mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-27 06:13:13 +00:00
665 lines
19 KiB
C++
665 lines
19 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
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "server.h"
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
Delta encode a client frame onto the network channel
|
|
|
|
A normal server packet will look like:
|
|
|
|
4 sequence number (high bit set if an oversize fragment)
|
|
<optional reliable commands>
|
|
1 svc_snapshot
|
|
4 last client reliable command
|
|
4 serverTime
|
|
1 lastframe for delta compression
|
|
1 snapFlags
|
|
1 areaBytes
|
|
<areabytes>
|
|
<playerstate>
|
|
<packetentities>
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
|
|
// write a delta update of an entityState_t list to the message
|
|
|
|
static void SV_EmitPacketEntities( const clientSnapshot_t* from, clientSnapshot_t* to, msg_t* msg )
|
|
{
|
|
entityState_t* newent = NULL;
|
|
const entityState_t* oldent = NULL;
|
|
int newindex = 0, oldindex = 0;
|
|
int newnum, oldnum;
|
|
int from_num_entities = from ? from->num_entities : 0;
|
|
|
|
while ( newindex < to->num_entities || oldindex < from_num_entities ) {
|
|
if ( newindex >= to->num_entities ) {
|
|
newnum = 9999;
|
|
} else {
|
|
newent = &svs.snapshotEntities[(to->first_entity+newindex) % svs.numSnapshotEntities];
|
|
newnum = newent->number;
|
|
}
|
|
|
|
if ( oldindex >= from_num_entities ) {
|
|
oldnum = 9999;
|
|
} else {
|
|
oldent = &svs.snapshotEntities[(from->first_entity+oldindex) % svs.numSnapshotEntities];
|
|
oldnum = oldent->number;
|
|
}
|
|
|
|
if ( newnum == oldnum ) {
|
|
// delta update from old position: because the force parm is false,
|
|
// no bytes will be emitted if the entity has not changed at all
|
|
MSG_WriteDeltaEntity( msg, oldent, newent, qfalse );
|
|
oldindex++;
|
|
newindex++;
|
|
continue;
|
|
}
|
|
|
|
if ( newnum < oldnum ) {
|
|
// this is a new entity, send it from the baseline
|
|
MSG_WriteDeltaEntity( msg, &sv.svEntities[newnum].baseline, newent, qtrue );
|
|
newindex++;
|
|
continue;
|
|
}
|
|
|
|
if ( newnum > oldnum ) {
|
|
// the old entity isn't present in the new message
|
|
MSG_WriteDeltaEntity( msg, oldent, NULL, qtrue );
|
|
oldindex++;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
MSG_WriteBits( msg, (MAX_GENTITIES-1), GENTITYNUM_BITS ); // end of packetentities
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_WriteSnapshotToClient
|
|
==================
|
|
*/
|
|
static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) {
|
|
clientSnapshot_t *frame, *oldframe;
|
|
int lastframe;
|
|
int i;
|
|
int snapFlags;
|
|
|
|
// this is the snapshot we are creating
|
|
frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
|
|
|
|
// try to use a previous frame as the source for delta compressing the snapshot
|
|
if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) {
|
|
// client is asking for a retransmit
|
|
oldframe = NULL;
|
|
lastframe = 0;
|
|
} else if ( client->netchan.outgoingSequence - client->deltaMessage
|
|
>= (PACKET_BACKUP - 3) ) {
|
|
// client hasn't gotten a good message through in a long time
|
|
Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name);
|
|
oldframe = NULL;
|
|
lastframe = 0;
|
|
} else {
|
|
// we have a valid snapshot to delta from
|
|
oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ];
|
|
lastframe = client->netchan.outgoingSequence - client->deltaMessage;
|
|
|
|
// the snapshot's entities may still have rolled off the buffer, though
|
|
if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) {
|
|
Com_DPrintf ("%s: Delta request from out of date entities.\n", client->name);
|
|
oldframe = NULL;
|
|
lastframe = 0;
|
|
}
|
|
}
|
|
|
|
MSG_WriteByte (msg, svc_snapshot);
|
|
|
|
// NOTE, MRE: now sent at the start of every message from server to client
|
|
// let the client know which reliable clientCommands we have received
|
|
//MSG_WriteLong( msg, client->lastClientCommand );
|
|
|
|
// send over the current server time so the client can drift
|
|
// its view of time to try to match
|
|
if( client->oldServerTime ) {
|
|
// The server has not yet got an acknowledgement of the
|
|
// new gamestate from this client, so continue to send it
|
|
// a time as if the server has not restarted. Note from
|
|
// the client's perspective this time is strictly speaking
|
|
// incorrect, but since it'll be busy loading a map at
|
|
// the time it doesn't really matter.
|
|
MSG_WriteLong (msg, svs.time + client->oldServerTime);
|
|
} else {
|
|
MSG_WriteLong (msg, svs.time);
|
|
}
|
|
|
|
// what we are delta'ing from
|
|
MSG_WriteByte (msg, lastframe);
|
|
|
|
snapFlags = svs.snapFlagServerBit;
|
|
if ( client->rateDelayed ) {
|
|
snapFlags |= SNAPFLAG_RATE_DELAYED;
|
|
}
|
|
if ( client->state != CS_ACTIVE ) {
|
|
snapFlags |= SNAPFLAG_NOT_ACTIVE;
|
|
}
|
|
|
|
MSG_WriteByte (msg, snapFlags);
|
|
|
|
// send over the areabits
|
|
MSG_WriteByte (msg, frame->areabytes);
|
|
MSG_WriteData (msg, frame->areabits, frame->areabytes);
|
|
|
|
// delta encode the playerstate
|
|
if ( oldframe ) {
|
|
MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
|
|
} else {
|
|
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
|
|
}
|
|
|
|
// delta encode the entities
|
|
SV_EmitPacketEntities (oldframe, frame, msg);
|
|
|
|
// padding for rate debugging
|
|
if ( sv_padPackets->integer ) {
|
|
for ( i = 0 ; i < sv_padPackets->integer ; i++ ) {
|
|
MSG_WriteByte (msg, svc_nop);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_UpdateServerCommandsToClient
|
|
|
|
(re)send all server commands the client hasn't acknowledged yet
|
|
==================
|
|
*/
|
|
void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) {
|
|
int i;
|
|
|
|
// write any unacknowledged serverCommands
|
|
for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
|
|
MSG_WriteByte( msg, svc_serverCommand );
|
|
MSG_WriteLong( msg, i );
|
|
MSG_WriteString( msg, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
|
|
}
|
|
client->reliableSent = client->reliableSequence;
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
Build a client snapshot structure
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
#define MAX_SNAPSHOT_ENTITIES 1024
|
|
typedef struct {
|
|
int numSnapshotEntities;
|
|
int snapshotEntities[MAX_SNAPSHOT_ENTITIES];
|
|
} snapshotEntityNumbers_t;
|
|
|
|
|
|
static int QDECL SV_QsortEntityNumbers( const void *a, const void *b )
|
|
{
|
|
const int *ea = (const int *)a;
|
|
const int *eb = (const int *)b;
|
|
|
|
if ( *ea == *eb ) {
|
|
Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" );
|
|
}
|
|
|
|
if ( *ea < *eb ) {
|
|
return -1;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
static void SV_AddEntToSnapshot( svEntity_t *svEnt, const sharedEntity_t *gEnt, snapshotEntityNumbers_t *eNums )
|
|
{
|
|
// if we have already added this entity to this snapshot, don't add again
|
|
if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
|
|
return;
|
|
}
|
|
svEnt->snapshotCounter = sv.snapshotCounter;
|
|
|
|
// if we are full, silently discard entities
|
|
if ( eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES ) {
|
|
return;
|
|
}
|
|
|
|
eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number;
|
|
eNums->numSnapshotEntities++;
|
|
}
|
|
|
|
|
|
static void SV_AddEntitiesVisibleFromPoint( const vec3_t origin,
|
|
clientSnapshot_t *frame, snapshotEntityNumbers_t *eNums )
|
|
{
|
|
int i, l;
|
|
|
|
// during an error shutdown message we may need to transmit
|
|
// the shutdown message after the server has shutdown, so
|
|
// specfically check for it
|
|
if ( !sv.state ) {
|
|
return;
|
|
}
|
|
|
|
int leafnum = CM_PointLeafnum( origin );
|
|
int clientarea = CM_LeafArea( leafnum );
|
|
int clientcluster = CM_LeafCluster( leafnum );
|
|
const byte* clientpvs = CM_ClusterPVS( clientcluster );
|
|
|
|
// calculate the visible areas
|
|
frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea );
|
|
|
|
for (int e = 0; e < sv.num_entities; ++e) {
|
|
const sharedEntity_t* ent = SV_GentityNum(e);
|
|
|
|
// never send entities that aren't linked in
|
|
if ( !ent->r.linked ) {
|
|
continue;
|
|
}
|
|
|
|
// entities can be flagged to explicitly not be sent to the client
|
|
if ( ent->r.svFlags & SVF_NOCLIENT ) {
|
|
continue;
|
|
}
|
|
|
|
// entities can be flagged to be sent to only one client
|
|
if ( ent->r.svFlags & SVF_SINGLECLIENT ) {
|
|
if ( ent->r.singleClient != frame->ps.clientNum ) {
|
|
continue;
|
|
}
|
|
}
|
|
// entities can be flagged to be sent to everyone but one client
|
|
if ( ent->r.svFlags & SVF_NOTSINGLECLIENT ) {
|
|
if ( ent->r.singleClient == frame->ps.clientNum ) {
|
|
continue;
|
|
}
|
|
}
|
|
// entities can be flagged to be sent to a given mask of clients
|
|
if ( ent->r.svFlags & SVF_CLIENTMASK ) {
|
|
if (frame->ps.clientNum >= 32)
|
|
Com_Error( ERR_DROP, "SVF_CLIENTMASK: clientNum >= 32\n" );
|
|
if (~ent->r.singleClient & (1 << frame->ps.clientNum))
|
|
continue;
|
|
}
|
|
|
|
svEntity_t* svEnt = SV_SvEntityForGentity( ent );
|
|
|
|
// don't double add an entity through portals
|
|
if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
|
|
continue;
|
|
}
|
|
|
|
// broadcast entities are always sent
|
|
if ( ent->r.svFlags & SVF_BROADCAST ) {
|
|
SV_AddEntToSnapshot( svEnt, ent, eNums );
|
|
continue;
|
|
}
|
|
|
|
// ignore if not touching a PV leaf
|
|
// check area
|
|
if ( !CM_AreasConnected( clientarea, svEnt->areanum ) ) {
|
|
// doors can legally straddle two areas, so
|
|
// we may need to check another one
|
|
if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) ) {
|
|
continue; // blocked by a door
|
|
}
|
|
}
|
|
|
|
// check individual leafs
|
|
if ( !svEnt->numClusters ) {
|
|
continue;
|
|
}
|
|
l = 0;
|
|
for ( i=0 ; i < svEnt->numClusters ; i++ ) {
|
|
l = svEnt->clusternums[i];
|
|
if ( clientpvs[l >> 3] & (1 << (l&7) ) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if we haven't found it to be visible,
|
|
// check overflow clusters that couldn't be stored
|
|
if ( i == svEnt->numClusters ) {
|
|
if ( svEnt->lastCluster ) {
|
|
for ( ; l <= svEnt->lastCluster ; l++ ) {
|
|
if ( clientpvs[l >> 3] & (1 << (l&7) ) ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( l == svEnt->lastCluster ) {
|
|
continue; // not visible
|
|
}
|
|
} else {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// add it
|
|
SV_AddEntToSnapshot( svEnt, ent, eNums );
|
|
|
|
// if its a portal entity, add everything visible from its camera position
|
|
if ( ent->r.svFlags & SVF_PORTAL ) {
|
|
if ( ent->s.generic1 ) {
|
|
vec3_t dir;
|
|
VectorSubtract(ent->s.origin, origin, dir);
|
|
if ( VectorLengthSquared(dir) > (float) ent->s.generic1 * ent->s.generic1 ) {
|
|
continue;
|
|
}
|
|
}
|
|
SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums );
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
SV_BuildClientSnapshot
|
|
|
|
Decides which entities are going to be visible to the client, and
|
|
copies off the playerstate and areabits.
|
|
|
|
This properly handles multiple recursive portals, but the render
|
|
currently doesn't.
|
|
|
|
For viewing through other player's eyes, clent can be something other than client->gentity
|
|
=============
|
|
*/
|
|
static void SV_BuildClientSnapshot( client_t *client ) {
|
|
vec3_t org;
|
|
clientSnapshot_t *frame;
|
|
snapshotEntityNumbers_t entityNumbers;
|
|
int i;
|
|
sharedEntity_t *ent;
|
|
entityState_t *state;
|
|
svEntity_t *svEnt;
|
|
sharedEntity_t *clent;
|
|
int clientNum;
|
|
playerState_t *ps;
|
|
|
|
// bump the counter used to prevent double adding
|
|
sv.snapshotCounter++;
|
|
|
|
// this is the frame we are creating
|
|
frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
|
|
|
|
// clear everything in this snapshot
|
|
entityNumbers.numSnapshotEntities = 0;
|
|
Com_Memset( frame->areabits, 0, sizeof( frame->areabits ) );
|
|
frame->num_entities = 0;
|
|
|
|
clent = client->gentity;
|
|
if ( !clent || client->state == CS_ZOMBIE ) {
|
|
return;
|
|
}
|
|
|
|
// grab the current playerState_t
|
|
ps = SV_GameClientNum( client - svs.clients );
|
|
frame->ps = *ps;
|
|
|
|
// never send client's own entity, because it can
|
|
// be regenerated from the playerstate
|
|
clientNum = frame->ps.clientNum;
|
|
if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) {
|
|
Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
|
|
}
|
|
svEnt = &sv.svEntities[ clientNum ];
|
|
|
|
svEnt->snapshotCounter = sv.snapshotCounter;
|
|
|
|
// find the client's viewpoint
|
|
VectorCopy( ps->origin, org );
|
|
org[2] += ps->viewheight;
|
|
|
|
// add all the entities directly visible to the eye,
|
|
// which may include portal entities that merge other viewpoints
|
|
SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers );
|
|
|
|
// if there were portals visible, there may be out of order entities
|
|
// in the list which will need to be resorted for the delta compression
|
|
// to work correctly. This also catches the error condition
|
|
// of an entity being included twice.
|
|
qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities,
|
|
sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers );
|
|
|
|
// now that all viewpoint's areabits have been OR'd together, invert
|
|
// all of them to make it a mask vector, which is what the renderer wants
|
|
for ( i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++ ) {
|
|
((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1;
|
|
}
|
|
|
|
// copy the entity states out
|
|
frame->num_entities = 0;
|
|
frame->first_entity = svs.nextSnapshotEntities;
|
|
for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) {
|
|
ent = SV_GentityNum(entityNumbers.snapshotEntities[i]);
|
|
state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities];
|
|
*state = ent->s;
|
|
svs.nextSnapshotEntities++;
|
|
// this should never hit, map should always be restarted first in SV_Frame
|
|
if ( svs.nextSnapshotEntities >= 0x7FFFFFFE ) {
|
|
Com_Error(ERR_FATAL, "svs.nextSnapshotEntities wrapped");
|
|
}
|
|
frame->num_entities++;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
SV_RateMsec
|
|
|
|
Return the number of msec a given size message is supposed
|
|
to take to clear, based on the current rate
|
|
====================
|
|
*/
|
|
#define HEADER_RATE_BYTES 48 // include our header, IP header, and some overhead
|
|
static int SV_RateMsec( client_t *client, int messageSize )
|
|
{
|
|
// individual messages will never be larger than fragment size
|
|
// FIXME - use MAX_PACKETLEN or FRAGMENT_SIZE here, not random numbers...
|
|
if ( messageSize > 1500 )
|
|
messageSize = 1500;
|
|
|
|
int rate = client->rate;
|
|
if ( sv_maxRate->integer ) {
|
|
if ( sv_maxRate->integer < 1000 ) {
|
|
Cvar_Set( "sv_MaxRate", "1000" );
|
|
}
|
|
if ( sv_maxRate->integer < rate ) {
|
|
rate = sv_maxRate->integer;
|
|
}
|
|
}
|
|
if ( sv_minRate->integer ) {
|
|
if ( sv_minRate->integer < 1000 )
|
|
Cvar_Set( "sv_minRate", "1000" );
|
|
if ( sv_minRate->integer > rate )
|
|
rate = sv_minRate->integer;
|
|
}
|
|
|
|
return (( messageSize + HEADER_RATE_BYTES ) * 1000 / rate);
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
SV_SendMessageToClient
|
|
|
|
Called by SV_SendClientSnapshot and SV_SendClientGameState
|
|
=======================
|
|
*/
|
|
void SV_SendMessageToClient( msg_t *msg, client_t *client ) {
|
|
int rateMsec;
|
|
|
|
// record information about the message
|
|
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize;
|
|
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = Sys_Milliseconds();
|
|
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1;
|
|
|
|
// send the datagram
|
|
SV_Netchan_Transmit( client, msg ); //msg->cursize, msg->data );
|
|
|
|
// set nextSnapshotTime based on rate and requested number of updates
|
|
|
|
// local clients get snapshots every frame
|
|
// TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=491
|
|
// added sv_lanForceRate check
|
|
if ( client->netchan.remoteAddress.type == NA_LOOPBACK || (sv_lanForceRate->integer && Sys_IsLANAddress(client->netchan.remoteAddress)) ) {
|
|
client->nextSnapshotTime = svs.time - 1;
|
|
return;
|
|
}
|
|
|
|
// normal rate / snapshotMsec calculation
|
|
rateMsec = SV_RateMsec( client, msg->cursize );
|
|
|
|
if ( rateMsec < client->snapshotMsec ) {
|
|
// never send more packets than this, no matter what the rate is at
|
|
rateMsec = client->snapshotMsec;
|
|
client->rateDelayed = qfalse;
|
|
} else {
|
|
client->rateDelayed = qtrue;
|
|
}
|
|
|
|
client->nextSnapshotTime = svs.time + rateMsec;
|
|
|
|
// don't pile up empty snapshots while connecting
|
|
if ( client->state != CS_ACTIVE ) {
|
|
// a gigantic connection message may have already put the nextSnapshotTime
|
|
// more than a second away, so don't shorten it
|
|
// do shorten if client is downloading
|
|
if ( !*client->downloadName && client->nextSnapshotTime < svs.time + 1000 ) {
|
|
client->nextSnapshotTime = svs.time + 1000;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
SV_SendClientSnapshot
|
|
Also called by SV_FinalMessage
|
|
*/
|
|
void SV_SendClientSnapshot( client_t *client )
|
|
{
|
|
|
|
// build the snapshot
|
|
SV_BuildClientSnapshot( client );
|
|
|
|
// bots need to have their snapshots built, but
|
|
// then query them directly without needing to be sent
|
|
if ( client->gentity && client->gentity->r.svFlags & SVF_BOT ) {
|
|
return;
|
|
}
|
|
|
|
byte msg_buf[MAX_MSGLEN];
|
|
msg_t msg;
|
|
|
|
MSG_Init (&msg, msg_buf, sizeof(msg_buf));
|
|
msg.allowoverflow = qtrue;
|
|
|
|
// NOTE, MRE: all server->client messages now acknowledge
|
|
// let the client know which reliable clientCommands we have received
|
|
MSG_WriteLong( &msg, client->lastClientCommand );
|
|
|
|
// (re)send any reliable server commands
|
|
SV_UpdateServerCommandsToClient( client, &msg );
|
|
|
|
// send over all the relevant entityState_t
|
|
// and the playerState_t
|
|
SV_WriteSnapshotToClient( client, &msg );
|
|
|
|
// Add any download data if the client is downloading
|
|
SV_WriteDownloadToClient( client, &msg );
|
|
|
|
// check for overflow
|
|
if ( msg.overflowed ) {
|
|
Com_Printf ("WARNING: msg overflowed for %s\n", client->name);
|
|
MSG_Clear (&msg);
|
|
}
|
|
|
|
SV_SendMessageToClient( &msg, client );
|
|
|
|
/* this works fine on lan (160K/s dl, yay) and SEEMS okay over the net, but needs more testing
|
|
#define UNSUCK_DOWNLOADS
|
|
#if defined( UNSUCK_DOWNLOADS )
|
|
// KHB 071111 the whole reason Q3 dl's SUCK is that there's a "secret" artificial cap
|
|
// based on UDP packet sizes. so the server "sends" a 2K block each snap, but it's actually
|
|
// cut down to 1300 bytes, MINUS the game traffic, so the ABSOLUTE peak dl speed is roughly
|
|
// 1K * 30 snaps, EVEN ON LAN; and the realistic dl speed from an active server is about
|
|
// 400 bytes * svfps, depending on how many random newbs are spamming plasma and chat etc
|
|
while (client->netchan.unsentFragments) {
|
|
SV_Netchan_TransmitNextFragment( client );
|
|
}
|
|
#endif
|
|
*/
|
|
}
|
|
|
|
|
|
/*
|
|
=======================
|
|
SV_SendClientMessages
|
|
=======================
|
|
*/
|
|
void SV_SendClientMessages( void ) {
|
|
int i;
|
|
client_t *c;
|
|
|
|
// send a message to each connected client
|
|
for (i=0, c = svs.clients ; i < sv_maxclients->integer ; i++, c++) {
|
|
// yes, we keep sending data to CS_ZOMBIE clients
|
|
// if we don't, kicked clients never get the reliable "disconnect" command
|
|
// and keep cgame loaded instead of dropping back to the main menu
|
|
if (c->state == CS_FREE) {
|
|
continue; // not connected
|
|
}
|
|
|
|
if ( svs.time < c->nextSnapshotTime ) {
|
|
continue; // not time yet
|
|
}
|
|
|
|
// send additional message fragments if the last message
|
|
// was too large to send at once
|
|
if ( c->netchan.unsentFragments ) {
|
|
c->nextSnapshotTime = svs.time +
|
|
SV_RateMsec( c, c->netchan.unsentLength - c->netchan.unsentFragmentStart );
|
|
SV_Netchan_TransmitNextFragment( c );
|
|
continue;
|
|
}
|
|
|
|
// generate and send a new message
|
|
SV_SendClientSnapshot( c );
|
|
}
|
|
}
|
|
|