dhewm3/neo/framework/async/AsyncClient.cpp
dhewg 0b08240e02 Remove all OS specific gamepak code
Useless since there are no gamepaks.
2012-07-04 02:18:48 +02:00

2311 lines
70 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/LangDict.h"
#include "framework/async/AsyncNetwork.h"
#include "framework/Licensee.h"
#include "framework/Game.h"
#include "framework/Session_local.h"
#include "sound/sound.h"
#include "framework/async/AsyncClient.h"
const int SETUP_CONNECTION_RESEND_TIME = 1000;
const int EMPTY_RESEND_TIME = 500;
const int PREDICTION_FAST_ADJUST = 4;
/*
==================
idAsyncClient::idAsyncClient
==================
*/
idAsyncClient::idAsyncClient( void ) {
guiNetMenu = NULL;
updateState = UPDATE_NONE;
Clear();
}
/*
==================
idAsyncClient::Clear
==================
*/
void idAsyncClient::Clear( void ) {
active = false;
realTime = 0;
clientTime = 0;
clientId = 0;
clientDataChecksum = 0;
clientNum = 0;
clientState = CS_DISCONNECTED;
clientPrediction = 0;
clientPredictTime = 0;
serverId = 0;
serverChallenge = 0;
serverMessageSequence = 0;
lastConnectTime = -9999;
lastEmptyTime = -9999;
lastPacketTime = -9999;
lastSnapshotTime = -9999;
snapshotGameFrame = 0;
snapshotGameTime = 0;
snapshotSequence = 0;
gameInitId = GAME_INIT_ID_INVALID;
gameFrame = 0;
gameTimeResidual = 0;
gameTime = 0;
memset( userCmds, 0, sizeof( userCmds ) );
backgroundDownload.completed = true;
lastRconTime = 0;
showUpdateMessage = false;
lastFrameDelta = 0;
dlRequest = -1;
dlCount = -1;
memset( dlChecksums, 0, sizeof( int ) * MAX_PURE_PAKS );
currentDlSize = 0;
totalDlSize = 0;
}
/*
==================
idAsyncClient::Shutdown
==================
*/
void idAsyncClient::Shutdown( void ) {
guiNetMenu = NULL;
updateMSG.Clear();
updateURL.Clear();
updateFile.Clear();
updateFallback.Clear();
backgroundDownload.url.url.Clear();
dlList.Clear();
}
/*
==================
idAsyncClient::InitPort
==================
*/
bool idAsyncClient::InitPort( void ) {
// if this is the first time we connect to a server, open the UDP port
if ( !clientPort.GetPort() ) {
if ( !clientPort.InitForPort( PORT_ANY ) ) {
common->Printf( "Couldn't open client network port.\n" );
return false;
}
}
// maintain it valid between connects and ui manager reloads
guiNetMenu = uiManager->FindGui( "guis/netmenu.gui", true, false, true );
return true;
}
/*
==================
idAsyncClient::ClosePort
==================
*/
void idAsyncClient::ClosePort( void ) {
clientPort.Close();
}
/*
==================
idAsyncClient::ClearPendingPackets
==================
*/
void idAsyncClient::ClearPendingPackets( void ) {
int size;
byte msgBuf[MAX_MESSAGE_SIZE];
netadr_t from;
while( clientPort.GetPacket( from, msgBuf, size, sizeof( msgBuf ) ) ) {
}
}
/*
==================
idAsyncClient::HandleGuiCommandInternal
==================
*/
const char* idAsyncClient::HandleGuiCommandInternal( const char *cmd ) {
if ( !idStr::Cmp( cmd, "abort" ) || !idStr::Cmp( cmd, "pure_abort" ) ) {
common->DPrintf( "connection aborted\n" );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
return "";
} else {
common->DWarning( "idAsyncClient::HandleGuiCommand: unknown cmd %s", cmd );
}
return NULL;
}
/*
==================
idAsyncClient::HandleGuiCommand
==================
*/
const char* idAsyncClient::HandleGuiCommand( const char *cmd ) {
return idAsyncNetwork::client.HandleGuiCommandInternal( cmd );
}
/*
==================
idAsyncClient::ConnectToServer
==================
*/
void idAsyncClient::ConnectToServer( const netadr_t adr ) {
// shutdown any current game. that includes network disconnect
session->Stop();
if ( !InitPort() ) {
return;
}
if ( cvarSystem->GetCVarBool( "net_serverDedicated" ) ) {
common->Printf( "Can't connect to a server as dedicated\n" );
return;
}
// trash any currently pending packets
ClearPendingPackets();
serverAddress = adr;
// clear the client state
Clear();
// get a pseudo random client id, but don't use the id which is reserved for connectionless packets
clientId = Sys_Milliseconds() & CONNECTIONLESS_MESSAGE_ID_MASK;
// calculate a checksum on some of the essential data used
clientDataChecksum = declManager->GetChecksum();
// start challenging the server
clientState = CS_CHALLENGING;
active = true;
guiNetMenu = uiManager->FindGui( "guis/netmenu.gui", true, false, true );
guiNetMenu->SetStateString( "status", va( common->GetLanguageDict()->GetString( "#str_06749" ), Sys_NetAdrToString( adr ) ) );
session->SetGUI( guiNetMenu, HandleGuiCommand );
}
/*
==================
idAsyncClient::Reconnect
==================
*/
void idAsyncClient::Reconnect( void ) {
ConnectToServer( serverAddress );
}
/*
==================
idAsyncClient::ConnectToServer
==================
*/
void idAsyncClient::ConnectToServer( const char *address ) {
int serverNum;
netadr_t adr;
if ( idStr::IsNumeric( address ) ) {
serverNum = atoi( address );
if ( serverNum < 0 || serverNum >= serverList.Num() ) {
session->MessageBox( MSG_OK, va( common->GetLanguageDict()->GetString( "#str_06733" ), serverNum ), common->GetLanguageDict()->GetString( "#str_06735" ), true );
return;
}
adr = serverList[ serverNum ].adr;
} else {
if ( !Sys_StringToNetAdr( address, &adr, true ) ) {
session->MessageBox( MSG_OK, va( common->GetLanguageDict()->GetString( "#str_06734" ), address ), common->GetLanguageDict()->GetString( "#str_06735" ), true );
return;
}
}
if ( !adr.port ) {
adr.port = PORT_SERVER;
}
common->Printf( "\"%s\" resolved to %s\n", address, Sys_NetAdrToString( adr ) );
ConnectToServer( adr );
}
/*
==================
idAsyncClient::DisconnectFromServer
==================
*/
void idAsyncClient::DisconnectFromServer( void ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
if ( clientState >= CS_CONNECTED ) {
// if we were actually connected, clear the pure list
fileSystem->ClearPureChecksums();
// send reliable disconnect to server
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteByte( CLIENT_RELIABLE_MESSAGE_DISCONNECT );
msg.WriteString( "disconnect" );
if ( !channel.SendReliableMessage( msg ) ) {
common->Error( "client->server reliable messages overflow\n" );
}
SendEmptyToServer( true );
SendEmptyToServer( true );
SendEmptyToServer( true );
}
if ( clientState != CS_PURERESTART ) {
channel.Shutdown();
clientState = CS_DISCONNECTED;
}
active = false;
}
/*
==================
idAsyncClient::GetServerInfo
==================
*/
void idAsyncClient::GetServerInfo( const netadr_t adr ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
if ( !InitPort() ) {
return;
}
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
msg.WriteString( "getInfo" );
msg.WriteInt( serverList.GetChallenge() ); // challenge
clientPort.SendPacket( adr, msg.GetData(), msg.GetSize() );
}
/*
==================
idAsyncClient::GetServerInfo
==================
*/
void idAsyncClient::GetServerInfo( const char *address ) {
netadr_t adr;
if ( address && *address != '\0' ) {
if ( !Sys_StringToNetAdr( address, &adr, true ) ) {
common->Printf( "Couldn't get server address for \"%s\"\n", address );
return;
}
} else if ( active ) {
adr = serverAddress;
} else if ( idAsyncNetwork::server.IsActive() ) {
// used to be a Sys_StringToNetAdr( "localhost", &adr, true ); and send a packet over loopback
// but this breaks with net_ip ( typically, for multi-homed servers )
idAsyncNetwork::server.PrintLocalServerInfo();
return;
} else {
common->Printf( "no server found\n" );
return;
}
if ( !adr.port ) {
adr.port = PORT_SERVER;
}
GetServerInfo( adr );
}
/*
==================
idAsyncClient::GetLANServers
==================
*/
void idAsyncClient::GetLANServers( void ) {
int i;
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
netadr_t broadcastAddress;
if ( !InitPort() ) {
return;
}
idAsyncNetwork::LANServer.SetBool( true );
serverList.SetupLANScan();
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
msg.WriteString( "getInfo" );
msg.WriteInt( serverList.GetChallenge() );
broadcastAddress.type = NA_BROADCAST;
for ( i = 0; i < MAX_SERVER_PORTS; i++ ) {
broadcastAddress.port = PORT_SERVER + i;
clientPort.SendPacket( broadcastAddress, msg.GetData(), msg.GetSize() );
}
}
/*
==================
idAsyncClient::GetNETServers
==================
*/
void idAsyncClient::GetNETServers( void ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
idAsyncNetwork::LANServer.SetBool( false );
// NetScan only clears GUI and results, not the stored list
serverList.Clear( );
serverList.NetScan( );
serverList.StartServers( true );
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
msg.WriteString( "getServers" );
msg.WriteInt( ASYNC_PROTOCOL_VERSION );
msg.WriteString( cvarSystem->GetCVarString( "fs_game" ) );
msg.WriteBits( cvarSystem->GetCVarInteger( "gui_filter_password" ), 2 );
msg.WriteBits( cvarSystem->GetCVarInteger( "gui_filter_players" ), 2 );
msg.WriteBits( cvarSystem->GetCVarInteger( "gui_filter_gameType" ), 2 );
netadr_t adr;
if ( idAsyncNetwork::GetMasterAddress( 0, adr ) ) {
clientPort.SendPacket( adr, msg.GetData(), msg.GetSize() );
}
}
/*
==================
idAsyncClient::ListServers
==================
*/
void idAsyncClient::ListServers( void ) {
int i;
for ( i = 0; i < serverList.Num(); i++ ) {
common->Printf( "%3d: %s %dms (%s)\n", i, serverList[i].serverInfo.GetString( "si_name" ), serverList[ i ].ping, Sys_NetAdrToString( serverList[i].adr ) );
}
}
/*
==================
idAsyncClient::ClearServers
==================
*/
void idAsyncClient::ClearServers( void ) {
serverList.Clear();
}
/*
==================
idAsyncClient::RemoteConsole
==================
*/
void idAsyncClient::RemoteConsole( const char *command ) {
netadr_t adr;
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
if ( !InitPort() ) {
return;
}
if ( active ) {
adr = serverAddress;
} else {
Sys_StringToNetAdr( idAsyncNetwork::clientRemoteConsoleAddress.GetString(), &adr, true );
}
if ( !adr.port ) {
adr.port = PORT_SERVER;
}
lastRconAddress = adr;
lastRconTime = realTime;
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
msg.WriteString( "rcon" );
msg.WriteString( idAsyncNetwork::clientRemoteConsolePassword.GetString() );
msg.WriteString( command );
clientPort.SendPacket( adr, msg.GetData(), msg.GetSize() );
}
/*
==================
idAsyncClient::GetPrediction
==================
*/
int idAsyncClient::GetPrediction( void ) const {
if ( clientState < CS_CONNECTED ) {
return -1;
} else {
return clientPrediction;
}
}
/*
==================
idAsyncClient::GetTimeSinceLastPacket
==================
*/
int idAsyncClient::GetTimeSinceLastPacket( void ) const {
if ( clientState < CS_CONNECTED ) {
return -1;
} else {
return clientTime - lastPacketTime;
}
}
/*
==================
idAsyncClient::GetOutgoingRate
==================
*/
int idAsyncClient::GetOutgoingRate( void ) const {
if ( clientState < CS_CONNECTED ) {
return -1;
} else {
return channel.GetOutgoingRate();
}
}
/*
==================
idAsyncClient::GetIncomingRate
==================
*/
int idAsyncClient::GetIncomingRate( void ) const {
if ( clientState < CS_CONNECTED ) {
return -1;
} else {
return channel.GetIncomingRate();
}
}
/*
==================
idAsyncClient::GetOutgoingCompression
==================
*/
float idAsyncClient::GetOutgoingCompression( void ) const {
if ( clientState < CS_CONNECTED ) {
return 0.0f;
} else {
return channel.GetOutgoingCompression();
}
}
/*
==================
idAsyncClient::GetIncomingCompression
==================
*/
float idAsyncClient::GetIncomingCompression( void ) const {
if ( clientState < CS_CONNECTED ) {
return 0.0f;
} else {
return channel.GetIncomingCompression();
}
}
/*
==================
idAsyncClient::GetIncomingPacketLoss
==================
*/
float idAsyncClient::GetIncomingPacketLoss( void ) const {
if ( clientState < CS_CONNECTED ) {
return 0.0f;
} else {
return channel.GetIncomingPacketLoss();
}
}
/*
==================
idAsyncClient::DuplicateUsercmds
==================
*/
void idAsyncClient::DuplicateUsercmds( int frame, int time ) {
int i, previousIndex, currentIndex;
previousIndex = ( frame - 1 ) & ( MAX_USERCMD_BACKUP - 1 );
currentIndex = frame & ( MAX_USERCMD_BACKUP - 1 );
// duplicate previous user commands if no new commands are available for a client
for ( i = 0; i < MAX_ASYNC_CLIENTS; i++ ) {
idAsyncNetwork::DuplicateUsercmd( userCmds[previousIndex][i], userCmds[currentIndex][i], frame, time );
}
}
/*
==================
idAsyncClient::SendUserInfoToServer
==================
*/
void idAsyncClient::SendUserInfoToServer( void ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
idDict info;
if ( clientState < CS_CONNECTED ) {
return;
}
info = *cvarSystem->MoveCVarsToDict( CVAR_USERINFO );
// send reliable client info to server
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteByte( CLIENT_RELIABLE_MESSAGE_CLIENTINFO );
msg.WriteDeltaDict( info, &sessLocal.mapSpawnData.userInfo[ clientNum ] );
if ( !channel.SendReliableMessage( msg ) ) {
common->Error( "client->server reliable messages overflow\n" );
}
sessLocal.mapSpawnData.userInfo[clientNum] = info;
}
/*
==================
idAsyncClient::SendEmptyToServer
==================
*/
void idAsyncClient::SendEmptyToServer( bool force, bool mapLoad ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
if ( lastEmptyTime > realTime ) {
lastEmptyTime = realTime;
}
if ( !force && ( realTime - lastEmptyTime < EMPTY_RESEND_TIME ) ) {
return;
}
if ( idAsyncNetwork::verbose.GetInteger() ) {
common->Printf( "sending empty to server, gameInitId = %d\n", mapLoad ? GAME_INIT_ID_MAP_LOAD : gameInitId );
}
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteInt( serverMessageSequence );
msg.WriteInt( mapLoad ? GAME_INIT_ID_MAP_LOAD : gameInitId );
msg.WriteInt( snapshotSequence );
msg.WriteByte( CLIENT_UNRELIABLE_MESSAGE_EMPTY );
channel.SendMessage( clientPort, clientTime, msg );
while( channel.UnsentFragmentsLeft() ) {
channel.SendNextFragment( clientPort, clientTime );
}
lastEmptyTime = realTime;
}
/*
==================
idAsyncClient::SendPingResponseToServer
==================
*/
void idAsyncClient::SendPingResponseToServer( int time ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
if ( idAsyncNetwork::verbose.GetInteger() == 2 ) {
common->Printf( "sending ping response to server, gameInitId = %d\n", gameInitId );
}
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteInt( serverMessageSequence );
msg.WriteInt( gameInitId );
msg.WriteInt( snapshotSequence );
msg.WriteByte( CLIENT_UNRELIABLE_MESSAGE_PINGRESPONSE );
msg.WriteInt( time );
channel.SendMessage( clientPort, clientTime, msg );
while( channel.UnsentFragmentsLeft() ) {
channel.SendNextFragment( clientPort, clientTime );
}
}
/*
==================
idAsyncClient::SendUsercmdsToServer
==================
*/
void idAsyncClient::SendUsercmdsToServer( void ) {
int i, numUsercmds, index;
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
usercmd_t * last;
if ( idAsyncNetwork::verbose.GetInteger() == 2 ) {
common->Printf( "sending usercmd to server: gameInitId = %d, gameFrame = %d, gameTime = %d\n", gameInitId, gameFrame, gameTime );
}
// generate user command for this client
index = gameFrame & ( MAX_USERCMD_BACKUP - 1 );
userCmds[index][clientNum] = usercmdGen->GetDirectUsercmd();
userCmds[index][clientNum].gameFrame = gameFrame;
userCmds[index][clientNum].gameTime = gameTime;
// send the user commands to the server
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteInt( serverMessageSequence );
msg.WriteInt( gameInitId );
msg.WriteInt( snapshotSequence );
msg.WriteByte( CLIENT_UNRELIABLE_MESSAGE_USERCMD );
msg.WriteShort( clientPrediction );
numUsercmds = idMath::ClampInt( 0, 10, idAsyncNetwork::clientUsercmdBackup.GetInteger() ) + 1;
// write the user commands
msg.WriteInt( gameFrame );
msg.WriteByte( numUsercmds );
for ( last = NULL, i = gameFrame - numUsercmds + 1; i <= gameFrame; i++ ) {
index = i & ( MAX_USERCMD_BACKUP - 1 );
idAsyncNetwork::WriteUserCmdDelta( msg, userCmds[index][clientNum], last );
last = &userCmds[index][clientNum];
}
channel.SendMessage( clientPort, clientTime, msg );
while( channel.UnsentFragmentsLeft() ) {
channel.SendNextFragment( clientPort, clientTime );
}
}
/*
==================
idAsyncClient::InitGame
==================
*/
void idAsyncClient::InitGame( int serverGameInitId, int serverGameFrame, int serverGameTime, const idDict &serverSI ) {
gameInitId = serverGameInitId;
gameFrame = snapshotGameFrame = serverGameFrame;
gameTime = snapshotGameTime = serverGameTime;
gameTimeResidual = 0;
memset( userCmds, 0, sizeof( userCmds ) );
for ( int i = 0; i < MAX_ASYNC_CLIENTS; i++ ) {
sessLocal.mapSpawnData.userInfo[ i ].Clear();
}
sessLocal.mapSpawnData.serverInfo = serverSI;
}
/*
==================
idAsyncClient::ProcessUnreliableServerMessage
==================
*/
void idAsyncClient::ProcessUnreliableServerMessage( const idBitMsg &msg ) {
int i, j, index, id, numDuplicatedUsercmds, aheadOfServer, numUsercmds, delta;
int serverGameInitId, serverGameFrame, serverGameTime;
idDict serverSI;
usercmd_t *last;
bool pureWait;
serverGameInitId = msg.ReadInt();
id = msg.ReadByte();
switch( id ) {
case SERVER_UNRELIABLE_MESSAGE_EMPTY: {
if ( idAsyncNetwork::verbose.GetInteger() ) {
common->Printf( "received empty message from server\n" );
}
break;
}
case SERVER_UNRELIABLE_MESSAGE_PING: {
if ( idAsyncNetwork::verbose.GetInteger() == 2 ) {
common->Printf( "received ping message from server\n" );
}
SendPingResponseToServer( msg.ReadInt() );
break;
}
case SERVER_UNRELIABLE_MESSAGE_GAMEINIT: {
serverGameFrame = msg.ReadInt();
serverGameTime = msg.ReadInt();
msg.ReadDeltaDict( serverSI, NULL );
pureWait = serverSI.GetBool( "si_pure" );
InitGame( serverGameInitId, serverGameFrame, serverGameTime, serverSI );
channel.ResetRate();
if ( idAsyncNetwork::verbose.GetInteger() ) {
common->Printf( "received gameinit, gameInitId = %d, gameFrame = %d, gameTime = %d\n", gameInitId, gameFrame, gameTime );
}
// mute sound
soundSystem->SetMute( true );
// ensure chat icon goes away when the GUI is changed...
//cvarSystem->SetCVarBool( "ui_chat", false );
if ( pureWait ) {
guiNetMenu = uiManager->FindGui( "guis/netmenu.gui", true, false, true );
session->SetGUI( guiNetMenu, HandleGuiCommand );
session->MessageBox( MSG_ABORT, common->GetLanguageDict()->GetString ( "#str_04317" ), common->GetLanguageDict()->GetString ( "#str_04318" ), false, "pure_abort" );
} else {
// load map
session->SetGUI( NULL, NULL );
sessLocal.ExecuteMapChange();
}
break;
}
case SERVER_UNRELIABLE_MESSAGE_SNAPSHOT: {
// if the snapshot is from a different game
if ( serverGameInitId != gameInitId ) {
if ( idAsyncNetwork::verbose.GetInteger() ) {
common->Printf( "ignoring snapshot with != gameInitId\n" );
}
break;
}
snapshotSequence = msg.ReadInt();
snapshotGameFrame = msg.ReadInt();
snapshotGameTime = msg.ReadInt();
numDuplicatedUsercmds = msg.ReadByte();
aheadOfServer = msg.ReadShort();
// read the game snapshot
game->ClientReadSnapshot( clientNum, snapshotSequence, snapshotGameFrame, snapshotGameTime, numDuplicatedUsercmds, aheadOfServer, msg );
// read user commands of other clients from the snapshot
for ( last = NULL, i = msg.ReadByte(); i < MAX_ASYNC_CLIENTS; i = msg.ReadByte() ) {
numUsercmds = msg.ReadByte();
if ( numUsercmds > MAX_USERCMD_RELAY ) {
common->Error( "snapshot %d contains too many user commands for client %d", snapshotSequence, i );
break;
}
for ( j = 0; j < numUsercmds; j++ ) {
index = ( snapshotGameFrame + j ) & ( MAX_USERCMD_BACKUP - 1 );
idAsyncNetwork::ReadUserCmdDelta( msg, userCmds[index][i], last );
userCmds[index][i].gameFrame = snapshotGameFrame + j;
userCmds[index][i].duplicateCount = 0;
last = &userCmds[index][i];
}
// clear all user commands after the ones just read from the snapshot
for ( j = numUsercmds; j < MAX_USERCMD_BACKUP; j++ ) {
index = ( snapshotGameFrame + j ) & ( MAX_USERCMD_BACKUP - 1 );
userCmds[index][i].gameFrame = 0;
userCmds[index][i].gameTime = 0;
}
}
// if this is the first snapshot after a game init was received
if ( clientState == CS_CONNECTED ) {
gameTimeResidual = 0;
clientState = CS_INGAME;
assert( !sessLocal.GetActiveMenu( ) );
if ( idAsyncNetwork::verbose.GetInteger() ) {
common->Printf( "received first snapshot, gameInitId = %d, gameFrame %d gameTime %d\n", gameInitId, snapshotGameFrame, snapshotGameTime );
}
}
// if the snapshot is newer than the clients current game time
if ( gameTime < snapshotGameTime || gameTime > snapshotGameTime + idAsyncNetwork::clientMaxPrediction.GetInteger() ) {
gameFrame = snapshotGameFrame;
gameTime = snapshotGameTime;
gameTimeResidual = idMath::ClampInt( -idAsyncNetwork::clientMaxPrediction.GetInteger(), idAsyncNetwork::clientMaxPrediction.GetInteger(), gameTimeResidual );
clientPredictTime = idMath::ClampInt( -idAsyncNetwork::clientMaxPrediction.GetInteger(), idAsyncNetwork::clientMaxPrediction.GetInteger(), clientPredictTime );
}
// adjust the client prediction time based on the snapshot time
clientPrediction -= ( 1 - ( INTSIGNBITSET( aheadOfServer - idAsyncNetwork::clientPrediction.GetInteger() ) << 1 ) );
clientPrediction = idMath::ClampInt( idAsyncNetwork::clientPrediction.GetInteger(), idAsyncNetwork::clientMaxPrediction.GetInteger(), clientPrediction );
delta = gameTime - ( snapshotGameTime + clientPrediction );
clientPredictTime -= ( delta / PREDICTION_FAST_ADJUST ) + ( 1 - ( INTSIGNBITSET( delta ) << 1 ) );
lastSnapshotTime = clientTime;
if ( idAsyncNetwork::verbose.GetInteger() == 2 ) {
common->Printf( "received snapshot, gameInitId = %d, gameFrame = %d, gameTime = %d\n", gameInitId, gameFrame, gameTime );
}
if ( numDuplicatedUsercmds && ( idAsyncNetwork::verbose.GetInteger() == 2 ) ) {
common->Printf( "server duplicated %d user commands before snapshot %d\n", numDuplicatedUsercmds, snapshotGameFrame );
}
break;
}
default: {
common->Printf( "unknown unreliable server message %d\n", id );
break;
}
}
}
/*
==================
idAsyncClient::ProcessReliableMessagePure
==================
*/
void idAsyncClient::ProcessReliableMessagePure( const idBitMsg &msg ) {
idBitMsg outMsg;
byte msgBuf[ MAX_MESSAGE_SIZE ];
int inChecksums[ MAX_PURE_PAKS ];
int i;
int serverGameInitId;
session->SetGUI( NULL, NULL );
serverGameInitId = msg.ReadInt();
if ( serverGameInitId != gameInitId ) {
common->DPrintf( "ignoring pure server checksum from an outdated gameInitId (%d)\n", serverGameInitId );
return;
}
if ( !ValidatePureServerChecksums( serverAddress, msg ) ) {
return;
}
if ( idAsyncNetwork::verbose.GetInteger() ) {
common->Printf( "received new pure server info. ExecuteMapChange and report back\n" );
}
// it is now ok to load the next map with updated pure checksums
sessLocal.ExecuteMapChange( true );
// upon receiving our pure list, the server will send us SCS_INGAME and we'll start getting snapshots
fileSystem->GetPureServerChecksums( inChecksums );
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( CLIENT_RELIABLE_MESSAGE_PURE );
outMsg.WriteInt( gameInitId );
i = 0;
while ( inChecksums[ i ] ) {
outMsg.WriteInt( inChecksums[ i++ ] );
}
outMsg.WriteInt( 0 );
if ( !channel.SendReliableMessage( outMsg ) ) {
common->Error( "client->server reliable messages overflow\n" );
}
}
/*
===============
idAsyncClient::ReadLocalizedServerString
===============
*/
void idAsyncClient::ReadLocalizedServerString( const idBitMsg &msg, char *out, int maxLen ) {
msg.ReadString( out, maxLen );
// look up localized string. if the message is not an #str_ format, we'll just get it back unchanged
idStr::snPrintf( out, maxLen - 1, "%s", common->GetLanguageDict()->GetString( out ) );
}
/*
==================
idAsyncClient::ProcessReliableServerMessages
==================
*/
void idAsyncClient::ProcessReliableServerMessages( void ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
byte id;
msg.Init( msgBuf, sizeof( msgBuf ) );
while ( channel.GetReliableMessage( msg ) ) {
id = msg.ReadByte();
switch( id ) {
case SERVER_RELIABLE_MESSAGE_CLIENTINFO: {
int clientNum;
clientNum = msg.ReadByte();
idDict &info = sessLocal.mapSpawnData.userInfo[ clientNum ];
bool haveBase = ( msg.ReadBits( 1 ) != 0 );
#if ID_CLIENTINFO_TAGS
int checksum = info.Checksum();
int srv_checksum = msg.ReadInt();
if ( checksum != srv_checksum ) {
common->DPrintf( "SERVER_RELIABLE_MESSAGE_CLIENTINFO %d (haveBase: %s): != checksums srv: 0x%x local: 0x%x\n", clientNum, haveBase ? "true" : "false", checksum, srv_checksum );
info.Print();
} else {
common->DPrintf( "SERVER_RELIABLE_MESSAGE_CLIENTINFO %d (haveBase: %s): checksums ok 0x%x\n", clientNum, haveBase ? "true" : "false", checksum );
}
#endif
if ( haveBase ) {
msg.ReadDeltaDict( info, &info );
} else {
msg.ReadDeltaDict( info, NULL );
}
// server forces us to a different userinfo
if ( clientNum == idAsyncClient::clientNum ) {
common->DPrintf( "local user info modified by server\n" );
cvarSystem->SetCVarsFromDict( info );
cvarSystem->ClearModifiedFlags( CVAR_USERINFO ); // don't emit back
}
game->SetUserInfo( clientNum, info, true, false );
break;
}
case SERVER_RELIABLE_MESSAGE_SYNCEDCVARS: {
idDict &info = sessLocal.mapSpawnData.syncedCVars;
msg.ReadDeltaDict( info, &info );
cvarSystem->SetCVarsFromDict( info );
if ( !idAsyncNetwork::allowCheats.GetBool() ) {
cvarSystem->ResetFlaggedVariables( CVAR_CHEAT );
}
break;
}
case SERVER_RELIABLE_MESSAGE_PRINT: {
char string[MAX_STRING_CHARS];
msg.ReadString( string, MAX_STRING_CHARS );
common->Printf( "%s\n", string );
break;
}
case SERVER_RELIABLE_MESSAGE_DISCONNECT: {
int clientNum;
char string[MAX_STRING_CHARS];
clientNum = msg.ReadInt( );
ReadLocalizedServerString( msg, string, MAX_STRING_CHARS );
if ( clientNum == idAsyncClient::clientNum ) {
session->Stop();
session->MessageBox( MSG_OK, string, common->GetLanguageDict()->GetString ( "#str_04319" ), true );
session->StartMenu();
} else {
common->Printf( "client %d %s\n", clientNum, string );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "addChatLine \"%s^0 %s\"", sessLocal.mapSpawnData.userInfo[ clientNum ].GetString( "ui_name" ), string ) );
sessLocal.mapSpawnData.userInfo[ clientNum ].Clear();
}
break;
}
case SERVER_RELIABLE_MESSAGE_APPLYSNAPSHOT: {
int sequence;
sequence = msg.ReadInt();
if ( !game->ClientApplySnapshot( clientNum, sequence ) ) {
session->Stop();
common->Error( "couldn't apply snapshot %d", sequence );
}
break;
}
case SERVER_RELIABLE_MESSAGE_PURE: {
ProcessReliableMessagePure( msg );
break;
}
case SERVER_RELIABLE_MESSAGE_RELOAD: {
if ( idAsyncNetwork::verbose.GetBool() ) {
common->Printf( "got MESSAGE_RELOAD from server\n" );
}
// simply reconnect, so that if the server restarts in pure mode we can get the right list and avoid spurious reloads
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "reconnect\n" );
break;
}
case SERVER_RELIABLE_MESSAGE_ENTERGAME: {
SendUserInfoToServer();
game->SetUserInfo( clientNum, sessLocal.mapSpawnData.userInfo[ clientNum ], true, false );
cvarSystem->ClearModifiedFlags( CVAR_USERINFO );
break;
}
default: {
// pass reliable message on to game code
game->ClientProcessReliableMessage( clientNum, msg );
break;
}
}
}
}
/*
==================
idAsyncClient::ProcessChallengeResponseMessage
==================
*/
void idAsyncClient::ProcessChallengeResponseMessage( const netadr_t from, const idBitMsg &msg ) {
char serverGame[ MAX_STRING_CHARS ], serverGameBase[ MAX_STRING_CHARS ];
if ( clientState != CS_CHALLENGING ) {
common->Printf( "Unwanted challenge response received.\n" );
return;
}
serverChallenge = msg.ReadInt();
serverId = msg.ReadShort();
msg.ReadString( serverGameBase, MAX_STRING_CHARS );
msg.ReadString( serverGame, MAX_STRING_CHARS );
// the server is running a different game... we need to reload in the correct fs_game
// even pure pak checks would fail if we didn't, as there are files we may not even see atm
// NOTE: we could read the pure list from the server at the same time and set it up for the restart
// ( if the client can restart directly with the right pak order, then we avoid an extra reloadEngine later.. )
if ( idStr::Icmp( cvarSystem->GetCVarString( "fs_game_base" ), serverGameBase ) ||
idStr::Icmp( cvarSystem->GetCVarString( "fs_game" ), serverGame ) ) {
// bug #189 - if the server is running ROE and ROE is not locally installed, refuse to connect or we might crash
if ( !fileSystem->HasD3XP() && ( !idStr::Icmp( serverGameBase, "d3xp" ) || !idStr::Icmp( serverGame, "d3xp" ) ) ) {
common->Printf( "The server is running Doom3: Resurrection of Evil expansion pack. RoE is not installed on this client. Aborting the connection..\n" );
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "disconnect\n" );
return;
}
common->Printf( "The server is running a different mod (%s-%s). Restarting..\n", serverGameBase, serverGame );
cvarSystem->SetCVarString( "fs_game_base", serverGameBase );
cvarSystem->SetCVarString( "fs_game", serverGame );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reloadEngine" );
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "reconnect\n" );
return;
}
common->Printf( "received challenge response 0x%x from %s\n", serverChallenge, Sys_NetAdrToString( from ) );
// start sending connect packets instead of challenge request packets
clientState = CS_CONNECTING;
lastConnectTime = -9999;
// take this address as the new server address. This allows
// a server proxy to hand off connections to multiple servers
serverAddress = from;
}
/*
==================
idAsyncClient::ProcessConnectResponseMessage
==================
*/
void idAsyncClient::ProcessConnectResponseMessage( const netadr_t from, const idBitMsg &msg ) {
int serverGameInitId, serverGameFrame, serverGameTime;
idDict serverSI;
if ( clientState >= CS_CONNECTED ) {
common->Printf( "Duplicate connect received.\n" );
return;
}
if ( clientState != CS_CONNECTING ) {
common->Printf( "Connect response packet while not connecting.\n" );
return;
}
if ( !Sys_CompareNetAdrBase( from, serverAddress ) ) {
common->Printf( "Connect response from a different server.\n" );
common->Printf( "%s should have been %s\n", Sys_NetAdrToString( from ), Sys_NetAdrToString( serverAddress ) );
return;
}
common->Printf( "received connect response from %s\n", Sys_NetAdrToString( from ) );
channel.Init( from, clientId );
clientNum = msg.ReadInt();
clientState = CS_CONNECTED;
lastPacketTime = -9999;
serverGameInitId = msg.ReadInt();
serverGameFrame = msg.ReadInt();
serverGameTime = msg.ReadInt();
msg.ReadDeltaDict( serverSI, NULL );
InitGame( serverGameInitId, serverGameFrame, serverGameTime, serverSI );
// load map
session->SetGUI( NULL, NULL );
sessLocal.ExecuteMapChange();
clientPredictTime = clientPrediction = idMath::ClampInt( 0, idAsyncNetwork::clientMaxPrediction.GetInteger(), clientTime - lastConnectTime );
}
/*
==================
idAsyncClient::ProcessDisconnectMessage
==================
*/
void idAsyncClient::ProcessDisconnectMessage( const netadr_t from, const idBitMsg &msg ) {
if ( clientState == CS_DISCONNECTED ) {
common->Printf( "Disconnect packet while not connected.\n" );
return;
}
if ( !Sys_CompareNetAdrBase( from, serverAddress ) ) {
common->Printf( "Disconnect packet from unknown server.\n" );
return;
}
session->Stop();
session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString ( "#str_04320" ), NULL, true );
session->StartMenu();
}
/*
==================
idAsyncClient::ProcessInfoResponseMessage
==================
*/
void idAsyncClient::ProcessInfoResponseMessage( const netadr_t from, const idBitMsg &msg ) {
int i, protocol, index;
networkServer_t serverInfo;
bool verbose = false;
if ( from.type == NA_LOOPBACK || cvarSystem->GetCVarBool( "developer" ) ) {
verbose = true;
}
serverInfo.clients = 0;
serverInfo.adr = from;
serverInfo.challenge = msg.ReadInt(); // challenge
protocol = msg.ReadInt();
if ( protocol != ASYNC_PROTOCOL_VERSION ) {
common->Printf( "server %s ignored - protocol %d.%d, expected %d.%d\n", Sys_NetAdrToString( serverInfo.adr ), protocol >> 16, protocol & 0xffff, ASYNC_PROTOCOL_MAJOR, ASYNC_PROTOCOL_MINOR );
return;
}
msg.ReadDeltaDict( serverInfo.serverInfo, NULL );
if ( verbose ) {
common->Printf( "server IP = %s\n", Sys_NetAdrToString( serverInfo.adr ) );
serverInfo.serverInfo.Print();
}
for ( i = msg.ReadByte(); i < MAX_ASYNC_CLIENTS; i = msg.ReadByte() ) {
serverInfo.pings[ serverInfo.clients ] = msg.ReadShort();
serverInfo.rate[ serverInfo.clients ] = msg.ReadInt();
msg.ReadString( serverInfo.nickname[ serverInfo.clients ], MAX_NICKLEN );
if ( verbose ) {
common->Printf( "client %2d: %s, ping = %d, rate = %d\n", i, serverInfo.nickname[ serverInfo.clients ], serverInfo.pings[ serverInfo.clients ], serverInfo.rate[ serverInfo.clients ] );
}
serverInfo.clients++;
}
index = serverList.InfoResponse( serverInfo );
common->Printf( "%d: server %s - protocol %d.%d - %s\n", index, Sys_NetAdrToString( serverInfo.adr ), protocol >> 16, protocol & 0xffff, serverInfo.serverInfo.GetString( "si_name" ) );
}
/*
==================
idAsyncClient::ProcessPrintMessage
==================
*/
void idAsyncClient::ProcessPrintMessage( const netadr_t from, const idBitMsg &msg ) {
char string[ MAX_STRING_CHARS ];
int opcode;
int game_opcode = ALLOW_YES;
const char *retpass;
opcode = msg.ReadInt();
if ( opcode == SERVER_PRINT_GAMEDENY ) {
game_opcode = msg.ReadInt();
}
ReadLocalizedServerString( msg, string, MAX_STRING_CHARS );
common->Printf( "%s\n", string );
guiNetMenu->SetStateString( "status", string );
if ( opcode == SERVER_PRINT_GAMEDENY ) {
if ( game_opcode == ALLOW_BADPASS ) {
retpass = session->MessageBox( MSG_PROMPT, common->GetLanguageDict()->GetString ( "#str_04321" ), string, true, "passprompt_ok" );
ClearPendingPackets();
guiNetMenu->SetStateString( "status", common->GetLanguageDict()->GetString ( "#str_04322" ));
if ( retpass ) {
// #790
cvarSystem->SetCVarString( "password", "" );
cvarSystem->SetCVarString( "password", retpass );
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
}
} else if ( game_opcode == ALLOW_NO ) {
session->MessageBox( MSG_OK, string, common->GetLanguageDict()->GetString ( "#str_04323" ), true );
ClearPendingPackets();
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
}
// ALLOW_NOTYET just keeps running as usual. The GUI has an abort button
} else if ( opcode == SERVER_PRINT_BADCHALLENGE && clientState >= CS_CONNECTING ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reconnect" );
}
}
/*
==================
idAsyncClient::ProcessServersListMessage
==================
*/
void idAsyncClient::ProcessServersListMessage( const netadr_t from, const idBitMsg &msg ) {
if ( !Sys_CompareNetAdrBase( idAsyncNetwork::GetMasterAddress(), from ) ) {
common->DPrintf( "received a server list from %s - not a valid master\n", Sys_NetAdrToString( from ) );
return;
}
while ( msg.GetRemaingData() ) {
int a,b,c,d;
a = msg.ReadByte(); b = msg.ReadByte(); c = msg.ReadByte(); d = msg.ReadByte();
serverList.AddServer( serverList.Num(), va( "%i.%i.%i.%i:%i", a, b, c, d, msg.ReadShort() ) );
}
}
/*
==================
idAsyncClient::ProcessAuthKeyMessage
==================
*/
void idAsyncClient::ProcessAuthKeyMessage( const netadr_t from, const idBitMsg &msg ) {
authKeyMsg_t authMsg;
char read_string[ MAX_STRING_CHARS ];
const char *retkey;
authBadKeyStatus_t authBadStatus;
int key_index;
bool valid[ 2 ];
idStr auth_msg;
if ( clientState != CS_CONNECTING && !session->WaitingForGameAuth() ) {
common->Printf( "clientState != CS_CONNECTING, not waiting for game auth, authKey ignored\n" );
return;
}
authMsg = (authKeyMsg_t)msg.ReadByte();
if ( authMsg == AUTHKEY_BADKEY ) {
valid[ 0 ] = valid[ 1 ] = true;
key_index = 0;
authBadStatus = (authBadKeyStatus_t)msg.ReadByte();
switch ( authBadStatus ) {
case AUTHKEY_BAD_INVALID:
valid[ 0 ] = ( msg.ReadByte() == 1 );
valid[ 1 ] = ( msg.ReadByte() == 1 );
idAsyncNetwork::BuildInvalidKeyMsg( auth_msg, valid );
break;
case AUTHKEY_BAD_BANNED:
key_index = msg.ReadByte();
auth_msg = common->GetLanguageDict()->GetString( va( "#str_0719%1d", 6 + key_index ) );
auth_msg += "\n";
auth_msg += common->GetLanguageDict()->GetString( "#str_04304" );
valid[ key_index ] = false;
break;
case AUTHKEY_BAD_INUSE:
key_index = msg.ReadByte();
auth_msg = common->GetLanguageDict()->GetString( va( "#str_0719%1d", 8 + key_index ) );
auth_msg += "\n";
auth_msg += common->GetLanguageDict()->GetString( "#str_04304" );
valid[ key_index ] = false;
break;
case AUTHKEY_BAD_MSG:
// a general message explaining why this key is denied
// no specific use for this atm. let's not clear the keys either
msg.ReadString( read_string, MAX_STRING_CHARS );
auth_msg = read_string;
break;
}
common->DPrintf( "auth deny: %s\n", auth_msg.c_str() );
// keys to be cleared. applies to both net connect and game auth
session->ClearCDKey( valid );
// get rid of the bad key - at least that's gonna annoy people who stole a fake key
if ( clientState == CS_CONNECTING ) {
while ( 1 ) {
// here we use the auth status message
retkey = session->MessageBox( MSG_CDKEY, auth_msg, common->GetLanguageDict()->GetString( "#str_04325" ), true );
if ( retkey ) {
if ( session->CheckKey( retkey, true, valid ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reconnect" );
} else {
// build a more precise message about the offline check failure
idAsyncNetwork::BuildInvalidKeyMsg( auth_msg, valid );
session->MessageBox( MSG_OK, auth_msg.c_str(), common->GetLanguageDict()->GetString( "#str_04327" ), true );
continue;
}
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
}
break;
}
} else {
// forward the auth status information to the session code
session->CDKeysAuthReply( false, auth_msg );
}
} else {
msg.ReadString( read_string, MAX_STRING_CHARS );
cvarSystem->SetCVarString( "com_guid", read_string );
common->Printf( "guid set to %s\n", read_string );
session->CDKeysAuthReply( true, NULL );
}
}
/*
==================
idAsyncClient::ProcessVersionMessage
==================
*/
void idAsyncClient::ProcessVersionMessage( const netadr_t from, const idBitMsg &msg ) {
char string[ MAX_STRING_CHARS ];
if ( updateState != UPDATE_SENT ) {
common->Printf( "ProcessVersionMessage: version reply, != UPDATE_SENT\n" );
return;
}
common->Printf( "A new version is available\n" );
msg.ReadString( string, MAX_STRING_CHARS );
updateMSG = string;
updateDirectDownload = ( msg.ReadByte() != 0 );
msg.ReadString( string, MAX_STRING_CHARS );
updateURL = string;
updateMime = (dlMime_t)msg.ReadByte();
msg.ReadString( string, MAX_STRING_CHARS );
updateFallback = string;
updateState = UPDATE_READY;
}
/*
==================
idAsyncClient::ValidatePureServerChecksums
==================
*/
bool idAsyncClient::ValidatePureServerChecksums( const netadr_t from, const idBitMsg &msg ) {
int i, numChecksums, numMissingChecksums;
int inChecksums[ MAX_PURE_PAKS ];
int missingChecksums[ MAX_PURE_PAKS ];
idBitMsg dlmsg;
byte msgBuf[MAX_MESSAGE_SIZE];
// read checksums
// pak checksums, in a 0-terminated list
numChecksums = 0;
do {
i = msg.ReadInt( );
inChecksums[ numChecksums++ ] = i;
// just to make sure a broken message doesn't crash us
if ( numChecksums >= MAX_PURE_PAKS ) {
common->Warning( "MAX_PURE_PAKS ( %d ) exceeded in idAsyncClient::ProcessPureMessage\n", MAX_PURE_PAKS );
return false;
}
} while ( i );
inChecksums[ numChecksums ] = 0;
fsPureReply_t reply = fileSystem->SetPureServerChecksums( inChecksums, missingChecksums );
switch ( reply ) {
case PURE_RESTART:
// need to restart the filesystem with a different pure configuration
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
// restart with the right FS configuration and get back to the server
clientState = CS_PURERESTART;
fileSystem->SetRestartChecksums( inChecksums );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reloadEngine" );
return false;
case PURE_MISSING: {
idStr checksums;
i = 0;
while ( missingChecksums[ i ] ) {
checksums += va( "0x%x ", missingChecksums[ i++ ] );
}
numMissingChecksums = i;
if ( idAsyncNetwork::clientDownload.GetInteger() == 0 ) {
// never any downloads
idStr message = va( common->GetLanguageDict()->GetString( "#str_07210" ), Sys_NetAdrToString( from ) );
if ( numMissingChecksums > 0 ) {
message += va( common->GetLanguageDict()->GetString( "#str_06751" ), numMissingChecksums, checksums.c_str() );
}
common->Printf( message );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
session->MessageBox( MSG_OK, message, common->GetLanguageDict()->GetString( "#str_06735" ), true );
} else {
if ( clientState >= CS_CONNECTED ) {
// we are already connected, reconnect to negociate the paks in connectionless mode
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reconnect" );
return false;
}
// ask the server to send back download info
common->DPrintf( "missing %d paks: %s\n", numMissingChecksums, checksums.c_str() );
// store the requested downloads
GetDownloadRequest( missingChecksums, numMissingChecksums );
// build the download request message
// NOTE: in a specific function?
dlmsg.Init( msgBuf, sizeof( msgBuf ) );
dlmsg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
dlmsg.WriteString( "downloadRequest" );
dlmsg.WriteInt( serverChallenge );
dlmsg.WriteShort( clientId );
// used to make sure the server replies to the same download request
dlmsg.WriteInt( dlRequest );
// special case the code pak - if we have a 0 checksum then we don't need to download it
// 0-terminated list of missing paks
i = 0;
while ( missingChecksums[ i ] ) {
dlmsg.WriteInt( missingChecksums[ i++ ] );
}
dlmsg.WriteInt( 0 );
clientPort.SendPacket( from, dlmsg.GetData(), dlmsg.GetSize() );
}
return false;
}
default:
break;
}
return true;
}
/*
==================
idAsyncClient::ProcessPureMessage
==================
*/
void idAsyncClient::ProcessPureMessage( const netadr_t from, const idBitMsg &msg ) {
idBitMsg outMsg;
byte msgBuf[ MAX_MESSAGE_SIZE ];
int i;
int inChecksums[ MAX_PURE_PAKS ];
if ( clientState != CS_CONNECTING ) {
common->Printf( "clientState != CS_CONNECTING, pure msg ignored\n" );
return;
}
if ( !ValidatePureServerChecksums( from, msg ) ) {
return;
}
fileSystem->GetPureServerChecksums( inChecksums );
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
outMsg.WriteString( "pureClient" );
outMsg.WriteInt( serverChallenge );
outMsg.WriteShort( clientId );
i = 0;
while ( inChecksums[ i ] ) {
outMsg.WriteInt( inChecksums[ i++ ] );
}
outMsg.WriteInt( 0 );
clientPort.SendPacket( from, outMsg.GetData(), outMsg.GetSize() );
}
/*
==================
idAsyncClient::ConnectionlessMessage
==================
*/
void idAsyncClient::ConnectionlessMessage( const netadr_t from, const idBitMsg &msg ) {
char string[MAX_STRING_CHARS*2]; // M. Quinn - Even Balance - PB packets can go beyond 1024
msg.ReadString( string, sizeof( string ) );
// info response from a server, are accepted from any source
if ( idStr::Icmp( string, "infoResponse" ) == 0 ) {
ProcessInfoResponseMessage( from, msg );
return;
}
// from master server:
if ( Sys_CompareNetAdrBase( from, idAsyncNetwork::GetMasterAddress( ) ) ) {
// server list
if ( idStr::Icmp( string, "servers" ) == 0 ) {
ProcessServersListMessage( from, msg );
return;
}
if ( idStr::Icmp( string, "authKey" ) == 0 ) {
ProcessAuthKeyMessage( from, msg );
return;
}
if ( idStr::Icmp( string, "newVersion" ) == 0 ) {
ProcessVersionMessage( from, msg );
return;
}
}
// ignore if not from the current/last server
if ( !Sys_CompareNetAdrBase( from, serverAddress ) && ( lastRconTime + 10000 < realTime || !Sys_CompareNetAdrBase( from, lastRconAddress ) ) ) {
common->DPrintf( "got message '%s' from bad source: %s\n", string, Sys_NetAdrToString( from ) );
return;
}
// challenge response from the server we are connecting to
if ( idStr::Icmp( string, "challengeResponse" ) == 0 ) {
ProcessChallengeResponseMessage( from, msg );
return;
}
// connect response from the server we are connecting to
if ( idStr::Icmp( string, "connectResponse" ) == 0 ) {
ProcessConnectResponseMessage( from, msg );
return;
}
// a disconnect message from the server, which will happen if the server
// dropped the connection but is still getting packets from this client
if ( idStr::Icmp( string, "disconnect" ) == 0 ) {
ProcessDisconnectMessage( from, msg );
return;
}
// print request from server
if ( idStr::Icmp( string, "print" ) == 0 ) {
ProcessPrintMessage( from, msg );
return;
}
// server pure list
if ( idStr::Icmp( string, "pureServer" ) == 0 ) {
ProcessPureMessage( from, msg );
return;
}
if ( idStr::Icmp( string, "downloadInfo" ) == 0 ) {
ProcessDownloadInfoMessage( from, msg );
}
if ( idStr::Icmp( string, "authrequired" ) == 0 ) {
// server telling us that he's expecting an auth mode connect, just in case we're trying to connect in LAN mode
if ( idAsyncNetwork::LANServer.GetBool() ) {
common->Warning( "server %s requests master authorization for this client. Turning off LAN mode\n", Sys_NetAdrToString( from ) );
idAsyncNetwork::LANServer.SetBool( false );
}
}
common->DPrintf( "ignored message from %s: %s\n", Sys_NetAdrToString( from ), string );
}
/*
=================
idAsyncClient::ProcessMessage
=================
*/
void idAsyncClient::ProcessMessage( const netadr_t from, idBitMsg &msg ) {
int id;
id = msg.ReadShort();
// check for a connectionless packet
if ( id == CONNECTIONLESS_MESSAGE_ID ) {
ConnectionlessMessage( from, msg );
return;
}
if ( clientState < CS_CONNECTED ) {
return; // can't be a valid sequenced packet
}
if ( msg.GetRemaingData() < 4 ) {
common->DPrintf( "%s: tiny packet\n", Sys_NetAdrToString( from ) );
return;
}
// is this a packet from the server
if ( !Sys_CompareNetAdrBase( from, channel.GetRemoteAddress() ) || id != serverId ) {
common->DPrintf( "%s: sequenced server packet without connection\n", Sys_NetAdrToString( from ) );
return;
}
if ( !channel.Process( from, clientTime, msg, serverMessageSequence ) ) {
return; // out of order, duplicated, fragment, etc.
}
lastPacketTime = clientTime;
ProcessReliableServerMessages();
ProcessUnreliableServerMessage( msg );
}
/*
==================
idAsyncClient::SetupConnection
==================
*/
void idAsyncClient::SetupConnection( void ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
if ( clientTime - lastConnectTime < SETUP_CONNECTION_RESEND_TIME ) {
return;
}
if ( clientState == CS_CHALLENGING ) {
common->Printf( "sending challenge to %s\n", Sys_NetAdrToString( serverAddress ) );
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
msg.WriteString( "challenge" );
msg.WriteInt( clientId );
clientPort.SendPacket( serverAddress, msg.GetData(), msg.GetSize() );
} else if ( clientState == CS_CONNECTING ) {
common->Printf( "sending connect to %s with challenge 0x%x\n", Sys_NetAdrToString( serverAddress ), serverChallenge );
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
msg.WriteString( "connect" );
msg.WriteInt( ASYNC_PROTOCOL_VERSION );
msg.WriteInt( clientDataChecksum );
msg.WriteInt( serverChallenge );
msg.WriteShort( clientId );
msg.WriteInt( cvarSystem->GetCVarInteger( "net_clientMaxRate" ) );
msg.WriteString( cvarSystem->GetCVarString( "com_guid" ) );
msg.WriteString( cvarSystem->GetCVarString( "password" ), -1, false );
// do not make the protocol depend on PB
msg.WriteShort( 0 );
clientPort.SendPacket( serverAddress, msg.GetData(), msg.GetSize() );
if ( idAsyncNetwork::LANServer.GetBool() ) {
common->Printf( "net_LANServer is set, connecting in LAN mode\n" );
} else {
// emit a cd key authorization request
// modified at protocol 1.37 for XP key addition
msg.BeginWriting();
msg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
msg.WriteString( "clAuth" );
msg.WriteInt( ASYNC_PROTOCOL_VERSION );
msg.WriteNetadr( serverAddress );
// if we don't have a com_guid, this will request a direct reply from auth with it
msg.WriteByte( cvarSystem->GetCVarString( "com_guid" )[0] ? 1 : 0 );
// send the main key, and flag an extra byte to add XP key
msg.WriteString( session->GetCDKey( false ) );
const char *xpkey = session->GetCDKey( true );
msg.WriteByte( xpkey ? 1 : 0 );
if ( xpkey ) {
msg.WriteString( xpkey );
}
clientPort.SendPacket( idAsyncNetwork::GetMasterAddress(), msg.GetData(), msg.GetSize() );
}
} else {
return;
}
lastConnectTime = clientTime;
}
/*
==================
idAsyncClient::SendReliableGameMessage
==================
*/
void idAsyncClient::SendReliableGameMessage( const idBitMsg &msg ) {
idBitMsg outMsg;
byte msgBuf[MAX_MESSAGE_SIZE];
if ( clientState < CS_INGAME ) {
return;
}
outMsg.Init( msgBuf, sizeof( msgBuf ) );
outMsg.WriteByte( CLIENT_RELIABLE_MESSAGE_GAME );
outMsg.WriteData( msg.GetData(), msg.GetSize() );
if ( !channel.SendReliableMessage( outMsg ) ) {
common->Error( "client->server reliable messages overflow\n" );
}
}
/*
==================
idAsyncClient::Idle
==================
*/
void idAsyncClient::Idle( void ) {
// also need to read mouse for the connecting guis
usercmdGen->GetDirectUsercmd();
SendEmptyToServer();
}
/*
==================
idAsyncClient::UpdateTime
==================
*/
int idAsyncClient::UpdateTime( int clamp ) {
int time, msec;
time = Sys_Milliseconds();
msec = idMath::ClampInt( 0, clamp, time - realTime );
realTime = time;
clientTime += msec;
return msec;
}
/*
==================
idAsyncClient::RunFrame
==================
*/
void idAsyncClient::RunFrame( void ) {
int msec, size;
bool newPacket;
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
netadr_t from;
msec = UpdateTime( 100 );
if ( !clientPort.GetPort() ) {
return;
}
// handle ongoing pk4 downloads and patch downloads
HandleDownloads();
gameTimeResidual += msec;
// spin in place processing incoming packets until enough time lapsed to run a new game frame
do {
do {
// blocking read with game time residual timeout
newPacket = clientPort.GetPacketBlocking( from, msgBuf, size, sizeof( msgBuf ), USERCMD_MSEC - ( gameTimeResidual + clientPredictTime ) - 1 );
if ( newPacket ) {
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.SetSize( size );
msg.BeginReading();
ProcessMessage( from, msg );
}
msec = UpdateTime( 100 );
gameTimeResidual += msec;
} while( newPacket );
} while( gameTimeResidual + clientPredictTime < USERCMD_MSEC );
// update server list
serverList.RunFrame();
if ( clientState == CS_DISCONNECTED ) {
usercmdGen->GetDirectUsercmd();
gameTimeResidual = USERCMD_MSEC - 1;
clientPredictTime = 0;
return;
}
if ( clientState == CS_PURERESTART ) {
clientState = CS_DISCONNECTED;
Reconnect();
gameTimeResidual = USERCMD_MSEC - 1;
clientPredictTime = 0;
return;
}
// if not connected setup a connection
if ( clientState < CS_CONNECTED ) {
// also need to read mouse for the connecting guis
usercmdGen->GetDirectUsercmd();
SetupConnection();
gameTimeResidual = USERCMD_MSEC - 1;
clientPredictTime = 0;
return;
}
if ( CheckTimeout() ) {
return;
}
// if not yet in the game send empty messages to keep data flowing through the channel
if ( clientState < CS_INGAME ) {
Idle();
gameTimeResidual = 0;
return;
}
// check for user info changes
if ( cvarSystem->GetModifiedFlags() & CVAR_USERINFO ) {
game->ThrottleUserInfo( );
SendUserInfoToServer( );
game->SetUserInfo( clientNum, sessLocal.mapSpawnData.userInfo[ clientNum ], true, false );
cvarSystem->ClearModifiedFlags( CVAR_USERINFO );
}
if ( gameTimeResidual + clientPredictTime >= USERCMD_MSEC ) {
lastFrameDelta = 0;
}
// generate user commands for the predicted time
while ( gameTimeResidual + clientPredictTime >= USERCMD_MSEC ) {
// send the user commands of this client to the server
SendUsercmdsToServer();
// update time
gameFrame++;
gameTime += USERCMD_MSEC;
gameTimeResidual -= USERCMD_MSEC;
// run from the snapshot up to the local game frame
while ( snapshotGameFrame < gameFrame ) {
lastFrameDelta++;
// duplicate usercmds for clients if no new ones are available
DuplicateUsercmds( snapshotGameFrame, snapshotGameTime );
// indicate the last prediction frame before a render
bool lastPredictFrame = ( snapshotGameFrame + 1 >= gameFrame && gameTimeResidual + clientPredictTime < USERCMD_MSEC );
// run client prediction
gameReturn_t ret = game->ClientPrediction( clientNum, userCmds[ snapshotGameFrame & ( MAX_USERCMD_BACKUP - 1 ) ], lastPredictFrame );
idAsyncNetwork::ExecuteSessionCommand( ret.sessionCommand );
snapshotGameFrame++;
snapshotGameTime += USERCMD_MSEC;
}
}
}
/*
==================
idAsyncClient::PacifierUpdate
==================
*/
void idAsyncClient::PacifierUpdate( void ) {
if ( !IsActive() ) {
return;
}
realTime = Sys_Milliseconds();
SendEmptyToServer( false, true );
}
/*
==================
idAsyncClient::SendVersionCheck
==================
*/
void idAsyncClient::SendVersionCheck( bool fromMenu ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
if ( updateState != UPDATE_NONE && !fromMenu ) {
common->DPrintf( "up-to-date check was already performed\n" );
return;
}
InitPort();
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
msg.WriteString( "versionCheck" );
msg.WriteInt( ASYNC_PROTOCOL_VERSION );
msg.WriteString( cvarSystem->GetCVarString( "si_version" ) );
msg.WriteString( cvarSystem->GetCVarString( "com_guid" ) );
clientPort.SendPacket( idAsyncNetwork::GetMasterAddress(), msg.GetData(), msg.GetSize() );
common->DPrintf( "sent a version check request\n" );
updateState = UPDATE_SENT;
updateSentTime = clientTime;
showUpdateMessage = fromMenu;
}
/*
==================
idAsyncClient::SendVersionDLUpdate
sending those packets is not strictly necessary. just a way to tell the update server
about what is going on. allows the update server to have a more precise view of the overall
network load for the updates
==================
*/
void idAsyncClient::SendVersionDLUpdate( int state ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
msg.WriteString( "versionDL" );
msg.WriteInt( ASYNC_PROTOCOL_VERSION );
msg.WriteShort( state );
clientPort.SendPacket( idAsyncNetwork::GetMasterAddress(), msg.GetData(), msg.GetSize() );
}
/*
==================
idAsyncClient::HandleDownloads
==================
*/
void idAsyncClient::HandleDownloads( void ) {
if ( updateState == UPDATE_SENT && clientTime > updateSentTime + 2000 ) {
// timing out on no reply
updateState = UPDATE_DONE;
if ( showUpdateMessage ) {
session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString ( "#str_04839" ), common->GetLanguageDict()->GetString ( "#str_04837" ), true );
showUpdateMessage = false;
}
common->DPrintf( "No update available\n" );
} else if ( backgroundDownload.completed ) {
// only enter these if the download slot is free
if ( updateState == UPDATE_READY ) {
//
if ( session->MessageBox( MSG_YESNO, updateMSG, common->GetLanguageDict()->GetString ( "#str_04330" ), true, "yes" )[0] ) {
if ( !updateDirectDownload ) {
sys->OpenURL( updateURL, true );
updateState = UPDATE_DONE;
} else {
// we're just creating the file at toplevel inside fs_savepath
updateURL.ExtractFileName( updateFile );
idFile_Permanent *f = static_cast< idFile_Permanent *>( fileSystem->OpenFileWrite( updateFile ) );
dltotal = 0;
dlnow = 0;
backgroundDownload.completed = false;
backgroundDownload.opcode = DLTYPE_URL;
backgroundDownload.f = f;
backgroundDownload.url.status = DL_WAIT;
backgroundDownload.url.dlnow = 0;
backgroundDownload.url.dltotal = 0;
backgroundDownload.url.url = updateURL;
fileSystem->BackgroundDownload( &backgroundDownload );
updateState = UPDATE_DLING;
SendVersionDLUpdate( 0 );
session->DownloadProgressBox( &backgroundDownload, va( "Downloading %s\n", updateFile.c_str() ) );
updateState = UPDATE_DONE;
if ( backgroundDownload.url.status == DL_DONE ) {
SendVersionDLUpdate( 1 );
idStr fullPath = f->GetFullPath();
fileSystem->CloseFile( f );
if ( session->MessageBox( MSG_YESNO, common->GetLanguageDict()->GetString ( "#str_04331" ), common->GetLanguageDict()->GetString ( "#str_04332" ), true, "yes" )[0] ) {
if ( updateMime == DL_FILE_EXEC ) {
sys->StartProcess( fullPath, true );
} else {
sys->OpenURL( va( "file://%s", fullPath.c_str() ), true );
}
} else {
session->MessageBox( MSG_OK, va( common->GetLanguageDict()->GetString ( "#str_04333" ), fullPath.c_str() ), common->GetLanguageDict()->GetString ( "#str_04334" ), true );
}
} else {
if ( backgroundDownload.url.dlerror[ 0 ] ) {
common->Warning( "update download failed. curl error: %s", backgroundDownload.url.dlerror );
}
SendVersionDLUpdate( 2 );
idStr name = f->GetName();
fileSystem->CloseFile( f );
fileSystem->RemoveFile( name );
session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString ( "#str_04335" ), common->GetLanguageDict()->GetString ( "#str_04336" ), true );
if ( updateFallback.Length() ) {
sys->OpenURL( updateFallback.c_str(), true );
} else {
common->Printf( "no fallback URL\n" );
}
}
}
} else {
updateState = UPDATE_DONE;
}
} else if ( dlList.Num() ) {
int numPaks = dlList.Num();
int pakCount = 1;
int progress_start, progress_end;
currentDlSize = 0;
do {
if ( dlList[ 0 ].url[ 0 ] == '\0' ) {
// ignore empty files
dlList.RemoveIndex( 0 );
continue;
}
common->Printf( "start download for %s\n", dlList[ 0 ].url.c_str() );
idFile_Permanent *f = static_cast< idFile_Permanent *>( fileSystem->MakeTemporaryFile( ) );
if ( !f ) {
common->Warning( "could not create temporary file" );
dlList.Clear();
return;
}
backgroundDownload.completed = false;
backgroundDownload.opcode = DLTYPE_URL;
backgroundDownload.f = f;
backgroundDownload.url.status = DL_WAIT;
backgroundDownload.url.dlnow = 0;
backgroundDownload.url.dltotal = dlList[ 0 ].size;
backgroundDownload.url.url = dlList[ 0 ].url;
fileSystem->BackgroundDownload( &backgroundDownload );
idStr dltitle;
// "Downloading %s"
sprintf( dltitle, common->GetLanguageDict()->GetString( "#str_07213" ), dlList[ 0 ].filename.c_str() );
if ( numPaks > 1 ) {
dltitle += va( " (%d/%d)", pakCount, numPaks );
}
if ( totalDlSize ) {
progress_start = (int)( (float)currentDlSize * 100.0f / (float)totalDlSize );
progress_end = (int)( (float)( currentDlSize + dlList[ 0 ].size ) * 100.0f / (float)totalDlSize );
} else {
progress_start = 0;
progress_end = 100;
}
session->DownloadProgressBox( &backgroundDownload, dltitle, progress_start, progress_end );
if ( backgroundDownload.url.status == DL_DONE ) {
idFile *saveas;
const int CHUNK_SIZE = 1024 * 1024;
byte *buf;
int remainlen;
int readlen;
int retlen;
int checksum;
common->Printf( "file downloaded\n" );
idStr finalPath = cvarSystem->GetCVarString( "fs_savepath" );
finalPath.AppendPath( dlList[ 0 ].filename );
fileSystem->CreateOSPath( finalPath );
// do the final copy ourselves so we do by small chunks in case the file is big
saveas = fileSystem->OpenExplicitFileWrite( finalPath );
buf = (byte*)Mem_Alloc( CHUNK_SIZE );
f->Seek( 0, FS_SEEK_END );
remainlen = f->Tell();
f->Seek( 0, FS_SEEK_SET );
while ( remainlen ) {
readlen = Min( remainlen, CHUNK_SIZE );
retlen = f->Read( buf, readlen );
if ( retlen != readlen ) {
common->FatalError( "short read %d of %d in idFileSystem::HandleDownload", retlen, readlen );
}
retlen = saveas->Write( buf, readlen );
if ( retlen != readlen ) {
common->FatalError( "short write %d of %d in idFileSystem::HandleDownload", retlen, readlen );
}
remainlen -= readlen;
}
fileSystem->CloseFile( f );
fileSystem->CloseFile( saveas );
common->Printf( "saved as %s\n", finalPath.c_str() );
Mem_Free( buf );
// add that file to our paks list
checksum = fileSystem->AddZipFile( dlList[ 0 ].filename );
// verify the checksum to be what the server says
if ( !checksum || checksum != dlList[ 0 ].checksum ) {
// "pak is corrupted ( checksum 0x%x, expected 0x%x )"
session->MessageBox( MSG_OK, va( common->GetLanguageDict()->GetString( "#str_07214" ) , checksum, dlList[0].checksum ), "Download failed", true );
fileSystem->RemoveFile( dlList[ 0 ].filename );
dlList.Clear();
return;
}
currentDlSize += dlList[ 0 ].size;
} else {
common->Warning( "download failed: %s", dlList[ 0 ].url.c_str() );
if ( backgroundDownload.url.dlerror[ 0 ] ) {
common->Warning( "curl error: %s", backgroundDownload.url.dlerror );
}
// "The download failed or was cancelled"
// "Download failed"
session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString( "#str_07215" ), common->GetLanguageDict()->GetString( "#str_07216" ), true );
dlList.Clear();
return;
}
pakCount++;
dlList.RemoveIndex( 0 );
} while ( dlList.Num() );
// all downloads successful - do the dew
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "reconnect\n" );
}
}
}
/*
===============
idAsyncClient::SendAuthCheck
===============
*/
bool idAsyncClient::SendAuthCheck( const char *cdkey, const char *xpkey ) {
idBitMsg msg;
byte msgBuf[MAX_MESSAGE_SIZE];
msg.Init( msgBuf, sizeof( msgBuf ) );
msg.WriteShort( CONNECTIONLESS_MESSAGE_ID );
msg.WriteString( "gameAuth" );
msg.WriteInt( ASYNC_PROTOCOL_VERSION );
msg.WriteByte( cdkey ? 1 : 0 );
msg.WriteString( cdkey ? cdkey : "" );
msg.WriteByte( xpkey ? 1 : 0 );
msg.WriteString( xpkey ? xpkey : "" );
InitPort();
clientPort.SendPacket( idAsyncNetwork::GetMasterAddress(), msg.GetData(), msg.GetSize() );
return true;
}
/*
===============
idAsyncClient::CheckTimeout
===============
*/
bool idAsyncClient::CheckTimeout( void ) {
if ( lastPacketTime > 0 && ( lastPacketTime + idAsyncNetwork::clientServerTimeout.GetInteger()*1000 < clientTime ) ) {
session->StopBox();
session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString ( "#str_04328" ), common->GetLanguageDict()->GetString ( "#str_04329" ), true );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
return true;
}
return false;
}
/*
===============
idAsyncClient::ProcessDownloadInfoMessage
===============
*/
void idAsyncClient::ProcessDownloadInfoMessage( const netadr_t from, const idBitMsg &msg ) {
char buf[ MAX_STRING_CHARS ];
int srvDlRequest = msg.ReadInt();
int infoType = msg.ReadByte();
int pakDl;
int pakIndex;
pakDlEntry_t entry;
bool gotAllFiles = true;
idStr sizeStr;
bool gotGame = false;
if ( dlRequest == -1 || srvDlRequest != dlRequest ) {
common->Warning( "bad download id from server, ignored" );
return;
}
// mark the dlRequest as dead now whatever how we process it
dlRequest = -1;
if ( infoType == SERVER_DL_REDIRECT ) {
msg.ReadString( buf, MAX_STRING_CHARS );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
// "You are missing required pak files to connect to this server.\nThe server gave a web page though:\n%s\nDo you want to go there now?"
// "Missing required files"
if ( session->MessageBox( MSG_YESNO, va( common->GetLanguageDict()->GetString( "#str_07217" ), buf ),
common->GetLanguageDict()->GetString( "#str_07218" ), true, "yes" )[ 0 ] ) {
sys->OpenURL( buf, true );
}
} else if ( infoType == SERVER_DL_LIST ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
if ( dlList.Num() ) {
common->Warning( "tried to process a download list while already busy downloading things" );
return;
}
// read the URLs, check against what we requested, prompt for download
pakIndex = -1;
totalDlSize = 0;
do {
pakIndex++;
pakDl = msg.ReadByte();
if ( pakDl == SERVER_PAK_YES ) {
if ( pakIndex == 0 ) {
gotGame = true;
}
msg.ReadString( buf, MAX_STRING_CHARS );
entry.filename = buf;
msg.ReadString( buf, MAX_STRING_CHARS );
entry.url = buf;
entry.size = msg.ReadInt();
// checksums are not transmitted, we read them from the dl request we sent
entry.checksum = dlChecksums[ pakIndex ];
totalDlSize += entry.size;
dlList.Append( entry );
common->Printf( "download %s from %s ( 0x%x )\n", entry.filename.c_str(), entry.url.c_str(), entry.checksum );
} else if ( pakDl == SERVER_PAK_NO ) {
msg.ReadString( buf, MAX_STRING_CHARS );
entry.filename = buf;
entry.url = "";
entry.size = 0;
entry.checksum = 0;
dlList.Append( entry );
// first pak is game pak, only fail it if we actually requested it
if ( pakIndex != 0 || dlChecksums[ 0 ] != 0 ) {
common->Printf( "no download offered for %s ( 0x%x )\n", entry.filename.c_str(), dlChecksums[ pakIndex ] );
gotAllFiles = false;
}
} else {
assert( pakDl == SERVER_PAK_END );
}
} while ( pakDl != SERVER_PAK_END );
if ( dlList.Num() < dlCount ) {
common->Printf( "%d files were ignored by the server\n", dlCount - dlList.Num() );
gotAllFiles = false;
}
sizeStr.BestUnit( "%.2f", totalDlSize, MEASURE_SIZE );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
if ( totalDlSize == 0 ) {
// was no downloadable stuff for us
// "Can't connect to the pure server: no downloads offered"
// "Missing required files"
dlList.Clear();
session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString( "#str_07219" ), common->GetLanguageDict()->GetString( "#str_07218" ), true );
return;
}
bool asked = false;
if ( gotGame ) {
asked = true;
// "You need to download game code to connect to this server. Are you sure? You should only answer yes if you trust the server administrators."
// "Missing game binaries"
if ( !session->MessageBox( MSG_YESNO, common->GetLanguageDict()->GetString( "#str_07220" ), common->GetLanguageDict()->GetString( "#str_07221" ), true, "yes" )[ 0 ] ) {
dlList.Clear();
return;
}
}
if ( !gotAllFiles ) {
asked = true;
// "The server only offers to download some of the files required to connect ( %s ). Download anyway?"
// "Missing required files"
if ( !session->MessageBox( MSG_YESNO, va( common->GetLanguageDict()->GetString( "#str_07222" ), sizeStr.c_str() ),
common->GetLanguageDict()->GetString( "#str_07218" ), true, "yes" )[ 0 ] ) {
dlList.Clear();
return;
}
}
if ( !asked && idAsyncNetwork::clientDownload.GetInteger() == 1 ) {
// "You need to download some files to connect to this server ( %s ), proceed?"
// "Missing required files"
if ( !session->MessageBox( MSG_YESNO, va( common->GetLanguageDict()->GetString( "#str_07224" ), sizeStr.c_str() ),
common->GetLanguageDict()->GetString( "#str_07218" ), true, "yes" )[ 0 ] ) {
dlList.Clear();
return;
}
}
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "disconnect" );
// "You are missing some files to connect to this server, and the server doesn't provide downloads."
// "Missing required files"
session->MessageBox( MSG_OK, common->GetLanguageDict()->GetString( "#str_07223" ), common->GetLanguageDict()->GetString( "#str_07218" ), true );
}
}
/*
===============
idAsyncClient::GetDownloadRequest
===============
*/
int idAsyncClient::GetDownloadRequest( const int checksums[ MAX_PURE_PAKS ], int count ) {
assert( !checksums[ count ] ); // 0-terminated
if ( memcmp( dlChecksums, checksums, sizeof( int ) * count ) ) {
idRandom newreq;
memcpy( dlChecksums, checksums, sizeof( int ) * MAX_PURE_PAKS );
newreq.SetSeed( Sys_Milliseconds() );
dlRequest = newreq.RandomInt();
dlCount = count;
return dlRequest;
}
// this is the same dlRequest, we haven't heard from the server. keep the same id
return dlRequest;
}