cnq3/code/client/cl_parse.cpp

696 lines
18 KiB
C++

/*
===========================================================================
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_parse.c -- parse a message received from the server
#include "client.h"
static const char* svc_strings[256] = {
"svc_bad",
"svc_nop",
"svc_gamestate",
"svc_configstring",
"svc_baseline",
"svc_serverCommand",
"svc_download",
"svc_snapshot"
};
static void SHOWNET( const msg_t* msg, const char* s )
{
if ( cl_shownet->integer >= 2 ) {
Com_Printf( "%3i:%s\n", msg->readcount-1, s );
}
}
/*
=========================================================================
MESSAGE PARSING
=========================================================================
*/
// parses deltas from the given base and adds the resulting entity to the current frame
static void CL_DeltaEntity( msg_t* msg, clSnapshot_t *frame, int newnum, entityState_t *old, qbool unchanged )
{
entityState_t *state;
// save the parsed entity state into the big circular buffer so
// it can be used as the source for a later delta
state = &cl.parseEntities[cl.parseEntitiesNum & (MAX_PARSE_ENTITIES-1)];
if ( unchanged ) {
*state = *old;
} else {
MSG_ReadDeltaEntity( msg, old, state, newnum );
}
if ( state->number == (MAX_GENTITIES-1) ) {
return; // entity was delta removed
}
cl.parseEntitiesNum++;
frame->numEntities++;
}
static void CL_ParsePacketEntities( msg_t *msg, clSnapshot_t *oldframe, clSnapshot_t *newframe)
{
int newnum;
entityState_t *oldstate;
int oldindex, oldnum;
newframe->parseEntitiesNum = cl.parseEntitiesNum;
newframe->numEntities = 0;
// delta from the entities present in oldframe
oldindex = 0;
oldstate = NULL;
if (!oldframe) {
oldnum = 99999;
} else {
if ( oldindex >= oldframe->numEntities ) {
oldnum = 99999;
} else {
oldstate = &cl.parseEntities[
(oldframe->parseEntitiesNum + oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
while ( 1 ) {
// read the entity index number
newnum = MSG_ReadBits( msg, GENTITYNUM_BITS );
if ( newnum == (MAX_GENTITIES-1) ) {
break;
}
if ( msg->readcount > msg->cursize ) {
Com_Error (ERR_DROP,"CL_ParsePacketEntities: end of message");
}
while ( oldnum < newnum ) {
// one or more entities from the old packet are unchanged
if ( cl_shownet->integer == 3 ) {
Com_Printf ("%3i: unchanged: %i\n", msg->readcount, oldnum);
}
CL_DeltaEntity( msg, newframe, oldnum, oldstate, qtrue );
oldindex++;
if ( oldindex >= oldframe->numEntities ) {
oldnum = 99999;
} else {
oldstate = &cl.parseEntities[
(oldframe->parseEntitiesNum + oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
if (oldnum == newnum) {
// delta from previous state
if ( cl_shownet->integer == 3 ) {
Com_Printf ("%3i: delta: %i\n", msg->readcount, newnum);
}
CL_DeltaEntity( msg, newframe, newnum, oldstate, qfalse );
oldindex++;
if ( oldindex >= oldframe->numEntities ) {
oldnum = 99999;
} else {
oldstate = &cl.parseEntities[
(oldframe->parseEntitiesNum + oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
continue;
}
if ( oldnum > newnum ) {
// delta from baseline
if ( cl_shownet->integer == 3 ) {
Com_Printf ("%3i: baseline: %i\n", msg->readcount, newnum);
}
CL_DeltaEntity( msg, newframe, newnum, &cl.entityBaselines[newnum], qfalse );
continue;
}
}
// any remaining entities in the old frame are copied over
while ( oldnum != 99999 ) {
// one or more entities from the old packet are unchanged
if ( cl_shownet->integer == 3 ) {
Com_Printf ("%3i: unchanged: %i\n", msg->readcount, oldnum);
}
CL_DeltaEntity( msg, newframe, oldnum, oldstate, qtrue );
oldindex++;
if ( oldindex >= oldframe->numEntities ) {
oldnum = 99999;
} else {
oldstate = &cl.parseEntities[
(oldframe->parseEntitiesNum + oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
}
/*
If the snapshot is parsed properly, it will be copied to
cl.snap and saved in cl.snapshots[]. If the snapshot is invalid
for any reason, no changes to the state will be made at all.
*/
static void CL_ParseSnapshot( msg_t *msg )
{
int len;
clSnapshot_t *old;
clSnapshot_t newSnap;
int deltaNum;
int oldMessageNum;
int i, packetNum;
// get the reliable sequence acknowledge number
// NOTE: now sent with all server to client messages
//clc.reliableAcknowledge = MSG_ReadLong( msg );
// read in the new snapshot to a temporary buffer
// we will only copy to cl.snap if it is valid
Com_Memset (&newSnap, 0, sizeof(newSnap));
// we will have read any new server commands in this
// message before we got to svc_snapshot
newSnap.serverCommandNum = clc.serverCommandSequence;
newSnap.serverTime = MSG_ReadLong( msg );
// now that we have a server time update,
// we can consider the client pause (if active) truly over
// see CL_Paused for the details
cl_paused->modified = qfalse;
newSnap.messageNum = clc.serverMessageSequence;
deltaNum = MSG_ReadByte( msg );
if ( !deltaNum ) {
newSnap.deltaNum = -1;
} else {
newSnap.deltaNum = newSnap.messageNum - deltaNum;
}
newSnap.snapFlags = MSG_ReadByte( msg );
// If the frame is delta compressed from data that we
// no longer have available, we must suck up the rest of
// the frame, but not use it, then ask for a non-compressed
// message
if ( newSnap.deltaNum <= 0 ) {
newSnap.valid = qtrue; // uncompressed frame
old = NULL;
clc.demowaiting = qfalse; // we can start recording now
} else {
old = &cl.snapshots[newSnap.deltaNum & PACKET_MASK];
if ( !old->valid ) {
// should never happen
Com_Printf ("Delta from invalid frame (not supposed to happen!).\n");
} else if ( old->messageNum != newSnap.deltaNum ) {
// The frame that the server did the delta from
// is too old, so we can't reconstruct it properly.
Com_Printf ("Delta frame too old.\n");
} else if ( cl.parseEntitiesNum - old->parseEntitiesNum > MAX_PARSE_ENTITIES-128 ) {
Com_Printf ("Delta parseEntitiesNum too old.\n");
} else {
newSnap.valid = qtrue; // valid delta parse
}
}
// read areamask
len = MSG_ReadByte( msg );
if(len > sizeof(newSnap.areamask))
{
Com_Error (ERR_DROP,"CL_ParseSnapshot: Invalid size %d for areamask.", len);
return;
}
MSG_ReadData( msg, &newSnap.areamask, len);
// read playerinfo
SHOWNET( msg, "playerstate" );
if ( old ) {
MSG_ReadDeltaPlayerstate( msg, &old->ps, &newSnap.ps );
} else {
MSG_ReadDeltaPlayerstate( msg, NULL, &newSnap.ps );
}
// read packet entities
SHOWNET( msg, "packet entities" );
CL_ParsePacketEntities( msg, old, &newSnap );
// if not valid, dump the entire thing now that it has
// been properly read
if ( !newSnap.valid ) {
return;
}
// clear the valid flags of any snapshots between the last
// received and this one, so if there was a dropped packet
// it won't look like something valid to delta from next
// time we wrap around in the buffer
oldMessageNum = cl.snap.messageNum + 1;
if ( newSnap.messageNum - oldMessageNum >= PACKET_BACKUP ) {
oldMessageNum = newSnap.messageNum - ( PACKET_BACKUP - 1 );
}
for ( ; oldMessageNum < newSnap.messageNum ; oldMessageNum++ ) {
cl.snapshots[oldMessageNum & PACKET_MASK].valid = qfalse;
}
// copy to the current good spot
cl.snap = newSnap;
cl.snap.ping = 999;
// calculate ping time
for ( i = 0 ; i < PACKET_BACKUP ; i++ ) {
packetNum = ( clc.netchan.outgoingSequence - 1 - i ) & PACKET_MASK;
if ( cl.snap.ps.commandTime >= cl.outPackets[ packetNum ].p_serverTime ) {
cl.snap.ping = cls.realtime - cl.outPackets[ packetNum ].p_realtime;
break;
}
}
// save the frame off in the backup array for later delta comparisons
cl.snapshots[cl.snap.messageNum & PACKET_MASK] = cl.snap;
if (cl_shownet->integer == 3) {
Com_Printf( " snapshot:%i delta:%i ping:%i\n", cl.snap.messageNum,
cl.snap.deltaNum, cl.snap.ping );
}
cl.newSnapshots = qtrue;
}
//=====================================================================
int cl_connectedToPureServer;
// the systeminfo configstring has been changed, so parse the new info out of it
// this will happen at every gamestate, and possibly during gameplay
void CL_SystemInfoChanged()
{
// these are cvars the client doesn't need nor want to set locally
// no need to reject "sv_cheats" since it gets cleared by /map and set by /devmap
static const char* rejectedCVars[] = {
"sv_pure",
"sv_paks",
"sv_pakNames",
"sv_referencedPaks",
"sv_referencedPakNames",
"sv_currentPak",
"sv_serverid"
};
const char *s, *t;
// don't set any vars when playing a demo
if ( clc.demoplaying ) {
return;
}
const char* systemInfo = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SYSTEMINFO ];
// when the serverId changes, any further messages we send to the server will use this new serverId
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
// in some cases, outdated cp commands might get sent with this new serverId
cl.serverId = atoi( Info_ValueForKey( systemInfo, "sv_serverid" ) );
s = Info_ValueForKey( systemInfo, "sv_cheats" );
if ( atoi(s) == 0 ) {
Cvar_SetCheatState();
}
// check pure server string
// note: the CNQ3 client doesn't even read sv_pakNames anymore since it's of no use
s = Info_ValueForKey( systemInfo, "sv_paks" );
FS_PureServerSetLoadedPaks( s );
s = Info_ValueForKey( systemInfo, "sv_referencedPaks" );
t = Info_ValueForKey( systemInfo, "sv_referencedPakNames" );
FS_PureServerSetReferencedPaks( s, t );
qbool gameSet = qfalse;
// scan through all the variables in the systeminfo and locally set cvars to match
s = systemInfo;
while ( s ) {
char key[BIG_INFO_KEY], value[BIG_INFO_VALUE];
Info_NextPair( &s, key, value );
if ( !key[0] ) {
break;
}
// reject unwanted cvars
qbool rejected = qfalse;
for ( int i = 0; i < ARRAY_LEN(rejectedCVars); ++i ) {
if ( !Q_stricmp(key, rejectedCVars[i]) ) {
rejected = qtrue;
break;
}
}
if ( rejected )
continue;
// ehw!
if (!Q_stricmp(key, "fs_game"))
{
if (FS_CheckDirTraversal(value))
{
Com_Printf("WARNING: Server sent invalid fs_game value %s\n", value);
continue;
}
gameSet = qtrue;
}
// servers are only allowed to modify specific sets of cvars
int flags = Cvar_Flags(key);
if (flags == CVAR_NONEXISTENT) {
Cvar_Get( key, value, CVAR_SERVER_CREATED | CVAR_ROM );
}
else if (flags & (CVAR_SYSTEMINFO | CVAR_SERVER_CREATED)) {
Cvar_Set( key, value );
}
}
// if game folder should not be set and it is set at the client side
if ( !gameSet && *Cvar_VariableString("fs_game") ) {
Cvar_Set( "fs_game", "" );
}
cl_connectedToPureServer = Cvar_VariableValue( "sv_pure" );
}
static void CL_ParseGamestate( msg_t *msg )
{
int i;
entityState_t *es;
int newnum;
entityState_t nullstate;
int cmd;
char *s;
Con_Close();
clc.connectPacketCount = 0;
// wipe local client state
CL_ClearState();
// all previous config string commands need to be marked as invalid
for ( i = 0; i < MAX_RELIABLE_COMMANDS; ++i ) {
const char* const cmdStr = clc.serverCommands[i];
if ( !strncmp(cmdStr, "cs " , 3) ||
!strncmp(cmdStr, "bcs0 ", 5) ||
!strncmp(cmdStr, "bcs1 ", 5) ||
!strncmp(cmdStr, "bcs2 ", 5) )
clc.serverCommandsBad[i] = qtrue;
}
// a gamestate always marks a server command sequence
clc.serverCommandSequence = MSG_ReadLong( msg );
// parse all the configstrings and baselines
cl.gameState.dataCount = 1; // leave a 0 at the beginning for uninitialized configstrings
while ( 1 ) {
cmd = MSG_ReadByte( msg );
if ( cmd == svc_EOF ) {
break;
}
if ( cmd == svc_configstring ) {
int len;
i = MSG_ReadShort( msg );
if ( i < 0 || i >= MAX_CONFIGSTRINGS ) {
Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
}
s = MSG_ReadBigString( msg );
len = strlen( s );
if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
}
// append it to the gameState string buffer
cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
Com_Memcpy( cl.gameState.stringData + cl.gameState.dataCount, s, len + 1 );
cl.gameState.dataCount += len + 1;
} else if ( cmd == svc_baseline ) {
newnum = MSG_ReadBits( msg, GENTITYNUM_BITS );
if ( newnum < 0 || newnum >= MAX_GENTITIES ) {
Com_Error( ERR_DROP, "Baseline number out of range: %i", newnum );
}
Com_Memset (&nullstate, 0, sizeof(nullstate));
es = &cl.entityBaselines[ newnum ];
MSG_ReadDeltaEntity( msg, &nullstate, es, newnum );
} else {
Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte" );
}
}
clc.clientNum = MSG_ReadLong(msg);
// read the checksum feed
clc.checksumFeed = MSG_ReadLong( msg );
// parse serverId and other cvars
CL_SystemInfoChanged();
// reinitialize the filesystem if the game directory has changed
FS_ConditionalRestart( clc.checksumFeed );
// This used to call CL_StartHunkUsers, but now we enter the download state before loading the cgame
CL_InitDownloads();
// make sure the game starts
Cvar_Set( "cl_paused", "0" );
}
//=====================================================================
// a download message has been received from the server
static void CL_ParseDownload( msg_t *msg )
{
if (!*clc.downloadTempName) {
Com_Printf("Server sending download, but no download was requested\n");
CL_AddReliableCommand( "stopdl" );
return;
}
// read the data
int block = MSG_ReadShort( msg );
if ( !block )
{
// block zero is special, contains file size
clc.downloadSize = MSG_ReadLong( msg );
Cvar_SetValue( "cl_downloadSize", clc.downloadSize );
if (clc.downloadSize < 0)
{
Com_Error( ERR_DROP, MSG_ReadString( msg ) );
return;
}
}
int size = MSG_ReadShort( msg );
unsigned char data[MAX_MSGLEN];
if (size < 0 || size > sizeof(data))
{
Com_Error( ERR_DROP, "CL_ParseDownload: Invalid size %d for download chunk.", size );
return;
}
MSG_ReadData( msg, data, size );
if (clc.downloadBlock != block) {
Com_DPrintf( "CL_ParseDownload: Expected block %d, got %d\n", clc.downloadBlock, block );
return;
}
// open the file if not opened yet
if (!clc.download)
{
clc.download = FS_SV_FOpenFileWrite( clc.downloadTempName );
if (!clc.download) {
Com_Printf( "Could not create %s\n", clc.downloadTempName );
CL_AddReliableCommand( "stopdl" );
CL_NextDownload();
return;
}
}
if (size)
FS_Write( data, size, clc.download );
CL_AddReliableCommand( va("nextdl %d", clc.downloadBlock) );
clc.downloadBlock++;
clc.downloadCount += size;
// So UI gets access to it
Cvar_SetValue( "cl_downloadCount", clc.downloadCount );
if (!size) { // A zero length block means EOF
if (clc.download) {
FS_FCloseFile( clc.download );
clc.download = 0;
// rename the file
FS_SV_Rename( clc.downloadTempName, clc.downloadName );
}
*clc.downloadTempName = *clc.downloadName = 0;
Cvar_Set( "cl_downloadName", "" );
// send intentions now
// We need this because without it, we would hold the last nextdl and then start
// loading right away. If we take a while to load, the server is happily trying
// to send us that last block over and over.
// Write it twice to help make sure we acknowledge the download
CL_WritePacket();
CL_WritePacket();
// get another file if needed
CL_NextDownload();
}
}
/*
Command strings are just saved off until cgame asks for them
when it transitions a snapshot
*/
static void CL_ParseCommandString( msg_t* msg )
{
const int seq = MSG_ReadLong( msg );
const char* const s = MSG_ReadString( msg );
// see if we have already stored it off
if ( clc.serverCommandSequence >= seq ) {
return;
}
clc.serverCommandSequence = seq;
const int index = seq & (MAX_RELIABLE_COMMANDS - 1);
Q_strncpyz( clc.serverCommands[ index ], s, sizeof( clc.serverCommands[ index ] ) );
clc.serverCommandsBad[ index ] = qfalse;
// We normally don't process commands before being CA_ACTIVE,
// but it's possible we receive a "disconnect" command while
// still being CA_PRIMED.
// Therefore, we have to make an exception for "disconnect" right here
// to avoid waiting for a snapshot forever.
if ( cls.state == CA_PRIMED ) {
Cmd_TokenizeString(s);
if ( !Q_stricmp( Cmd_Argv(0), "disconnect" ) ) {
if ( Cmd_Argc() >= 2 )
Com_Error( ERR_DROP, "Server disconnected: %s", Cmd_Argv(1) );
else
Com_Error( ERR_DROP, "Server disconnected" );
}
}
}
void CL_ParseServerMessage( msg_t *msg )
{
int cmd;
if ( cl_shownet->integer == 1 ) {
Com_Printf ("%i ",msg->cursize);
} else if ( cl_shownet->integer >= 2 ) {
Com_Printf ("------------------\n");
}
MSG_Bitstream( msg );
// get the reliable sequence acknowledge number
clc.reliableAcknowledge = MSG_ReadLong( msg );
if ( clc.reliableAcknowledge < clc.reliableSequence - MAX_RELIABLE_COMMANDS ) {
clc.reliableAcknowledge = clc.reliableSequence;
}
//
// parse the message
//
while ( 1 ) {
if ( msg->readcount > msg->cursize ) {
Com_Error (ERR_DROP,"CL_ParseServerMessage: read past end of server message");
break;
}
cmd = MSG_ReadByte( msg );
if ( cmd == svc_EOF) {
SHOWNET( msg, "END OF MESSAGE" );
break;
}
if ( cl_shownet->integer >= 2 ) {
if ( !svc_strings[cmd] ) {
Com_Printf( "%3i:BAD CMD %i\n", msg->readcount-1, cmd );
} else {
SHOWNET( msg, svc_strings[cmd] );
}
}
switch ( cmd ) {
default:
Com_Error( ERR_DROP, "CL_ParseServerMessage: Illegible server message\n" );
break;
case svc_nop:
break;
case svc_serverCommand:
CL_ParseCommandString( msg );
break;
case svc_gamestate:
CL_ParseGamestate( msg );
break;
case svc_snapshot:
CL_ParseSnapshot( msg );
break;
case svc_download:
CL_ParseDownload( msg );
break;
}
}
}