mirror of
https://bitbucket.org/CPMADevs/cnq3
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474 lines
15 KiB
C
474 lines
15 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// client.h -- primary header for client
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#include "../qcommon/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "keys.h"
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#include "snd_public.h"
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#include "../renderer/tr_public.h"
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#include "../qcommon/cg_public.h"
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#include "../qcommon/ui_public.h"
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// snapshots are a view of the server at a given time
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typedef struct {
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qbool valid; // cleared if delta parsing was invalid
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int snapFlags; // rate delayed and dropped commands
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int serverTime; // server time the message is valid for (in msec)
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int messageNum; // copied from netchan->incoming_sequence
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int deltaNum; // messageNum the delta is from
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int ping; // time from when cmdNum-1 was sent to time packet was reeceived
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byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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int cmdNum; // the next cmdNum the server is expecting
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playerState_t ps; // complete information about the current player at this time
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int numEntities; // all of the entities that need to be presented
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int parseEntitiesNum; // at the time of this snapshot
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int serverCommandNum; // execute all commands up to this before
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// making the snapshot current
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} clSnapshot_t;
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/*
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=============================================================================
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the clientActive_t structure is wiped completely at every
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new gamestate_t, potentially several times during an established connection
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=============================================================================
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*/
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typedef struct {
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int p_cmdNumber; // cl.cmdNumber when packet was sent
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int p_serverTime; // usercmd->serverTime when packet was sent
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int p_realtime; // cls.realtime when packet was sent
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} outPacket_t;
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// the parseEntities array must be large enough to hold PACKET_BACKUP frames of
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// entities, so that when a delta compressed message arives from the server
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// it can be un-deltad from the original
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#define MAX_PARSE_ENTITIES 2048
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extern int g_console_field_width;
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typedef struct {
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int timeoutcount; // it requres several frames in a timeout condition
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// to disconnect, preventing debugging breaks from
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// causing immediate disconnects on continue
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clSnapshot_t snap; // latest received from server
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int serverTime; // may be paused during play
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int oldServerTime; // to prevent time from flowing bakcwards
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int oldFrameServerTime; // to check tournament restarts
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int serverTimeDelta; // cl.serverTime = cls.realtime + cl.serverTimeDelta
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// this value changes as net lag varies
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qbool extrapolatedSnapshot; // set if any cgame frame has been forced to extrapolate
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// cleared when CL_AdjustTimeDelta looks at it
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qbool newSnapshots; // set on parse of any valid packet
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gameState_t gameState; // configstrings
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char mapname[MAX_QPATH]; // extracted from CS_SERVERINFO
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int parseEntitiesNum; // index (not anded off) into cl_parse_entities[]
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int mouseDx[2], mouseDy[2]; // added to by mouse events
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int mouseIndex;
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int mouseTime; // when the last mouse input was sampled, for cl_drawMouseLag
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int joystickAxis[MAX_JOYSTICK_AXIS]; // set by joystick events
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// cgame communicates a few values to the client system
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int cgameUserCmdValue; // current weapon to add to usercmd_t
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float cgameSensitivity;
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// cmds[cmdNumber] is the predicted command, [cmdNumber-1] is the last
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// properly generated command
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usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds
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int cmdNumber; // incremented each frame, because multiple
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// frames may need to be packed into a single packet
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int userCmdTime; // when the last usercmd_t was generated, for cl_drawMouseLag
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outPacket_t outPackets[PACKET_BACKUP]; // information about each packet we have sent out
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// the client maintains its own idea of view angles, which are
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// sent to the server each frame. It is cleared to 0 upon entering each level.
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// the server sends a delta each frame which is added to the locally
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// tracked view angles to account for standing on rotating objects,
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// and teleport direction changes
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vec3_t viewangles;
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int serverId; // included in each client message so the server
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// can tell if it is for a prior map_restart
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// big stuff at end of structure so most offsets are 15 bits or less
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clSnapshot_t snapshots[PACKET_BACKUP];
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entityState_t entityBaselines[MAX_GENTITIES]; // for delta compression when not in previous frame
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entityState_t parseEntities[MAX_PARSE_ENTITIES];
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} clientActive_t;
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extern clientActive_t cl;
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/*
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=============================================================================
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the clientConnection_t structure is wiped when disconnecting from a server,
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either to go to a full screen console, play a demo, or connect to a different server
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A connection can be to either a server through the network layer or a
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demo through a file.
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=============================================================================
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*/
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typedef struct {
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int clientNum;
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int lastPacketSentTime; // for retransmits during connection
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int lastPacketTime; // for timeouts
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netadr_t serverAddress;
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int connectTime; // for connection retransmits
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int connectPacketCount; // for display on connection dialog
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char serverMessage[MAX_STRING_CHARS]; // for display on connection dialog
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int challenge; // from the server to use for connecting
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int checksumFeed; // from the server for checksum calculations
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// these are our reliable messages that go to the server
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int reliableSequence;
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int reliableAcknowledge; // the last one the server has executed
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char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
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// server message (unreliable) and command (reliable) sequence
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// numbers are NOT cleared at level changes, but continue to
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// increase as long as the connection is valid
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// message sequence is used by both the network layer and the
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// delta compression layer
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int serverMessageSequence;
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// reliable messages received from server
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int serverCommandSequence;
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int lastExecutedServerCommand; // last server command grabbed or executed with CL_GetServerCommand
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char serverCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
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// file transfer from server
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fileHandle_t download;
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char downloadTempName[MAX_OSPATH];
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char downloadName[MAX_OSPATH];
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int downloadNumber;
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int downloadBlock; // block we are waiting for
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int downloadCount; // how many bytes we got
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int downloadSize; // how many bytes we got
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char downloadList[MAX_INFO_STRING]; // list of paks we need to download
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qbool downloadRestart; // if true, we need to do another FS_Restart because we downloaded a pak
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// demo information
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char demoName[MAX_OSPATH];
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qbool showAnnoyingDemoRecordMessage;
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qbool demorecording;
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qbool demoplaying;
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qbool demowaiting; // don't record until a non-delta message is received
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qbool firstDemoFrameSkipped;
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fileHandle_t demofile;
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int timeDemoFrames; // counter of rendered frames
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int timeDemoStart; // cls.realtime before first frame
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int timeDemoBaseTime; // each frame will be at this time + frameNum * 50
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// big stuff at end of structure so most offsets are 15 bits or less
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netchan_t netchan;
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} clientConnection_t;
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extern clientConnection_t clc;
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/*
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==================================================================
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the clientStatic_t structure is never wiped, and is used even when
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no client connection is active at all
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==================================================================
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*/
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typedef struct {
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netadr_t adr;
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int start;
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int time;
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char info[MAX_INFO_STRING];
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} ping_t;
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typedef struct {
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netadr_t adr;
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char hostName[MAX_NAME_LENGTH];
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char mapName[MAX_NAME_LENGTH];
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char game[MAX_NAME_LENGTH];
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int netType;
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int gameType;
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int clients;
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int maxClients;
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int minPing;
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int maxPing;
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int ping;
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qbool visible;
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int punkbuster;
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} serverInfo_t;
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typedef struct {
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byte ip[4];
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unsigned short port;
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} serverAddress_t;
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typedef struct {
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connstate_t state; // connection status
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int keyCatchers; // bit flags
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qbool cddialog; // bring up the cd needed dialog next frame
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char servername[MAX_OSPATH]; // name of server from original connect (used by reconnect)
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// when the server clears the hunk, all of these must be restarted
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qbool rendererStarted;
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qbool soundStarted;
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qbool soundRegistered;
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qbool uiStarted;
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qbool cgameStarted;
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int framecount;
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int frametime; // msec since last frame
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int realtime; // ignores pause
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int realFrametime; // ignoring pause, so console always works
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int numlocalservers;
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serverInfo_t localServers[MAX_OTHER_SERVERS];
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int numglobalservers;
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serverInfo_t globalServers[MAX_GLOBAL_SERVERS];
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// additional global servers
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int numGlobalServerAddresses;
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serverAddress_t globalServerAddresses[MAX_GLOBAL_SERVERS];
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int numfavoriteservers;
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serverInfo_t favoriteServers[MAX_OTHER_SERVERS];
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int nummplayerservers;
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serverInfo_t mplayerServers[MAX_OTHER_SERVERS];
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int pingUpdateSource; // source currently pinging or updating
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int masterNum;
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// update server info
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netadr_t updateServer;
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char updateChallenge[MAX_TOKEN_CHARS];
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char updateInfoString[MAX_INFO_STRING];
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netadr_t authorizeServer;
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// rendering info
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glconfig_t glconfig;
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qhandle_t charSetShader;
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qhandle_t whiteShader;
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} clientStatic_t;
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extern clientStatic_t cls;
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//=============================================================================
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extern vm_t *cgvm; // interface to cgame dll or vm
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extern vm_t *uivm; // interface to ui dll or vm
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extern refexport_t re; // interface to refresh .dll
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//
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// cvars
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//
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extern cvar_t *cl_debugMove;
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extern cvar_t *cl_timegraph;
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extern cvar_t *cl_maxpackets;
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extern cvar_t *cl_packetdup;
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extern cvar_t *cl_shownet;
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extern cvar_t *cl_showSend;
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extern cvar_t *cl_timeNudge;
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extern cvar_t *cl_showTimeDelta;
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extern cvar_t *cl_serverStatusResendTime;
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extern cvar_t *cl_timedemo;
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extern cvar_t *cl_aviFrameRate;
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extern cvar_t *cl_aviMotionJpeg;
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extern cvar_t *cl_allowDownload;
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extern cvar_t *cl_inGameVideo;
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//=================================================
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// cl_main
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void CL_Init();
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void CL_FlushMemory();
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void CL_ShutdownAll(void);
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void CL_AddReliableCommand( const char *cmd );
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void CL_StartHunkUsers( void );
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void CL_Disconnect_f (void);
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void CL_StartDemoLoop( void );
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void CL_NextDemo( void );
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void CL_ReadDemoMessage( void );
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void CL_InitDownloads(void);
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void CL_NextDownload(void);
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qbool CL_CDKeyValidate( const char *key, const char *checksum );
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int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen );
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// cl_browser
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void CL_Ping_f();
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void CL_ServerStatus_f();
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void CL_GetPing( int n, char *buf, int buflen, int *pingtime );
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void CL_GetPingInfo( int n, char *buf, int buflen );
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void CL_ClearPing( int n );
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int CL_GetPingQueueCount();
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void CL_ServersResponsePacket( const netadr_t& from, msg_t *msg );
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void CL_ServerStatusResponse( const netadr_t& from, msg_t *msg );
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//
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// cl_input
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//
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void CL_InitInput();
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void CL_SendCmd();
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void CL_ClearState();
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void CL_WritePacket( void );
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const char* Key_KeynumToString( int keynum );
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//
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// cl_parse.c
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//
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extern int cl_connectedToPureServer;
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void CL_SystemInfoChanged();
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void CL_ParseServerMessage( msg_t *msg );
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//====================================================================
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void CL_ServerInfoPacket( netadr_t from, msg_t *msg );
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void CL_LocalServers_f( void );
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void CL_GlobalServers_f( void );
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void CL_FavoriteServers_f( void );
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qbool CL_UpdateVisiblePings_f( int source );
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//
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// console
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//
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void CL_ConInit();
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void Con_ToggleConsole_f( void );
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void Con_ClearNotify();
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void Con_RunConsole();
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void Con_DrawConsole();
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void Con_ScrollLines( int lines ); // positive means down
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void Con_ScrollPages( int pages ); // positive means down
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void Con_Top();
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void Con_Bottom();
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void Con_Close();
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//
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// cl_scrn.c
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//
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void SCR_Init();
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void SCR_UpdateScreen();
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void SCR_AdjustFrom640( float *x, float *y, float *w, float *h );
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// SCR_ functions operate at native resolution, NOT the virtual 640x480 screen
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void SCR_DrawChar( float x, float y, float cw, float ch, int c );
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void SCR_DrawString( float x, float y, float cw, float ch, const char* s, qbool allowColor );
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void SCR_DebugGraph( float value, int color );
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//
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// cl_cin.c
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//
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void SCR_DrawCinematic();
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void SCR_RunCinematic();
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void SCR_StopCinematic();
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void CL_PlayCinematic_f( void );
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int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
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e_status CIN_StopCinematic(int handle);
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e_status CIN_RunCinematic (int handle);
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void CIN_DrawCinematic (int handle);
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void CIN_SetExtents (int handle, int x, int y, int w, int h);
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void CIN_SetLooping (int handle, qbool loop);
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void CIN_UploadCinematic(int handle);
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void CIN_CloseAllVideos(void);
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//
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// cl_cgame.c
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//
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void CL_InitCGame();
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void CL_ShutdownCGame();
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void CL_CGameRendering( stereoFrame_t stereo );
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void CL_SetCGameTime();
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//
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// cl_ui.c
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//
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void CL_InitUI();
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void CL_ShutdownUI();
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int Key_GetCatcher( void );
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void Key_SetCatcher( int catcher );
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void LAN_LoadCachedServers( void );
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void LAN_SaveServersToCache( void );
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//
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// cl_net_chan.c
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//
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void CL_Netchan_Transmit( netchan_t *chan, msg_t* msg); //int length, const byte *data );
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void CL_Netchan_TransmitNextFragment( netchan_t *chan );
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qbool CL_Netchan_Process( netchan_t *chan, msg_t *msg );
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//
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// cl_avi.c
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//
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qbool CL_OpenAVIForWriting( const char *filename );
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void CL_TakeVideoFrame( void );
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void CL_WriteAVIVideoFrame( const byte *imageBuffer, int size );
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void CL_WriteAVIAudioFrame( const byte *pcmBuffer, int size );
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qbool CL_CloseAVI( void );
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qbool CL_VideoRecording( void );
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