWrite(gameFile.c_str(), gameBuffer, gameBufferLength)
&& txtBufferLength > 0 && remote_storage->FileWrite(txtFile.c_str(), txtBuffer, txtBufferLength) )
{
common->Printf("STEAM: cloud save successful.\n");
}
else
{
common->Printf("STEAM: cloud save failed.\n");
}
fileSystem->FreeFile(txtBuffer);
fileSystem->FreeFile(gameBuffer);
}
#endif
/*
===============
idSessionLocal::LoadGame
===============
*/
bool idSessionLocal::LoadGame( const char *saveName ) {
#ifdef ID_DEDICATED
common->Printf( "Dedicated servers cannot load games.\n" );
return false;
#else
int i;
idStr in, loadFile, saveMap, gamename;
if ( IsMultiplayer() ) {
common->Printf( "Can't load during net play.\n" );
return false;
}
//Hide the dialog box if it is up.
StopBox();
loadFile = saveName;
ScrubSaveGameFileName( loadFile );
loadFile.SetFileExtension( ".save" );
in = "savegames/";
in += loadFile;
// Open savegame file
// only allow loads from the game directory because we don't want a base game to load
idStr game = cvarSystem->GetCVarString( "fs_game" );
savegameFile = fileSystem->OpenFileRead( in, true, game.Length() ? game : NULL );
if ( savegameFile == NULL ) {
common->Warning( "Couldn't open savegame file %s", in.c_str() );
return false;
}
loadingSaveGame = true;
// Read in save game header
// Game Name / Version / Map Name / Persistant Player Info
// game
savegameFile->ReadString( gamename );
// if this isn't a savegame for the correct game, abort loadgame
if ( gamename != GAME_NAME ) {
common->Warning( "Attempted to load an invalid savegame: %s", in.c_str() );
loadingSaveGame = false;
fileSystem->CloseFile( savegameFile );
savegameFile = NULL;
return false;
}
// version
savegameFile->ReadInt( savegameVersion );
// map
savegameFile->ReadString( saveMap );
// persistent player info
for ( i = 0; i < MAX_ASYNC_CLIENTS; i++ ) {
mapSpawnData.persistentPlayerInfo[i].ReadFromFileHandle( savegameFile );
}
// check the version, if it doesn't match, cancel the loadgame,
// but still load the map with the persistant playerInfo from the header
// so that the player doesn't lose too much progress.
if ( savegameVersion != SAVEGAME_VERSION &&
!( savegameVersion == 16 && SAVEGAME_VERSION == 17 ) ) { // handle savegame v16 in v17
common->Warning( "Savegame Version mismatch: aborting loadgame and starting level with persistent data" );
loadingSaveGame = false;
fileSystem->CloseFile( savegameFile );
savegameFile = NULL;
}
common->DPrintf( "loading a v%d savegame\n", savegameVersion );
if ( saveMap.Length() > 0 ) {
// Start loading map
mapSpawnData.serverInfo.Clear();
mapSpawnData.serverInfo = *cvarSystem->MoveCVarsToDict( CVAR_SERVERINFO );
mapSpawnData.serverInfo.Set( "si_gameType", "singleplayer" );
mapSpawnData.serverInfo.Set( "si_map", saveMap );
mapSpawnData.syncedCVars.Clear();
mapSpawnData.syncedCVars = *cvarSystem->MoveCVarsToDict( CVAR_NETWORKSYNC );
mapSpawnData.mapSpawnUsercmd[0] = usercmdGen->TicCmd( latchedTicNumber );
// make sure no buttons are pressed
mapSpawnData.mapSpawnUsercmd[0].buttons = 0;
ExecuteMapChange();
SetGUI( NULL, NULL );
}
if ( loadingSaveGame ) {
fileSystem->CloseFile( savegameFile );
loadingSaveGame = false;
savegameFile = NULL;
}
return true;
#endif
}
/*
===============
idSessionLocal::ProcessEvent
===============
*/
bool idSessionLocal::ProcessEvent( const sysEvent_t *event ) {
// hitting escape anywhere brings up the menu
if ( !guiActive && event->evType == SE_KEY && event->evValue2 == 1 && event->evValue == K_ESCAPE ) {
console->Close();
if ( game ) {
idUserInterface *gui = NULL;
escReply_t op;
op = game->HandleESC( &gui );
if ( op == ESC_IGNORE ) {
return true;
} else if ( op == ESC_GUI ) {
SetGUI( gui, NULL );
return true;
}
}
StartMenu();
return true;
}
// let the pull-down console take it if desired
if ( console->ProcessEvent( event, false ) ) {
return true;
}
// if we are testing a GUI, send all events to it
if ( guiTest ) {
// hitting escape exits the testgui
if ( event->evType == SE_KEY && event->evValue2 == 1 && event->evValue == K_ESCAPE ) {
guiTest = NULL;
return true;
}
static const char *cmd;
cmd = guiTest->HandleEvent( event, com_frameTime );
if ( cmd && cmd[0] ) {
common->Printf( "testGui event returned: '%s'\n", cmd );
}
return true;
}
// menus / etc
if ( guiActive ) {
MenuEvent( event );
return true;
}
// if we aren't in a game, force the console to take it
if ( !mapSpawned ) {
console->ProcessEvent( event, true );
return true;
}
// in game, exec bindings for all key downs
if ( event->evType == SE_KEY && event->evValue2 == 1 ) {
idKeyInput::ExecKeyBinding( event->evValue );
return true;
}
return false;
}
/*
===============
idSessionLocal::DrawWipeModel
Draw the fade material over everything that has been drawn
===============
*/
void idSessionLocal::DrawWipeModel() {
int latchedTic = com_ticNumber;
if ( wipeStartTic >= wipeStopTic ) {
return;
}
if ( !wipeHold && latchedTic >= wipeStopTic ) {
return;
}
float fade = ( float )( latchedTic - wipeStartTic ) / ( wipeStopTic - wipeStartTic );
renderSystem->SetColor4( 1, 1, 1, fade );
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, wipeMaterial );
}
/*
===============
idSessionLocal::AdvanceRenderDemo
===============
*/
void idSessionLocal::AdvanceRenderDemo( bool singleFrameOnly ) {
if ( lastDemoTic == -1 ) {
lastDemoTic = latchedTicNumber - 1;
}
int skipFrames = 0;
if ( !aviCaptureMode && !timeDemo && !singleFrameOnly ) {
skipFrames = ( (latchedTicNumber - lastDemoTic) / USERCMD_PER_DEMO_FRAME ) - 1;
// never skip too many frames, just let it go into slightly slow motion
if ( skipFrames > 4 ) {
skipFrames = 4;
}
lastDemoTic = latchedTicNumber - latchedTicNumber % USERCMD_PER_DEMO_FRAME;
} else {
// always advance a single frame with avidemo and timedemo
lastDemoTic = latchedTicNumber;
}
while( skipFrames > -1 ) {
int ds = DS_FINISHED;
readDemo->ReadInt( ds );
if ( ds == DS_FINISHED ) {
if ( numDemoFrames != 1 ) {
// if the demo has a single frame (a demoShot), continuously replay
// the renderView that has already been read
Stop();
StartMenu();
}
break;
}
if ( ds == DS_RENDER ) {
if ( rw->ProcessDemoCommand( readDemo, &currentDemoRenderView, &demoTimeOffset ) ) {
// a view is ready to render
skipFrames--;
numDemoFrames++;
}
continue;
}
if ( ds == DS_SOUND ) {
sw->ProcessDemoCommand( readDemo );
continue;
}
// appears in v1.2, with savegame format 17
if ( ds == DS_VERSION ) {
readDemo->ReadInt( renderdemoVersion );
common->Printf( "reading a v%d render demo\n", renderdemoVersion );
// set the savegameVersion to current for render demo paths that share the savegame paths
savegameVersion = SAVEGAME_VERSION;
continue;
}
common->Error( "Bad render demo token" );
}
if ( com_showDemo.GetBool() ) {
common->Printf( "frame:%i DemoTic:%i latched:%i skip:%i\n", numDemoFrames, lastDemoTic, latchedTicNumber, skipFrames );
}
}
/*
===============
idSessionLocal::DrawCmdGraph
Graphs yaw angle for testing smoothness
===============
*/
static const int ANGLE_GRAPH_HEIGHT = 128;
static const int ANGLE_GRAPH_STRETCH = 3;
void idSessionLocal::DrawCmdGraph() {
if ( !com_showAngles.GetBool() ) {
return;
}
renderSystem->SetColor4( 0.1f, 0.1f, 0.1f, 1.0f );
renderSystem->DrawStretchPic( 0, 480-ANGLE_GRAPH_HEIGHT, MAX_BUFFERED_USERCMD*ANGLE_GRAPH_STRETCH, ANGLE_GRAPH_HEIGHT, 0, 0, 1, 1, whiteMaterial );
renderSystem->SetColor4( 0.9f, 0.9f, 0.9f, 1.0f );
for ( int i = 0 ; i < MAX_BUFFERED_USERCMD-4 ; i++ ) {
usercmd_t cmd = usercmdGen->TicCmd( latchedTicNumber - (MAX_BUFFERED_USERCMD-4) + i );
int h = cmd.angles[1];
h >>= 8;
h &= (ANGLE_GRAPH_HEIGHT-1);
renderSystem->DrawStretchPic( i* ANGLE_GRAPH_STRETCH, 480-h, 1, h, 0, 0, 1, 1, whiteMaterial );
}
}
/*
===============
idSessionLocal::PacifierUpdate
===============
*/
void idSessionLocal::PacifierUpdate() {
if ( !insideExecuteMapChange ) {
return;
}
// never do pacifier screen updates while inside the
// drawing code, or we can have various recursive problems
if ( insideUpdateScreen ) {
return;
}
int time = eventLoop->Milliseconds();
if ( time - lastPacifierTime < 100 ) {
return;
}
lastPacifierTime = time;
if ( guiLoading && bytesNeededForMapLoad ) {
float n = fileSystem->GetReadCount();
float pct = ( n / bytesNeededForMapLoad );
pct = idMath::ClampFloat( 0.0f, 100.0f, pct );
guiLoading->SetStateFloat( "map_loading", pct );
guiLoading->StateChanged( com_frameTime );
}
Sys_GenerateEvents();
UpdateScreen();
idAsyncNetwork::client.PacifierUpdate();
idAsyncNetwork::server.PacifierUpdate();
}
/*
===============
idSessionLocal::Draw
===============
*/
void idSessionLocal::Draw() {
bool fullConsole = false;
if ( insideExecuteMapChange ) {
if ( guiLoading ) {
guiLoading->Redraw( com_frameTime );
}
if ( guiActive == guiMsg ) {
guiMsg->Redraw( com_frameTime );
}
} else if ( guiTest ) {
// if testing a gui, clear the screen and draw it
// clear the background, in case the tested gui is transparent
// NOTE that you can't use this for aviGame recording, it will tick at real com_frameTime between screenshots..
renderSystem->SetColor( colorBlack );
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) );
guiTest->Redraw( com_frameTime );
} else if ( guiActive && !guiActive->State().GetBool( "gameDraw" ) ) {
// draw the frozen gui in the background
if ( guiActive == guiMsg && guiMsgRestore ) {
guiMsgRestore->Redraw( com_frameTime );
}
// draw the menus full screen
if ( guiActive == guiTakeNotes && !com_skipGameDraw.GetBool() ) {
game->Draw( GetLocalClientNum() );
}
guiActive->Redraw( com_frameTime );
} else if ( readDemo ) {
rw->RenderScene( &currentDemoRenderView );
renderSystem->DrawDemoPics();
} else if ( mapSpawned ) {
bool gameDraw = false;
// normal drawing for both single and multi player
if ( !com_skipGameDraw.GetBool() && GetLocalClientNum() >= 0 ) {
// draw the game view
int start = Sys_Milliseconds();
gameDraw = game->Draw( GetLocalClientNum() );
int end = Sys_Milliseconds();
time_gameDraw += ( end - start ); // note time used for com_speeds
}
if ( !gameDraw ) {
renderSystem->SetColor( colorBlack );
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) );
}
// save off the 2D drawing from the game
if ( writeDemo ) {
renderSystem->WriteDemoPics();
}
} else {
#if ID_CONSOLE_LOCK
if ( com_allowConsole.GetBool() ) {
console->Draw( true );
} else {
emptyDrawCount++;
if ( emptyDrawCount > 5 ) {
// it's best if you can avoid triggering the watchgod by doing the right thing somewhere else
assert( false );
common->Warning( "idSession: triggering mainmenu watchdog" );
emptyDrawCount = 0;
StartMenu();
}
renderSystem->SetColor4( 0, 0, 0, 1 );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) );
}
#else
// draw the console full screen - this should only ever happen in developer builds
console->Draw( true );
#endif
fullConsole = true;
}
#if ID_CONSOLE_LOCK
if ( !fullConsole && emptyDrawCount ) {
common->DPrintf( "idSession: %d empty frame draws\n", emptyDrawCount );
emptyDrawCount = 0;
}
fullConsole = false;
#endif
// draw the wipe material on top of this if it hasn't completed yet
DrawWipeModel();
// draw debug graphs
DrawCmdGraph();
// draw the half console / notify console on top of everything
if ( !fullConsole ) {
console->Draw( false );
}
}
/*
===============
idSessionLocal::UpdateScreen
===============
*/
void idSessionLocal::UpdateScreen( bool outOfSequence ) {
#ifdef _WIN32
if ( com_editors ) {
if ( !Sys_IsWindowVisible() ) {
return;
}
}
#endif
if ( insideUpdateScreen ) {
return;
// common->FatalError( "idSessionLocal::UpdateScreen: recursively called" );
}
insideUpdateScreen = true;
// if this is a long-operation update and we are in windowed mode,
// release the mouse capture back to the desktop
if ( outOfSequence ) {
Sys_GrabMouseCursor( false );
}
renderSystem->BeginFrame( renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight() );
// draw everything
Draw();
if ( com_speeds.GetBool() ) {
renderSystem->EndFrame( &time_frontend, &time_backend );
} else {
renderSystem->EndFrame( NULL, NULL );
}
insideUpdateScreen = false;
}
/*
===============
idSessionLocal::Frame
===============
*/
void idSessionLocal::Frame() {
if ( com_asyncSound.GetInteger() == 0 ) {
soundSystem->AsyncUpdate( Sys_Milliseconds() );
}
// Editors that completely take over the game
if ( com_editorActive && ( com_editors & ( EDITOR_RADIANT | EDITOR_GUI ) ) ) {
return;
}
// if the console is down, we don't need to hold
// the mouse cursor
if ( console->Active() || com_editorActive ) {
Sys_GrabMouseCursor( false );
} else {
Sys_GrabMouseCursor( true );
}
// save the screenshot and audio from the last draw if needed
if ( aviCaptureMode ) {
idStr name;
name = va("demos/%s/%s_%05i.tga", aviDemoShortName.c_str(), aviDemoShortName.c_str(), aviTicStart );
float ratio = 30.0f / ( 1000.0f / USERCMD_MSEC / com_aviDemoTics.GetInteger() );
aviDemoFrameCount += ratio;
if ( aviTicStart + 1 != ( int )aviDemoFrameCount ) {
// skipped frames so write them out
int c = aviDemoFrameCount - aviTicStart;
while ( c-- ) {
renderSystem->TakeScreenshot( com_aviDemoWidth.GetInteger(), com_aviDemoHeight.GetInteger(), name, com_aviDemoSamples.GetInteger(), NULL );
name = va("demos/%s/%s_%05i.tga", aviDemoShortName.c_str(), aviDemoShortName.c_str(), ++aviTicStart );
}
}
aviTicStart = aviDemoFrameCount;
// remove any printed lines at the top before taking the screenshot
console->ClearNotifyLines();
// this will call Draw, possibly multiple times if com_aviDemoSamples is > 1
renderSystem->TakeScreenshot( com_aviDemoWidth.GetInteger(), com_aviDemoHeight.GetInteger(), name, com_aviDemoSamples.GetInteger(), NULL );
}
// at startup, we may be backwards
if ( latchedTicNumber > com_ticNumber ) {
latchedTicNumber = com_ticNumber;
}
// se how many tics we should have before continuing
int minTic = latchedTicNumber + 1;
if ( com_minTics.GetInteger() > 1 ) {
minTic = lastGameTic + com_minTics.GetInteger();
}
if ( readDemo ) {
if ( !timeDemo && numDemoFrames != 1 ) {
minTic = lastDemoTic + USERCMD_PER_DEMO_FRAME;
} else {
// timedemos and demoshots will run as fast as they can, other demos
// will not run more than 30 hz
minTic = latchedTicNumber;
}
} else if ( writeDemo ) {
minTic = lastGameTic + USERCMD_PER_DEMO_FRAME; // demos are recorded at 30 hz
}
// fixedTic lets us run a forced number of usercmd each frame without timing
if ( com_fixedTic.GetInteger() ) {
minTic = latchedTicNumber;
}
// FIXME: deserves a cleanup and abstraction
#if defined( _WIN32 )
// Spin in place if needed. The game should yield the cpu if
// it is running over 60 hz, because there is fundamentally
// nothing useful for it to do.
while( 1 ) {
latchedTicNumber = com_ticNumber;
if ( latchedTicNumber >= minTic ) {
break;
}
Sys_Sleep( 1 );
}
#else
while( 1 ) {
latchedTicNumber = com_ticNumber;
if ( latchedTicNumber >= minTic ) {
break;
}
Sys_WaitForEvent( TRIGGER_EVENT_ONE );
}
#endif
if ( authEmitTimeout ) {
// waiting for a game auth
if ( Sys_Milliseconds() > authEmitTimeout ) {
// expired with no reply
// means that if a firewall is blocking the master, we will let through
common->DPrintf( "no reply from auth\n" );
if ( authWaitBox ) {
// close the wait box
StopBox();
authWaitBox = false;
}
if ( cdkey_state == CDKEY_CHECKING ) {
cdkey_state = CDKEY_OK;
}
if ( xpkey_state == CDKEY_CHECKING ) {
xpkey_state = CDKEY_OK;
}
// maintain this empty as it's set by auth denials
authMsg.Empty();
authEmitTimeout = 0;
SetCDKeyGuiVars();
}
}
// send frame and mouse events to active guis
GuiFrameEvents();
// advance demos
if ( readDemo ) {
AdvanceRenderDemo( false );
return;
}
//------------ single player game tics --------------
if ( !mapSpawned || guiActive ) {
if ( !com_asyncInput.GetBool() ) {
// early exit, won't do RunGameTic .. but still need to update mouse position for GUIs
usercmdGen->GetDirectUsercmd();
}
}
if ( !mapSpawned ) {
return;
}
//bc comment out to let the game run while a gui is active. WILL THIS BREAK THE ENTIRE GAME????? (maybe)
//if ( guiActive )
{
//lastGameTic = latchedTicNumber;
//return;
}
// in message box / GUIFrame, idSessionLocal::Frame is used for GUI interactivity
// but we early exit to avoid running game frames
if ( idAsyncNetwork::IsActive() ) {
return;
}
// check for user info changes
if ( cvarSystem->GetModifiedFlags() & CVAR_USERINFO ) {
mapSpawnData.userInfo[0] = *cvarSystem->MoveCVarsToDict( CVAR_USERINFO );
game->SetUserInfo( 0, mapSpawnData.userInfo[0], false, false );
cvarSystem->ClearModifiedFlags( CVAR_USERINFO );
}
// see how many usercmds we are going to run
int numCmdsToRun = latchedTicNumber - lastGameTic;
// don't let a long onDemand sound load unsync everything
if ( timeHitch ) {
int skip = timeHitch / USERCMD_MSEC;
lastGameTic += skip;
numCmdsToRun -= skip;
timeHitch = 0;
}
// don't get too far behind after a hitch
if ( numCmdsToRun > 10 ) {
lastGameTic = latchedTicNumber - 10;
}
// never use more than USERCMD_PER_DEMO_FRAME,
// which makes it go into slow motion when recording
if ( writeDemo ) {
int fixedTic = USERCMD_PER_DEMO_FRAME;
// we should have waited long enough
if ( numCmdsToRun < fixedTic ) {
common->Error( "idSessionLocal::Frame: numCmdsToRun < fixedTic" );
}
// we may need to dump older commands
lastGameTic = latchedTicNumber - fixedTic;
} else if ( com_fixedTic.GetInteger() > 0 ) {
// this may cause commands run in a previous frame to
// be run again if we are going at above the real time rate
lastGameTic = latchedTicNumber - com_fixedTic.GetInteger();
} else if ( aviCaptureMode ) {
lastGameTic = latchedTicNumber - com_aviDemoTics.GetInteger();
}
// force only one game frame update this frame. the game code requests this after skipping cinematics
// so we come back immediately after the cinematic is done instead of a few frames later which can
// cause sounds played right after the cinematic to not play.
if ( syncNextGameFrame ) {
lastGameTic = latchedTicNumber - 1;
syncNextGameFrame = false;
}
// create client commands, which will be sent directly
// to the game
if ( com_showTics.GetBool() ) {
common->Printf( "%i ", latchedTicNumber - lastGameTic );
}
int gameTicsToRun = latchedTicNumber - lastGameTic;
int i;
for ( i = 0 ; i < gameTicsToRun ; i++ ) {
RunGameTic();
if ( !mapSpawned ) {
// exited game play
break;
}
if ( syncNextGameFrame ) {
// long game frame, so break out and continue executing as if there was no hitch
break;
}
}
}
/*
================
idSessionLocal::RunGameTic
================
*/
void idSessionLocal::RunGameTic() {
logCmd_t logCmd;
usercmd_t cmd;
// if we are doing a command demo, read or write from the file
if ( cmdDemoFile ) {
if ( !cmdDemoFile->Read( &logCmd, sizeof( logCmd ) ) ) {
common->Printf( "Command demo completed at logIndex %i\n", logIndex );
fileSystem->CloseFile( cmdDemoFile );
cmdDemoFile = NULL;
if ( aviCaptureMode ) {
EndAVICapture();
Shutdown();
}
// we fall out of the demo to normal commands
// the impulse and chat character toggles may not be correct, and the view
// angle will definitely be wrong
} else {
cmd = logCmd.cmd;
cmd.ByteSwap();
logCmd.consistencyHash = LittleLong( logCmd.consistencyHash );
}
}
// if we didn't get one from the file, get it locally
if ( !cmdDemoFile ) {
// get a locally created command
if ( com_asyncInput.GetBool() ) {
cmd = usercmdGen->TicCmd( lastGameTic );
} else {
cmd = usercmdGen->GetDirectUsercmd();
}
lastGameTic++;
}
// run the game logic every player move
int start = Sys_Milliseconds();
gameReturn_t ret = game->RunFrame( &cmd );
int end = Sys_Milliseconds();
time_gameFrame += end - start; // note time used for com_speeds
// check for constency failure from a recorded command
if ( cmdDemoFile ) {
if ( ret.consistencyHash != logCmd.consistencyHash ) {
common->Printf( "Consistency failure on logIndex %i\n", logIndex );
Stop();
return;
}
}
// save the cmd for cmdDemo archiving
if ( logIndex < MAX_LOGGED_USERCMDS ) {
loggedUsercmds[logIndex].cmd = cmd;
// save the consistencyHash for demo playback verification
loggedUsercmds[logIndex].consistencyHash = ret.consistencyHash;
if (logIndex % 30 == 0 && statIndex < MAX_LOGGED_STATS) {
loggedStats[statIndex].health = ret.health;
loggedStats[statIndex].heartRate = ret.heartRate;
loggedStats[statIndex].stamina = ret.stamina;
loggedStats[statIndex].combat = ret.combat;
statIndex++;
}
logIndex++;
}
syncNextGameFrame = ret.syncNextGameFrame;
if ( ret.sessionCommand[0] ) {
idCmdArgs args;
args.TokenizeString( ret.sessionCommand, false );
if ( !idStr::Icmp( args.Argv(0), "map" ) ) {
// get current player states
for ( int i = 0 ; i < numClients ; i++ ) {
mapSpawnData.persistentPlayerInfo[i] = game->GetPersistentPlayerInfo( i );
}
// clear the devmap key on serverinfo, so player spawns
// won't get the map testing items
mapSpawnData.serverInfo.Delete( "devmap" );
// go to the next map
MoveToNewMap( args.Argv(1) );
} else if ( !idStr::Icmp( args.Argv(0), "devmap" ) ) {
mapSpawnData.serverInfo.Set( "devmap", "1" );
MoveToNewMap( args.Argv(1) );
}
else if ( !idStr::Icmp( args.Argv(0), "died" ) )
{
// restart on the same map
UnloadMap();
SetGUI(guiRestartMenu, NULL);
}
else if ( !idStr::Icmp( args.Argv(0), "disconnect" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_INSERT, "stoprecording ; disconnect" );
}
else if ( !idStr::Icmp( args.Argv(0), "endgamedisconnect" ) )
{
cmdSystem->BufferCommandText( CMD_EXEC_INSERT, "stoprecording ; disconnect" );
guiMainMenu->HandleNamedEvent("hidecontinue");
}
else if ( !idStr::Icmp( args.Argv(0), "endOfDemo" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "endOfDemo" );
}
else if (!idStr::Icmp( args.Argv(0), "stopgui" ))
{
//bc
if ( guiActive )
{
sysEvent_t ev;
ev.evType = SE_NONE;
const char *cmd;
cmd = guiActive->HandleEvent( &ev, com_frameTime );
guiActive->Activate( false, com_frameTime );
guiActive = NULL;
}
//BC Close the deck and return to normal operation.
guiActive = NULL;
this->SetGUI(NULL, NULL);
guiTest = NULL;
//cvarSystem->SetCVarBool( "ui_chat", true );
//cvarSystem->SetCVarBool("deckActive", true, 0);
}
else if ( !idStr::Icmp( args.Argv(0), "doquicksave" ) || !idStr::Icmp( args.Argv(0), "dosavestation" ) || !idStr::Icmp( args.Argv(0), "domapsave" ))
{
if (cvarSystem->GetCVarBool("savedone") == false)
{
idStr saveName;
if (!idStr::Icmp( args.Argv(0), "doquicksave" ))
{
saveName = common->GetLanguageDict()->GetString( "#str_07178" ); //quicksave
}
else if (!idStr::Icmp( args.Argv(0), "dosavestation" ))
{
idStr mapname = currentMapName.c_str();
mapname.StripPath();
saveName = va("SAVESTATION: %s", GetAutoSaveName(mapname.c_str()).c_str() );
}
else
{
idStr mapname = currentMapName.c_str();
mapname.StripPath();
saveName = va("AUTOSAVE: %s", GetAutoSaveName(mapname.c_str()).c_str() );
}
if ( sessLocal.SaveGame( saveName ) )
{
common->Printf( "%s\n", saveName.c_str() );
}
cvarSystem->SetCVarBool("savedone", true, 0);
}
}
else if ( !idStr::Icmp( args.Argv(0), "writesticky" ) )
{
common->Printf("write sticky.\n");
guiTakeNotes = uiManager->FindGui( "guis/takenotes.gui", true, false, true );
SetGUI( guiTakeNotes, NULL );
guiActive->SetStateString( "gui_parm0", cvarSystem->GetCVarString( "ui_name" ) );
guiActive->Activate( true, com_frameTime );
}
}
}
/*
===============
idSessionLocal::Init
Called in an orderly fashion at system startup,
so commands, cvars, files, etc are all available
===============
*/
void idSessionLocal::Init() {
common->Printf( "-------- Initializing Session --------\n" );
cmdSystem->AddCommand( "writePrecache", Sess_WritePrecache_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "writes precache commands" );
#ifndef ID_DEDICATED
cmdSystem->AddCommand( "map", Session_Map_f, CMD_FL_SYSTEM, "loads a map", idCmdSystem::ArgCompletion_MapName );
cmdSystem->AddCommand( "devmap", Session_DevMap_f, CMD_FL_SYSTEM, "loads a map in developer mode", idCmdSystem::ArgCompletion_MapName );
cmdSystem->AddCommand( "testmap", Session_TestMap_f, CMD_FL_SYSTEM, "tests a map", idCmdSystem::ArgCompletion_MapName );
cmdSystem->AddCommand( "writeCmdDemo", Session_WriteCmdDemo_f, CMD_FL_SYSTEM, "writes a command demo" );
cmdSystem->AddCommand( "playCmdDemo", Session_PlayCmdDemo_f, CMD_FL_SYSTEM, "plays back a command demo" );
cmdSystem->AddCommand( "timeCmdDemo", Session_TimeCmdDemo_f, CMD_FL_SYSTEM, "times a command demo" );
cmdSystem->AddCommand( "exitCmdDemo", Session_ExitCmdDemo_f, CMD_FL_SYSTEM, "exits a command demo" );
cmdSystem->AddCommand( "aviCmdDemo", Session_AVICmdDemo_f, CMD_FL_SYSTEM, "writes AVIs for a command demo" );
cmdSystem->AddCommand( "aviGame", Session_AVIGame_f, CMD_FL_SYSTEM, "writes AVIs for the current game" );
cmdSystem->AddCommand( "recordDemo", Session_RecordDemo_f, CMD_FL_SYSTEM, "records a demo" );
cmdSystem->AddCommand( "stopRecording", Session_StopRecordingDemo_f, CMD_FL_SYSTEM, "stops demo recording" );
cmdSystem->AddCommand( "playDemo", Session_PlayDemo_f, CMD_FL_SYSTEM, "plays back a demo", idCmdSystem::ArgCompletion_DemoName );
cmdSystem->AddCommand( "timeDemo", Session_TimeDemo_f, CMD_FL_SYSTEM, "times a demo", idCmdSystem::ArgCompletion_DemoName );
cmdSystem->AddCommand( "timeDemoQuit", Session_TimeDemoQuit_f, CMD_FL_SYSTEM, "times a demo and quits", idCmdSystem::ArgCompletion_DemoName );
cmdSystem->AddCommand( "aviDemo", Session_AVIDemo_f, CMD_FL_SYSTEM, "writes AVIs for a demo", idCmdSystem::ArgCompletion_DemoName );
cmdSystem->AddCommand( "compressDemo", Session_CompressDemo_f, CMD_FL_SYSTEM, "compresses a demo file", idCmdSystem::ArgCompletion_DemoName );
#endif
cmdSystem->AddCommand( "disconnect", Session_Disconnect_f, CMD_FL_SYSTEM, "disconnects from a game" );
#ifdef ID_DEMO_BUILD
cmdSystem->AddCommand( "endOfDemo", Session_EndOfDemo_f, CMD_FL_SYSTEM, "ends the demo version of the game" );
#endif
cmdSystem->AddCommand( "demoShot", Session_DemoShot_f, CMD_FL_SYSTEM, "writes a screenshot for a demo" );
cmdSystem->AddCommand( "testGUI", Session_TestGUI_f, CMD_FL_SYSTEM, "tests a gui" );
#ifndef ID_DEDICATED
cmdSystem->AddCommand( "saveGame", SaveGame_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "saves a game" );
cmdSystem->AddCommand( "loadGame", LoadGame_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "loads a game", idCmdSystem::ArgCompletion_SaveGame );
#endif
cmdSystem->AddCommand( "takeViewNotes", TakeViewNotes_f, CMD_FL_SYSTEM, "take notes about the current map from the current view" );
cmdSystem->AddCommand( "takeViewNotes2", TakeViewNotes2_f, CMD_FL_SYSTEM, "extended take view notes" );
cmdSystem->AddCommand( "rescanSI", Session_RescanSI_f, CMD_FL_SYSTEM, "internal - rescan serverinfo cvars and tell game" );
cmdSystem->AddCommand( "promptKey", Session_PromptKey_f, CMD_FL_SYSTEM, "prompt and sets the CD Key" );
cmdSystem->AddCommand( "hitch", Session_Hitch_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "hitches the game" );
// the same idRenderWorld will be used for all games
// and demos, insuring that level specific models
// will be freed
rw = renderSystem->AllocRenderWorld();
sw = soundSystem->AllocSoundWorld( rw );
menuSoundWorld = soundSystem->AllocSoundWorld( rw );
// we have a single instance of the main menu
#ifndef ID_DEMO_BUILD
guiMainMenu = uiManager->FindGui( "guis/mainmenu.gui", true, false, true );
#else
guiMainMenu = uiManager->FindGui( "guis/demo_mainmenu.gui", true, false, true );
#endif
guiMainMenu_MapList = uiManager->AllocListGUI();
guiMainMenu_MapList->Config( guiMainMenu, "mapList" );
guiMainMenu_spMapList = uiManager->AllocListGUI();
guiMainMenu_spMapList->Config( guiMainMenu, "spmaplist" );
idAsyncNetwork::client.serverList.GUIConfig( guiMainMenu, "serverList" );
guiRestartMenu = uiManager->FindGui( "guis/system/restart.gui", true, false, true );
guiGameOver = uiManager->FindGui( "guis/system/gameover.gui", true, false, true );
guiMsg = uiManager->FindGui( "guis/system/msg.gui", true, false, true );
guiTakeNotes = uiManager->FindGui( "guis/system/takenotes.gui", true, false, true );
guiIntro = uiManager->FindGui( "guis/system/intro.gui", true, false, true );
whiteMaterial = declManager->FindMaterial( "_white" );
guiInGame = NULL;
guiTest = NULL;
guiActive = NULL;
guiHandle = NULL;
ReadCDKey();
common->Printf( "session initialized\n" );
common->Printf( "--------------------------------------\n" );
}
/*
===============
idSessionLocal::GetLocalClientNum
===============
*/
int idSessionLocal::GetLocalClientNum() {
if ( idAsyncNetwork::client.IsActive() ) {
return idAsyncNetwork::client.GetLocalClientNum();
} else if ( idAsyncNetwork::server.IsActive() ) {
if ( idAsyncNetwork::serverDedicated.GetInteger() == 0 ) {
return 0;
} else if ( idAsyncNetwork::server.IsClientInGame( idAsyncNetwork::serverDrawClient.GetInteger() ) ) {
return idAsyncNetwork::serverDrawClient.GetInteger();
} else {
return -1;
}
} else {
return 0;
}
}
/*
===============
idSessionLocal::SetPlayingSoundWorld
===============
*/
void idSessionLocal::SetPlayingSoundWorld() {
if ( guiActive && ( guiActive == guiMainMenu || guiActive == guiIntro || guiActive == guiLoading || ( guiActive == guiMsg && !mapSpawned ) ) ) {
soundSystem->SetPlayingSoundWorld( menuSoundWorld );
} else {
soundSystem->SetPlayingSoundWorld( sw );
}
}
/*
===============
idSessionLocal::TimeHitch
this is used by the sound system when an OnDemand sound is loaded, so the game action
doesn't advance and get things out of sync
===============
*/
void idSessionLocal::TimeHitch( int msec ) {
timeHitch += msec;
}
/*
=================
idSessionLocal::ReadCDKey
=================
*/
void idSessionLocal::ReadCDKey( void ) {
//BC removed CD key check.
cdkey_state = CDKEY_OK;
xpkey_state = CDKEY_OK;
/*
idStr filename;
idFile *f;
char buffer[32];
cdkey_state = CDKEY_UNKNOWN;
filename = "../" BASE_GAMEDIR "/" CDKEY_FILE;
f = fileSystem->OpenExplicitFileRead( fileSystem->RelativePathToOSPath( filename, "fs_savepath" ) );
if ( !f ) {
common->Printf( "Couldn't read %s.\n", filename.c_str() );
cdkey[ 0 ] = '\0';
} else {
memset( buffer, 0, sizeof(buffer) );
f->Read( buffer, CDKEY_BUF_LEN - 1 );
fileSystem->CloseFile( f );
idStr::Copynz( cdkey, buffer, CDKEY_BUF_LEN );
}
xpkey_state = CDKEY_UNKNOWN;
filename = "../" BASE_GAMEDIR "/" XPKEY_FILE;
f = fileSystem->OpenExplicitFileRead( fileSystem->RelativePathToOSPath( filename, "fs_savepath" ) );
if ( !f ) {
common->Printf( "Couldn't read %s.\n", filename.c_str() );
xpkey[ 0 ] = '\0';
} else {
memset( buffer, 0, sizeof(buffer) );
f->Read( buffer, CDKEY_BUF_LEN - 1 );
fileSystem->CloseFile( f );
idStr::Copynz( xpkey, buffer, CDKEY_BUF_LEN );
}*/
}
/*
================
idSessionLocal::WriteCDKey
================
*/
void idSessionLocal::WriteCDKey( void ) {
//bc
return;
/*
idStr filename;
idFile *f;
const char *OSPath;
filename = "../" BASE_GAMEDIR "/" CDKEY_FILE;
// OpenFileWrite advertises creating directories to the path if needed, but that won't work with a '..' in the path
// occasionally on windows, but mostly on Linux and OSX, the fs_savepath/base may not exist in full
OSPath = fileSystem->BuildOSPath( cvarSystem->GetCVarString( "fs_savepath" ), BASE_GAMEDIR, CDKEY_FILE );
fileSystem->CreateOSPath( OSPath );
f = fileSystem->OpenFileWrite( filename );
if ( !f ) {
common->Printf( "Couldn't write %s.\n", filename.c_str() );
return;
}
f->Printf( "%s%s", cdkey, CDKEY_TEXT );
fileSystem->CloseFile( f );
filename = "../" BASE_GAMEDIR "/" XPKEY_FILE;
f = fileSystem->OpenFileWrite( filename );
if ( !f ) {
common->Printf( "Couldn't write %s.\n", filename.c_str() );
return;
}
f->Printf( "%s%s", xpkey, CDKEY_TEXT );
fileSystem->CloseFile( f );*/
}
/*
===============
idSessionLocal::ClearKey
===============
*/
void idSessionLocal::ClearCDKey( bool valid[ 2 ] ) {
if ( !valid[ 0 ] ) {
memset( cdkey, 0, CDKEY_BUF_LEN );
cdkey_state = CDKEY_UNKNOWN;
} else if ( cdkey_state == CDKEY_CHECKING ) {
// if a key was in checking and not explicitely asked for clearing, put it back to ok
cdkey_state = CDKEY_OK;
}
if ( !valid[ 1 ] ) {
memset( xpkey, 0, CDKEY_BUF_LEN );
xpkey_state = CDKEY_UNKNOWN;
} else if ( xpkey_state == CDKEY_CHECKING ) {
xpkey_state = CDKEY_OK;
}
WriteCDKey( );
}
/*
================
idSessionLocal::GetCDKey
================
*/
const char *idSessionLocal::GetCDKey( bool xp ) {
if ( !xp ) {
return cdkey;
}
if ( xpkey_state == CDKEY_OK || xpkey_state == CDKEY_CHECKING ) {
return xpkey;
}
return NULL;
}
// digits to letters table
#define CDKEY_DIGITS "TWSBJCGD7PA23RLH"
/*
===============
idSessionLocal::EmitGameAuth
we toggled some key state to CDKEY_CHECKING. send a standalone auth packet to validate
===============
*/
void idSessionLocal::EmitGameAuth( void ) {
// make sure the auth reply is empty, we use it to indicate an auth reply
authMsg.Empty();
if ( idAsyncNetwork::client.SendAuthCheck( cdkey_state == CDKEY_CHECKING ? cdkey : NULL, xpkey_state == CDKEY_CHECKING ? xpkey : NULL ) ) {
authEmitTimeout = Sys_Milliseconds() + CDKEY_AUTH_TIMEOUT;
common->DPrintf( "authing with the master..\n" );
} else {
// net is not available
common->DPrintf( "sendAuthCheck failed\n" );
if ( cdkey_state == CDKEY_CHECKING ) {
cdkey_state = CDKEY_OK;
}
if ( xpkey_state == CDKEY_CHECKING ) {
xpkey_state = CDKEY_OK;
}
}
}
/*
================
idSessionLocal::CheckKey
the function will only modify keys to _OK or _CHECKING if the offline checks are passed
if the function returns false, the offline checks failed, and offline_valid holds which keys are bad
================
*/
bool idSessionLocal::CheckKey( const char *key, bool netConnect, bool offline_valid[ 2 ] ) {
char lkey[ 2 ][ CDKEY_BUF_LEN ];
char l_chk[ 2 ][ 3 ];
char s_chk[ 3 ];
int imax,i_key;
unsigned int checksum, chk8;
bool edited_key[ 2 ];
// make sure have a right input string
assert( strlen( key ) == ( CDKEY_BUF_LEN - 1 ) * 2 + 4 + 3 + 4 );
edited_key[ 0 ] = ( key[0] == '1' );
idStr::Copynz( lkey[0], key + 2, CDKEY_BUF_LEN );
idStr::ToUpper( lkey[0] );
idStr::Copynz( l_chk[0], key + CDKEY_BUF_LEN + 2, 3 );
idStr::ToUpper( l_chk[0] );
edited_key[ 1 ] = ( key[ CDKEY_BUF_LEN + 2 + 3 ] == '1' );
idStr::Copynz( lkey[1], key + CDKEY_BUF_LEN + 7, CDKEY_BUF_LEN );
idStr::ToUpper( lkey[1] );
idStr::Copynz( l_chk[1], key + CDKEY_BUF_LEN * 2 + 7, 3 );
idStr::ToUpper( l_chk[1] );
if ( fileSystem->HasD3XP() ) {
imax = 2;
} else {
imax = 1;
}
offline_valid[ 0 ] = offline_valid[ 1 ] = true;
for( i_key = 0; i_key < imax; i_key++ ) {
// check that the characters are from the valid set
int i;
for ( i = 0; i < CDKEY_BUF_LEN - 1; i++ ) {
if ( !strchr( CDKEY_DIGITS, lkey[i_key][i] ) ) {
offline_valid[ i_key ] = false;
continue;
}
}
if ( edited_key[ i_key ] ) {
// verify the checksum for edited keys only
checksum = CRC32_BlockChecksum( lkey[i_key], CDKEY_BUF_LEN - 1 );
chk8 = ( checksum & 0xff ) ^ ( ( ( checksum & 0xff00 ) >> 8 ) ^ ( ( ( checksum & 0xff0000 ) >> 16 ) ^ ( ( checksum & 0xff000000 ) >> 24 ) ) );
idStr::snPrintf( s_chk, 3, "%02X", chk8 );
if ( idStr::Icmp( l_chk[i_key], s_chk ) != 0 ) {
offline_valid[ i_key ] = false;
continue;
}
}
}
if ( !offline_valid[ 0 ] || !offline_valid[1] ) {
return false;
}
// offline checks passed, we'll return true and optionally emit key check requests
// the function should only modify the key states if the offline checks passed successfully
// set the keys, don't send a game auth if we are net connecting
idStr::Copynz( cdkey, lkey[0], CDKEY_BUF_LEN );
netConnect ? cdkey_state = CDKEY_OK : cdkey_state = CDKEY_CHECKING;
if ( fileSystem->HasD3XP() ) {
idStr::Copynz( xpkey, lkey[1], CDKEY_BUF_LEN );
netConnect ? xpkey_state = CDKEY_OK : xpkey_state = CDKEY_CHECKING;
} else {
xpkey_state = CDKEY_NA;
}
if ( !netConnect ) {
EmitGameAuth();
}
SetCDKeyGuiVars();
return true;
}
/*
===============
idSessionLocal::CDKeysAreValid
checking that the key is present and uses only valid characters
if d3xp is installed, check for a valid xpkey as well
emit an auth packet to the master if possible and needed
===============
*/
bool idSessionLocal::CDKeysAreValid( bool strict ) {
int i;
bool emitAuth = false;
if ( cdkey_state == CDKEY_UNKNOWN ) {
if ( strlen( cdkey ) != CDKEY_BUF_LEN - 1 ) {
cdkey_state = CDKEY_INVALID;
} else {
for ( i = 0; i < CDKEY_BUF_LEN-1; i++ ) {
if ( !strchr( CDKEY_DIGITS, cdkey[i] ) ) {
cdkey_state = CDKEY_INVALID;
break;
}
}
}
if ( cdkey_state == CDKEY_UNKNOWN ) {
cdkey_state = CDKEY_CHECKING;
emitAuth = true;
}
}
if ( xpkey_state == CDKEY_UNKNOWN ) {
if ( fileSystem->HasD3XP() ) {
if ( strlen( xpkey ) != CDKEY_BUF_LEN -1 ) {
xpkey_state = CDKEY_INVALID;
} else {
for ( i = 0; i < CDKEY_BUF_LEN-1; i++ ) {
if ( !strchr( CDKEY_DIGITS, xpkey[i] ) ) {
xpkey_state = CDKEY_INVALID;
}
}
}
if ( xpkey_state == CDKEY_UNKNOWN ) {
xpkey_state = CDKEY_CHECKING;
emitAuth = true;
}
} else {
xpkey_state = CDKEY_NA;
}
}
if ( emitAuth ) {
EmitGameAuth();
}
// make sure to keep the mainmenu gui up to date in case we made state changes
SetCDKeyGuiVars();
if ( strict ) {
return cdkey_state == CDKEY_OK && ( xpkey_state == CDKEY_OK || xpkey_state == CDKEY_NA );
} else {
return ( cdkey_state == CDKEY_OK || cdkey_state == CDKEY_CHECKING ) && ( xpkey_state == CDKEY_OK || xpkey_state == CDKEY_CHECKING || xpkey_state == CDKEY_NA );
}
}
/*
===============
idSessionLocal::WaitingForGameAuth
===============
*/
bool idSessionLocal::WaitingForGameAuth( void ) {
return authEmitTimeout != 0;
}
/*
===============
idSessionLocal::CDKeysAuthReply
===============
*/
void idSessionLocal::CDKeysAuthReply( bool valid, const char *auth_msg ) {
assert( authEmitTimeout > 0 );
if ( authWaitBox ) {
// close the wait box
StopBox();
authWaitBox = false;
}
if ( !valid ) {
common->DPrintf( "auth key is invalid\n" );
authMsg = auth_msg;
if ( cdkey_state == CDKEY_CHECKING ) {
cdkey_state = CDKEY_INVALID;
}
if ( xpkey_state == CDKEY_CHECKING ) {
xpkey_state = CDKEY_INVALID;
}
} else {
common->DPrintf( "client is authed in\n" );
if ( cdkey_state == CDKEY_CHECKING ) {
cdkey_state = CDKEY_OK;
}
if ( xpkey_state == CDKEY_CHECKING ) {
xpkey_state = CDKEY_OK;
}
}
authEmitTimeout = 0;
SetCDKeyGuiVars();
}
/*
===============
idSessionLocal::GetCurrentMapName
===============
*/
const char *idSessionLocal::GetCurrentMapName() {
return currentMapName.c_str();
}
/*
===============
idSessionLocal::GetSaveGameVersion
===============
*/
int idSessionLocal::GetSaveGameVersion( void ) {
return savegameVersion;
}
/*
===============
idSessionLocal::GetAuthMsg
===============
*/
const char *idSessionLocal::GetAuthMsg( void ) {
return authMsg.c_str();
}