mirror of
https://github.com/dhewm/dhewm3.git
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ae63021d00
There were lots of places in the code that called Sys_GrabInput(), some of them each frame. Most of this is unified in events.cpp now, in handleMouseGrab() which is called once per frame by Sys_GenerateEvents() - this makes reasoning about when the mouse is grabbed and when not a lot easier. Sys_GrabInput(false) still is called in a few places, before operations that tend to take long (like loading a map or vid_restart), but (hopefully) not regularly anymore. The other big change is that the game now uses SDLs absolute mouse mode for fullscreen menus (except the PDA which is an ugly hack), so the ingame cursor is at the same position as the system cursor, which especially helps when debugging with `in_nograb 1` and should also help if someone wants to integrate an additional GUI toolkit like Dear ImGui.
511 lines
18 KiB
C++
511 lines
18 KiB
C++
/*
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===========================================================================
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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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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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===========================================================================
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*/
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#include "sys/platform.h"
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#include "idlib/LangDict.h"
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#include "framework/Console.h"
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#include "framework/Game.h"
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#include "renderer/RenderSystem.h"
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#include "sound/sound.h"
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#include "framework/async/AsyncNetwork.h"
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idAsyncServer idAsyncNetwork::server;
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idAsyncClient idAsyncNetwork::client;
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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> );
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idCVar idAsyncNetwork::allowCheats( "net_allowCheats", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_NETWORKSYNC, "Allow cheats in network game" );
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#ifdef ID_DEDICATED
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// dedicated executable can only have a value of 1 for net_serverDedicated
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idCVar idAsyncNetwork::serverDedicated( "net_serverDedicated", "1", CVAR_SERVERINFO | CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT | CVAR_ROM, "" );
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#else
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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> );
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#endif
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idCVar idAsyncNetwork::serverSnapshotDelay( "net_serverSnapshotDelay", "50", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "delay between snapshots in milliseconds" );
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idCVar idAsyncNetwork::serverMaxClientRate( "net_serverMaxClientRate", "16000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_NOCHEAT, "maximum rate to a client in bytes/sec" );
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idCVar idAsyncNetwork::clientMaxRate( "net_clientMaxRate", "16000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_NOCHEAT, "maximum rate requested by client from server in bytes/sec" );
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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> );
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idCVar idAsyncNetwork::serverZombieTimeout( "net_serverZombieTimeout", "5", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "disconnected client timeout in seconds" );
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idCVar idAsyncNetwork::serverClientTimeout( "net_serverClientTimeout", "40", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "client time out in seconds" );
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idCVar idAsyncNetwork::clientServerTimeout( "net_clientServerTimeout", "40", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "server time out in seconds" );
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idCVar idAsyncNetwork::serverDrawClient( "net_serverDrawClient", "-1", CVAR_SYSTEM | CVAR_INTEGER, "number of client for which to draw view on server" );
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idCVar idAsyncNetwork::serverRemoteConsolePassword( "net_serverRemoteConsolePassword", "", CVAR_SYSTEM | CVAR_NOCHEAT, "remote console password" );
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idCVar idAsyncNetwork::clientPrediction( "net_clientPrediction", "16", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "additional client side prediction in milliseconds" );
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idCVar idAsyncNetwork::clientMaxPrediction( "net_clientMaxPrediction", "1000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "maximum number of milliseconds a client can predict ahead of server." );
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idCVar idAsyncNetwork::clientUsercmdBackup( "net_clientUsercmdBackup", "5", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "number of usercmds to resend" );
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idCVar idAsyncNetwork::clientRemoteConsoleAddress( "net_clientRemoteConsoleAddress", "localhost", CVAR_SYSTEM | CVAR_NOCHEAT, "remote console address" );
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idCVar idAsyncNetwork::clientRemoteConsolePassword( "net_clientRemoteConsolePassword", "", CVAR_SYSTEM | CVAR_NOCHEAT, "remote console password" );
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idCVar idAsyncNetwork::master0( "net_master0", IDNET_HOST ":" IDNET_MASTER_PORT, CVAR_SYSTEM | CVAR_ROM, "idnet master server address" );
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idCVar idAsyncNetwork::master1( "net_master1", "", CVAR_SYSTEM | CVAR_ARCHIVE, "1st master server address" );
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idCVar idAsyncNetwork::master2( "net_master2", "", CVAR_SYSTEM | CVAR_ARCHIVE, "2nd master server address" );
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idCVar idAsyncNetwork::master3( "net_master3", "", CVAR_SYSTEM | CVAR_ARCHIVE, "3rd master server address" );
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idCVar idAsyncNetwork::master4( "net_master4", "", CVAR_SYSTEM | CVAR_ARCHIVE, "4th master server address" );
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idCVar idAsyncNetwork::LANServer( "net_LANServer", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_NOCHEAT, "config LAN games only - affects clients and servers" );
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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" );
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idCVar idAsyncNetwork::idleServer( "si_idleServer", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_INIT | CVAR_SERVERINFO, "game clients are idle" );
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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)" );
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int idAsyncNetwork::realTime;
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master_t idAsyncNetwork::masters[ MAX_MASTER_SERVERS ];
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/*
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==================
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idAsyncNetwork::idAsyncNetwork
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==================
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*/
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idAsyncNetwork::idAsyncNetwork( void ) {
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}
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/*
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==================
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idAsyncNetwork::Init
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==================
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*/
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void idAsyncNetwork::Init( void ) {
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realTime = 0;
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memset( masters, 0, sizeof( masters ) );
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masters[0].var = &master0;
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masters[1].var = &master1;
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masters[2].var = &master2;
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masters[3].var = &master3;
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masters[4].var = &master4;
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cmdSystem->AddCommand( "spawnServer", SpawnServer_f, CMD_FL_SYSTEM, "spawns a server", idCmdSystem::ArgCompletion_MapName );
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cmdSystem->AddCommand( "nextMap", NextMap_f, CMD_FL_SYSTEM, "loads the next map on the server" );
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cmdSystem->AddCommand( "connect", Connect_f, CMD_FL_SYSTEM, "connects to a server" );
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cmdSystem->AddCommand( "reconnect", Reconnect_f, CMD_FL_SYSTEM, "reconnect to the last server we tried to connect to" );
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cmdSystem->AddCommand( "serverInfo", GetServerInfo_f, CMD_FL_SYSTEM, "shows server info" );
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cmdSystem->AddCommand( "LANScan", GetLANServers_f, CMD_FL_SYSTEM, "scans LAN for servers" );
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cmdSystem->AddCommand( "listServers", ListServers_f, CMD_FL_SYSTEM, "lists scanned servers" );
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cmdSystem->AddCommand( "rcon", RemoteConsole_f, CMD_FL_SYSTEM, "sends remote console command to server" );
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cmdSystem->AddCommand( "heartbeat", Heartbeat_f, CMD_FL_SYSTEM, "send a heartbeat to the the master servers" );
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cmdSystem->AddCommand( "kick", Kick_f, CMD_FL_SYSTEM, "kick a client by connection number" );
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cmdSystem->AddCommand( "checkNewVersion", CheckNewVersion_f, CMD_FL_SYSTEM, "check if a new version of the game is available" );
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cmdSystem->AddCommand( "updateUI", UpdateUI_f, CMD_FL_SYSTEM, "internal - cause a sync down of game-modified userinfo" );
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}
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/*
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==================
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idAsyncNetwork::GetMasterAddress
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==================
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*/
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netadr_t idAsyncNetwork::GetMasterAddress( void ) {
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netadr_t ret;
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GetMasterAddress( 0, ret );
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return masters[ 0 ].address;
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}
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/*
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==================
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idAsyncNetwork::GetMasterAddress
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==================
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*/
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bool idAsyncNetwork::GetMasterAddress( int index, netadr_t &adr ) {
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if ( !masters[ index ].var ) {
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return false;
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}
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if ( masters[ index ].var->GetString()[0] == '\0' ) {
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return false;
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}
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if ( !masters[ index ].resolved || masters[ index ].var->IsModified() ) {
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masters[ index ].var->ClearModified();
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if ( !Sys_StringToNetAdr( masters[ index ].var->GetString(), &masters[ index ].address, true ) ) {
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common->Printf( "Failed to resolve master%d: %s\n", index, masters[ index ].var->GetString() );
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memset( &masters[ index ].address, 0, sizeof( netadr_t ) );
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masters[ index ].resolved = true;
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return false;
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}
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if ( masters[ index ].address.port == 0 ) {
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masters[ index ].address.port = atoi( IDNET_MASTER_PORT );
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}
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masters[ index ].resolved = true;
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}
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adr = masters[ index ].address;
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return true;
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}
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/*
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==================
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idAsyncNetwork::Shutdown
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==================
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*/
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void idAsyncNetwork::Shutdown( void ) {
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client.serverList.Shutdown();
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client.DisconnectFromServer();
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client.ClearServers();
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client.ClosePort();
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server.Kill();
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server.ClosePort();
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}
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/*
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==================
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idAsyncNetwork::RunFrame
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==================
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*/
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void idAsyncNetwork::RunFrame( void ) {
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if ( console->Active() ) {
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usercmdGen->InhibitUsercmd( INHIBIT_ASYNC, true );
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} else {
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usercmdGen->InhibitUsercmd( INHIBIT_ASYNC, false );
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}
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client.RunFrame();
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server.RunFrame();
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}
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/*
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==================
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idAsyncNetwork::WriteUserCmdDelta
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==================
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*/
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void idAsyncNetwork::WriteUserCmdDelta( idBitMsg &msg, const usercmd_t &cmd, const usercmd_t *base ) {
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if ( base ) {
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msg.WriteDeltaIntCounter( base->gameTime, cmd.gameTime );
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msg.WriteDeltaByte( base->buttons, cmd.buttons );
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msg.WriteDeltaShort( base->mx, cmd.mx );
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msg.WriteDeltaShort( base->my, cmd.my );
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msg.WriteDeltaChar( base->forwardmove, cmd.forwardmove );
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msg.WriteDeltaChar( base->rightmove, cmd.rightmove );
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msg.WriteDeltaChar( base->upmove, cmd.upmove );
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msg.WriteDeltaShort( base->angles[0], cmd.angles[0] );
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msg.WriteDeltaShort( base->angles[1], cmd.angles[1] );
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msg.WriteDeltaShort( base->angles[2], cmd.angles[2] );
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return;
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}
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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 );
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msg.WriteChar( cmd.forwardmove );
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msg.WriteChar( cmd.rightmove );
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msg.WriteChar( cmd.upmove );
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msg.WriteShort( cmd.angles[0] );
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msg.WriteShort( cmd.angles[1] );
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msg.WriteShort( cmd.angles[2] );
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}
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/*
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==================
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idAsyncNetwork::ReadUserCmdDelta
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==================
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*/
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void idAsyncNetwork::ReadUserCmdDelta( const idBitMsg &msg, usercmd_t &cmd, const usercmd_t *base ) {
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memset( &cmd, 0, sizeof( cmd ) );
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if ( base ) {
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cmd.gameTime = msg.ReadDeltaIntCounter( base->gameTime );
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cmd.buttons = msg.ReadDeltaByte( base->buttons );
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cmd.mx = msg.ReadDeltaShort( base->mx );
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cmd.my = msg.ReadDeltaShort( base->my );
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cmd.forwardmove = msg.ReadDeltaChar( base->forwardmove );
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cmd.rightmove = msg.ReadDeltaChar( base->rightmove );
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cmd.upmove = msg.ReadDeltaChar( base->upmove );
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cmd.angles[0] = msg.ReadDeltaShort( base->angles[0] );
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cmd.angles[1] = msg.ReadDeltaShort( base->angles[1] );
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cmd.angles[2] = msg.ReadDeltaShort( base->angles[2] );
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return;
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}
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cmd.gameTime = msg.ReadInt();
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cmd.buttons = msg.ReadByte();
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cmd.mx = msg.ReadShort();
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cmd.my = msg.ReadShort();
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cmd.forwardmove = msg.ReadChar();
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cmd.rightmove = msg.ReadChar();
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cmd.upmove = msg.ReadChar();
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cmd.angles[0] = msg.ReadShort();
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cmd.angles[1] = msg.ReadShort();
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cmd.angles[2] = msg.ReadShort();
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}
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/*
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==================
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idAsyncNetwork::DuplicateUsercmd
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==================
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*/
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bool idAsyncNetwork::DuplicateUsercmd( const usercmd_t &previousUserCmd, usercmd_t ¤tUserCmd, int frame, int time ) {
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if ( currentUserCmd.gameTime <= previousUserCmd.gameTime ) {
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currentUserCmd = previousUserCmd;
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currentUserCmd.gameFrame = frame;
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currentUserCmd.gameTime = time;
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currentUserCmd.duplicateCount++;
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if ( currentUserCmd.duplicateCount > MAX_USERCMD_DUPLICATION ) {
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currentUserCmd.buttons &= ~BUTTON_ATTACK;
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if ( abs( currentUserCmd.forwardmove ) > 2 ) currentUserCmd.forwardmove >>= 1;
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if ( abs( currentUserCmd.rightmove ) > 2 ) currentUserCmd.rightmove >>= 1;
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if ( abs( currentUserCmd.upmove ) > 2 ) currentUserCmd.upmove >>= 1;
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}
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return true;
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}
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return false;
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}
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/*
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==================
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idAsyncNetwork::UsercmdInputChanged
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==================
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*/
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bool idAsyncNetwork::UsercmdInputChanged( const usercmd_t &previousUserCmd, const usercmd_t ¤tUserCmd ) {
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return previousUserCmd.buttons != currentUserCmd.buttons ||
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previousUserCmd.forwardmove != currentUserCmd.forwardmove ||
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previousUserCmd.rightmove != currentUserCmd.rightmove ||
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previousUserCmd.upmove != currentUserCmd.upmove ||
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previousUserCmd.angles[0] != currentUserCmd.angles[0] ||
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previousUserCmd.angles[1] != currentUserCmd.angles[1] ||
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previousUserCmd.angles[2] != currentUserCmd.angles[2];
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}
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/*
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==================
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idAsyncNetwork::SpawnServer_f
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==================
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*/
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void idAsyncNetwork::SpawnServer_f( const idCmdArgs &args ) {
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if(args.Argc() > 1) {
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cvarSystem->SetCVarString("si_map", args.Argv(1));
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}
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// don't let a server spawn with singleplayer game type - it will crash
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if ( idStr::Icmp( cvarSystem->GetCVarString( "si_gameType" ), "singleplayer" ) == 0 ) {
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cvarSystem->SetCVarString( "si_gameType", "deathmatch" );
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}
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com_asyncInput.SetBool( false );
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// make sure the current system state is compatible with net_serverDedicated
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switch ( cvarSystem->GetCVarInteger( "net_serverDedicated" ) ) {
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case 0:
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case 2:
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if ( !renderSystem->IsOpenGLRunning() ) {
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common->Warning( "OpenGL is not running, net_serverDedicated == %d", cvarSystem->GetCVarInteger( "net_serverDedicated" ) );
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}
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break;
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case 1:
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if ( renderSystem->IsOpenGLRunning() ) {
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Sys_ShowConsole( 1, false );
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renderSystem->ShutdownOpenGL();
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}
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soundSystem->SetMute( true );
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soundSystem->ShutdownHW();
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break;
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}
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// use serverMapRestart if we already have a running server
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if ( server.IsActive() ) {
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cmdSystem->BufferCommandText( CMD_EXEC_NOW, "serverMapRestart" );
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} else {
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server.Spawn();
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}
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}
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/*
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==================
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idAsyncNetwork::NextMap_f
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==================
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*/
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void idAsyncNetwork::NextMap_f( const idCmdArgs &args ) {
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server.ExecuteMapChange();
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}
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/*
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==================
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idAsyncNetwork::Connect_f
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==================
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*/
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void idAsyncNetwork::Connect_f( const idCmdArgs &args ) {
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if ( server.IsActive() ) {
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common->Printf( "already running a server\n" );
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return;
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}
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if ( args.Argc() != 2 ) {
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common->Printf( "USAGE: connect <serverName>\n" );
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return;
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}
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com_asyncInput.SetBool( false );
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client.ConnectToServer( args.Argv( 1 ) );
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}
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/*
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==================
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idAsyncNetwork::Reconnect_f
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==================
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*/
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void idAsyncNetwork::Reconnect_f( const idCmdArgs &args ) {
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client.Reconnect();
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}
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/*
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==================
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idAsyncNetwork::GetServerInfo_f
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==================
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*/
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void idAsyncNetwork::GetServerInfo_f( const idCmdArgs &args ) {
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client.GetServerInfo( args.Argv( 1 ) );
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}
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/*
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==================
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idAsyncNetwork::GetLANServers_f
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==================
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*/
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void idAsyncNetwork::GetLANServers_f( const idCmdArgs &args ) {
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client.GetLANServers();
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}
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/*
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==================
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idAsyncNetwork::ListServers_f
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==================
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*/
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void idAsyncNetwork::ListServers_f( const idCmdArgs &args ) {
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client.ListServers();
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}
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/*
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==================
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idAsyncNetwork::RemoteConsole_f
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==================
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*/
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void idAsyncNetwork::RemoteConsole_f( const idCmdArgs &args ) {
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client.RemoteConsole( args.Args() );
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}
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/*
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==================
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idAsyncNetwork::Heartbeat_f
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==================
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*/
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void idAsyncNetwork::Heartbeat_f( const idCmdArgs &args ) {
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if ( !server.IsActive() ) {
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common->Printf( "server is not running\n" );
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return;
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}
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server.MasterHeartbeat( true );
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}
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/*
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==================
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idAsyncNetwork::Kick_f
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==================
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*/
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void idAsyncNetwork::Kick_f( const idCmdArgs &args ) {
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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 );
|
|
|
|
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 ) {
|
|
client.SendVersionCheck();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
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";
|
|
msg += common->GetLanguageDict()->GetString( "#str_04304" );
|
|
}
|