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/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Doom 3 GPL Source Code
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Copyright ( C ) 1999 - 2011 id Software LLC , a ZeniMax Media company .
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2011-12-06 16:14:59 +00:00
This file is part of the Doom 3 GPL Source Code ( " Doom 3 Source Code " ) .
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Doom 3 Source Code is free software : you can redistribute it and / or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation , either version 3 of the License , or
( at your option ) any later version .
Doom 3 Source Code is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code . If not , see < http : //www.gnu.org/licenses/>.
In addition , the Doom 3 Source Code is also subject to certain additional terms . You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code . If not , please request a copy in writing from id Software at the address below .
If you have questions concerning this license or the applicable additional terms , you may contact in writing id Software LLC , c / o ZeniMax Media Inc . , Suite 120 , Rockville , Maryland 20850 USA .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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# include "sys/platform.h"
# include "idlib/LangDict.h"
# include "framework/Console.h"
# include "framework/Game.h"
# include "renderer/RenderSystem.h"
# include "sound/sound.h"
# include "framework/async/AsyncNetwork.h"
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idAsyncServer idAsyncNetwork : : server ;
idAsyncClient idAsyncNetwork : : client ;
idCVar idAsyncNetwork : : verbose ( " net_verbose " , " 0 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " 1 = verbose output, 2 = even more verbose output " , 0 , 2 , idCmdSystem : : ArgCompletion_Integer < 0 , 2 > ) ;
idCVar idAsyncNetwork : : allowCheats ( " net_allowCheats " , " 0 " , CVAR_SYSTEM | CVAR_BOOL | CVAR_NETWORKSYNC , " Allow cheats in network game " ) ;
# ifdef ID_DEDICATED
// dedicated executable can only have a value of 1 for net_serverDedicated
idCVar idAsyncNetwork : : serverDedicated ( " net_serverDedicated " , " 1 " , CVAR_SERVERINFO | CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT | CVAR_ROM , " " ) ;
# else
idCVar idAsyncNetwork : : serverDedicated ( " net_serverDedicated " , " 0 " , CVAR_SERVERINFO | CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " 1 = text console dedicated server, 2 = graphical dedicated server " , 0 , 2 , idCmdSystem : : ArgCompletion_Integer < 0 , 2 > ) ;
# endif
idCVar idAsyncNetwork : : serverSnapshotDelay ( " net_serverSnapshotDelay " , " 50 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " delay between snapshots in milliseconds " ) ;
idCVar idAsyncNetwork : : serverMaxClientRate ( " net_serverMaxClientRate " , " 16000 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_NOCHEAT , " maximum rate to a client in bytes/sec " ) ;
idCVar idAsyncNetwork : : clientMaxRate ( " net_clientMaxRate " , " 16000 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_NOCHEAT , " maximum rate requested by client from server in bytes/sec " ) ;
idCVar idAsyncNetwork : : serverMaxUsercmdRelay ( " net_serverMaxUsercmdRelay " , " 5 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " maximum number of usercmds from other clients the server relays to a client " , 1 , MAX_USERCMD_RELAY , idCmdSystem : : ArgCompletion_Integer < 1 , MAX_USERCMD_RELAY > ) ;
idCVar idAsyncNetwork : : serverZombieTimeout ( " net_serverZombieTimeout " , " 5 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " disconnected client timeout in seconds " ) ;
idCVar idAsyncNetwork : : serverClientTimeout ( " net_serverClientTimeout " , " 40 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " client time out in seconds " ) ;
idCVar idAsyncNetwork : : clientServerTimeout ( " net_clientServerTimeout " , " 40 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " server time out in seconds " ) ;
idCVar idAsyncNetwork : : serverDrawClient ( " net_serverDrawClient " , " -1 " , CVAR_SYSTEM | CVAR_INTEGER , " number of client for which to draw view on server " ) ;
idCVar idAsyncNetwork : : serverRemoteConsolePassword ( " net_serverRemoteConsolePassword " , " " , CVAR_SYSTEM | CVAR_NOCHEAT , " remote console password " ) ;
idCVar idAsyncNetwork : : clientPrediction ( " net_clientPrediction " , " 16 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " additional client side prediction in milliseconds " ) ;
idCVar idAsyncNetwork : : clientMaxPrediction ( " net_clientMaxPrediction " , " 1000 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " maximum number of milliseconds a client can predict ahead of server. " ) ;
idCVar idAsyncNetwork : : clientUsercmdBackup ( " net_clientUsercmdBackup " , " 5 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " number of usercmds to resend " ) ;
idCVar idAsyncNetwork : : clientRemoteConsoleAddress ( " net_clientRemoteConsoleAddress " , " localhost " , CVAR_SYSTEM | CVAR_NOCHEAT , " remote console address " ) ;
idCVar idAsyncNetwork : : clientRemoteConsolePassword ( " net_clientRemoteConsolePassword " , " " , CVAR_SYSTEM | CVAR_NOCHEAT , " remote console password " ) ;
idCVar idAsyncNetwork : : master0 ( " net_master0 " , IDNET_HOST " : " IDNET_MASTER_PORT , CVAR_SYSTEM | CVAR_ROM , " idnet master server address " ) ;
idCVar idAsyncNetwork : : master1 ( " net_master1 " , " " , CVAR_SYSTEM | CVAR_ARCHIVE , " 1st master server address " ) ;
idCVar idAsyncNetwork : : master2 ( " net_master2 " , " " , CVAR_SYSTEM | CVAR_ARCHIVE , " 2nd master server address " ) ;
idCVar idAsyncNetwork : : master3 ( " net_master3 " , " " , CVAR_SYSTEM | CVAR_ARCHIVE , " 3rd master server address " ) ;
idCVar idAsyncNetwork : : master4 ( " net_master4 " , " " , CVAR_SYSTEM | CVAR_ARCHIVE , " 4th master server address " ) ;
idCVar idAsyncNetwork : : LANServer ( " net_LANServer " , " 0 " , CVAR_SYSTEM | CVAR_BOOL | CVAR_NOCHEAT , " config LAN games only - affects clients and servers " ) ;
idCVar idAsyncNetwork : : serverReloadEngine ( " net_serverReloadEngine " , " 0 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT , " perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0 " ) ;
idCVar idAsyncNetwork : : idleServer ( " si_idleServer " , " 0 " , CVAR_SYSTEM | CVAR_BOOL | CVAR_INIT | CVAR_SERVERINFO , " game clients are idle " ) ;
idCVar idAsyncNetwork : : clientDownload ( " net_clientDownload " , " 1 " , CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE , " client pk4 downloads policy: 0 - never, 1 - ask, 2 - always (will still prompt for binary code) " ) ;
int idAsyncNetwork : : realTime ;
master_t idAsyncNetwork : : masters [ MAX_MASTER_SERVERS ] ;
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : idAsyncNetwork
= = = = = = = = = = = = = = = = = =
*/
idAsyncNetwork : : idAsyncNetwork ( void ) {
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : Init
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : Init ( void ) {
realTime = 0 ;
memset ( masters , 0 , sizeof ( masters ) ) ;
masters [ 0 ] . var = & master0 ;
masters [ 1 ] . var = & master1 ;
masters [ 2 ] . var = & master2 ;
masters [ 3 ] . var = & master3 ;
masters [ 4 ] . var = & master4 ;
cmdSystem - > AddCommand ( " spawnServer " , SpawnServer_f , CMD_FL_SYSTEM , " spawns a server " , idCmdSystem : : ArgCompletion_MapName ) ;
cmdSystem - > AddCommand ( " nextMap " , NextMap_f , CMD_FL_SYSTEM , " loads the next map on the server " ) ;
cmdSystem - > AddCommand ( " connect " , Connect_f , CMD_FL_SYSTEM , " connects to a server " ) ;
cmdSystem - > AddCommand ( " reconnect " , Reconnect_f , CMD_FL_SYSTEM , " reconnect to the last server we tried to connect to " ) ;
cmdSystem - > AddCommand ( " serverInfo " , GetServerInfo_f , CMD_FL_SYSTEM , " shows server info " ) ;
cmdSystem - > AddCommand ( " LANScan " , GetLANServers_f , CMD_FL_SYSTEM , " scans LAN for servers " ) ;
cmdSystem - > AddCommand ( " listServers " , ListServers_f , CMD_FL_SYSTEM , " lists scanned servers " ) ;
cmdSystem - > AddCommand ( " rcon " , RemoteConsole_f , CMD_FL_SYSTEM , " sends remote console command to server " ) ;
cmdSystem - > AddCommand ( " heartbeat " , Heartbeat_f , CMD_FL_SYSTEM , " send a heartbeat to the the master servers " ) ;
cmdSystem - > AddCommand ( " kick " , Kick_f , CMD_FL_SYSTEM , " kick a client by connection number " ) ;
cmdSystem - > AddCommand ( " checkNewVersion " , CheckNewVersion_f , CMD_FL_SYSTEM , " check if a new version of the game is available " ) ;
cmdSystem - > AddCommand ( " updateUI " , UpdateUI_f , CMD_FL_SYSTEM , " internal - cause a sync down of game-modified userinfo " ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : GetMasterAddress
= = = = = = = = = = = = = = = = = =
*/
netadr_t idAsyncNetwork : : GetMasterAddress ( void ) {
netadr_t ret ;
GetMasterAddress ( 0 , ret ) ;
return masters [ 0 ] . address ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : GetMasterAddress
= = = = = = = = = = = = = = = = = =
*/
bool idAsyncNetwork : : GetMasterAddress ( int index , netadr_t & adr ) {
if ( ! masters [ index ] . var ) {
return false ;
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}
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if ( masters [ index ] . var - > GetString ( ) [ 0 ] = = ' \0 ' ) {
return false ;
}
if ( ! masters [ index ] . resolved | | masters [ index ] . var - > IsModified ( ) ) {
masters [ index ] . var - > ClearModified ( ) ;
if ( ! Sys_StringToNetAdr ( masters [ index ] . var - > GetString ( ) , & masters [ index ] . address , true ) ) {
common - > Printf ( " Failed to resolve master%d: %s \n " , index , masters [ index ] . var - > GetString ( ) ) ;
memset ( & masters [ index ] . address , 0 , sizeof ( netadr_t ) ) ;
masters [ index ] . resolved = true ;
return false ;
}
if ( masters [ index ] . address . port = = 0 ) {
masters [ index ] . address . port = atoi ( IDNET_MASTER_PORT ) ;
}
masters [ index ] . resolved = true ;
}
adr = masters [ index ] . address ;
return true ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : Shutdown
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : Shutdown ( void ) {
client . serverList . Shutdown ( ) ;
client . DisconnectFromServer ( ) ;
client . ClearServers ( ) ;
client . ClosePort ( ) ;
server . Kill ( ) ;
server . ClosePort ( ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : RunFrame
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : RunFrame ( void ) {
if ( console - > Active ( ) ) {
Sys_GrabMouseCursor ( false ) ;
usercmdGen - > InhibitUsercmd ( INHIBIT_ASYNC , true ) ;
} else {
Sys_GrabMouseCursor ( true ) ;
usercmdGen - > InhibitUsercmd ( INHIBIT_ASYNC , false ) ;
}
client . RunFrame ( ) ;
server . RunFrame ( ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : WriteUserCmdDelta
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : WriteUserCmdDelta ( idBitMsg & msg , const usercmd_t & cmd , const usercmd_t * base ) {
if ( base ) {
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msg . WriteDeltaIntCounter ( base - > gameTime , cmd . gameTime ) ;
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msg . WriteDeltaByte ( base - > buttons , cmd . buttons ) ;
msg . WriteDeltaShort ( base - > mx , cmd . mx ) ;
msg . WriteDeltaShort ( base - > my , cmd . my ) ;
msg . WriteDeltaChar ( base - > forwardmove , cmd . forwardmove ) ;
msg . WriteDeltaChar ( base - > rightmove , cmd . rightmove ) ;
msg . WriteDeltaChar ( base - > upmove , cmd . upmove ) ;
msg . WriteDeltaShort ( base - > angles [ 0 ] , cmd . angles [ 0 ] ) ;
msg . WriteDeltaShort ( base - > angles [ 1 ] , cmd . angles [ 1 ] ) ;
msg . WriteDeltaShort ( base - > angles [ 2 ] , cmd . angles [ 2 ] ) ;
return ;
}
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msg . WriteInt ( cmd . gameTime ) ;
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msg . WriteByte ( cmd . buttons ) ;
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msg . WriteShort ( cmd . mx ) ;
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msg . WriteShort ( cmd . my ) ;
msg . WriteChar ( cmd . forwardmove ) ;
msg . WriteChar ( cmd . rightmove ) ;
msg . WriteChar ( cmd . upmove ) ;
msg . WriteShort ( cmd . angles [ 0 ] ) ;
msg . WriteShort ( cmd . angles [ 1 ] ) ;
msg . WriteShort ( cmd . angles [ 2 ] ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : ReadUserCmdDelta
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : ReadUserCmdDelta ( const idBitMsg & msg , usercmd_t & cmd , const usercmd_t * base ) {
memset ( & cmd , 0 , sizeof ( cmd ) ) ;
if ( base ) {
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cmd . gameTime = msg . ReadDeltaIntCounter ( base - > gameTime ) ;
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cmd . buttons = msg . ReadDeltaByte ( base - > buttons ) ;
cmd . mx = msg . ReadDeltaShort ( base - > mx ) ;
cmd . my = msg . ReadDeltaShort ( base - > my ) ;
cmd . forwardmove = msg . ReadDeltaChar ( base - > forwardmove ) ;
cmd . rightmove = msg . ReadDeltaChar ( base - > rightmove ) ;
cmd . upmove = msg . ReadDeltaChar ( base - > upmove ) ;
cmd . angles [ 0 ] = msg . ReadDeltaShort ( base - > angles [ 0 ] ) ;
cmd . angles [ 1 ] = msg . ReadDeltaShort ( base - > angles [ 1 ] ) ;
cmd . angles [ 2 ] = msg . ReadDeltaShort ( base - > angles [ 2 ] ) ;
return ;
}
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cmd . gameTime = msg . ReadInt ( ) ;
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cmd . buttons = msg . ReadByte ( ) ;
cmd . mx = msg . ReadShort ( ) ;
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cmd . my = msg . ReadShort ( ) ;
cmd . forwardmove = msg . ReadChar ( ) ;
cmd . rightmove = msg . ReadChar ( ) ;
cmd . upmove = msg . ReadChar ( ) ;
cmd . angles [ 0 ] = msg . ReadShort ( ) ;
cmd . angles [ 1 ] = msg . ReadShort ( ) ;
cmd . angles [ 2 ] = msg . ReadShort ( ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : DuplicateUsercmd
= = = = = = = = = = = = = = = = = =
*/
bool idAsyncNetwork : : DuplicateUsercmd ( const usercmd_t & previousUserCmd , usercmd_t & currentUserCmd , int frame , int time ) {
if ( currentUserCmd . gameTime < = previousUserCmd . gameTime ) {
currentUserCmd = previousUserCmd ;
currentUserCmd . gameFrame = frame ;
currentUserCmd . gameTime = time ;
currentUserCmd . duplicateCount + + ;
if ( currentUserCmd . duplicateCount > MAX_USERCMD_DUPLICATION ) {
currentUserCmd . buttons & = ~ BUTTON_ATTACK ;
if ( abs ( currentUserCmd . forwardmove ) > 2 ) currentUserCmd . forwardmove > > = 1 ;
if ( abs ( currentUserCmd . rightmove ) > 2 ) currentUserCmd . rightmove > > = 1 ;
if ( abs ( currentUserCmd . upmove ) > 2 ) currentUserCmd . upmove > > = 1 ;
}
return true ;
}
return false ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : UsercmdInputChanged
= = = = = = = = = = = = = = = = = =
*/
bool idAsyncNetwork : : UsercmdInputChanged ( const usercmd_t & previousUserCmd , const usercmd_t & currentUserCmd ) {
return previousUserCmd . buttons ! = currentUserCmd . buttons | |
previousUserCmd . forwardmove ! = currentUserCmd . forwardmove | |
previousUserCmd . rightmove ! = currentUserCmd . rightmove | |
previousUserCmd . upmove ! = currentUserCmd . upmove | |
previousUserCmd . angles [ 0 ] ! = currentUserCmd . angles [ 0 ] | |
previousUserCmd . angles [ 1 ] ! = currentUserCmd . angles [ 1 ] | |
previousUserCmd . angles [ 2 ] ! = currentUserCmd . angles [ 2 ] ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : SpawnServer_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : SpawnServer_f ( const idCmdArgs & args ) {
if ( args . Argc ( ) > 1 ) {
cvarSystem - > SetCVarString ( " si_map " , args . Argv ( 1 ) ) ;
}
// don't let a server spawn with singleplayer game type - it will crash
if ( idStr : : Icmp ( cvarSystem - > GetCVarString ( " si_gameType " ) , " singleplayer " ) = = 0 ) {
cvarSystem - > SetCVarString ( " si_gameType " , " deathmatch " ) ;
}
com_asyncInput . SetBool ( false ) ;
// make sure the current system state is compatible with net_serverDedicated
switch ( cvarSystem - > GetCVarInteger ( " net_serverDedicated " ) ) {
case 0 :
case 2 :
if ( ! renderSystem - > IsOpenGLRunning ( ) ) {
common - > Warning ( " OpenGL is not running, net_serverDedicated == %d " , cvarSystem - > GetCVarInteger ( " net_serverDedicated " ) ) ;
}
break ;
case 1 :
if ( renderSystem - > IsOpenGLRunning ( ) ) {
Sys_ShowConsole ( 1 , false ) ;
renderSystem - > ShutdownOpenGL ( ) ;
}
soundSystem - > SetMute ( true ) ;
soundSystem - > ShutdownHW ( ) ;
break ;
}
// use serverMapRestart if we already have a running server
if ( server . IsActive ( ) ) {
cmdSystem - > BufferCommandText ( CMD_EXEC_NOW , " serverMapRestart " ) ;
} else {
server . Spawn ( ) ;
}
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : NextMap_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : NextMap_f ( const idCmdArgs & args ) {
server . ExecuteMapChange ( ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : Connect_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : Connect_f ( const idCmdArgs & args ) {
if ( server . IsActive ( ) ) {
common - > Printf ( " already running a server \n " ) ;
return ;
}
if ( args . Argc ( ) ! = 2 ) {
common - > Printf ( " USAGE: connect <serverName> \n " ) ;
return ;
}
com_asyncInput . SetBool ( false ) ;
client . ConnectToServer ( args . Argv ( 1 ) ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : Reconnect_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : Reconnect_f ( const idCmdArgs & args ) {
client . Reconnect ( ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : GetServerInfo_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : GetServerInfo_f ( const idCmdArgs & args ) {
client . GetServerInfo ( args . Argv ( 1 ) ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : GetLANServers_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : GetLANServers_f ( const idCmdArgs & args ) {
client . GetLANServers ( ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : ListServers_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : ListServers_f ( const idCmdArgs & args ) {
client . ListServers ( ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : RemoteConsole_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : RemoteConsole_f ( const idCmdArgs & args ) {
client . RemoteConsole ( args . Args ( ) ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : Heartbeat_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : Heartbeat_f ( const idCmdArgs & args ) {
if ( ! server . IsActive ( ) ) {
common - > Printf ( " server is not running \n " ) ;
return ;
}
server . MasterHeartbeat ( true ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : Kick_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : Kick_f ( const idCmdArgs & args ) {
idStr clientId ;
int iclient ;
if ( ! server . IsActive ( ) ) {
common - > Printf ( " server is not running \n " ) ;
return ;
}
clientId = args . Argv ( 1 ) ;
if ( ! clientId . IsNumeric ( ) ) {
common - > Printf ( " usage: kick <client number> \n " ) ;
return ;
}
iclient = atoi ( clientId ) ;
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if ( server . GetLocalClientNum ( ) = = iclient ) {
common - > Printf ( " can't kick the host \n " ) ;
return ;
}
server . DropClient ( iclient , " #str_07134 " ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : GetNETServers
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : GetNETServers ( ) {
client . GetNETServers ( ) ;
}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : CheckNewVersion_f
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : CheckNewVersion_f ( const idCmdArgs & args ) {
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client . SendVersionCheck ( ) ;
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}
/*
= = = = = = = = = = = = = = = = = =
idAsyncNetwork : : ExecuteSessionCommand
= = = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : ExecuteSessionCommand ( const char * sessCmd ) {
if ( sessCmd [ 0 ] ) {
if ( ! idStr : : Icmp ( sessCmd , " game_startmenu " ) ) {
session - > SetGUI ( game - > StartMenu ( ) , NULL ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = =
idAsyncNetwork : : UpdateUI_f
= = = = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : UpdateUI_f ( const idCmdArgs & args ) {
if ( args . Argc ( ) ! = 2 ) {
common - > Warning ( " idAsyncNetwork::UpdateUI_f: wrong arguments \n " ) ;
return ;
}
if ( ! server . IsActive ( ) ) {
common - > Warning ( " idAsyncNetwork::UpdateUI_f: server is not active \n " ) ;
return ;
}
int clientNum = atoi ( args . Args ( 1 ) ) ;
server . UpdateUI ( clientNum ) ;
}
/*
= = = = = = = = = = = = = = =
idAsyncNetwork : : BuildInvalidKeyMsg
= = = = = = = = = = = = = = =
*/
void idAsyncNetwork : : BuildInvalidKeyMsg ( idStr & msg , bool valid [ 2 ] ) {
if ( ! valid [ 0 ] ) {
msg + = common - > GetLanguageDict ( ) - > GetString ( " #str_07194 " ) ;
}
if ( fileSystem - > HasD3XP ( ) & & ! valid [ 1 ] ) {
if ( msg . Length ( ) ) {
msg + = " \n " ;
}
msg + = common - > GetLanguageDict ( ) - > GetString ( " #str_07195 " ) ;
}
msg + = " \n " ;
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msg + = common - > GetLanguageDict ( ) - > GetString ( " #str_04304 " ) ;
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}