cnq3/code/client/cl_main.cpp

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2016-12-18 04:43:04 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// cl_main.c -- client main loop
#include "client.h"
cvar_t *cl_debugMove;
cvar_t *rcon_client_password;
cvar_t *rconAddress;
cvar_t* cl_timeout;
cvar_t* cl_maxpackets;
cvar_t* cl_packetdup;
cvar_t* cl_timeNudge;
cvar_t* cl_showTimeDelta;
cvar_t* cl_serverStatusResendTime;
cvar_t* cl_shownet;
cvar_t* cl_showSend;
cvar_t *cl_timedemo;
cvar_t *cl_aviFrameRate;
cvar_t *cl_aviMotionJpeg;
static cvar_t* cl_motd;
static cvar_t* cl_motdString;
cvar_t *cl_allowDownload;
cvar_t *cl_inGameVideo;
clientActive_t cl;
clientConnection_t clc;
clientStatic_t cls;
vm_t *cgvm;
refexport_t re; // functions exported from refresh DLL
#define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits
/*
===============
CL_CDDialog
Called by Com_Error when a cd is needed
===============
*/
void CL_CDDialog( void ) {
cls.cddialog = qtrue; // start it next frame
}
/*
=======================================================================
CLIENT RELIABLE COMMAND COMMUNICATION
=======================================================================
*/
/*
======================
CL_AddReliableCommand
The given command will be transmitted to the server, and is guaranteed to
not have future usercmd_t executed before it is executed
======================
*/
void CL_AddReliableCommand( const char *cmd ) {
int index;
// if we would be losing an old command that hasn't been acknowledged,
// we must drop the connection
if ( clc.reliableSequence - clc.reliableAcknowledge > MAX_RELIABLE_COMMANDS ) {
Com_Error( ERR_DROP, "Client command overflow" );
}
clc.reliableSequence++;
index = clc.reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
Q_strncpyz( clc.reliableCommands[ index ], cmd, sizeof( clc.reliableCommands[ index ] ) );
}
/*
=======================================================================
CLIENT SIDE DEMO RECORDING
=======================================================================
*/
// saves the current net message to file, prefixed by the length
static void CL_WriteDemoMessage ( msg_t *msg, int headerBytes )
{
int len, swlen;
// write the packet sequence
len = clc.serverMessageSequence;
swlen = LittleLong( len );
FS_Write( &swlen, 4, clc.demofile );
// skip the packet sequencing information
len = msg->cursize - headerBytes;
swlen = LittleLong(len);
FS_Write( &swlen, 4, clc.demofile );
FS_Write( msg->data + headerBytes, len, clc.demofile );
}
static void CL_StopRecord_f( void )
{
if ( !clc.demorecording ) {
Com_Printf ("Not recording a demo.\n");
return;
}
// finish up
int len = -1;
FS_Write (&len, 4, clc.demofile);
FS_Write (&len, 4, clc.demofile);
FS_FCloseFile (clc.demofile);
clc.demofile = 0;
clc.demorecording = qfalse;
clc.showAnnoyingDemoRecordMessage = qfalse;
Com_Printf ("Stopped demo.\n");
}
static const char* CL_DemoFilename()
{
static char s[MAX_OSPATH];
qtime_t t;
Com_RealTime( &t );
Com_sprintf( s, sizeof(s), "demos/%d_%02d_%02d-%02d_%02d_%02d.dm_%d",
1900+t.tm_year, 1+t.tm_mon, t.tm_mday, t.tm_hour, t.tm_min, t.tm_sec, PROTOCOL_VERSION );
return s;
}
// record [demoname]
// starts recording a demo from the current position
static void CL_Record_f()
{
if ( Cmd_Argc() > 2 ) {
Com_Printf ("record [demoname]\n");
return;
}
if ( clc.demorecording ) {
if (!clc.showAnnoyingDemoRecordMessage) {
Com_Printf ("Already recording.\n");
}
return;
}
if ( cls.state != CA_ACTIVE ) {
Com_Printf ("You must be in a level to record.\n");
return;
}
char name[MAX_OSPATH];
int i;
const char* s;
if ( Cmd_Argc() == 2 ) {
Com_sprintf( name, sizeof(name), "demos/%s.dm_%d", Cmd_Argv(1), PROTOCOL_VERSION );
s = name;
} else {
s = CL_DemoFilename();
}
clc.demofile = FS_FOpenFileWrite( s );
if ( !clc.demofile ) {
Com_Printf( "ERROR: couldn't open %s\n", s );
return;
}
Com_Printf( "recording to %s\n", s );
clc.demorecording = qtrue;
clc.showAnnoyingDemoRecordMessage = !Cvar_VariableValue("ui_recordSPDemo");
Q_strncpyz( clc.demoName, s, sizeof( clc.demoName ) );
// don't start saving messages until a non-delta compressed message is received
clc.demowaiting = qtrue;
// write out the gamestate message
msg_t msg;
byte buf[MAX_MSGLEN];
MSG_Init( &msg, buf, sizeof(buf) );
MSG_Bitstream( &msg );
// NOTE, MRE: all server->client messages now acknowledge
MSG_WriteLong( &msg, clc.reliableSequence );
MSG_WriteByte( &msg, svc_gamestate );
MSG_WriteLong( &msg, clc.serverCommandSequence );
// configstrings
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
if ( !cl.gameState.stringOffsets[i] )
continue;
MSG_WriteByte( &msg, svc_configstring );
MSG_WriteShort( &msg, i );
MSG_WriteBigString( &msg, cl.gameState.stringData + cl.gameState.stringOffsets[i] );
}
// baselines
entityState_t nullstate;
Com_Memset( &nullstate, 0, sizeof(nullstate) );
for ( i = 0; i < MAX_GENTITIES ; i++ ) {
entityState_t* ent = &cl.entityBaselines[i];
if (!ent->number)
continue;
MSG_WriteByte( &msg, svc_baseline );
MSG_WriteDeltaEntity( &msg, &nullstate, ent, qtrue );
}
MSG_WriteByte( &msg, svc_EOF ); // finished writing the gamestate stuff
MSG_WriteLong( &msg, clc.clientNum );
MSG_WriteLong( &msg, clc.checksumFeed );
MSG_WriteByte( &msg, svc_EOF ); // finished writing the client packet
int len;
// write it to the demo file
len = LittleLong( clc.serverMessageSequence - 1 );
FS_Write( &len, 4, clc.demofile );
len = LittleLong( msg.cursize );
FS_Write( &len, 4, clc.demofile );
FS_Write( msg.data, msg.cursize, clc.demofile );
// the rest of the demo file will be copied from net messages
}
static void CL_CompleteDemoRecord_f( int startArg, int compArg )
{
if ( startArg + 1 == compArg )
Field_AutoCompleteCustom( startArg, compArg, &Field_AutoCompleteDemoNameWrite );
}
2016-12-18 04:43:04 +00:00
/*
=======================================================================
CLIENT SIDE DEMO PLAYBACK
=======================================================================
*/
static void CL_DemoCompleted()
{
if (cl_timedemo && cl_timedemo->integer) {
int time = Sys_Milliseconds() - clc.timeDemoStart;
if ( time > 0 ) {
Com_Printf ("%i frames, %3.1f seconds: %3.1f fps\n", clc.timeDemoFrames,
time/1000.0, clc.timeDemoFrames*1000.0 / time);
}
}
CL_Disconnect( qtrue );
CL_NextDemo();
}
/*
=================
CL_ReadDemoMessage
=================
*/
void CL_ReadDemoMessage( void ) {
if ( !clc.demofile ) {
CL_DemoCompleted();
return;
}
// get the sequence number
int s;
int r = FS_Read( &s, 4, clc.demofile);
if ( r != 4 ) {
CL_DemoCompleted();
return;
}
clc.serverMessageSequence = LittleLong( s );
msg_t buf;
byte bufData[ MAX_MSGLEN ];
// init the message
MSG_Init( &buf, bufData, sizeof( bufData ) );
// get the length
r = FS_Read (&buf.cursize, 4, clc.demofile);
if ( r != 4 ) {
CL_DemoCompleted();
return;
}
buf.cursize = LittleLong( buf.cursize );
if ( buf.cursize == -1 ) {
CL_DemoCompleted();
return;
}
if ( buf.cursize > buf.maxsize ) {
Com_Error (ERR_DROP, "CL_ReadDemoMessage: demoMsglen > MAX_MSGLEN");
}
r = FS_Read( buf.data, buf.cursize, clc.demofile );
if ( r != buf.cursize ) {
Com_Printf( "Demo file was truncated.\n");
CL_DemoCompleted();
return;
}
clc.lastPacketTime = cls.realtime;
buf.readcount = 0;
CL_ParseServerMessage( &buf );
}
static const int demo_protocols[] = { 68, 67, 66, 0 };
static void CL_WalkDemoExt( const char* arg, char* name, fileHandle_t* fh )
{
*fh = 0;
for (int i = 0; demo_protocols[i]; ++i)
{
Com_sprintf( name, MAX_OSPATH, "demos/%s.dm_%d", arg, demo_protocols[i] );
FS_FOpenFileRead( name, fh, qtrue );
if (*fh)
{
Com_Printf("Demo file: %s\n", name);
return;
}
}
Com_Printf( "No match: demos/%s.dm_*\n", arg );
}
void CL_PlayDemo_f()
{
if (Cmd_Argc() != 2) {
Com_Printf ("demo <demoname>\n");
return;
}
// make sure a local server is killed
Cvar_Set( "sv_killserver", "1" );
CL_Disconnect( qtrue );
char name[MAX_OSPATH];
// open the demo file
const char* arg = Cmd_Argv(1);
// check for an extension .dm_?? (?? is protocol)
const char* ext = arg + strlen(arg) - 6;
if ((strlen(arg) > 6) && (ext[0] == '.') && ((ext[1] == 'd') || (ext[1] == 'D')) && ((ext[2] == 'm') || (ext[2] == 'M')) && (ext[3] == '_'))
{
int protocol = atoi(ext + 4), i = 0;
while (demo_protocols[i]) {
if (demo_protocols[i] == protocol)
break;
++i;
}
if (demo_protocols[i])
{
Com_sprintf( name, sizeof(name), "demos/%s", arg );
FS_FOpenFileRead( name, &clc.demofile, qtrue );
} else {
char retry[MAX_OSPATH];
Com_Printf("Protocol %d not supported for demos\n", protocol);
Q_strncpyz(retry, arg, sizeof(retry));
retry[strlen(retry)-6] = 0;
CL_WalkDemoExt( retry, name, &clc.demofile );
}
} else {
CL_WalkDemoExt( arg, name, &clc.demofile );
}
if (!clc.demofile) {
Com_Error( ERR_DROP, "couldn't open %s", name);
return;
}
Q_strncpyz( clc.demoName, Cmd_Argv(1), sizeof( clc.demoName ) );
Con_Close();
cls.state = CA_CONNECTED;
clc.demoplaying = qtrue;
Q_strncpyz( cls.servername, Cmd_Argv(1), sizeof( cls.servername ) );
// read demo messages until connected
while ( cls.state >= CA_CONNECTED && cls.state < CA_PRIMED ) {
CL_ReadDemoMessage();
}
// don't get the first snapshot this frame, to prevent the long
// time from the gamestate load from messing causing a time skip
clc.firstDemoFrameSkipped = qfalse;
}
static void CL_CompleteDemoPlay_f( int startArg, int compArg )
{
if ( startArg + 1 == compArg )
Field_AutoCompleteCustom( startArg, compArg, &Field_AutoCompleteDemoNameRead );
}
2016-12-18 04:43:04 +00:00
/*
====================
CL_StartDemoLoop
Closing the main menu will restart the demo loop
====================
*/
void CL_StartDemoLoop( void ) {
// start the demo loop again
Cbuf_AddText ("d1\n");
cls.keyCatchers = 0;
}
/*
==================
CL_NextDemo
Called when a demo or cinematic finishes
If the "nextdemo" cvar is set, that command will be issued
==================
*/
void CL_NextDemo( void ) {
char v[MAX_STRING_CHARS];
Q_strncpyz( v, Cvar_VariableString ("nextdemo"), sizeof(v) );
v[MAX_STRING_CHARS-1] = 0;
Com_DPrintf("CL_NextDemo: %s\n", v );
if (!v[0]) {
return;
}
Cvar_Set ("nextdemo","");
Cbuf_AddText (v);
Cbuf_AddText ("\n");
Cbuf_Execute();
}
///////////////////////////////////////////////////////////////
/*
=====================
CL_ShutdownAll
=====================
*/
void CL_ShutdownAll(void)
{
// clear sounds
S_DisableSounds();
// shutdown CGame
CL_ShutdownCGame();
// shutdown UI
CL_ShutdownUI();
// shutdown the renderer
if ( re.Shutdown ) {
re.Shutdown( qfalse ); // don't destroy window or context
}
cls.uiStarted = qfalse;
cls.cgameStarted = qfalse;
cls.rendererStarted = qfalse;
cls.soundRegistered = qfalse;
}
/*
Authorization server protocol
-----------------------------
All commands are text in Q3 out of band packets (leading 0xff 0xff 0xff 0xff).
Whenever the client tries to get a challenge from the server it wants to
connect to, it also blindly fires off a packet to the authorize server:
getKeyAuthorize <challenge> <cdkey>
cdkey may be "demo"
#OLD The authorize server returns a:
#OLD
#OLD keyAthorize <challenge> <accept | deny>
#OLD
#OLD A client will be accepted if the cdkey is valid and it has not been used by any other IP
#OLD address in the last 15 minutes.
The server sends a:
getIpAuthorize <challenge> <ip>
The authorize server returns a:
ipAuthorize <challenge> <accept | deny | demo | unknown >
A client will be accepted if a valid cdkey was sent by that ip (only) in the last 15 minutes.
If no response is received from the authorize server after two tries, the client will be let
in anyway.
*/
static void CL_RequestAuthorization()
{
char key[CDKEY_LEN + 1];
if ( !cls.authorizeServer.port ) {
Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &cls.authorizeServer ) ) {
Com_Printf( "Couldn't resolve address\n" );
return;
}
cls.authorizeServer.port = BigShort( PORT_AUTHORIZE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
cls.authorizeServer.ip[0], cls.authorizeServer.ip[1],
cls.authorizeServer.ip[2], cls.authorizeServer.ip[3],
BigShort( cls.authorizeServer.port ) );
}
if ( cls.authorizeServer.type == NA_BAD ) {
return;
}
int i;
for (i = 0; (i < CDKEY_LEN) && cl_cdkey[i]; ++i) {
// the cd key should have already been checked for validity, but just in case:
if ( ( cl_cdkey[i] >= '0' && cl_cdkey[i] <= '9' )
|| ( cl_cdkey[i] >= 'a' && cl_cdkey[i] <= 'z' )
|| ( cl_cdkey[i] >= 'A' && cl_cdkey[i] <= 'Z' )
) {
key[i] = cl_cdkey[i];
} else {
Com_Error( ERR_DROP, "Invalid CD Key" );
}
}
key[i] = 0;
const cvar_t* anon = Cvar_Get( "cl_anonymous", "0", CVAR_INIT|CVAR_SYSTEMINFO );
NET_OutOfBandPrint( NS_CLIENT, cls.authorizeServer, va("getKeyAuthorize %i %s", anon->integer, key) );
}
// resend a connect message if the last one has timed out
static void CL_CheckForResend()
{
// don't send anything if playing back a demo
if ( clc.demoplaying ) {
return;
}
// resend if we haven't gotten a reply yet
if ( cls.state != CA_CONNECTING && cls.state != CA_CHALLENGING ) {
return;
}
if ( cls.realtime - clc.connectTime < RETRANSMIT_TIMEOUT ) {
return;
}
clc.connectTime = cls.realtime; // for retransmit requests
clc.connectPacketCount++;
switch ( cls.state ) {
case CA_CONNECTING:
// requesting a challenge
if ( !Sys_IsLANAddress( clc.serverAddress ) ) {
CL_RequestAuthorization();
}
NET_OutOfBandPrint(NS_CLIENT, clc.serverAddress, "getchallenge");
break;
case CA_CHALLENGING:
{
int port, i;
char info[MAX_INFO_STRING];
char data[MAX_INFO_STRING];
// sending back the challenge
port = Cvar_VariableIntegerValue ("net_qport");
Q_strncpyz( info, Cvar_InfoString( CVAR_USERINFO ), sizeof( info ) );
Info_SetValueForKey( info, "protocol", va("%i", PROTOCOL_VERSION ) );
Info_SetValueForKey( info, "qport", va("%i", port ) );
Info_SetValueForKey( info, "challenge", va("%i", clc.challenge ) );
strcpy(data, "connect ");
// TTimo adding " " around the userinfo string to avoid truncated userinfo on the server
// (Com_TokenizeString tokenizes around spaces)
data[8] = '"';
for(i=0;i<strlen(info);i++) {
data[9+i] = info[i]; // + (clc.challenge)&0x3;
}
data[9+i] = '"';
data[10+i] = 0;
NET_OutOfBandData( NS_CLIENT, clc.serverAddress, (byte *) &data[0], i+10 );
// the most current userinfo has been sent, so watch for any
// newer changes to userinfo variables
cvar_modifiedFlags &= ~CVAR_USERINFO;
}
break;
default:
Com_Error( ERR_FATAL, "CL_CheckForResend: bad cls.state" );
}
}
/*
Called by CL_MapLoading, CL_Connect_f, CL_PlayDemo_f, and CL_ParseGamestate, the only
ways a client gets into a game
Also called by Com_Error
*/
void CL_FlushMemory()
{
// shutdown all the client stuff
CL_ShutdownAll();
// if not running a server clear the whole hunk
if ( !com_sv_running->integer ) {
// clear the whole hunk
Hunk_Clear();
// clear collision map data
CM_ClearMap();
}
else {
// clear all the client data on the hunk
Hunk_ClearToMark();
}
CL_StartHunkUsers();
}
/*
=====================
CL_MapLoading
A local server is starting to load a map, so update the
screen to let the user know about it, then dump all client
memory on the hunk from cgame, ui, and renderer
=====================
*/
void CL_MapLoading( void ) {
if ( !com_cl_running->integer ) {
return;
}
Con_Close();
cls.keyCatchers = 0;
// if we are already connected to the local host, stay connected
if ( cls.state >= CA_CONNECTED && !Q_stricmp( cls.servername, "localhost" ) ) {
cls.state = CA_CONNECTED; // so the connect screen is drawn
Com_Memset( cls.updateInfoString, 0, sizeof( cls.updateInfoString ) );
Com_Memset( clc.serverMessage, 0, sizeof( clc.serverMessage ) );
Com_Memset( &cl.gameState, 0, sizeof( cl.gameState ) );
clc.lastPacketSentTime = -9999;
SCR_UpdateScreen();
} else {
// clear nextmap so the cinematic shutdown doesn't execute it
Cvar_Set( "nextmap", "" );
CL_Disconnect( qtrue );
Q_strncpyz( cls.servername, "localhost", sizeof(cls.servername) );
cls.state = CA_CHALLENGING; // so the connect screen is drawn
cls.keyCatchers = 0;
SCR_UpdateScreen();
clc.connectTime = -RETRANSMIT_TIMEOUT;
NET_StringToAdr( cls.servername, &clc.serverAddress);
// we don't need a challenge on the localhost
CL_CheckForResend();
}
}
// called before parsing a gamestate
void CL_ClearState()
{
//S_StopAllSounds();
Com_Memset( &cl, 0, sizeof( cl ) );
}
/*
=====================
CL_Disconnect
Called when a connection, demo, or cinematic is being terminated.
Goes from a connected state to either a menu state or a console state
Sends a disconnect message to the server
This is also called on Com_Error and Com_Quit, so it shouldn't cause any errors
=====================
*/
void CL_Disconnect( qbool showMainMenu ) {
if ( !com_cl_running || !com_cl_running->integer ) {
return;
}
// shutting down the client so enter full screen ui mode
Cvar_Set("r_uiFullScreen", "1");
if ( clc.demorecording ) {
CL_StopRecord_f ();
}
if (clc.download) {
FS_FCloseFile( clc.download );
clc.download = 0;
}
*clc.downloadTempName = *clc.downloadName = 0;
Cvar_Set( "cl_downloadName", "" );
if ( clc.demofile ) {
FS_FCloseFile( clc.demofile );
clc.demofile = 0;
}
if ( uivm && showMainMenu ) {
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_NONE );
}
SCR_StopCinematic ();
S_ClearSoundBuffer();
// send a disconnect message to the server
// send it a few times in case one is dropped
if ( cls.state >= CA_CONNECTED ) {
CL_AddReliableCommand( "disconnect" );
CL_WritePacket();
CL_WritePacket();
CL_WritePacket();
}
CL_ClearState();
// wipe the client connection
Com_Memset( &clc, 0, sizeof( clc ) );
cls.state = CA_DISCONNECTED;
// allow cheats locally
Cvar_Set( "sv_cheats", "1" );
// not connected to a pure server anymore
cl_connectedToPureServer = qfalse;
// Stop recording any video
if( CL_VideoRecording( ) ) {
CL_CloseAVI( );
}
}
/*
adds the current command line as a clientCommand
things like godmode, noclip, etc, are commands directed to the server,
so when they are typed in at the console, they will need to be forwarded.
*/
void CL_ForwardCommandToServer( const char *string )
{
const char* cmd = Cmd_Argv(0);
// ignore key up commands
if ( cmd[0] == '-' ) {
return;
}
if ( clc.demoplaying || cls.state < CA_CONNECTED || cmd[0] == '+' ) {
Com_Printf ("Unknown command \"%s\"\n", cmd);
return;
}
if ( Cmd_Argc() > 1 ) {
CL_AddReliableCommand( string );
} else {
CL_AddReliableCommand( cmd );
}
}
static void CL_RequestMotd()
{
char info[MAX_INFO_STRING];
if ( !cl_motd->integer ) {
return;
}
Com_Printf( "Resolving %s\n", UPDATE_SERVER_NAME );
if ( !NET_StringToAdr( UPDATE_SERVER_NAME, &cls.updateServer ) ) {
Com_Printf( "Couldn't resolve address\n" );
return;
}
cls.updateServer.port = BigShort( PORT_UPDATE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", UPDATE_SERVER_NAME,
cls.updateServer.ip[0], cls.updateServer.ip[1],
cls.updateServer.ip[2], cls.updateServer.ip[3],
BigShort( cls.updateServer.port ) );
info[0] = 0;
// NOTE TTimo xoring against Com_Milliseconds, otherwise we may not have a qtrue randomization
// only srand I could catch before here is tr_noise.c l:26 srand(1001)
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=382
// NOTE: the Com_Milliseconds xoring only affects the lower 16-bit word,
// but I decided it was enough randomization
Com_sprintf( cls.updateChallenge, sizeof( cls.updateChallenge ), "%i", ((rand() << 16) ^ rand()) ^ Com_Milliseconds());
Info_SetValueForKey( info, "challenge", cls.updateChallenge );
Info_SetValueForKey( info, "renderer", cls.glconfig.renderer_string );
Info_SetValueForKey( info, "version", com_version->string );
NET_OutOfBandPrint( NS_CLIENT, cls.updateServer, "getmotd \"%s\"\n", info );
}
/*
======================================================================
CONSOLE COMMANDS
======================================================================
*/
static void CL_ForwardToServer_f()
{
if ( cls.state != CA_ACTIVE || clc.demoplaying ) {
Com_Printf ("Not connected to a server.\n");
return;
}
// don't forward the first argument
if ( Cmd_Argc() > 1 ) {
CL_AddReliableCommand( Cmd_Args() );
}
}
void CL_Disconnect_f( void )
{
SCR_StopCinematic();
if ( cls.state != CA_DISCONNECTED && cls.state != CA_CINEMATIC ) {
Com_Error (ERR_DISCONNECT, "Disconnected from server");
}
}
static void CL_Reconnect_f()
{
if ( !strlen( cls.servername ) || !strcmp( cls.servername, "localhost" ) ) {
Com_Printf( "Can't reconnect to localhost.\n" );
return;
}
Cbuf_AddText( va("connect %s\n", cls.servername ) );
}
static void CL_Connect_f()
{
if ( Cmd_Argc() != 2 ) {
Com_Printf( "usage: connect <server>\n");
return;
}
// fire a message off to the motd server
CL_RequestMotd();
// clear any previous "server full" type messages
clc.serverMessage[0] = 0;
const char* server = Cmd_Argv(1);
if ( com_sv_running->integer && !strcmp( server, "localhost" ) ) {
// if running a local server, kill it
SV_Shutdown( "Server quit" );
}
// make sure a local server is killed
Cvar_Set( "sv_killserver", "1" );
SV_Frame( 0 );
CL_Disconnect( qtrue );
Con_Close();
Q_strncpyz( cls.servername, server, sizeof(cls.servername) );
if (!NET_StringToAdr( cls.servername, &clc.serverAddress) ) {
Com_Printf ("Bad server address\n");
cls.state = CA_DISCONNECTED;
return;
}
if (clc.serverAddress.port == 0) {
clc.serverAddress.port = BigShort( PORT_SERVER );
}
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", cls.servername,
clc.serverAddress.ip[0], clc.serverAddress.ip[1],
clc.serverAddress.ip[2], clc.serverAddress.ip[3],
BigShort( clc.serverAddress.port ) );
// if we aren't playing on a lan, we need to authenticate
// with the cd key
if ( NET_IsLocalAddress( clc.serverAddress ) ) {
cls.state = CA_CHALLENGING;
} else {
cls.state = CA_CONNECTING;
}
cls.keyCatchers = 0;
clc.connectTime = -99999; // CL_CheckForResend() will fire immediately
clc.connectPacketCount = 0;
// server connection string
Cvar_Set( "cl_currentServerAddress", server );
}
#define MAX_RCON_MESSAGE 1024
// send the rest of the command line over as an unconnected command
static void CL_Rcon_f( void )
{
if ( !rcon_client_password->string ) {
Com_Printf ("You must set 'rconpassword' before\n"
"issuing an rcon command.\n");
return;
}
char message[MAX_RCON_MESSAGE];
message[0] = -1;
message[1] = -1;
message[2] = -1;
message[3] = -1;
message[4] = 0;
Q_strcat (message, MAX_RCON_MESSAGE, "rcon ");
Q_strcat (message, MAX_RCON_MESSAGE, rcon_client_password->string);
Q_strcat (message, MAX_RCON_MESSAGE, " ");
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
Q_strcat (message, MAX_RCON_MESSAGE, Cmd_Cmd()+5);
netadr_t to;
if ( cls.state >= CA_CONNECTED ) {
to = clc.netchan.remoteAddress;
} else {
if (!strlen(rconAddress->string)) {
Com_Printf ("You must either be connected,\n"
"or set the 'rconAddress' cvar\n"
"to issue rcon commands\n");
return;
}
NET_StringToAdr (rconAddress->string, &to);
if (to.port == 0) {
to.port = BigShort (PORT_SERVER);
}
}
NET_SendPacket (NS_CLIENT, strlen(message)+1, message, to);
}
static void CL_CompleteRcon_f( int startArg, int compArg )
{
if ( startArg < compArg )
Field_AutoCompleteFrom( startArg + 1, compArg, qtrue, qtrue );
}
2016-12-18 04:43:04 +00:00
// if we are pure we need to send back a command with our referenced pk3 checksums
static void CL_SendPureChecksums()
{
char cMsg[MAX_INFO_VALUE];
Com_sprintf( cMsg, sizeof(cMsg), "cp " );
Q_strcat( cMsg, sizeof(cMsg), va("%d ", cl.serverId) );
Q_strcat( cMsg, sizeof(cMsg), FS_ReferencedPakPureChecksums() );
CL_AddReliableCommand( cMsg );
}
static void CL_ResetPureClientAtServer()
{
CL_AddReliableCommand( "vdr" );
}
static void CL_ReferencedPK3List_f( void )
{
Com_Printf( "Referenced PK3 Names: %s\n", FS_ReferencedPakNames() );
}
static void CL_Configstrings_f( void )
{
int i;
int ofs;
if ( cls.state != CA_ACTIVE ) {
Com_Printf( "Not connected to a server.\n");
return;
}
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
ofs = cl.gameState.stringOffsets[ i ];
if ( !ofs ) {
continue;
}
Com_Printf( "%4i: %s\n", i, cl.gameState.stringData + ofs );
}
}
static void CL_Clientinfo_f( void )
{
Com_Printf( "--------- Client Information ---------\n" );
Com_Printf( "state: %i\n", cls.state );
Com_Printf( "Server: %s\n", cls.servername );
Com_Printf( "User info settings:\n" );
Info_Print( Cvar_InfoString_Big( CVAR_USERINFO ) ); // 1024 chars + 'userinfo '
Com_Printf( "--------------------------------------\n" );
}
///////////////////////////////////////////////////////////////
static void CL_DownloadsComplete()
{
// if we downloaded files we need to restart the file system
if (clc.downloadRestart) {
clc.downloadRestart = qfalse;
FS_Restart(clc.checksumFeed); // we possibly downloaded a pak, restart the file system to load it
// inform the server so we get new gamestate info
CL_AddReliableCommand( "donedl" );
// by sending the donedl command we request a new gamestate
// so we don't want to load stuff yet
return;
}
// let the client game init and load data
cls.state = CA_LOADING;
// Pump the loop, this may change gamestate!
Com_EventLoop();
// if the gamestate was changed by calling Com_EventLoop
// then we loaded everything already and we don't want to do it again.
if ( cls.state != CA_LOADING ) {
return;
}
// starting to load a map so we get out of full screen ui mode
Cvar_Set("r_uiFullScreen", "0");
// flush client memory and start loading stuff
// this will also (re)load the UI
// if this is a local client then only the client part of the hunk
// will be cleared, note that this is done after the hunk mark has been set
CL_FlushMemory();
// initialize the CGame
cls.cgameStarted = qtrue;
CL_InitCGame();
// set pure checksums
CL_SendPureChecksums();
CL_WritePacket();
CL_WritePacket();
CL_WritePacket();
}
// requests a file to download from the server
// stores it in the current game directory
static void CL_BeginDownload( const char *localName, const char *remoteName )
{
Com_DPrintf("***** CL_BeginDownload *****\n"
"Localname: %s\n"
"Remotename: %s\n"
"****************************\n", localName, remoteName);
Q_strncpyz ( clc.downloadName, localName, sizeof(clc.downloadName) );
Com_sprintf( clc.downloadTempName, sizeof(clc.downloadTempName), "%s.tmp", localName );
// Set so UI gets access to it
Cvar_Set( "cl_downloadName", remoteName );
Cvar_Set( "cl_downloadSize", "0" );
Cvar_Set( "cl_downloadCount", "0" );
Cvar_SetValue( "cl_downloadTime", cls.realtime );
clc.downloadBlock = 0;
clc.downloadCount = 0;
CL_AddReliableCommand( va("download %s", remoteName) );
}
/*
=================
CL_NextDownload
A download completed or failed
=================
*/
void CL_NextDownload(void) {
char *s;
char *remoteName, *localName;
// We are looking to start a download here
if (*clc.downloadList) {
s = clc.downloadList;
// format is:
// @remotename@localname@remotename@localname, etc.
if (*s == '@')
s++;
remoteName = s;
if ( (s = strchr(s, '@')) == NULL ) {
CL_DownloadsComplete();
return;
}
*s++ = 0;
localName = s;
if ( (s = strchr(s, '@')) != NULL )
*s++ = 0;
else
s = localName + strlen(localName); // point at the nul byte
if( !cl_allowDownload->integer ) {
Com_Error(ERR_DROP, "UDP Downloads are "
"disabled on your client. "
"(cl_allowDownload is %d)",
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cl_allowDownload->integer);
return;
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}
else {
CL_BeginDownload( localName, remoteName );
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}
clc.downloadRestart = qtrue;
// move over the rest
memmove( clc.downloadList, s, strlen(s) + 1);
return;
}
CL_DownloadsComplete();
}
/*
=================
CL_InitDownloads
After receiving a valid game state, we valid the cgame and local zip files here
and determine if we need to download them
=================
*/
void CL_InitDownloads(void) {
char missingfiles[1024];
if ( !cl_allowDownload->integer )
{
// autodownload is disabled on the client
// but it's possible that some referenced files on the server are missing
if (FS_ComparePaks( missingfiles, sizeof( missingfiles ), qfalse ) )
{
// NOTE TTimo I would rather have that printed as a modal message box
// but at this point while joining the game we don't know wether we will successfully join or not
Com_Printf( "\nWARNING: You are missing some files referenced by the server:\n%s"
"You might not be able to join the game\n"
"Go to the setting menu to turn on autodownload, or get the file elsewhere\n\n", missingfiles );
}
}
else if ( FS_ComparePaks( clc.downloadList, sizeof( clc.downloadList ) , qtrue ) ) {
Com_Printf("Need paks: %s\n", clc.downloadList );
if ( *clc.downloadList ) {
// if autodownloading is not enabled on the server
cls.state = CA_CONNECTED;
CL_NextDownload();
return;
}
}
CL_DownloadsComplete();
}
/*
Sometimes the server can drop the client and the netchan based
disconnect can be lost. If the client continues to send packets
to the server, the server will send out of band disconnect packets
to the client so it doesn't have to wait for the full timeout period.
*/
static void CL_DisconnectPacket( const netadr_t& from )
{
if ( cls.state < CA_AUTHORIZING ) {
return;
}
// if not from our server, ignore it
if ( !NET_CompareAdr( from, clc.netchan.remoteAddress ) ) {
return;
}
// if we have received packets within three seconds, ignore it
// (it might be a malicious spoof)
if ( cls.realtime - clc.lastPacketTime < 3000 ) {
return;
}
// drop the connection
Com_Printf( "Server disconnected for unknown reason\n" );
Cvar_Set("com_errorMessage", "Server disconnected for unknown reason\n" );
CL_Disconnect( qtrue );
}
static void CL_MotdPacket( const netadr_t& from )
{
// if not from our server, ignore it
if ( !NET_CompareAdr( from, cls.updateServer ) ) {
return;
}
const char* s;
const char* info = Cmd_Argv(1);
s = Info_ValueForKey( info, "challenge" );
if ( strcmp( s, cls.updateChallenge ) )
return;
s = Info_ValueForKey( info, "motd" );
Q_strncpyz( cls.updateInfoString, info, sizeof( cls.updateInfoString ) );
Cvar_Set( "cl_motdString", s );
}
// responses to broadcasts, etc
static void CL_ConnectionlessPacket( const netadr_t& from, msg_t* msg )
{
MSG_BeginReadingOOB( msg );
MSG_ReadLong( msg ); // skip the -1
char* s = MSG_ReadStringLine( msg );
Cmd_TokenizeString( s );
const char* c = Cmd_Argv(0);
Com_DPrintf ("CL packet %s: %s\n", NET_AdrToString(from), c);
// challenge from the server we are connecting to
if ( !Q_stricmp(c, "challengeResponse") ) {
if ( cls.state != CA_CONNECTING ) {
Com_Printf( "Unwanted challenge response received. Ignored.\n" );
} else {
// start sending challenge repsonse instead of challenge request packets
clc.challenge = atoi(Cmd_Argv(1));
cls.state = CA_CHALLENGING;
clc.connectPacketCount = 0;
clc.connectTime = -99999;
// take this address as the new server address. This allows
// a server proxy to hand off connections to multiple servers
clc.serverAddress = from;
Com_DPrintf ("challengeResponse: %d\n", clc.challenge);
}
return;
}
// server connection
if ( !Q_stricmp(c, "connectResponse") ) {
if ( cls.state >= CA_CONNECTED ) {
Com_Printf ("Dup connect received. Ignored.\n");
return;
}
if ( cls.state != CA_CHALLENGING ) {
Com_Printf ("connectResponse packet while not connecting. Ignored.\n");
return;
}
if ( !NET_CompareBaseAdr( from, clc.serverAddress ) ) {
Com_Printf( "connectResponse from a different address. Ignored.\n" );
Com_Printf( "%s should have been %s\n", NET_AdrToString( from ),
NET_AdrToString( clc.serverAddress ) );
return;
}
Netchan_Setup (NS_CLIENT, &clc.netchan, from, Cvar_VariableIntegerValue( "net_qport" ) );
cls.state = CA_CONNECTED;
clc.lastPacketSentTime = -9999; // send first packet immediately
return;
}
// server responding to an info broadcast
if ( !Q_stricmp(c, "infoResponse") ) {
CL_ServerInfoPacket( from, msg );
return;
}
// server responding to a get playerlist
if ( !Q_stricmp(c, "statusResponse") ) {
CL_ServerStatusResponse( from, msg );
return;
}
// a disconnect message from the server, which will happen if the server
// dropped the connection but it is still getting packets from us
if (!Q_stricmp(c, "disconnect")) {
CL_DisconnectPacket( from );
return;
}
// echo request from server
if ( !Q_stricmp(c, "echo") ) {
NET_OutOfBandPrint( NS_CLIENT, from, "%s", Cmd_Argv(1) );
return;
}
// cd check
if ( !Q_stricmp(c, "keyAuthorize") ) {
// we don't use these now, so dump them on the floor
return;
}
// global MOTD from id
if ( !Q_stricmp(c, "motd") ) {
CL_MotdPacket( from );
return;
}
// echo request from server
if ( !Q_stricmp(c, "print") ) {
s = MSG_ReadString( msg );
Q_strncpyz( clc.serverMessage, s, sizeof( clc.serverMessage ) );
Com_Printf( "%s", s );
if ( !Q_stricmpn(s, "/reconnect ASAP!", 16) ) {
CL_Reconnect_f();
}
return;
}
// echo request from server
if ( !Q_strncmp(c, "getserversResponse", 18) ) {
CL_ServersResponsePacket( from, msg );
return;
}
Com_DPrintf ("Unknown connectionless packet command.\n");
}
// a packet has arrived from the main event loop
void CL_PacketEvent( netadr_t from, msg_t* msg )
{
clc.lastPacketTime = cls.realtime;
if ( msg->cursize >= 4 && *(int *)msg->data == -1 ) {
CL_ConnectionlessPacket( from, msg );
return;
}
if ( cls.state < CA_CONNECTED ) {
return; // can't be a valid sequenced packet
}
if ( msg->cursize < 4 ) {
Com_Printf( "%s: Runt packet\n", NET_AdrToString( from ) );
return;
}
//
// packet from server
//
if ( !NET_CompareAdr( from, clc.netchan.remoteAddress ) ) {
Com_DPrintf( "%s:sequenced packet without connection\n", NET_AdrToString( from ) );
// FIXME: send a client disconnect?
return;
}
if (!CL_Netchan_Process( &clc.netchan, msg )) {
return; // out of order, duplicated, etc
}
// the header is different lengths for reliable and unreliable messages
int headerBytes = msg->readcount;
// track the last message received so it can be returned in
// client messages, allowing the server to detect a dropped
// gamestate
clc.serverMessageSequence = LittleLong( *(int *)msg->data );
clc.lastPacketTime = cls.realtime;
CL_ParseServerMessage( msg );
//
// we don't know if it is ok to save a demo message until
// after we have parsed the frame
//
if ( clc.demorecording && !clc.demowaiting ) {
CL_WriteDemoMessage( msg, headerBytes );
}
}
static void CL_CheckTimeout()
{
if (clc.demoplaying && (com_timescale->value == 0)) {
cl.timeoutcount = 0;
return;
}
if ( ( !cl_paused->integer || !sv_paused->integer )
&& cls.state >= CA_CONNECTED && cls.state != CA_CINEMATIC
&& cls.realtime - clc.lastPacketTime > cl_timeout->value*1000) {
if (++cl.timeoutcount > 5) { // timeoutcount saves debugger
Com_Printf ("\nServer connection timed out.\n");
CL_Disconnect( qtrue );
return;
}
} else {
cl.timeoutcount = 0;
}
}
static void CL_CheckUserinfo()
{
// don't add reliable commands when not yet connected
if ( cls.state < CA_CHALLENGING ) {
return;
}
// don't overflow the reliable command buffer when paused
if ( cl_paused->integer ) {
return;
}
// send a reliable userinfo update if needed
if ( cvar_modifiedFlags & CVAR_USERINFO ) {
cvar_modifiedFlags &= ~CVAR_USERINFO;
CL_AddReliableCommand( va("userinfo \"%s\"", Cvar_InfoString( CVAR_USERINFO ) ) );
}
}
void CL_Frame( int msec )
{
if ( !com_cl_running->integer ) {
return;
}
if ( cls.cddialog ) {
// bring up the cd error dialog if needed
cls.cddialog = qfalse;
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_NEED_CD );
} else if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI )
&& !com_sv_running->integer ) {
// if disconnected, bring up the menu
S_StopAllSounds();
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
}
// if recording an avi, lock to a fixed fps
if ( CL_VideoRecording() && cl_aviFrameRate->integer && msec ) {
// save the current screen
CL_TakeVideoFrame();
// fixed time for next frame
msec = (int)ceil( (1000.0f / cl_aviFrameRate->value) * com_timescale->value );
if (msec == 0) {
msec = 1;
}
}
// save the msec before checking pause
cls.realFrametime = msec;
// decide the simulation time
cls.frametime = msec;
cls.realtime += cls.frametime;
if ( cl_timegraph->integer ) {
SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
}
// see if we need to update any userinfo
CL_CheckUserinfo();
// if we haven't gotten a packet in a long time,
// drop the connection
CL_CheckTimeout();
// send intentions now
CL_SendCmd();
// resend a connection request if necessary
CL_CheckForResend();
// decide on the serverTime to render
CL_SetCGameTime();
// update the screen
SCR_UpdateScreen();
// update audio
S_Update();
// advance local effects for next frame
SCR_RunCinematic();
Con_RunConsole();
cls.framecount++;
}
///////////////////////////////////////////////////////////////
int CL_ScaledMilliseconds()
{
return Sys_Milliseconds()*com_timescale->value;
}
static void CL_InitRenderer()
{
// this sets up the renderer and calls R_Init
re.BeginRegistration( &cls.glconfig );
// load character sets
cls.charSetShader = re.RegisterShader( "gfx/2d/bigchars" );
cls.whiteShader = re.RegisterShader( "white" );
g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2;
g_consoleField.widthInChars = g_console_field_width;
}
// after the server has cleared the hunk, these will need to be restarted
// this is the only place that any of these functions are called from
void CL_StartHunkUsers( void ) {
if (!com_cl_running) {
return;
}
if ( !com_cl_running->integer ) {
return;
}
if ( !cls.rendererStarted ) {
cls.rendererStarted = qtrue;
CL_InitRenderer();
}
if ( !cls.soundStarted ) {
cls.soundStarted = qtrue;
S_Init();
}
if ( !cls.soundRegistered ) {
cls.soundRegistered = qtrue;
S_BeginRegistration();
}
if ( !cls.uiStarted ) {
cls.uiStarted = qtrue;
CL_InitUI();
}
}
static void QDECL CL_RefPrintf( printParm_t print_level, const char* fmt, ... )
{
va_list va;
char msg[MAXPRINTMSG];
va_start( va, fmt );
Q_vsnprintf( msg, sizeof(msg), fmt, va );
va_end( va );
if ( print_level == PRINT_ALL ) {
Com_Printf( "%s", msg );
} else if ( print_level == PRINT_WARNING ) {
Com_Printf( S_COLOR_YELLOW "%s", msg );
} else if ( print_level == PRINT_DEVELOPER ) {
Com_DPrintf( S_COLOR_CYAN "%s", msg );
2016-12-18 04:43:04 +00:00
}
}
static void* CL_RefMalloc( int size )
{
return Z_TagMalloc( size, TAG_RENDERER );
}
static void CL_ShutdownRef()
{
if ( !re.Shutdown ) {
return;
}
re.Shutdown( qtrue );
Com_Memset( &re, 0, sizeof( re ) );
}
static void CL_InitRef()
{
refimport_t ri;
ri.Cmd_AddCommand = Cmd_AddCommand;
ri.Cmd_RemoveCommand = Cmd_RemoveCommand;
ri.Cmd_Argc = Cmd_Argc;
ri.Cmd_Argv = Cmd_Argv;
ri.Printf = CL_RefPrintf;
ri.Error = Com_Error;
ri.Milliseconds = CL_ScaledMilliseconds;
ri.Malloc = CL_RefMalloc;
ri.Free = Z_Free;
#ifdef HUNK_DEBUG
ri.Hunk_AllocDebug = Hunk_AllocDebug;
#else
ri.Hunk_Alloc = Hunk_Alloc;
#endif
ri.Hunk_AllocateTempMemory = Hunk_AllocateTempMemory;
ri.Hunk_FreeTempMemory = Hunk_FreeTempMemory;
ri.CM_DrawDebugSurface = CM_DrawDebugSurface;
ri.FS_ReadFile = FS_ReadFile;
ri.FS_FreeFile = FS_FreeFile;
ri.FS_WriteFile = FS_WriteFile;
ri.FS_FreeFileList = FS_FreeFileList;
ri.FS_ListFiles = FS_ListFiles;
ri.Cvar_Get = Cvar_Get;
ri.Cvar_Set = Cvar_Set;
// cinematic stuff
ri.CIN_UploadCinematic = CIN_UploadCinematic;
ri.CIN_PlayCinematic = CIN_PlayCinematic;
ri.CIN_RunCinematic = CIN_RunCinematic;
ri.CL_WriteAVIVideoFrame = CL_WriteAVIVideoFrame;
re = *(GetRefAPI(&ri));
// unpause so the cgame definitely gets a snapshot and renders a frame
Cvar_Set( "cl_paused", "0" );
}
/*
Restart the video subsystem
we also have to reload the UI and CGame because the renderer
doesn't know what graphics to reload
*/
static void CL_Vid_Restart_f()
{
// Settings may have changed so stop recording now
if( CL_VideoRecording( ) ) {
CL_CloseAVI( );
}
S_StopAllSounds(); // don't let them loop during the restart
CL_ShutdownUI();
CL_ShutdownCGame();
CL_ShutdownRef();
// client is no longer pure until new checksums are sent
CL_ResetPureClientAtServer();
FS_ClearPakReferences( FS_UI_REF | FS_CGAME_REF );
// reinitialize the filesystem if the game directory or checksum has changed
FS_ConditionalRestart( clc.checksumFeed );
cls.rendererStarted = qfalse;
cls.uiStarted = qfalse;
cls.cgameStarted = qfalse;
cls.soundRegistered = qfalse;
// unpause so the cgame definitely gets a snapshot and renders a frame
Cvar_Set( "cl_paused", "0" );
// if not running a server clear the whole hunk
if ( !com_sv_running->integer ) {
Hunk_Clear();
}
else {
// clear all the client data on the hunk
Hunk_ClearToMark();
}
// initialize the renderer interface
CL_InitRef();
// startup all the client stuff
CL_StartHunkUsers();
// start the cgame if connected
if ( cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) {
cls.cgameStarted = qtrue;
CL_InitCGame();
// send pure checksums
CL_SendPureChecksums();
}
}
// restart the sound subsystem
// the cgame must also be forced to restart because handles will be invalid
static void CL_Snd_Restart_f()
{
S_Shutdown();
S_Init();
CL_Vid_Restart_f();
}
///////////////////////////////////////////////////////////////
static void CL_SetModel_f()
{
char name[256];
const char* arg = Cmd_Argv(1);
if (arg[0]) {
Cvar_Set( "model", arg );
} else {
Cvar_VariableStringBuffer( "model", name, sizeof(name) );
Com_Printf("model is set to %s\n", name);
}
}
///////////////////////////////////////////////////////////////
static void CL_Video_f()
{
char s[ MAX_OSPATH ];
if( Cmd_Argc( ) == 2 )
{
Com_sprintf( s, MAX_OSPATH, "videos/%s.avi", Cmd_Argv( 1 ) );
}
else
{
qtime_t t;
Com_RealTime( &t );
Com_sprintf( s, sizeof(s), "videos/%d_%02d_%02d-%02d_%02d_%02d.avi",
1900+t.tm_year, 1+t.tm_mon, t.tm_mday, t.tm_hour, t.tm_min, t.tm_sec );
}
Com_Printf( "recording to %s\n", s );
CL_OpenAVIForWriting( s );
}
static void CL_StopVideo_f()
{
CL_CloseAVI();
}
///////////////////////////////////////////////////////////////
static void CL_ShowIP_f()
{
Sys_ShowIP();
}
qbool CL_CDKeyValidate( const char *key, const char *checksum )
{
char ch;
byte sum;
char chs[3];
int i, len;
len = strlen(key);
if( len != CDKEY_LEN ) {
return qfalse;
}
if( checksum && strlen( checksum ) != CDCHKSUM_LEN ) {
return qfalse;
}
sum = 0;
// for loop gets rid of conditional assignment warning
for (i = 0; i < len; i++) {
ch = *key++;
if (ch>='a' && ch<='z') {
ch -= 32;
}
switch( ch ) {
case '2':
case '3':
case '7':
case 'A':
case 'B':
case 'C':
case 'D':
case 'G':
case 'H':
case 'J':
case 'L':
case 'P':
case 'R':
case 'S':
case 'T':
case 'W':
sum += ch;
continue;
default:
return qfalse;
}
}
sprintf(chs, "%02x", sum);
if (checksum && !Q_stricmp(chs, checksum)) {
return qtrue;
}
if (!checksum) {
return qtrue;
}
return qfalse;
}
static void CL_CallVote_f()
{
CL_ForwardCommandToServer( Cmd_Cmd() );
}
static void CL_CompleteCallVote_f( int startArg, int compArg )
{
if ( compArg == startArg + 2 && !Q_stricmp( Cmd_Argv( startArg + 1 ), "map" ) )
Field_AutoCompleteCustom( startArg, compArg, &Field_AutoCompleteMapName );
}
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void CL_Init()
{
//QSUBSYSTEM_INIT_START( "Client" );
CL_ConInit();
CL_ClearState();
cls.state = CA_DISCONNECTED; // no longer CA_UNINITIALIZED
cls.realtime = 0;
CL_InitInput();
// register our variables
//
cl_timeout = Cvar_Get ("cl_timeout", "200", 0);
cl_timeNudge = Cvar_Get ("cl_timeNudge", "0", CVAR_TEMP );
cl_shownet = Cvar_Get ("cl_shownet", "0", CVAR_TEMP );
cl_showSend = Cvar_Get ("cl_showSend", "0", CVAR_TEMP );
cl_showTimeDelta = Cvar_Get ("cl_showTimeDelta", "0", CVAR_TEMP );
rcon_client_password = Cvar_Get ("rconPassword", "", CVAR_TEMP );
cl_timedemo = Cvar_Get ("timedemo", "0", 0);
cl_aviFrameRate = Cvar_Get ("cl_aviFrameRate", "25", CVAR_ARCHIVE);
cl_aviMotionJpeg = Cvar_Get ("cl_aviMotionJpeg", "1", CVAR_ARCHIVE);
rconAddress = Cvar_Get ("rconAddress", "", 0);
cl_maxpackets = Cvar_Get ("cl_maxpackets", "30", CVAR_ARCHIVE );
cl_packetdup = Cvar_Get ("cl_packetdup", "1", CVAR_ARCHIVE );
cl_allowDownload = Cvar_Get ("cl_allowDownload", "0", CVAR_ARCHIVE);
#ifdef MACOS_X
// In game video is REALLY slow in Mac OS X right now due to driver slowness
cl_inGameVideo = Cvar_Get ("r_inGameVideo", "0", CVAR_ARCHIVE);
#else
cl_inGameVideo = Cvar_Get ("r_inGameVideo", "1", CVAR_ARCHIVE);
#endif
cl_serverStatusResendTime = Cvar_Get ("cl_serverStatusResendTime", "750", 0);
cl_motd = Cvar_Get( "cl_motd", "1", 0 );
cl_motdString = Cvar_Get( "cl_motdString", "", CVAR_ROM );
Cvar_Get( "cl_maxPing", "800", CVAR_ARCHIVE );
// userinfo
Cvar_Get ("name", "UnnamedPlayer", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("rate", "3000", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("snaps", "20", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("cl_anonymous", "0", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("password", "", CVAR_USERINFO);
// register our commands
//
Cmd_AddCommand ("cmd", CL_ForwardToServer_f);
Cmd_AddCommand ("configstrings", CL_Configstrings_f);
Cmd_AddCommand ("clientinfo", CL_Clientinfo_f);
Cmd_AddCommand ("snd_restart", CL_Snd_Restart_f);
Cmd_AddCommand ("vid_restart", CL_Vid_Restart_f);
Cmd_AddCommand ("disconnect", CL_Disconnect_f);
Cmd_AddCommand ("record", CL_Record_f);
Cmd_SetAutoCompletion ("record", CL_CompleteDemoRecord_f);
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Cmd_AddCommand ("demo", CL_PlayDemo_f);
Cmd_SetAutoCompletion ("demo", CL_CompleteDemoPlay_f);
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Cmd_AddCommand ("cinematic", CL_PlayCinematic_f);
Cmd_AddCommand ("stoprecord", CL_StopRecord_f);
Cmd_AddCommand ("connect", CL_Connect_f);
Cmd_AddCommand ("reconnect", CL_Reconnect_f);
Cmd_AddCommand ("localservers", CL_LocalServers_f);
Cmd_AddCommand ("globalservers", CL_GlobalServers_f);
Cmd_AddCommand ("rcon", CL_Rcon_f);
Cmd_SetAutoCompletion ("rcon", CL_CompleteRcon_f);
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Cmd_AddCommand ("ping", CL_Ping_f );
Cmd_AddCommand ("serverstatus", CL_ServerStatus_f );
Cmd_AddCommand ("showip", CL_ShowIP_f );
Cmd_AddCommand ("fs_referencedList", CL_ReferencedPK3List_f );
Cmd_AddCommand ("model", CL_SetModel_f );
Cmd_AddCommand ("video", CL_Video_f );
Cmd_AddCommand ("stopvideo", CL_StopVideo_f );
// we use these until we get proper handling on the mod side
Cmd_AddCommand ("cv", CL_CallVote_f );
Cmd_AddCommand ("callvote", CL_CallVote_f );
Cmd_SetAutoCompletion ("cv", CL_CompleteCallVote_f );
Cmd_SetAutoCompletion ("callvote", CL_CompleteCallVote_f );
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CL_InitRef();
SCR_Init();
Cbuf_Execute();
Cvar_Set( "cl_running", "1" );
//QSUBSYSTEM_INIT_DONE( "Client" );
}
void CL_Shutdown()
{
static qbool recursive = qfalse;
// check whether the client is running at all.
if(!(com_cl_running && com_cl_running->integer))
return;
Com_Printf( "----- CL_Shutdown -----\n" );
if ( recursive ) {
printf ("recursive shutdown\n");
return;
}
recursive = qtrue;
CL_Disconnect( qtrue );
S_Shutdown();
CL_ShutdownRef();
CL_ShutdownUI();
CL_SaveCommandHistory();
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Cmd_RemoveCommand ("cmd");
Cmd_RemoveCommand ("configstrings");
Cmd_RemoveCommand ("userinfo");
Cmd_RemoveCommand ("snd_restart");
Cmd_RemoveCommand ("vid_restart");
Cmd_RemoveCommand ("disconnect");
Cmd_RemoveCommand ("record");
Cmd_RemoveCommand ("demo");
Cmd_RemoveCommand ("cinematic");
Cmd_RemoveCommand ("stoprecord");
Cmd_RemoveCommand ("connect");
Cmd_RemoveCommand ("localservers");
Cmd_RemoveCommand ("globalservers");
Cmd_RemoveCommand ("rcon");
Cmd_RemoveCommand ("setenv");
Cmd_RemoveCommand ("ping");
Cmd_RemoveCommand ("serverstatus");
Cmd_RemoveCommand ("showip");
Cmd_RemoveCommand ("model");
Cmd_RemoveCommand ("video");
Cmd_RemoveCommand ("stopvideo");
// we use these until we get proper handling on the mod side
Cmd_RemoveCommand ("cv");
Cmd_RemoveCommand ("callvote");
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Cvar_Set( "cl_running", "0" );
recursive = qfalse;
Com_Memset( &cls, 0, sizeof( cls ) );
Com_Printf( "-----------------------\n" );
}