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fteqw/engine/common/net_wins.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// net_wins.c
struct sockaddr;
#include "quakedef.h"
#include "netinc.h"
#if defined(_WIN32) || defined(__linux__) && !defined(ANDROID)
#define USE_GETHOSTNAME_LOCALLISTING
#endif
netadr_t net_local_cl_ipadr; //still used to match local ui requests (quake/gamespy), and to generate ip reports for q3 servers (which is probably pointless).
netadr_t net_from;
sizebuf_t net_message;
//#define MAX_UDP_PACKET (MAX_MSGLEN*2) // one more than msg + header
#define MAX_UDP_PACKET 8192 // one more than msg + header
qbyte net_message_buffer[MAX_OVERALLMSGLEN];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#if defined(_WIN32) && defined(HAVE_PACKET)
WSADATA winsockdata;
#endif
#ifdef IPPROTO_IPV6
#ifdef _WIN32
int (WINAPI *pgetaddrinfo) (
const char* nodename,
const char* servname,
const struct addrinfo* hints,
struct addrinfo** res
);
void (WSAAPI *pfreeaddrinfo) (struct addrinfo*);
#else
#define pgetaddrinfo getaddrinfo
#define pfreeaddrinfo freeaddrinfo
/*int (*pgetaddrinfo)
(
const char* nodename,
const char* servname,
const struct addrinfo* hints,
struct addrinfo** res
);
void (*pfreeaddrinfo) (struct addrinfo*);
*/
#endif
#endif
#if defined(HAVE_IPV4) && !defined(CLIENTONLY)
#define HAVE_NATPMP
#endif
void NET_GetLocalAddress (int socket, netadr_t *out);
//int TCP_OpenListenSocket (const char *localip, int port);
#ifdef IPPROTO_IPV6
int UDP6_OpenSocket (int port, qboolean bcast);
#endif
#ifdef USEIPX
void IPX_CloseSocket (int socket);
#endif
cvar_t net_hybriddualstack = CVARD("net_hybriddualstack", "1", "Uses hybrid ipv4+ipv6 sockets where possible. Not supported on xp or below.");
cvar_t net_fakeloss = CVARFD("net_fakeloss", "0", CVAR_CHEAT, "Simulates packetloss in both receiving and sending, on a scale from 0 to 1.");
cvar_t net_enabled = CVARD("net_enabled", "1", "If 0, disables all network access, including name resolution and socket creation. Does not affect loopback/internal connections.");
extern cvar_t sv_public, sv_listen_qw, sv_listen_nq, sv_listen_dp, sv_listen_q3;
static qboolean allowconnects = false;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#define MAX_LOOPBACK 64
typedef struct
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qbyte *data;
int datalen;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
int datamax;
} loopmsg_t;
typedef struct
{
qboolean inited;
loopmsg_t msgs[MAX_LOOPBACK];
int get, send;
} loopback_t;
loopback_t loopbacks[2];
//=============================================================================
int NetadrToSockadr (netadr_t *a, struct sockaddr_qstorage *s)
{
switch(a->type)
{
#ifdef HAVE_WEBSOCKCL
case NA_WEBSOCKET:
memset (s, 0, sizeof(struct sockaddr_websocket));
((struct sockaddr_websocket*)s)->sws_family = AF_WEBSOCK;
memcpy(((struct sockaddr_websocket*)s)->url, a->address.websocketurl, sizeof(((struct sockaddr_websocket*)s)->url));
return sizeof(struct sockaddr_websocket);
#endif
#ifdef HAVE_IPV4
case NA_BROADCAST_IP:
memset (s, 0, sizeof(struct sockaddr_in));
((struct sockaddr_in*)s)->sin_family = AF_INET;
*(int *)&((struct sockaddr_in*)s)->sin_addr = 0xffffffff;//INADDR_BROADCAST;
((struct sockaddr_in*)s)->sin_port = a->port;
return sizeof(struct sockaddr_in);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TLSV4:
case NA_TCP:
case NA_IP:
memset (s, 0, sizeof(struct sockaddr_in));
((struct sockaddr_in*)s)->sin_family = AF_INET;
*(int *)&((struct sockaddr_in*)s)->sin_addr = *(int *)&a->address.ip;
((struct sockaddr_in*)s)->sin_port = a->port;
return sizeof(struct sockaddr_in);
#endif
#ifdef IPPROTO_IPV6
case NA_BROADCAST_IP6:
memset (s, 0, sizeof(struct sockaddr_in));
((struct sockaddr_in6*)s)->sin6_family = AF_INET6;
memset((int *)&((struct sockaddr_in6*)s)->sin6_addr, 0, sizeof(*(int *)&((struct sockaddr_in6*)s)->sin6_addr));
((struct sockaddr_in6*)s)->sin6_addr.s6_addr[0] = 0xff;
((struct sockaddr_in6*)s)->sin6_addr.s6_addr[1] = 0x02;
((struct sockaddr_in6*)s)->sin6_addr.s6_addr[15] = 0x01;
((struct sockaddr_in6*)s)->sin6_port = a->port;
return sizeof(struct sockaddr_in6);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TLSV6:
case NA_TCPV6:
case NA_IPV6:
memset (s, 0, sizeof(struct sockaddr_in6));
((struct sockaddr_in6*)s)->sin6_family = AF_INET6;
memcpy(&((struct sockaddr_in6*)s)->sin6_addr, a->address.ip6, sizeof(struct in6_addr));
((struct sockaddr_in6*)s)->sin6_port = a->port;
((struct sockaddr_in6 *)s)->sin6_scope_id = a->scopeid;
return sizeof(struct sockaddr_in6);
#endif
#ifdef USEIPX
case NA_IPX:
((struct sockaddr_ipx *)s)->sa_family = AF_IPX;
memcpy(((struct sockaddr_ipx *)s)->sa_netnum, &a->address.ipx[0], 4);
memcpy(((struct sockaddr_ipx *)s)->sa_nodenum, &a->address.ipx[4], 6);
((struct sockaddr_ipx *)s)->sa_socket = a->port;
return sizeof(struct sockaddr_ipx);
case NA_BROADCAST_IPX:
memset (s, 0, sizeof(struct sockaddr_ipx));
((struct sockaddr_ipx*)s)->sa_family = AF_IPX;
memset(&((struct sockaddr_ipx*)s)->sa_netnum, 0, 4);
memset(&((struct sockaddr_ipx*)s)->sa_nodenum, 0xff, 6);
((struct sockaddr_ipx*)s)->sa_socket = a->port;
return sizeof(struct sockaddr_ipx);
#endif
default:
Sys_Error("NetadrToSockadr: Bad type %i", a->type);
return 0;
}
}
void SockadrToNetadr (struct sockaddr_qstorage *s, netadr_t *a)
{
a->connum = 0;
switch (((struct sockaddr*)s)->sa_family)
{
#ifdef HAVE_WEBSOCKCL
case AF_WEBSOCK:
a->type = NA_WEBSOCKET;
memcpy(a->address.websocketurl, ((struct sockaddr_websocket*)s)->url, sizeof(a->address.websocketurl));
a->port = 0;
break;
#endif
#ifdef HAVE_IPV4
case AF_INET:
a->type = NA_IP;
*(int *)&a->address.ip = ((struct sockaddr_in *)s)->sin_addr.s_addr;
a->port = ((struct sockaddr_in *)s)->sin_port;
break;
#endif
#ifdef IPPROTO_IPV6
case AF_INET6:
a->type = NA_IPV6;
memcpy(&a->address.ip6, &((struct sockaddr_in6 *)s)->sin6_addr, sizeof(a->address.ip6));
a->port = ((struct sockaddr_in6 *)s)->sin6_port;
a->scopeid = ((struct sockaddr_in6 *)s)->sin6_scope_id;
break;
#endif
#ifdef USEIPX
case AF_IPX:
a->type = NA_IPX;
*(int *)a->address.ip = 0xffffffff;
memcpy(&a->address.ipx[0], ((struct sockaddr_ipx *)s)->sa_netnum, 4);
memcpy(&a->address.ipx[4], ((struct sockaddr_ipx *)s)->sa_nodenum, 6);
a->port = ((struct sockaddr_ipx *)s)->sa_socket;
break;
#endif
default:
Con_Printf("SockadrToNetadr: bad socket family - %i", ((struct sockaddr*)s)->sa_family);
case AF_UNSPEC:
memset(a, 0, sizeof(*a));
a->type = NA_INVALID;
break;
}
}
qboolean NET_CompareAdr (netadr_t *a, netadr_t *b)
{
if (a->type != b->type)
{
int i;
if (a->type == NA_IP && b->type == NA_IPV6)
{
for (i = 0; i < 10; i++)
if (b->address.ip6[i] != 0)
return false; //only matches if they're 0s, otherwise its not an ipv4 address there
for (; i < 12; i++)
if (b->address.ip6[i] != 0xff)// && b->address.ip6[i] != 0x00) //0x00 is depricated
return false; //only matches if they're 0s or ffs, otherwise its not an ipv4 address there
for (i = 0; i < 4; i++)
{
if (a->address.ip[i] != b->address.ip6[12+i])
return false; //mask doesn't match
}
return true; //its an ipv4 address in there, the mask matched the whole way through
}
if (a->type == NA_IPV6 && b->type == NA_IP)
{
for (i = 0; i < 10; i++)
if (a->address.ip6[i] != 0)
return false; //only matches if they're 0s, otherwise its not an ipv4 address there
for (; i < 12; i++)
if (a->address.ip6[i] != 0xff)// && a->address.ip6[i] != 0x00) //0x00 is depricated
return false; //only matches if they're 0s or ffs, otherwise its not an ipv4 address there
for (i = 0; i < 4; i++)
{
if (a->address.ip6[12+i] != b->address.ip[i])
return false; //mask doesn't match
}
return true; //its an ipv4 address in there, the mask matched the whole way through
}
return false;
}
if (a->type == NA_LOOPBACK)
return true;
#ifdef HAVE_WEBSOCKCL
if (a->type == NA_WEBSOCKET)
{
if (!strcmp(a->address.websocketurl, a->address.websocketurl) && a->port == b->port)
return true;
return false;
}
#endif
#ifdef HAVE_IPV4
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (a->type == NA_IP || a->type == NA_BROADCAST_IP || a->type == NA_TCP || a->type == NA_TLSV4)
{
if ((memcmp(a->address.ip, b->address.ip, sizeof(a->address.ip)) == 0) && a->port == b->port)
return true;
return false;
}
#endif
#ifdef IPPROTO_IPV6
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (a->type == NA_IPV6 || a->type == NA_BROADCAST_IP6 || a->type == NA_TCPV6 || a->type == NA_TLSV6)
{
if ((memcmp(a->address.ip6, b->address.ip6, sizeof(a->address.ip6)) == 0) && a->port == b->port)
return true;
return false;
}
#endif
#ifdef USEIPX
if (a->type == NA_IPX || a->type == NA_BROADCAST_IPX)
{
if ((memcmp(a->address.ipx, b->address.ipx, sizeof(a->address.ipx)) == 0) && a->port == b->port)
return true;
return false;
}
#endif
#ifdef IRCCONNECT
if (a->type == NA_IRC)
{
if (!strcmp(a->address.irc.user, b->address.irc.user))
return true;
return false;
}
#endif
Con_Printf("NET_CompareAdr: Bad address type\n");
return false;
}
/*
===================
NET_CompareBaseAdr
Compares without the port
===================
*/
qboolean NET_CompareBaseAdr (netadr_t *a, netadr_t *b)
{
if (a->type != b->type)
return false;
if (a->type == NA_LOOPBACK)
return true;
#ifdef HAVE_IPV4
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (a->type == NA_IP || a->type == NA_TCP || a->type == NA_TLSV4)
{
if ((memcmp(a->address.ip, b->address.ip, sizeof(a->address.ip)) == 0))
return true;
return false;
}
#endif
#ifdef IPPROTO_IPV6
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (a->type == NA_IPV6 || a->type == NA_TCPV6 || a->type == NA_TLSV6)
{
if ((memcmp(a->address.ip6, b->address.ip6, 16) == 0))
return true;
return false;
}
#endif
#ifdef USEIPX
if (a->type == NA_IPX)
{
if ((memcmp(a->address.ipx, b->address.ipx, 10) == 0))
return true;
return false;
}
#endif
#ifdef IRCCONNECT
if (a->type == NA_IRC)
{
if (!strcmp(a->address.irc.user, b->address.irc.user))
return true;
return false;
}
#endif
Sys_Error("NET_CompareBaseAdr: Bad address type");
return false;
}
qboolean NET_AddressSmellsFunny(netadr_t *a)
{
#ifdef IPPROTO_IPV6
int i;
#endif
//rejects certain blacklisted addresses
switch(a->type)
{
#ifdef HAVE_IPV4
case NA_BROADCAST_IP:
case NA_IP:
//reject localhost
if (a->address.ip[0] == 127)// && a->address.ip[1] == 0 && a->address.ip[2] == 0 && a->address.ip[3] == 1 )
return true;
//'this' network (not an issue, but lets reject it anyway)
if (a->address.ip[0] == 0 && a->address.ip[1] == 0 && a->address.ip[2] == 0 && a->address.ip[3] == 0 )
return true;
//reject any broadcasts
if (a->address.ip[0] == 255 && a->address.ip[1] == 255 && a->address.ip[2] == 255 && a->address.ip[3] == 0 )
return true;
//not much else I can reject
return false;
#endif
#ifdef IPPROTO_IPV6
case NA_BROADCAST_IP6:
case NA_IPV6:
//reject [::XXXX] (this includes obsolete ipv4-compatible (not ipv4 mapped), and localhost)
for (i = 0; i < 12; i++)
if (a->address.ip6[i])
break;
if (i == 12)
return true;
return false;
#endif
#ifdef USEIPX
//no idea how this protocol's addresses work
case NA_BROADCAST_IPX:
case NA_IPX:
return false;
#endif
case NA_LOOPBACK:
return false;
default:
return true;
}
}
/*
static void NET_AdrToStringDoResolve(void *ctx, void *data, size_t a, size_t b)
{
netadr_t *n = data;
struct sockaddr_qstorage s;
int ssz;
char *adrstring = Z_Malloc(NI_MAXHOST);
void (*resolved)(void *ctx, void *data, size_t a, size_t b) = *(void**)(n+1);
if (n->type == NA_LOOPBACK)
NET_BaseAdrToString(adrstring, NI_MAXHOST, n);
else
{
ssz = NetadrToSockadr(n, &s);
if (getnameinfo((struct sockaddr *)&s, ssz, adrstring, NI_MAXHOST, NULL, 0, NI_NUMERICSERV|NI_DGRAM))
{
NET_BaseAdrToString(adrstring, NI_MAXHOST, n);
}
}
COM_AddWork(0, resolved, ctx, adrstring, a, b);
Z_Free(n);
}
void NET_AdrToStringResolve (netadr_t *adr, void (*resolved)(void *ctx, void *data, size_t a, size_t b), void *ctx, size_t a, size_t b)
{
netadr_t *n = Z_Malloc(sizeof(*n) + sizeof(void*));
*n = *adr;
*(void**)(n+1) = resolved;
COM_AddWork(2, NET_AdrToStringDoResolve, ctx, n, a, b);
}
*/
char *NET_AdrToString (char *s, int len, netadr_t *a)
{
char *rs = s;
char *p;
int i;
#ifdef IPPROTO_IPV6
qboolean doneblank;
#endif
switch(a->type)
{
#ifdef HAVE_WEBSOCKCL
case NA_WEBSOCKET:
Q_strncpyz(s, a->address.websocketurl, len);
break;
#endif
#ifdef TCPCONNECT
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TLSV4:
case NA_TCP:
if (len < 7)
return "?";
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
snprintf (s, len, (a->type == NA_TLSV4)?"tls://":"tcp://");
s += 6;
len -= 6;
//fallthrough
#endif
#ifdef HAVE_IPV4
case NA_BROADCAST_IP:
case NA_IP:
if (a->port)
{
snprintf (s, len, "%i.%i.%i.%i:%i",
a->address.ip[0],
a->address.ip[1],
a->address.ip[2],
a->address.ip[3],
ntohs(a->port));
}
else
{
snprintf (s, len, "%i.%i.%i.%i",
a->address.ip[0],
a->address.ip[1],
a->address.ip[2],
a->address.ip[3]);
}
break;
#endif
#ifdef TCPCONNECT
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TLSV6:
case NA_TCPV6:
if (len < 7)
return "?";
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
snprintf (s, len, (a->type == NA_TLSV4)?"tls://":"tcp://");
s += 6;
len -= 6;
//fallthrough
#endif
#ifdef IPPROTO_IPV6
case NA_BROADCAST_IP6:
case NA_IPV6:
if (!*(int*)&a->address.ip6[0] &&
!*(int*)&a->address.ip6[4] &&
!*(short*)&a->address.ip6[8] &&
*(short*)&a->address.ip6[10] == (short)0xffff)
{
if (a->port)
snprintf (s, len, "%i.%i.%i.%i:%i",
a->address.ip6[12],
a->address.ip6[13],
a->address.ip6[14],
a->address.ip6[15],
ntohs(a->port));
else
snprintf (s, len, "%i.%i.%i.%i",
a->address.ip6[12],
a->address.ip6[13],
a->address.ip6[14],
a->address.ip6[15]);
break;
}
*s = 0;
doneblank = false;
p = s;
if (a->port)
{
snprintf (s, len-strlen(s), "[");
p += strlen(p);
}
for (i = 0; i < 16; i+=2)
{
if (doneblank!=true && a->address.ip6[i] == 0 && a->address.ip6[i+1] == 0)
{
if (!doneblank)
{
snprintf (p, len-strlen(s), "::");
p += strlen(p);
doneblank = 2;
}
}
else
{
if (doneblank==2)
doneblank = true;
else if (i != 0)
{
snprintf (p, len-strlen(s), ":");
p += strlen(p);
}
if (a->address.ip6[i+0])
{
snprintf (p, len-strlen(s), "%x%02x",
a->address.ip6[i+0],
a->address.ip6[i+1]);
}
else
{
snprintf (p, len-strlen(s), "%x",
a->address.ip6[i+1]);
}
p += strlen(p);
}
}
if (a->scopeid)
{
snprintf (p, len-strlen(s), "%%%u",
a->scopeid);
p += strlen(p);
}
if (a->port)
snprintf (p, len-strlen(s), "]:%i",
ntohs(a->port));
break;
#endif
#ifdef USEIPX
case NA_BROADCAST_IPX:
case NA_IPX:
snprintf (s, len, "%02x%02x%02x%02x:%02x%02x%02x%02x%02x%02x:%i",
a->address.ipx[0],
a->address.ipx[1],
a->address.ipx[2],
a->address.ipx[3],
a->address.ipx[4],
a->address.ipx[5],
a->address.ipx[6],
a->address.ipx[7],
a->address.ipx[8],
a->address.ipx[9],
ntohs(a->port));
break;
#endif
case NA_LOOPBACK:
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
snprintf (s, len, "QLoopBack:%i", a->port);
break;
#ifdef IRCCONNECT
case NA_IRC:
if (*a->address.irc.channel)
snprintf (s, len, "irc://%s@%s", a->address.irc.user, a->address.irc.channel);
else
snprintf (s, len, "irc://%s", a->address.irc.user);
break;
#endif
default:
snprintf (s, len, "invalid netadr_t type");
// Sys_Error("NET_AdrToString: Bad netadr_t type");
}
return rs;
}
char *NET_BaseAdrToString (char *s, int len, netadr_t *a)
{
int i, doneblank;
char *p;
switch(a->type)
{
case NA_BROADCAST_IP:
case NA_IP:
snprintf (s, len, "%i.%i.%i.%i",
a->address.ip[0],
a->address.ip[1],
a->address.ip[2],
a->address.ip[3]);
break;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TLSV4:
case NA_TLSV6:
snprintf (s, len, "tls://");
if (len > 6)
{
a->type = (a->type-NA_TLSV4)+NA_IP;
NET_BaseAdrToString(s+6, len-6, a);
a->type = (a->type-NA_IP)+NA_TLSV4;
}
break;
case NA_TCP:
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TCPV6:
snprintf (s, len, "tcp://");
if (len > 6)
{
a->type = (a->type-NA_TCP)+NA_IP;
NET_BaseAdrToString(s+6, len-6, a);
a->type = (a->type-NA_IP)+NA_TCP;
}
break;
#ifdef IPPROTO_IPV6
case NA_BROADCAST_IP6:
case NA_IPV6:
if (!*(int*)&a->address.ip6[0] &&
!*(int*)&a->address.ip6[4] &&
!*(short*)&a->address.ip6[8] &&
*(short*)&a->address.ip6[10] == (short)0xffff)
{
snprintf (s, len, "%i.%i.%i.%i",
a->address.ip6[12],
a->address.ip6[13],
a->address.ip6[14],
a->address.ip6[15]);
break;
}
*s = 0;
doneblank = false;
p = s;
for (i = 0; i < 16; i+=2)
{
if (doneblank!=true && a->address.ip6[i] == 0 && a->address.ip6[i+1] == 0)
{
if (!doneblank)
{
snprintf (p, len-strlen(s), "::");
p += strlen(p);
doneblank = 2;
}
}
else
{
if (doneblank==2)
doneblank = true;
else if (i != 0)
{
snprintf (p, len-strlen(s), ":");
p += strlen(p);
}
if (a->address.ip6[i+0])
{
snprintf (p, len-strlen(s), "%x%02x",
a->address.ip6[i+0],
a->address.ip6[i+1]);
}
else
{
snprintf (p, len-strlen(s), "%x",
a->address.ip6[i+1]);
}
p += strlen(p);
}
}
break;
#endif
#ifdef USEIPX
case NA_BROADCAST_IPX:
case NA_IPX:
snprintf (s, len, "%02x%02x%02x%02x:%02x%02x%02x%02x%02x%02x",
a->address.ipx[0],
a->address.ipx[1],
a->address.ipx[2],
a->address.ipx[3],
a->address.ipx[4],
a->address.ipx[5],
a->address.ipx[6],
a->address.ipx[7],
a->address.ipx[8],
a->address.ipx[9]);
break;
#endif
case NA_LOOPBACK:
snprintf (s, len, "QLoopBack");
break;
#ifdef IRCCONNECT
case NA_IRC:
NET_AdrToString(s, len, a);
break;
#endif
default:
Sys_Error("NET_BaseAdrToString: Bad netadr_t type");
}
return s;
}
/*
=============
NET_StringToAdr
idnewt
idnewt:28000
192.246.40.70
192.246.40.70:28000
any form of ipv6, including port number.
=============
*/
size_t NET_StringToSockaddr2 (const char *s, int defaultport, struct sockaddr_qstorage *sadr, int *addrfamily, int *addrsize, size_t addresses)
{
struct hostent *h;
char *colon;
char copy[128];
size_t result = 0;
if (!(*s) || !addresses)
return result;
memset (sadr, 0, sizeof(*sadr));
#ifdef USEIPX
if ((strlen(s) >= 23) && (s[8] == ':') && (s[21] == ':')) // check for an IPX address
{
unsigned int val;
((struct sockaddr_ipx *)sadr)->sa_family = AF_IPX;
#define DO(src,dest) \
copy[0] = s[src]; \
copy[1] = s[src + 1]; \
sscanf (copy, "%x", &val); \
((struct sockaddr_ipx *)sadr)->dest = val
copy[2] = 0;
DO(0, sa_netnum[0]);
DO(2, sa_netnum[1]);
DO(4, sa_netnum[2]);
DO(6, sa_netnum[3]);
DO(9, sa_nodenum[0]);
DO(11, sa_nodenum[1]);
DO(13, sa_nodenum[2]);
DO(15, sa_nodenum[3]);
DO(17, sa_nodenum[4]);
DO(19, sa_nodenum[5]);
sscanf (&s[22], "%u", &val);
#undef DO
((struct sockaddr_ipx *)sadr)->sa_socket = htons((unsigned short)val);
if (addrfamily)
*addrfamily = AF_IPX;
if (addrsize)
*addrsize = sizeof(struct sockaddr_ipx);
result++;
}
else
#endif
#ifdef IPPROTO_IPV6
#ifdef pgetaddrinfo
if (1)
#else
if (pgetaddrinfo)
#endif
{
struct addrinfo *addrinfo = NULL;
struct addrinfo *pos;
struct addrinfo udp6hint;
int error;
char *port;
char dupbase[256];
int len;
size_t i;
memset(&udp6hint, 0, sizeof(udp6hint));
udp6hint.ai_family = 0;//Any... we check for AF_INET6 or 4
udp6hint.ai_socktype = SOCK_DGRAM;
udp6hint.ai_protocol = IPPROTO_UDP;
if (*s == '[')
{
port = strstr(s, "]");
if (!port)
error = EAI_NONAME;
else
{
len = port - (s+1);
if (len >= sizeof(dupbase))
len = sizeof(dupbase)-1;
strncpy(dupbase, s+1, len);
dupbase[len] = '\0';
error = pgetaddrinfo(dupbase, (port[1] == ':')?port+2:NULL, &udp6hint, &addrinfo);
}
}
else
{
port = strrchr(s, ':');
if (port)
{
len = port - s;
if (len >= sizeof(dupbase))
len = sizeof(dupbase)-1;
strncpy(dupbase, s, len);
dupbase[len] = '\0';
error = pgetaddrinfo(dupbase, port+1, &udp6hint, &addrinfo);
}
else
error = EAI_NONAME;
if (error) //failed, try string with no port.
error = pgetaddrinfo(s, NULL, &udp6hint, &addrinfo); //remember, this func will return any address family that could be using the udp protocol... (ip4 or ip6)
}
if (error)
{
return false;
}
((struct sockaddr*)sadr)->sa_family = 0;
for (pos = addrinfo; pos; pos = pos->ai_next)
{
switch(pos->ai_family)
{
case AF_INET6:
if (result < addresses)
memcpy(&sadr[result++], pos->ai_addr, pos->ai_addrlen);
break;
#ifdef HAVE_IPV4
case AF_INET:
//ipv4 addresses have a higher priority than ipv6 ones.
if (result && ((struct sockaddr_in *)&sadr[0])->sin_family == AF_INET6)
{
if (result < addresses)
memcpy(&sadr[result++], &sadr[0], sizeof(sadr[0]));
memcpy(&sadr[0], pos->ai_addr, pos->ai_addrlen);
}
else if (result < addresses)
memcpy(&sadr[result++], pos->ai_addr, pos->ai_addrlen);
break;
#endif
}
}
pfreeaddrinfo (addrinfo);
for (i = 0; i < result; i++)
{
if (addrfamily)
addrfamily[i] = ((struct sockaddr*)sadr)->sa_family;
if (((struct sockaddr*)&sadr[i])->sa_family == AF_INET)
{
if (!((struct sockaddr_in *)&sadr[i])->sin_port)
((struct sockaddr_in *)&sadr[i])->sin_port = htons(defaultport);
if (addrsize)
addrsize[i] = sizeof(struct sockaddr_in);
}
else if (((struct sockaddr*)&sadr[i])->sa_family == AF_INET6)
{
if (!((struct sockaddr_in6 *)&sadr[i])->sin6_port)
((struct sockaddr_in6 *)&sadr[i])->sin6_port = htons(defaultport);
if (addrsize)
addrsize[i] = sizeof(struct sockaddr_in6);
}
}
}
else
#endif
{
#ifdef HAVE_IPV4
((struct sockaddr_in *)sadr)->sin_family = AF_INET;
((struct sockaddr_in *)sadr)->sin_port = 0;
if (strlen(s) >= sizeof(copy)-1)
return false;
((struct sockaddr_in *)sadr)->sin_port = htons(defaultport);
strcpy (copy, s);
// strip off a trailing :port if present
for (colon = copy ; *colon ; colon++)
if (*colon == ':')
{
*colon = 0;
((struct sockaddr_in *)sadr)->sin_port = htons((short)atoi(colon+1));
}
if (copy[0] >= '0' && copy[0] <= '9') //this is the wrong way to test. a server name may start with a number.
{
*(int *)&((struct sockaddr_in *)sadr)->sin_addr = inet_addr(copy);
}
else
{
if (! (h = gethostbyname(copy)) )
return false;
if (h->h_addrtype != AF_INET)
return false;
*(int *)&((struct sockaddr_in *)sadr)->sin_addr = *(int *)h->h_addr_list[0];
}
if (addrfamily)
*addrfamily = AF_INET;
if (addrsize)
*addrsize = sizeof(struct sockaddr_in);
result++;
#endif
}
return result;
}
/*
accepts anything that NET_StringToSockaddr accepts plus certain url schemes
including: tcp, irc
*/
size_t NET_StringToAdr2 (const char *s, int defaultport, netadr_t *a, size_t numaddresses)
{
size_t result = 0, i;
struct sockaddr_qstorage sadr[8];
memset(a, 0, sizeof(*a)*numaddresses);
if (!numaddresses)
return false;
if (!strcmp (s, "internalserver"))
{
a->type = NA_LOOPBACK;
return true;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!strncmp(s, "QLoopBack", 9))
{
a->type = NA_LOOPBACK;
if (s[9] == ':')
a->port = atoi(s+10);
else
a->port = defaultport;
return true;
}
if (!net_enabled.ival)
return false;
Con_DPrintf("Resolving address: %s\n", s);
#ifdef HAVE_WEBSOCKCL
if (!strncmp (s, "ws://", 5) || !strncmp (s, "wss://", 6))
{
a->type = NA_WEBSOCKET;
Q_strncpyz(a->address.websocketurl, s, sizeof(a->address.websocketurl));
return true;
}
else
{
/*code for convienience - no other protocols work anyway*/
static float warned;
if (warned < realtime)
{
Con_Printf("Note: Assuming ws:// prefix\n");
warned = realtime + 1;
}
a->type = NA_WEBSOCKET;
memcpy(a->address.websocketurl, "ws://", 5);
Q_strncpyz(a->address.websocketurl+5, s, sizeof(a->address.websocketurl)-5);
return true;
}
#endif
#ifdef TCPCONNECT
if (!strncmp (s, "tcp://", 6))
{
//make sure that the rest of the address is a valid ip address (4 or 6)
if (!NET_StringToSockaddr (s+6, defaultport, &sadr[0], NULL, NULL))
{
a->type = NA_INVALID;
return false;
}
SockadrToNetadr (&sadr[0], a);
if (a->type == NA_IP)
{
a->type = NA_TCP;
return true;
}
if (a->type == NA_IPV6)
{
a->type = NA_TCPV6;
return true;
}
return false;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!strncmp (s, "tls://", 6))
{
//make sure that the rest of the address is a valid ip address (4 or 6)
if (!NET_StringToSockaddr (s+6, defaultport, &sadr[0], NULL, NULL))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
a->type = NA_INVALID;
return false;
}
SockadrToNetadr (&sadr[0], a);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (a->type == NA_IP)
{
a->type = NA_TLSV4;
return true;
}
if (a->type == NA_IPV6)
{
a->type = NA_TLSV6;
return true;
}
return false;
}
#endif
#ifdef IRCCONNECT
if (!strncmp (s, "irc://", 6))
{
char *at;
char *slash;
memset (a, 0, sizeof(*a));
a->type = NA_IRC;
s+=6;
slash = strchr(s, '/');
if (!slash)
return false;
if (slash - s+1 >= sizeof(a->address.irc.host))
return false;
memcpy(a->address.irc.host, s, slash - s);
a->address.irc.host[slash - s] = 0;
s = slash+1;
at = strchr(s, '@');
if (at)
{
if (at-s+1 >= sizeof(a->address.irc.user))
return false;
Q_strncpyz(a->address.irc.user, s, at-s+1);
Q_strncpyz(a->address.irc.channel, at+1, sizeof(a->address.irc.channel));
}
else
{
//just a user.
Q_strncpyz(a->address.irc.user, s, sizeof(a->address.irc.user));
}
return true;
}
#endif
#ifdef HAVE_NATPMP
if (!strncmp (s, "natpmp://", 9))
{
NET_PortToAdr(NA_NATPMP, s+9, a);
if (a->type == NA_IP)
a->type = NA_NATPMP;
if (a->type != NA_NATPMP)
return false;
return true;
}
#endif
result = NET_StringToSockaddr2 (s, defaultport, sadr, NULL, NULL, min(numaddresses, sizeof(sadr)/sizeof(sadr[0])));
for (i = 0; i < result; i++)
{
SockadrToNetadr (&sadr[i], &a[i]);
#if !defined(HAVE_PACKET) && defined(HAVE_TCP)
//bump over protocols that cannot work in the first place.
if (a[i].type == NA_IP)
a[i].type = NA_TCP;
if (a[i].type == NA_IPV6)
a[i].type = NA_TCPV6;
#endif
}
//invalidate any others
for (; i < numaddresses; i++)
a[i].type = NA_INVALID;
return result;
}
// NET_IntegerToMask: given a source address pointer, a mask address pointer, and
// desired number of bits, fills the mask pointer with given bits
// (bits < 0 will always fill all bits)
void NET_IntegerToMask (netadr_t *a, netadr_t *amask, int bits)
{
unsigned int i;
qbyte *n;
memset (amask, 0, sizeof(*amask));
amask->type = a->type;
if (bits < 0)
i = 8000; // fill all bits
else
i = bits;
switch (amask->type)
{
case NA_INVALID:
break;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TCP:
case NA_TLSV4:
case NA_IP:
case NA_BROADCAST_IP:
n = amask->address.ip;
if (i > 32)
i = 32;
for (; i >= 8; i -= 8)
{
*n = 0xFF;
n++;
}
// fill last bit
if (i)
{
i = 8 - i;
i = 255 - ((1 << i) - 1);
*n = i;
}
break;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TCPV6:
case NA_TLSV6:
case NA_IPV6:
case NA_BROADCAST_IP6:
#ifdef IPPROTO_IPV6
n = amask->address.ip6;
if (i > 128)
i = 128;
for (; i >= 8; i -= 8)
{
*n = 0xFF;
n++;
}
// fill last bit
if (i)
{
i = 8 - i;
i = 255 - ((1 << i) - 1);
*n = i;
}
#endif
break;
case NA_IPX:
case NA_BROADCAST_IPX:
#ifdef USEIPX
n = amask->address.ipx;
if (i > 80)
i = 80;
for (; i >= 8; i -= 8)
{
*n = 0xFF;
n++;
}
// fill last bit
if (i)
{
i = 8 - i;
i = 255 - ((1 << i) - 1);
*n = i;
}
#endif
break;
case NA_LOOPBACK:
break;
// warning: enumeration value <20>NA_*<2A> not handled in switch
case NA_NATPMP:
case NA_WEBSOCKET:
case NA_IRC:
break;
}
}
// ParsePartialIPv4: check string to see if it is a partial IPv4 address and
// return bits to mask and set netadr_t or 0 if not an address
int ParsePartialIPv4(const char *s, netadr_t *a)
{
const char *colon = NULL;
char *address = a->address.ip;
int bits = 8;
if (!*s)
return 0;
memset (a, 0, sizeof(*a));
while (*s)
{
if (*s == ':')
{
if (colon) // only 1 colon
return 0;
colon = s + 1;
}
else if (*s == '.')
{
if (colon) // no colons before periods (probably invalid anyway)
return 0;
else if (bits >= 32) // only 32 bits in ipv4
return 0;
else if (*(s+1) == '.')
return 0;
else if (*(s+1) == '\0')
break; // don't add more bits to the mask for x.x., etc
bits += 8;
address++;
}
else if (*s >= '0' && *s <= '9')
*address = ((*address)*10) + (*s-'0');
else
return 0; // invalid character
s++;
}
a->type = NA_IP;
if (colon)
a->port = atoi(colon);
return bits;
}
// NET_StringToAdrMasked: extension to NET_StringToAdr to handle IP addresses
// with masks or integers representing the bit masks
qboolean NET_StringToAdrMasked (const char *s, netadr_t *a, netadr_t *amask)
{
char t[64];
char *spoint;
int i;
spoint = strchr(s, '/');
if (spoint)
{
// we have a slash in the address so split and resolve separately
char *c;
i = (int)(spoint - s) + 1;
if (i > sizeof(t))
i = sizeof(t);
Q_strncpyz(t, s, i);
if (!ParsePartialIPv4(t, a) && !NET_StringToAdr(t, 0, a))
return false;
spoint++;
c = spoint;
if (!*c)
return false;
while (*c) // check for non-numeric characters
{
if (*c < '0' || *c > '9')
{
c = NULL;
break;
}
c++;
}
if (c == NULL) // we have an address so resolve it and return
return ParsePartialIPv4(spoint, amask) || NET_StringToAdr(spoint, 0, amask);
// otherwise generate mask for given bits
i = atoi(spoint);
NET_IntegerToMask(a, amask, i);
}
else
{
// we don't have a slash, resolve and fill with a full mask
i = ParsePartialIPv4(s, a);
if (!i && !NET_StringToAdr(s, 0, a))
return false;
memset (amask, 0, sizeof(*amask));
amask->type = a->type;
if (i)
NET_IntegerToMask(a, amask, i);
else
NET_IntegerToMask(a, amask, -1);
}
return true;
}
// NET_CompareAdrMasked: given 3 addresses, 2 to compare with a complimentary mask,
// returns true or false if they match
//WARNING: a is typically an ipv6 address, even if its an ipv4-mapped address.
//so ipv4ify first.
qboolean NET_CompareAdrMasked(netadr_t *a, netadr_t *b, netadr_t *mask)
{
int i;
//make sure the address being checked against matches the mask
if (b->type != mask->type)
return false;
// check port if both are non-zero
if (a->port && b->port && a->port != b->port)
return false;
// check to make sure all types match
if (a->type != b->type)
{
if (a->type == NA_IP && b->type == NA_IPV6 && mask->type == NA_IP)
{
for (i = 0; i < 10; i++)
if (b->address.ip6[i] != 0)
return false; //only matches if they're 0s, otherwise its not an ipv4 address there
for (; i < 12; i++)
if (b->address.ip6[i] != 0xff)// && b->address.ip6[i] != 0x00) //0x00 is depricated
return false; //only matches if they're 0s or ffs, otherwise its not an ipv4 address there
for (i = 0; i < 4; i++)
{
if ((a->address.ip[i] & mask->address.ip[i]) != (b->address.ip6[12+i] & mask->address.ip[i]))
return false; //mask doesn't match
}
return true; //its an ipv4 address in there, the mask matched the whole way through
}
if (a->type == NA_IPV6 && b->type == NA_IP && mask->type == NA_IP)
{
for (i = 0; i < 10; i++)
if (a->address.ip6[i] != 0)
return false; //only matches if they're 0s, otherwise its not an ipv4 address there
for (; i < 12; i++)
if (a->address.ip6[i] != 0xff)// && a->address.ip6[i] != 0x00) //0x00 is depricated
return false; //only matches if they're 0s or ffs, otherwise its not an ipv4 address there
for (i = 0; i < 4; i++)
{
if ((a->address.ip6[12+i] & mask->address.ip[i]) != (b->address.ip[i] & mask->address.ip[i]))
return false; //mask doesn't match
}
return true; //its an ipv4 address in there, the mask matched the whole way through
}
return false;
}
// match on protocol type and compare address
switch (a->type)
{
case NA_LOOPBACK:
return true;
case NA_BROADCAST_IP:
case NA_IP:
for (i = 0; i < 4; i++)
{
if ((a->address.ip[i] & mask->address.ip[i]) != (b->address.ip[i] & mask->address.ip[i]))
return false;
}
break;
#ifdef IPPROTO_IPV6
case NA_BROADCAST_IP6:
case NA_IPV6:
for (i = 0; i < 16; i++)
{
if ((a->address.ip6[i] & mask->address.ip6[i]) != (b->address.ip6[i] & mask->address.ip6[i]))
return false;
}
break;
#endif
#ifdef USEIPX
case NA_BROADCAST_IPX:
case NA_IPX:
for (i = 0; i < 10; i++)
{
if ((a->address.ipx[i] & mask->address.ipx[i]) != (b->address.ipx[i] & mask->address.ipx[i]))
return false;
}
break;
#endif
#ifdef IRCCONNECT
case NA_IRC:
//masks are not supported, match explicitly
if (strcmp(a->address.irc.user, b->address.irc.user))
return false;
break;
#endif
default:
return false; // invalid protocol
}
return true; // all checks passed
}
// UniformMaskedBits: counts number of bits in an assumed uniform mask, returns
// -1 if not uniform
int UniformMaskedBits(netadr_t *mask)
{
int bits;
int b;
unsigned int bs;
qboolean bitenc = false;
switch (mask->type)
{
case NA_BROADCAST_IP:
case NA_IP:
bits = 32;
for (b = 3; b >= 0; b--)
{
if (mask->address.ip[b] == 0xFF)
bitenc = true;
else if (mask->address.ip[b])
{
bs = (~mask->address.ip[b]) & 0xFF;
while (bs)
{
if (bs & 1)
{
bits -= 1;
if (bitenc)
return -1;
}
else
bitenc = true;
bs >>= 1;
}
}
else if (bitenc)
return -1;
else
bits -= 8;
}
break;
#ifdef IPPROTO_IPV6
case NA_BROADCAST_IP6:
case NA_IPV6:
bits = 128;
for (b = 15; b >= 0; b--)
{
if (mask->address.ip6[b] == 0xFF)
bitenc = true;
else if (mask->address.ip6[b])
{
bs = (~mask->address.ip6[b]) & 0xFF;
while (bs)
{
if (bs & 1)
{
bits -= 1;
if (bitenc)
return -1;
}
else
bitenc = true;
bs >>= 1;
}
}
else if (bitenc)
return -1;
else
bits -= 8;
}
break;
#endif
#ifdef USEIPX
case NA_BROADCAST_IPX:
case NA_IPX:
bits = 80;
for (b = 9; b >= 0; b--)
{
if (mask->address.ipx[b] == 0xFF)
bitenc = true;
else if (mask->address.ipx[b])
{
bs = (~mask->address.ipx[b]) & 0xFF;
while (bs)
{
if (bs & 1)
{
bits -= 1;
if (bitenc)
return -1;
}
else
bitenc = true;
bs >>= 1;
}
}
else if (bitenc)
return -1;
else
bits -= 8;
}
break;
#endif
default:
return -1; // invalid protocol
}
return bits; // all checks passed
}
char *NET_AdrToStringMasked (char *s, int len, netadr_t *a, netadr_t *amask)
{
int i;
char adr[MAX_ADR_SIZE], mask[MAX_ADR_SIZE];
i = UniformMaskedBits(amask);
if (i >= 0)
snprintf(s, len, "%s/%i", NET_AdrToString(adr, sizeof(adr), a), i);
else
snprintf(s, len, "%s/%s", NET_AdrToString(adr, sizeof(adr), a), NET_AdrToString(mask, sizeof(mask), amask));
return s;
}
// Returns true if we can't bind the address locally--in other words,
// the IP is NOT one of our interfaces.
qboolean NET_IsClientLegal(netadr_t *adr)
{
#if 0
struct sockaddr_in sadr;
int newsocket;
if (adr->ip[0] == 127)
return false; // no local connections period
NetadrToSockadr (adr, &sadr);
if ((newsocket = socket (PF_INET, SOCK_DGRAM, IPPROTO_UDP)) == INVALID_SOCKET)
Sys_Error ("NET_IsClientLegal: socket:", strerror(qerrno));
sadr.sin_port = 0;
if( bind (newsocket, (void *)&sadr, sizeof(sadr)) == -1)
{
// It is not a local address
close(newsocket);
return true;
}
close(newsocket);
return false;
#else
return true;
#endif
}
qboolean NET_IsLoopBackAddress (netadr_t *adr)
{
// return (!strcmp(cls.servername, NET_AdrToString(net_local_adr)) || !strcmp(cls.servername, "local");
return adr->type == NA_LOOPBACK;
}
/////////////////////////////////////////////
//loopback stuff
#if !defined(CLIENTONLY) && !defined(SERVERONLY)
qboolean NET_GetLoopPacket (int sock, netadr_t *from, sizebuf_t *message)
{
int i;
loopback_t *loop;
sock &= 1;
loop = &loopbacks[sock];
if (loop->send - loop->get > MAX_LOOPBACK)
{
extern cvar_t showdrop;
if (showdrop.ival)
Con_Printf("loopback dropping %i packets\n", (loop->send - MAX_LOOPBACK) - loop->get);
loop->get = loop->send - MAX_LOOPBACK;
}
if (loop->get >= loop->send)
return false;
i = loop->get & (MAX_LOOPBACK-1);
loop->get++;
if (message->maxsize < loop->msgs[i].datalen)
Sys_Error("NET_SendLoopPacket: Loopback buffer was too big");
memcpy (message->data, loop->msgs[i].data, loop->msgs[i].datalen);
message->cursize = loop->msgs[i].datalen;
memset (from, 0, sizeof(*from));
from->type = NA_LOOPBACK;
message->packing = SZ_RAWBYTES;
message->currentbit = 0;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
loop->msgs[i].datalen = 0;
return true;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void NET_SendLoopPacket (int sock, int length, const void *data, netadr_t *to)
{
int i;
loopback_t *loop;
sock &= 1;
loop = &loopbacks[sock^1];
if (!loop->inited)
return;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
i = loop->send & (MAX_LOOPBACK-1);
if (length > loop->msgs[i].datamax)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
loop->msgs[i].datamax = length + 1024;
BZ_Free(loop->msgs[i].data);
loop->msgs[i].data = BZ_Malloc(loop->msgs[i].datamax);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (loop->msgs[i].datalen)
Con_Printf("Warning: loopback queue overflow\n");
loop->send++;
memcpy (loop->msgs[i].data, data, length);
loop->msgs[i].datalen = length;
}
int FTENET_Loop_GetLocalAddresses(struct ftenet_generic_connection_s *con, unsigned int *adrflags, netadr_t *addresses, int maxaddresses)
{
if (maxaddresses)
{
addresses->type = NA_LOOPBACK;
addresses->port = con->thesocket+1;
*adrflags = 0;
return 1;
}
return 0;
}
qboolean FTENET_Loop_GetPacket(ftenet_generic_connection_t *con)
{
return NET_GetLoopPacket(con->thesocket, &net_from, &net_message);
}
#ifdef HAVE_PACKET
//just a null function so we don't pass bad things to select.
int FTENET_Loop_SetReceiveFDSet(ftenet_generic_connection_t *gcon, fd_set *fdset)
{
return 0;
}
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean FTENET_Loop_SendPacket(ftenet_generic_connection_t *con, int length, const void *data, netadr_t *to)
{
if (to->type == NA_LOOPBACK)
{
NET_SendLoopPacket(con->thesocket, length, data, to);
return true;
}
return false;
}
void FTENET_Loop_Close(ftenet_generic_connection_t *con)
{
int i;
int sock = con->thesocket;
sock &= 1;
loopbacks[sock].inited = false;
for (i = 0; i < MAX_LOOPBACK; i++)
{
BZ_Free(loopbacks[sock].msgs[i].data);
loopbacks[sock].msgs[i].data = NULL;
loopbacks[sock].msgs[i].datalen = 0;
loopbacks[sock].msgs[i].datamax = 0;
}
Z_Free(con);
}
static ftenet_generic_connection_t *FTENET_Loop_EstablishConnection(qboolean isserver, const char *address)
{
ftenet_generic_connection_t *newcon;
int sock;
for (sock = 0; sock < 2; sock++)
if (!loopbacks[sock].inited)
break;
if (sock == 2)
return NULL;
newcon = Z_Malloc(sizeof(*newcon));
if (newcon)
{
loopbacks[sock].inited = true;
newcon->GetLocalAddresses = FTENET_Loop_GetLocalAddresses;
newcon->GetPacket = FTENET_Loop_GetPacket;
newcon->SendPacket = FTENET_Loop_SendPacket;
newcon->Close = FTENET_Loop_Close;
#ifdef HAVE_PACKET
newcon->SetReceiveFDSet = FTENET_Loop_SetReceiveFDSet;
#endif
newcon->islisten = isserver;
newcon->addrtype[0] = NA_LOOPBACK;
newcon->addrtype[1] = NA_INVALID;
newcon->thesocket = sock;
}
return newcon;
}
#endif
//=============================================================================
ftenet_connections_t *FTENET_CreateCollection(qboolean listen)
{
ftenet_connections_t *col;
col = Z_Malloc(sizeof(*col));
col->islisten = listen;
return col;
}
static ftenet_generic_connection_t *FTENET_Loop_EstablishConnection(qboolean isserver, const char *address);
static ftenet_generic_connection_t *FTENET_UDP4_EstablishConnection(qboolean isserver, const char *address);
static ftenet_generic_connection_t *FTENET_UDP6_EstablishConnection(qboolean isserver, const char *address);
static ftenet_generic_connection_t *FTENET_TCP4Connect_EstablishConnection(qboolean isserver, const char *address);
static ftenet_generic_connection_t *FTENET_TCP6Connect_EstablishConnection(qboolean isserver, const char *address);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
static ftenet_generic_connection_t *FTENET_TLS4Connect_EstablishConnection(qboolean isserver, const char *address);
static ftenet_generic_connection_t *FTENET_TLS6Connect_EstablishConnection(qboolean isserver, const char *address);
#ifdef USEIPX
static ftenet_generic_connection_t *FTENET_IPX_EstablishConnection(qboolean isserver, const char *address);
#endif
#ifdef HAVE_WEBSOCKCL
static ftenet_generic_connection_t *FTENET_WebSocket_EstablishConnection(qboolean isserver, const char *address);
#endif
static ftenet_generic_connection_t *FTENET_IRCConnect_EstablishConnection(qboolean isserver, const char *address);
#ifdef HAVE_NATPMP
static ftenet_generic_connection_t *FTENET_NATPMP_EstablishConnection(qboolean isserver, const char *address);
#endif
#ifdef HAVE_NATPMP
typedef struct
{
ftenet_generic_connection_t pub;
ftenet_connections_t *col;
netadr_t reqpmpaddr;
netadr_t pmpaddr;
netadr_t natadr;
unsigned int refreshtime;
} pmpcon_t;
int FTENET_NATPMP_GetLocalAddresses(struct ftenet_generic_connection_s *con, unsigned int *adrflags, netadr_t *addresses, int maxaddresses);
static qboolean NET_Was_NATPMP(ftenet_connections_t *collection)
{
pmpcon_t *pmp;
struct
{
qbyte ver; qbyte op; short resultcode;
int age;
union
{
struct
{
short privport; short pubport;
int mapping_expectancy;
};
qbyte ipv4[4];
};
} *pmpreqrep;
int i;
for (i = 0; i < MAX_CONNECTIONS; i++)
{
if (!collection->conn[i])
continue;
if (collection->conn[i]->GetLocalAddresses == FTENET_NATPMP_GetLocalAddresses)
{
pmp = (pmpcon_t*)collection->conn[i];
if (NET_CompareAdr(&pmp->pmpaddr, &net_from))
{
pmpreqrep = (void*)net_message.data;
if (pmpreqrep->ver != 0)
return false;
if (net_message.cursize == 12 && pmpreqrep->op == 128)
{
char adrbuf[256];
pmp->natadr.type = NA_IP;
pmp->natadr.port = 0;
memcpy(pmp->natadr.address.ip, pmpreqrep->ipv4, sizeof(pmp->natadr.address.ip));
NET_AdrToString(adrbuf, sizeof(adrbuf), &pmp->natadr);
pmp->natadr.connum = i+1;
Con_DPrintf("NAT-PMP: Public ip is %s\n", adrbuf);
#ifdef SUPPORT_ICE
if (pmp->natadr.type && pmp->natadr.port)
ICE_AddLCandidateConn(collection, &pmp->natadr, ICE_SRFLX); //let ICE connections know about it
#endif
return true;
}
if (net_message.cursize == 16 && pmpreqrep->op == 129)
{
switch(BigShort(pmpreqrep->resultcode))
{
case 0:
break;
case 1:
Con_Printf("NAT-PMP: unsupported version\n");
return true;
case 2:
Con_Printf("NAT-PMP: refused - please reconfigure router\n");
return true;
case 3:
Con_Printf("NAT-PMP: network failure\n");
return true;
case 4:
Con_Printf("NAT-PMP: out of resources\n");
return true;
case 5:
Con_Printf("NAT-PMP: unsupported opcode\n");
return true;
default:
return false;
}
Con_DPrintf("NAT-PMP: Local port %u publically available on port %u\n", (unsigned short)BigShort(pmpreqrep->privport), (unsigned short)BigShort(pmpreqrep->pubport));
pmp->natadr.port = pmpreqrep->pubport;
#ifdef SUPPORT_ICE
if (pmp->natadr.type && pmp->natadr.port)
ICE_AddLCandidateConn(collection, &pmp->natadr, ICE_SRFLX);
#endif
return true;
}
return false;
}
}
}
return false;
}
static void FTENET_NATPMP_Refresh(pmpcon_t *pmp, short oldport, ftenet_connections_t *collection)
{
int i, m;
netadr_t adr;
netadr_t addr[64];
struct ftenet_generic_connection_s *con[sizeof(addr)/sizeof(addr[0])];
int flags[sizeof(addr)/sizeof(addr[0])];
struct
{
qbyte ver; qbyte op; short reserved1;
short privport; short pubport;
int mapping_expectancy;
} pmpreqmsg;
pmpreqmsg.ver = 0;
pmpreqmsg.op = 1;
pmpreqmsg.reserved1 = BigShort(0);
pmpreqmsg.privport = BigShort(0);
pmpreqmsg.pubport = BigShort(0);
pmpreqmsg.mapping_expectancy = BigLong(60*5);
if (!collection)
return;
m = NET_EnumerateAddresses(collection, con, flags, addr, sizeof(addr)/sizeof(addr[0]));
for (i = 0; i < m; i++)
{
//ignore any ips which are proxied by other people. that would be too weird.
if (flags[i] & (ADDR_NATPMP|ADDR_UPNPIGP))
continue;
adr = addr[i];
//unipv6ify it if its a hybrid socket.
if (adr.type == NA_IPV6 &&
!*(int*)&adr.address.ip6[0] &&
!*(int*)&adr.address.ip6[4] &&
!*(short*)&adr.address.ip6[8] &&
*(short*)&adr.address.ip6[10]==(short)0xffff &&
!*(int*)&adr.address.ip6[12])
{
*(int*)adr.address.ip = *(int*)&adr.address.ip6[12];
adr.type = NA_IP;
}
if (adr.type == NA_IP)
{
if (adr.address.ip[0] == 127) //yes. loopback has a lot of ip addresses. wasteful but whatever.
continue;
//assume a netmask of 255.255.255.0
adr.address.ip[3] = 1;
}
// else if (adr.type == NA_IPV6)
// {
// }
else
continue;
pmpreqmsg.privport = adr.port;
pmpreqmsg.pubport = oldport?oldport:adr.port;
if (*(int*)pmp->reqpmpaddr.address.ip == INADDR_ANY)
{
pmp->pmpaddr = adr;
pmp->pmpaddr.port = pmp->reqpmpaddr.port;
}
else
pmp->pmpaddr = pmp->reqpmpaddr;
if (*(int*)pmp->pmpaddr.address.ip == INADDR_ANY)
continue;
//get the public ip.
pmpreqmsg.op = 0;
NET_SendPacket(NS_SERVER, 2, &pmpreqmsg, &pmp->pmpaddr);
//open the firewall/nat.
pmpreqmsg.op = 1;
NET_SendPacket(NS_SERVER, sizeof(pmpreqmsg), &pmpreqmsg, &pmp->pmpaddr);
break;
}
}
#define PMP_POLL_TIME (1000*30)//every 30 seconds
qboolean Net_OpenUDPPort(char *privateip, int privateport, char *publicip, size_t publiciplen, int *publicport);
int FTENET_NATPMP_GetLocalAddresses(struct ftenet_generic_connection_s *con, unsigned int *adrflags, netadr_t *addresses, int maxaddresses)
{
pmpcon_t *pmp = (pmpcon_t*)con;
/*
char pubip[256];
int pubport;
if (Net_OpenUDPPort("192.168.1.4", 27500, pubip, sizeof(pubip), &pubport))
{
*adrflags = ADDR_UPNPIGP;
NET_StringToAdr(pubip, pubport, addresses);
return 1;
}
*/
if (maxaddresses)
{
*adrflags = ADDR_NATPMP;
*addresses = pmp->natadr;
return (pmp->natadr.type != NA_INVALID) && (pmp->natadr.port != 0);
}
return 0;
}
qboolean FTENET_NATPMP_GetPacket(struct ftenet_generic_connection_s *con)
{
pmpcon_t *pmp = (pmpcon_t*)con;
unsigned int now = Sys_Milliseconds();
if (now - pmp->refreshtime > PMP_POLL_TIME) //weird logic to cope with wrapping
{
pmp->refreshtime = now;
FTENET_NATPMP_Refresh(pmp, pmp->natadr.port, pmp->col);
}
return false;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean FTENET_NATPMP_SendPacket(struct ftenet_generic_connection_s *con, int length, const void *data, netadr_t *to)
{
return false;
}
void FTENET_NATPMP_Close(struct ftenet_generic_connection_s *con)
{
//FIXME: we should send a packet to close the port
Z_Free(con);
}
//qboolean Net_OpenUDPPort(char *privateip, int privateport, char *publicip, size_t publiciplen, int *publicport);
ftenet_generic_connection_t *FTENET_NATPMP_EstablishConnection(qboolean isserver, const char *address)
{
pmpcon_t *pmp;
netadr_t pmpadr;
NET_PortToAdr(NA_IP, address, &pmpadr);
if (pmpadr.type == NA_NATPMP)
pmpadr.type = NA_IP;
if (pmpadr.type != NA_IP)
return NULL;
pmp = Z_Malloc(sizeof(*pmp));
pmp->col = svs.sockets;
Q_strncpyz(pmp->pub.name, "natpmp", sizeof(pmp->pub.name));
pmp->reqpmpaddr = pmpadr;
pmp->pub.GetLocalAddresses = FTENET_NATPMP_GetLocalAddresses;
pmp->pub.GetPacket = FTENET_NATPMP_GetPacket;
//qboolean (*ChangeLocalAddress)(struct ftenet_generic_connection_s *con, const char *newaddress);
pmp->pub.SendPacket = FTENET_NATPMP_SendPacket;
pmp->pub.Close = FTENET_NATPMP_Close;
pmp->pub.thesocket = INVALID_SOCKET;
pmp->refreshtime = Sys_Milliseconds() + PMP_POLL_TIME*64;
// Net_OpenUDPPort();
return &pmp->pub;
}
#endif
qboolean FTENET_AddToCollection_Ptr(ftenet_connections_t *col, const char *name, const char *address, ftenet_generic_connection_t *(*establish)(qboolean isserver, const char *address), qboolean islisten)
{
int count = 0;
int i;
if (!col)
return false;
if (name)
{
for (i = 0; i < MAX_CONNECTIONS; i++)
{
if (col->conn[i])
if (col->conn[i]->name && !strcmp(col->conn[i]->name, name))
{
if (address && *address)
if (col->conn[i]->ChangeLocalAddress)
{
if (col->conn[i]->ChangeLocalAddress(col->conn[i], address))
return true;
}
col->conn[i]->Close(col->conn[i]);
col->conn[i] = NULL;
}
}
}
if (address && *address && establish)
{
for (i = 0; i < MAX_CONNECTIONS; i++)
{
if (!col->conn[i])
{
address = COM_Parse(address);
col->conn[i] = establish(islisten, com_token);
if (!col->conn[i])
break;
if (name)
Q_strncpyz(col->conn[i]->name, name, sizeof(col->conn[i]->name));
count++;
if (address && *address)
continue;
break;
}
}
}
return count > 0;
}
qboolean FTENET_AddToCollection(ftenet_connections_t *col, const char *name, const char *address, netadrtype_t addrtype, qboolean islisten)
{
ftenet_generic_connection_t *(*establish)(qboolean isserver, const char *address) = NULL;
netadr_t adr;
//resolve the address to something sane so we can determine the address type and thus the connection type to use
if (!address || !*address)
adr.type = NA_INVALID;
else if (islisten)
NET_PortToAdr(addrtype, address, &adr);
else
NET_StringToAdr(address, 0, &adr);
switch(adr.type)
{
default: establish = NULL; break;
#ifdef HAVE_NATPMP
case NA_NATPMP: establish = FTENET_NATPMP_EstablishConnection; break;
#endif
#if !defined(CLIENTONLY) && !defined(SERVERONLY)
case NA_LOOPBACK: establish = FTENET_Loop_EstablishConnection; break;
#endif
#ifdef HAVE_IPV4
case NA_IP: establish = FTENET_UDP4_EstablishConnection; break;
#endif
#ifdef IPPROTO_IPV6
case NA_IPV6: establish = FTENET_UDP6_EstablishConnection; break;
#endif
#ifdef USEIPX
case NA_IPX: establish = FTENET_IPX_EstablishConnection; break;
#endif
case NA_WEBSOCKET:
#ifdef HAVE_WEBSOCKCL
if (!islisten)
establish = FTENET_WebSocket_EstablishConnection;
#endif
#ifdef TCPCONNECT
establish = FTENET_TCP4Connect_EstablishConnection;
#endif
break;
#ifdef IRCCONNECT
case NA_IRC: establish = FTENET_IRCConnect_EstablishConnection; break;
#endif
#ifdef TCPCONNECT
case NA_TCP: establish = FTENET_TCP4Connect_EstablishConnection; break;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TLSV4: establish = FTENET_TLS4Connect_EstablishConnection; break;
#endif
#if defined(TCPCONNECT) && defined(IPPROTO_IPV6)
case NA_TCPV6: establish = FTENET_TCP6Connect_EstablishConnection; break;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TLSV6: establish = FTENET_TLS6Connect_EstablishConnection; break;
#endif
}
return FTENET_AddToCollection_Ptr(col, name, address, establish, islisten);
}
void FTENET_CloseCollection(ftenet_connections_t *col)
{
int i;
if (!col)
return;
for (i = 0; i < MAX_CONNECTIONS; i++)
{
if (col->conn[i])
{
col->conn[i]->Close(col->conn[i]);
}
}
Z_Free(col);
}
void FTENET_Generic_Close(ftenet_generic_connection_t *con)
{
#ifdef HAVE_PACKET
if (con->thesocket != INVALID_SOCKET)
closesocket(con->thesocket);
#endif
Z_Free(con);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#if defined(_WIN32) && defined(HAVE_PACKET)
int FTENET_GetLocalAddress(int port, qboolean ipx, qboolean ipv4, qboolean ipv6, unsigned int *adrflags, netadr_t *addresses, int maxaddresses)
{
//in win32, we can look up our own hostname to retrieve a list of local interface addresses.
#ifdef USE_GETHOSTNAME_LOCALLISTING
char adrs[MAX_ADR_SIZE];
int b;
#endif
int found = 0;
gethostname(adrs, sizeof(adrs));
#ifdef IPPROTO_IPV6
if (pgetaddrinfo)
{
struct addrinfo hints, *result, *itr;
memset(&hints, 0, sizeof(struct addrinfo));
hints.ai_family = 0; /* Allow IPv4 or IPv6 */
hints.ai_socktype = SOCK_DGRAM; /* Datagram socket */
hints.ai_flags = 0;
hints.ai_protocol = 0; /* Any protocol */
if (pgetaddrinfo(adrs, NULL, &hints, &result) == 0)
{
for (itr = result; itr; itr = itr->ai_next)
{
if ((itr->ai_addr->sa_family == AF_INET && ipv4)
|| (itr->ai_addr->sa_family == AF_INET6 && ipv6)
#ifdef USEIPX
|| (itr->ai_addr->sa_family == AF_IPX && ipx)
#endif
)
if (maxaddresses)
{
SockadrToNetadr((struct sockaddr_qstorage*)itr->ai_addr, addresses);
addresses->port = port;
*adrflags++ = 0;
addresses++;
maxaddresses--;
found++;
}
}
pfreeaddrinfo(result);
/*if none found, fill in the 0.0.0.0 or whatever*/
if (!found && maxaddresses)
{
memset(addresses, 0, sizeof(*addresses));
addresses->port = port;
if (ipv6)
addresses->type = NA_IPV6;
else if (ipv4)
addresses->type = NA_IP;
else if (ipx)
addresses->type = NA_IPX;
else
addresses->type = NA_INVALID;
*adrflags++ = 0;
addresses++;
maxaddresses--;
found++;
}
}
}
else
#endif
{
struct hostent *h;
h = gethostbyname(adrs);
b = 0;
#ifdef HAVE_IPV4
if(h && h->h_addrtype == AF_INET)
{
for (b = 0; h->h_addr_list[b] && maxaddresses; b++)
{
struct sockaddr_in from;
from.sin_family = AF_INET;
from.sin_port = port;
memcpy(&from.sin_addr, h->h_addr_list[b], sizeof(from.sin_addr));
SockadrToNetadr((struct sockaddr_qstorage*)&from, addresses);
*adrflags++ = 0;
addresses++;
maxaddresses--;
found++;
}
}
#endif
#ifdef IPPROTO_IPV6
if(h && h->h_addrtype == AF_INET6)
{
for (b = 0; h->h_addr_list[b] && maxaddresses; b++)
{
struct sockaddr_in6 from;
from.sin6_family = AF_INET6;
from.sin6_port = port;
memcpy(&from.sin6_addr, h->h_addr_list[b], sizeof(((struct sockaddr_in6*)&from)->sin6_addr));
SockadrToNetadr((struct sockaddr_qstorage*)&from, addresses);
*adrflags++ = 0;
addresses++;
maxaddresses--;
found++;
}
}
#endif
}
return found;
}
#elif defined(__linux__) && !defined(ANDROID)
//in linux, looking up our own hostname to retrieve a list of local interface addresses will give no indication that other systems are able to do the same thing and is thus not supported.
//there's some special api instead
//glibc 2.3.
//also available with certain bsds, I'm but unsure which preprocessor we can use.
#include <ifaddrs.h>
static struct ifaddrs *iflist;
unsigned int iftime; //requery sometimes.
int FTENET_GetLocalAddress(int port, qboolean ipx, qboolean ipv4, qboolean ipv6, unsigned int *adrflags, netadr_t *addresses, int maxaddresses)
{
struct ifaddrs *ifa;
int fam;
int idx = 0;
unsigned int time = Sys_Milliseconds();
if (time - iftime > 1000 && iflist)
{
freeifaddrs(iflist);
iflist = NULL;
}
if (!iflist)
{
iftime = time;
getifaddrs(&iflist);
}
for (ifa = iflist; ifa && idx < maxaddresses; ifa = ifa->ifa_next)
{
//can happen if the interface is not bound.
if (ifa->ifa_addr == NULL)
continue;
//filter out families that we're not interested in.
fam = ifa->ifa_addr->sa_family;
if (
#ifdef HAVE_IPV4
(fam == AF_INET && ipv4) ||
#endif
#ifdef IPPROTO_IPV6
(fam == AF_INET6 && ipv6) ||
#endif
#ifdef USEIPX
(fam == AF_IPX && ipx) ||
#endif
0)
{
SockadrToNetadr((struct sockaddr_qstorage*)ifa->ifa_addr, &addresses[idx]);
addresses[idx].port = port;
adrflags[idx] = 0;
idx++;
}
}
return idx;
}
#else
int FTENET_GetLocalAddress(int port, qboolean ipx, qboolean ipv4, qboolean ipv6, unsigned int *adrflags, netadr_t *addresses, int maxaddresses)
{
return 0;
}
#endif
int FTENET_Generic_GetLocalAddresses(struct ftenet_generic_connection_s *con, unsigned int *adrflags, netadr_t *addresses, int maxaddresses)
{
#ifndef HAVE_PACKET
return 0;
#else
struct sockaddr_qstorage from;
int fromsize = sizeof(from);
netadr_t adr;
int found = 0;
if (getsockname (con->thesocket, (struct sockaddr*)&from, &fromsize) != -1)
{
memset(&adr, 0, sizeof(adr));
SockadrToNetadr(&from, &adr);
#ifdef USE_GETHOSTNAME_LOCALLISTING
//if its bound to 'any' address, ask the system what addresses it actually accepts.
if (adr.type == NA_IPV6 &&
!*(int*)&adr.address.ip6[0] &&
!*(int*)&adr.address.ip6[4] &&
!*(short*)&adr.address.ip6[8] &&
*(short*)&adr.address.ip6[10]==(short)0xffff &&
!*(int*)&adr.address.ip6[12])
{
//ipv6 socket bound to the ipv4-any address is a bit weird, but oh well.
#ifdef _WIN32
//win32 is buggy and treats binding to [::] as [::ffff:0.0.0.0] (even with pure ipv6 sockets)
//explicitly binding to [::ffff:0.0.0.0] appears to fail in windows, thus any such socket will definitely support ipv6.
qboolean canipv4 = (con->addrtype[0] == NA_IP) || (con->addrtype[1] == NA_IP);
found = FTENET_GetLocalAddress(adr.port, false, canipv4, true, adrflags, addresses, maxaddresses);
#else
//FIXME: we should validate that we support hybrid sockets?
found = FTENET_GetLocalAddress(adr.port, false, true, false, adrflags, addresses, maxaddresses);
#endif
}
else
{
int b;
for (b = 0; b < sizeof(adr.address); b++)
if (((unsigned char*)&adr.address)[b] != 0)
break;
if (b == sizeof(adr.address))
{
qboolean ipx=false, ipv4=false, ipv6=false;
if (adr.type == NA_IP)
ipv4 = true;
else if (adr.type == NA_IPX)
ipx = true;
else if (adr.type == NA_IPV6)
{
ipv4 = (con->addrtype[0] == NA_IP) || (con->addrtype[1] == NA_IP);
ipv6 = true;
}
found = FTENET_GetLocalAddress(adr.port, ipx, ipv4, ipv6, adrflags, addresses, maxaddresses);
}
}
#endif
//and use the bound address (even if its 0.0.0.0) if we didn't grab a list from the system.
if (!found)
{
if (maxaddresses && adr.type == NA_IPV6 &&
!*(int*)&adr.address.ip6[0] &&
!*(int*)&adr.address.ip6[4] &&
!*(int*)&adr.address.ip6[8] &&
!*(int*)&adr.address.ip6[12])
{
*addresses = adr;
addresses->type = NA_IP;
*adrflags++ = 0;
addresses++;
maxaddresses--;
found++;
}
if (maxaddresses)
{
*addresses = adr;
*adrflags++ = 0;
addresses++;
maxaddresses--;
found++;
}
}
}
return found;
#endif
}
qboolean FTENET_Generic_GetPacket(ftenet_generic_connection_t *con)
{
#ifndef HAVE_PACKET
return false;
#else
struct sockaddr_qstorage from;
int fromlen;
int ret;
int err;
char adr[MAX_ADR_SIZE];
if (con->thesocket == INVALID_SOCKET)
return false;
fromlen = sizeof(from);
ret = recvfrom (con->thesocket, (char *)net_message_buffer, sizeof(net_message_buffer), 0, (struct sockaddr*)&from, &fromlen);
if (ret == -1)
{
err = neterrno();
if (err == NET_EWOULDBLOCK)
return false;
if (err == NET_EMSGSIZE)
{
SockadrToNetadr (&from, &net_from);
Con_TPrintf ("Warning: Oversize packet from %s\n",
NET_AdrToString (adr, sizeof(adr), &net_from));
return false;
}
if (err == NET_ECONNABORTED || err == NET_ECONNRESET)
{
Con_TPrintf ("Connection lost or aborted\n"); //server died/connection lost.
#ifndef SERVERONLY
if (cls.state != ca_disconnected && !con->islisten)
{
if (cls.lastarbiatarypackettime+5 < Sys_DoubleTime()) //too many mvdsv
Cbuf_AddText("disconnect\nreconnect\n", RESTRICT_LOCAL); //retry connecting.
else
Con_Printf("Packet was not delivered - server might be badly configured\n");
return false;
}
#endif
return false;
}
Con_Printf ("NET_GetPacket: Error (%i): %s\n", err, strerror(err));
return false;
}
SockadrToNetadr (&from, &net_from);
net_message.packing = SZ_RAWBYTES;
net_message.currentbit = 0;
net_message.cursize = ret;
if (net_message.cursize == sizeof(net_message_buffer) )
{
Con_TPrintf ("Warning: Oversize packet from %s\n", NET_AdrToString (adr, sizeof(adr), &net_from));
return false;
}
return true;
#endif
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean FTENET_Generic_SendPacket(ftenet_generic_connection_t *con, int length, const void *data, netadr_t *to)
{
#ifndef HAVE_PACKET
return false;
#else
struct sockaddr_qstorage addr;
int size;
int ret;
for (size = 0; size < FTENET_ADDRTYPES; size++)
if (to->type == con->addrtype[size])
break;
if (size == FTENET_ADDRTYPES)
return false;
#ifdef IPPROTO_IPV6
/*special code to handle sending to hybrid sockets*/
if (con->addrtype[1] == NA_IPV6 && to->type == NA_IP)
{
memset(&addr, 0, sizeof(struct sockaddr_in6));
((struct sockaddr_in6*)&addr)->sin6_family = AF_INET6;
*(short*)&((struct sockaddr_in6*)&addr)->sin6_addr.s6_addr[10] = 0xffff;
*(int*)&((struct sockaddr_in6*)&addr)->sin6_addr.s6_addr[12] = *(int*)&to->address.ip;
((struct sockaddr_in6*)&addr)->sin6_port = to->port;
size = sizeof(struct sockaddr_in6);
}
else
#endif
{
NetadrToSockadr (to, &addr);
switch(to->type)
{
default:
Con_Printf("Bad address type\n");
break;
#ifdef USEIPX //who uses ipx nowadays anyway?
case NA_BROADCAST_IPX:
case NA_IPX:
size = sizeof(struct sockaddr_ipx);
break;
#endif
case NA_BROADCAST_IP:
case NA_IP:
size = sizeof(struct sockaddr_in);
break;
#ifdef IPPROTO_IPV6
case NA_BROADCAST_IP6:
case NA_IPV6:
size = sizeof(struct sockaddr_in6);
break;
#endif
}
}
ret = sendto (con->thesocket, data, length, 0, (struct sockaddr*)&addr, size );
if (ret == -1)
{
int ecode = neterrno();
// wouldblock is silent
if (ecode == NET_EWOULDBLOCK)
return true;
if (ecode == NET_ECONNREFUSED)
return true;
if (ecode == NET_EACCES)
{
Con_Printf("Access denied: check firewall\n");
return true;
}
#ifndef SERVERONLY
if (ecode == NET_EADDRNOTAVAIL)
Con_DPrintf("NET_SendPacket Warning: %i\n", ecode);
else
#endif
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#ifdef _WIN32
Con_TPrintf ("NET_SendPacket ERROR: %i\n", ecode);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#else
Con_TPrintf ("NET_SendPacket ERROR: %s\n", strerror(ecode));
#endif
}
return true;
#endif
}
qboolean NET_PortToAdr (int adrfamily, const char *s, netadr_t *a)
{
char *e;
if (net_enabled.ival || adrfamily == NA_LOOPBACK)
{
int port = strtoul(s, &e, 10);
if (*e) //if *e then its not just a single number in there, so treat it as a proper address.
return NET_StringToAdr(s, 0, a);
else if (e != s) //if we actually read something (even a 0)
{
memset(a, 0, sizeof(*a));
a->port = htons((unsigned short)port);
a->type = adrfamily;
return a->type != NA_INVALID;
}
}
a->type = NA_INVALID;
return false;
}
ftenet_generic_connection_t *FTENET_Generic_EstablishConnection(int adrfamily, int protocol, qboolean isserver, const char *address)
{
#ifndef HAVE_PACKET
return NULL;
#else
//this is written to support either ipv4 or ipv6, depending on the remote addr.
ftenet_generic_connection_t *newcon;
unsigned long _true = true;
SOCKET newsocket = INVALID_SOCKET;
int temp;
netadr_t adr;
struct sockaddr_qstorage qs;
int family;
int port;
int bindtries;
int bufsz;
qboolean hybrid = false;
if (!NET_PortToAdr(adrfamily, address, &adr))
{
Con_Printf("unable to resolve local address %s\n", address);
return NULL; //couldn't resolve the name
}
temp = NetadrToSockadr(&adr, &qs);
family = ((struct sockaddr*)&qs)->sa_family;
#if defined(IPPROTO_IPV6) && defined(IPV6_V6ONLY)
if (isserver && family == AF_INET && net_hybriddualstack.ival && !((struct sockaddr_in*)&qs)->sin_addr.s_addr)
{
unsigned long _false = false;
if ((newsocket = socket (AF_INET6, SOCK_DGRAM, protocol)) != INVALID_SOCKET)
{
if (0 == setsockopt(newsocket, IPPROTO_IPV6, IPV6_V6ONLY, (char *)&_false, sizeof(_false)))
{
// int ip = ((struct sockaddr_in*)&qs)->sin_addr.s_addr;
int port = ((struct sockaddr_in*)&qs)->sin_port;
// ip = ((struct sockaddr_in*)&qs)->sin_addr.s_addr;
memset(&qs, 0, sizeof(struct sockaddr_in6));
((struct sockaddr_in6*)&qs)->sin6_family = AF_INET6;
/*
if (((struct sockaddr_in*)&qs)->sin_addr.s_addr)
{
((struct sockaddr_in6*)&qs)->sin6_addr.s6_addr[10] = 0xff;
((struct sockaddr_in6*)&qs)->sin6_addr.s6_addr[11] = 0xff;
((struct sockaddr_in6*)&qs)->sin6_addr.s6_addr[12] = ((qbyte*)&ip)[0];
((struct sockaddr_in6*)&qs)->sin6_addr.s6_addr[13] = ((qbyte*)&ip)[1];
((struct sockaddr_in6*)&qs)->sin6_addr.s6_addr[14] = ((qbyte*)&ip)[2];
((struct sockaddr_in6*)&qs)->sin6_addr.s6_addr[15] = ((qbyte*)&ip)[3];
}
*/
((struct sockaddr_in6*)&qs)->sin6_port = port;
temp = sizeof(struct sockaddr_in6);
adr.type = NA_IPV6;
hybrid = true;
}
else
{
/*v6only failed... if the option doesn't exist, chances are this is a hybrid system which doesn't support both simultaneously anyway*/
closesocket(newsocket);
newsocket = INVALID_SOCKET;
}
}
}
#endif
if (newsocket == INVALID_SOCKET)
if ((newsocket = socket (family, SOCK_DGRAM, protocol)) == INVALID_SOCKET)
{
return NULL;
}
#if defined(IPPROTO_IPV6) && defined(IPV6_V6ONLY)
if (family == AF_INET6)
setsockopt(newsocket, IPPROTO_IPV6, IPV6_V6ONLY, (char *)&_true, sizeof(_true));
#endif
#ifdef _WIN32
//win32 is so fucked up
setsockopt(newsocket, SOL_SOCKET, SO_EXCLUSIVEADDRUSE, (char *)&_true, sizeof(_true));
#endif
bufsz = 1<<18;
setsockopt(newsocket, SOL_SOCKET, SO_RCVBUF, (void*)&bufsz, sizeof(bufsz));
//try and find an unused port.
port = ntohs(((struct sockaddr_in*)&qs)->sin_port);
for (bindtries = 100; bindtries > 0; bindtries--)
{
((struct sockaddr_in*)&qs)->sin_port = htons((unsigned short)(port+100-bindtries));
if ((bind(newsocket, (struct sockaddr *)&qs, temp) == INVALID_SOCKET))
{
continue;
}
break;
}
if (!bindtries)
{
SockadrToNetadr(&qs, &adr);
//mneh, reuse qs.
NET_AdrToString((char*)&qs, sizeof(qs), &adr);
Con_Printf("Unable to listen at %s\n", (char*)&qs);
closesocket(newsocket);
return NULL;
}
if (ioctlsocket (newsocket, FIONBIO, &_true) == -1)
Sys_Error ("UDP_OpenSocket: ioctl FIONBIO: %s", strerror(neterrno()));
//
// determine my name & address if we don't already know it
//
if (!isserver && net_local_cl_ipadr.type == NA_INVALID)
NET_GetLocalAddress (newsocket, &net_local_cl_ipadr);
newcon = Z_Malloc(sizeof(*newcon));
if (newcon)
{
newcon->GetLocalAddresses = FTENET_Generic_GetLocalAddresses;
newcon->GetPacket = FTENET_Generic_GetPacket;
newcon->SendPacket = FTENET_Generic_SendPacket;
newcon->Close = FTENET_Generic_Close;
newcon->islisten = isserver;
if (hybrid)
{
newcon->addrtype[0] = NA_IP;
newcon->addrtype[1] = NA_IPV6;
}
else
{
newcon->addrtype[0] = adr.type;
newcon->addrtype[1] = NA_INVALID;
}
newcon->thesocket = newsocket;
return newcon;
}
else
{
closesocket(newsocket);
return NULL;
}
#endif
}
#ifdef IPPROTO_IPV6
ftenet_generic_connection_t *FTENET_UDP6_EstablishConnection(qboolean isserver, const char *address)
{
return FTENET_Generic_EstablishConnection(NA_IPV6, IPPROTO_UDP, isserver, address);
}
#endif
#ifdef HAVE_IPV4
ftenet_generic_connection_t *FTENET_UDP4_EstablishConnection(qboolean isserver, const char *address)
{
return FTENET_Generic_EstablishConnection(NA_IP, IPPROTO_UDP, isserver, address);
}
#endif
#ifdef USEIPX
ftenet_generic_connection_t *FTENET_IPX_EstablishConnection(qboolean isserver, const char *address)
{
return FTENET_Generic_EstablishConnection(NA_IPX, NSPROTO_IPX, isserver, address);
}
#endif
#ifdef TCPCONNECT
typedef struct ftenet_tcpconnect_stream_s {
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
vfsfile_t *clientstream;
int inlen;
int outlen;
enum
{
TCPC_UNKNOWN, //waiting to see what they send us.
TCPC_UNFRAMED, //something else is doing the framing (ie: we're running in emscripten and over some hidden websocket connection)
TCPC_HTTPCLIENT, //we're sending a file to this victim.
TCPC_QIZMO, //'qizmo\n' handshake, followed by packets prefixed with a 16bit packet length.
TCPC_WEBSOCKETU, //utf-8 encoded data.
TCPC_WEBSOCKETB, //binary encoded data (subprotocol = 'binary')
TCPC_WEBSOCKETNQ, //raw nq msg buffers with no encapsulation or handshake
} clienttype;
char inbuffer[3000];
char outbuffer[3000];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
vfsfile_t *dlfile; //if the client looked like an http client, this is the file that they're downloading.
float timeouttime;
netadr_t remoteaddr;
struct ftenet_tcpconnect_stream_s *next;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
SOCKET socketnum; //for select.
int fakesequence; //TCPC_WEBSOCKETNQ
} ftenet_tcpconnect_stream_t;
typedef struct {
ftenet_generic_connection_t generic;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean tls;
int active;
ftenet_tcpconnect_stream_t *tcpstreams;
} ftenet_tcpconnect_connection_t;
void tobase64(unsigned char *out, int outlen, unsigned char *in, int inlen)
{
static unsigned char tab[64] =
{
'A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P',
'Q','R','S','T','U','V','W','X','Y','Z','a','b','c','d','e','f',
'g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v',
'w','x','y','z','0','1','2','3','4','5','6','7','8','9','+','/'
};
unsigned int usedbits = 0;
unsigned int val = 0;
outlen--;
while(inlen)
{
while(usedbits < 24 && inlen)
{
val <<= 8;
val |= (*in++);
inlen--;
usedbits += 8;
}
if (outlen < 4)
return;
val <<= 24 - usedbits;
*out++ = (usedbits > 0)?tab[(val>>18)&0x3f]:'=';
*out++ = (usedbits > 6)?tab[(val>>12)&0x3f]:'=';
*out++ = (usedbits > 12)?tab[(val>>6)&0x3f]:'=';
*out++ = (usedbits > 18)?tab[(val>>0)&0x3f]:'=';
val=0;
usedbits = 0;
}
*out = 0;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
qboolean FTENET_TCPConnect_WebSocket_Splurge(ftenet_tcpconnect_stream_t *st, qbyte packettype, const qbyte *data, unsigned int length)
{
/*as a server, we don't need the mask stuff*/
unsigned short ctrl = 0x8000 | (packettype<<8);
unsigned int paylen = 0;
unsigned int payoffs = st->outlen;
int i;
switch((ctrl>>8) & 0xf)
{
case 1:
for (i = 0; i < length; i++)
{
paylen += (((char*)data)[i] == 0 || ((unsigned char*)data)[i] >= 0x80)?2:1;
}
break;
default:
paylen = length;
break;
}
if (paylen >= 126)
ctrl |= 126;
else
ctrl |= paylen;
if (payoffs + 4 + paylen > sizeof(st->outbuffer))
return false;
st->outbuffer[payoffs++] = ctrl>>8;
st->outbuffer[payoffs++] = ctrl&0xff;
if ((ctrl&0x7f) == 126)
{
st->outbuffer[payoffs++] = paylen>>8;
st->outbuffer[payoffs++] = paylen&0xff;
}
switch((ctrl>>8) & 0xf)
{
case 1:/*utf8ify the data*/
for (i = 0; i < length; i++)
{
if (!((unsigned char*)data)[i])
{ /*0 is encoded as 0x100 to avoid safety checks*/
st->outbuffer[payoffs++] = 0xc0 | (0x100>>6);
st->outbuffer[payoffs++] = 0x80 | (0x100&0x3f);
}
else if (((unsigned char*)data)[i] >= 0x80)
{ /*larger bytes require markup*/
st->outbuffer[payoffs++] = 0xc0 | (((unsigned char*)data)[i]>>6);
st->outbuffer[payoffs++] = 0x80 | (((unsigned char*)data)[i]&0x3f);
}
else
{ /*lower 7 bits are as-is*/
st->outbuffer[payoffs++] = ((char*)data)[i];
}
}
break;
default: //raw data
memcpy(st->outbuffer+payoffs, data, length);
payoffs += length;
break;
}
st->outlen = payoffs;
if (st->outlen)
{ /*try and flush the old data*/
int done;
done = VFS_WRITE(st->clientstream, st->outbuffer, st->outlen);
if (done > 0)
{
memmove(st->outbuffer, st->outbuffer + done, st->outlen - done);
st->outlen -= done;
}
}
return true;
}
#include "fs.h"
qboolean FTENET_TCPConnect_GetPacket(ftenet_generic_connection_t *gcon)
{
ftenet_tcpconnect_connection_t *con = (ftenet_tcpconnect_connection_t*)gcon;
int ret;
char adr[MAX_ADR_SIZE];
struct sockaddr_qstorage from;
int fromlen;
float timeval = Sys_DoubleTime();
ftenet_tcpconnect_stream_t *st;
st = con->tcpstreams;
//remove any stale ones
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
while (con->tcpstreams && con->tcpstreams->clientstream == NULL)
{
st = con->tcpstreams;
con->tcpstreams = con->tcpstreams->next;
BZ_Free(st);
}
for (st = con->tcpstreams; st; st = st->next)
{//client receiving only via tcp
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
while (st->next && st->next->clientstream == NULL)
{
ftenet_tcpconnect_stream_t *temp;
temp = st->next;
st->next = st->next->next;
BZ_Free(temp);
con->active--;
}
//due to the above checks about invalid sockets, the socket is always open for st below.
if (st->timeouttime < timeval)
{
Con_Printf ("tcp peer %s timed out\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
goto closesvstream;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ret = VFS_READ(st->clientstream, st->inbuffer+st->inlen, sizeof(st->inbuffer)-st->inlen);
if (ret < 0)
{
Con_Printf ("tcp peer %s closed connection\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
closesvstream:
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
VFS_CLOSE(st->clientstream);
st->clientstream = NULL;
continue;
}
st->inlen += ret;
switch(st->clienttype)
{
case TCPC_UNKNOWN:
if (st->inlen < 6)
continue;
if (!strncmp(st->inbuffer, "qizmo\n", 6))
{
memmove(st->inbuffer, st->inbuffer+6, st->inlen - (6));
st->inlen -= 6;
st->clienttype = TCPC_QIZMO;
if (con->generic.islisten)
{
//send the qizmo handshake response.
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
VFS_WRITE(st->clientstream, "qizmo\n", 6);
}
}
else if (con->generic.islisten && !strncmp(st->inbuffer, "GET ", 4))
{
int i, j;
int attr = 0;
int alen = 0;
qboolean headerscomplete = false;
enum
{
WCATTR_METHOD,
WCATTR_URL,
WCATTR_HTTP,
WCATTR_HOST,
WCATTR_UPGRADE,
WCATTR_CONNECTION,
WCATTR_WSKEY,
WCATTR_WSVER,
//WCATTR_ORIGIN,
WCATTR_WSPROTO,
//WCATTR_WSEXT,
WCATTR_COUNT
};
char arg[WCATTR_COUNT][64];
for (i = 0; i < WCATTR_COUNT; i++)
arg[i][0] = 0;
for (i = 0; i < st->inlen; i++)
{
if (alen == 63)
goto handshakeerror;
if (st->inbuffer[i] == ' ' || st->inbuffer[i] == '\t')
{
arg[attr][alen++] = 0;
alen=0;
if (attr++ == WCATTR_HTTP)
break;
for (; i < st->inlen && (st->inbuffer[i] == ' ' || st->inbuffer[i] == '\t'); i++)
;
if (i == st->inlen)
break;
}
arg[attr][alen++] = st->inbuffer[i];
if (st->inbuffer[i] == '\n')
{
arg[attr][alen++] = 0;
alen=0;
break;
}
}
i++;
attr = 0;
j = i;
for (; i < st->inlen; i++)
{
if ((i+1 < st->inlen && st->inbuffer[i] == '\r' && st->inbuffer[i+1] == '\n') ||
(i < st->inlen && st->inbuffer[i] == '\n'))
{
i+=2;
headerscomplete = true;
break;
}
for (; i < st->inlen && (st->inbuffer[i] == ' ' || st->inbuffer[i] == '\t'); i++)
;
if (i == st->inlen)
break;
for (j = i; j < st->inlen; j++)
{
if (st->inbuffer[j] == ':' || st->inbuffer[j] == '\n')
{
/*set j to the end of the word, going back past whitespace*/
while (j > i && (st->inbuffer[j-1] == ' ' || st->inbuffer[i-1] == '\t'))
j--;
break;
}
}
if (!strnicmp(&st->inbuffer[i], "Host", j-i))
attr = WCATTR_HOST;
else if (!strnicmp(&st->inbuffer[i], "Upgrade", j-i))
attr = WCATTR_UPGRADE;
else if (!strnicmp(&st->inbuffer[i], "Connection", j-i))
attr = WCATTR_CONNECTION;
else if (!strnicmp(&st->inbuffer[i], "Sec-WebSocket-Key", j-i))
attr = WCATTR_WSKEY;
else if (!strnicmp(&st->inbuffer[i], "Sec-WebSocket-Version", j-i))
attr = WCATTR_WSVER;
// else if (!strnicmp(&st->inbuffer[i], "Origin", j-i))
// attr = WCATTR_ORIGIN;
else if (!strnicmp(&st->inbuffer[i], "Sec-WebSocket-Protocol", j-i))
attr = WCATTR_WSPROTO;
// else if (!strnicmp(&st->inbuffer[i], "Sec-WebSocket-Extensions", j-i))
// attr = WCATTR_WSEXT;
else
attr = 0;
i = j;
/*skip over the whitespace at the end*/
for (; i < st->inlen && (st->inbuffer[i] == ' ' || st->inbuffer[i] == '\t'); i++)
;
if (i < st->inlen && st->inbuffer[i] == ':')
{
i++;
for (; i < st->inlen && (st->inbuffer[i] == ' ' || st->inbuffer[i] == '\t'); i++)
;
j = i;
for (; i < st->inlen && st->inbuffer[i] != '\n'; i++)
;
if (i > j && st->inbuffer[i-1] == '\r')
i--;
if (attr)
Q_strncpyz(arg[attr], &st->inbuffer[j], (i-j > 63)?64:(i - j + 1));
if (i < st->inlen && st->inbuffer[i] == '\r')
i++;
}
else
{
/*just a word on the line on its own*/
goto handshakeerror;
}
}
if (headerscomplete)
{
char *resp;
//must be a Host, Upgrade=websocket, Connection=Upgrade, Sec-WebSocket-Key=base64(randbytes(16)), Sec-WebSocket-Version=13
//optionally will be Origin=url, Sec-WebSocket-Protocol=FTEWebSocket, Sec-WebSocket-Extensions
//other fields will be ignored.
if (!stricmp(arg[WCATTR_UPGRADE], "websocket") && (!stricmp(arg[WCATTR_CONNECTION], "Upgrade") || !stricmp(arg[WCATTR_CONNECTION], "keep-alive, Upgrade")))
{
if (atoi(arg[WCATTR_WSVER]) != 13)
{
Con_Printf("Outdated websocket request for \"%s\" from \"%s\". got version %i, expected version 13\n", arg[WCATTR_URL], NET_AdrToString (adr, sizeof(adr), &st->remoteaddr), atoi(arg[WCATTR_WSVER]));
memmove(st->inbuffer, st->inbuffer+i, st->inlen - (i));
st->inlen -= i;
resp = va( "HTTP/1.1 426 Upgrade Required\r\n"
"Sec-WebSocket-Version: 13\r\n"
"\r\n");
//send the websocket handshake rejection.
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
VFS_WRITE(st->clientstream, resp, strlen(resp));
goto closesvstream;
}
else
{
char acceptkey[20*2];
unsigned char sha1digest[20];
char *blurgh;
char *protoname = "";
memmove(st->inbuffer, st->inbuffer+i, st->inlen - (i));
st->inlen -= i;
blurgh = va("%s258EAFA5-E914-47DA-95CA-C5AB0DC85B11", arg[WCATTR_WSKEY]);
tobase64(acceptkey, sizeof(acceptkey), sha1digest, SHA1(sha1digest, sizeof(sha1digest), blurgh, strlen(blurgh)));
Con_Printf("Websocket request for %s from %s (%s)\n", arg[WCATTR_URL], NET_AdrToString (adr, sizeof(adr), &st->remoteaddr), arg[WCATTR_WSPROTO]);
if (!strcmp(arg[WCATTR_WSPROTO], "quake"))
{
st->clienttype = TCPC_WEBSOCKETNQ; //emscripten doesn't give us a choice, but its compact.
protoname = "Sec-WebSocket-Protocol: quake\r\n";
}
else if (!strcmp(arg[WCATTR_WSPROTO], "binary"))
{
st->clienttype = TCPC_WEBSOCKETB; //emscripten doesn't give us a choice, but its compact.
protoname = "Sec-WebSocket-Protocol: binary\r\n"; //emscripten is a bit limited
}
else
{
st->clienttype = TCPC_WEBSOCKETU; //nacl supports only utf-8 encoded data, at least at the time I implemented it.
protoname = va("Sec-WebSocket-Protocol: %s\r\n", arg[WCATTR_WSPROTO]); //emscripten is a bit limited
}
resp = va( "HTTP/1.1 101 WebSocket Protocol Handshake\r\n"
"Upgrade: websocket\r\n"
"Connection: Upgrade\r\n"
"Access-Control-Allow-Origin: *\r\n" //allow cross-origin requests. this means you can use any domain to play on any public server.
"Sec-WebSocket-Accept: %s\r\n"
"%s"
"\r\n", acceptkey, protoname);
//send the websocket handshake response.
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
VFS_WRITE(st->clientstream, resp, strlen(resp));
//and the connection is okay
if (st->clienttype == TCPC_WEBSOCKETNQ)
{
//hide a connection request in there...
net_message.cursize = 0;
net_message.packing = SZ_RAWBYTES;
net_message.currentbit = 0;
net_from = st->remoteaddr;
MSG_WriteLong(&net_message, LongSwap(NETFLAG_CTL | (strlen(NQ_NETCHAN_GAMENAME)+7)));
MSG_WriteByte(&net_message, CCREQ_CONNECT);
MSG_WriteString(&net_message, NQ_NETCHAN_GAMENAME);
MSG_WriteByte(&net_message, NQ_NETCHAN_VERSION);
return true;
}
}
}
else
{
memmove(st->inbuffer, st->inbuffer+i, st->inlen - (i));
st->inlen -= i;
if (!strcmp(arg[WCATTR_URL], "/live.html"))
{
resp = va( "HTTP/1.1 200 Ok\r\n"
"Connection: Close\r\n"
"Content-Type: text/html\r\n"
"\r\n"
"<!DOCTYPE HTML>"
"<html>"
"<style>"
"html, body { height: 100%%; width: 100%%; margin: 0; padding: 0;}"
"div { height: 100%%; width: 100%%; }"
"</style>"
"<div>"
"<object name=\"ieplug\" type=\"application/x-fteplugin\" classid=\"clsid:7d676c9f-fb84-40b6-b3ff-e10831557eeb\" width=\"100%%\" height=\"100%%\">"
"<param name=\"game\" value=\"q1\">"
"<object name=\"npplug\" type=\"application/x-fteplugin\" width=\"100%%\" height=\"100%%\">"
"<param name=\"game\" value=\"q1\">"
"Please install a plugin first.<br/>"
"</object>"
"</object>"
"</div>"
"</html>"
);
}
/* else if ((!strcmp(arg[WCATTR_URL], "/ftewebgl.html") || !strcmp(arg[WCATTR_URL], "/ftewebgl.html.fmf") || !strcmp(arg[WCATTR_URL], "/pak0.pak")) && ((st->file = VFSOS_Open(va("C:/Incoming/vm%s", arg[WCATTR_URL]), "rb"))))
{
Con_Printf("Downloading %s to %s\n", arg[WCATTR_URL], NET_AdrToString (adr, sizeof(adr), st->remoteaddr));
resp = va( "HTTP/1.1 200 Ok\r\n"
"Content-Type: text/html\r\n"
"Content-Length: %i\r\n"
"\r\n",
VFS_GETLEN(st->file)
);
send(st->socketnum, resp, strlen(resp), 0);
st->clienttype = TCPC_HTTPCLIENT;
continue;
}
*/
else
{
Con_Printf("Invalid download request %s to %s\n", arg[WCATTR_URL], NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
resp = va( "HTTP/1.1 404 Ok\r\n"
"Connection: Close\r\n"
"Content-Type: text/html\r\n"
"\r\n"
"This is a Quake WebSocket server, not an http server.<br/>\r\n"
"<a href='"ENGINEWEBSITE"'>"FULLENGINENAME"</a>"
);
}
//send the websocket handshake rejection.
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
VFS_WRITE(st->clientstream, resp, strlen(resp));
goto closesvstream;
}
}
}
else
{
handshakeerror:
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
Con_Printf ("Unknown TCP handshake from %s\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
goto closesvstream;
}
break;
case TCPC_HTTPCLIENT:
if (st->outlen)
{ /*try and flush the old data*/
int done;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
done = VFS_WRITE(st->clientstream, st->outbuffer, st->outlen);
if (done > 0)
{
memmove(st->outbuffer, st->outbuffer + done, st->outlen - done);
st->outlen -= done;
st->timeouttime = timeval + 30;
}
}
if (!st->outlen)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
st->outlen = VFS_READ(st->dlfile, st->outbuffer, sizeof(st->outbuffer));
if (st->outlen <= 0)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
VFS_CLOSE(st->dlfile);
st->dlfile = NULL;
st->clienttype = TCPC_UNKNOWN;
Con_Printf ("Outgoing file transfer complete\n");
}
}
continue;
case TCPC_QIZMO:
if (st->inlen < 2)
continue;
net_message.cursize = BigShort(*(short*)st->inbuffer);
if (net_message.cursize >= sizeof(net_message_buffer) )
{
Con_TPrintf ("Warning: Oversize packet from %s\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
goto closesvstream;
}
if (net_message.cursize+2 > st->inlen)
{ //not enough buffered to read a packet out of it.
continue;
}
memcpy(net_message_buffer, st->inbuffer+2, net_message.cursize);
memmove(st->inbuffer, st->inbuffer+net_message.cursize+2, st->inlen - (net_message.cursize+2));
st->inlen -= net_message.cursize+2;
net_message.packing = SZ_RAWBYTES;
net_message.currentbit = 0;
net_from = st->remoteaddr;
return true;
case TCPC_UNFRAMED:
if (!st->inlen)
continue;
net_message.cursize = st->inlen;
memcpy(net_message_buffer, st->inbuffer, net_message.cursize);
st->inlen = 0;
net_message.packing = SZ_RAWBYTES;
net_message.currentbit = 0;
net_from = st->remoteaddr;
return true;
case TCPC_WEBSOCKETU:
case TCPC_WEBSOCKETB:
case TCPC_WEBSOCKETNQ:
while (st->inlen >= 2)
{
unsigned short ctrl = ((unsigned char*)st->inbuffer)[0]<<8 | ((unsigned char*)st->inbuffer)[1];
unsigned long paylen;
unsigned int payoffs = 2;
unsigned int mask = 0;
st->inbuffer[st->inlen]=0;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (ctrl & 0x7000)
{
Con_Printf ("%s: reserved bits set\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
goto closesvstream;
}
if ((ctrl & 0x7f) == 127)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
unsigned long long ullpaylen;
//as a payload is not allowed to be encoded as too large a type, and quakeworld never used packets larger than 1450 bytes anyway, this code isn't needed (65k is the max even without this)
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (sizeof(ullpaylen) < 8)
{
Con_Printf ("%s: payload frame too large\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
goto closesvstream;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
else
{
if (payoffs + 8 > st->inlen)
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
ullpaylen =
(unsigned long long)((unsigned char*)st->inbuffer)[payoffs+0]<<56ull |
(unsigned long long)((unsigned char*)st->inbuffer)[payoffs+1]<<48ull |
(unsigned long long)((unsigned char*)st->inbuffer)[payoffs+2]<<40ull |
(unsigned long long)((unsigned char*)st->inbuffer)[payoffs+3]<<32ull |
(unsigned long long)((unsigned char*)st->inbuffer)[payoffs+4]<<24ull |
(unsigned long long)((unsigned char*)st->inbuffer)[payoffs+5]<<16ull |
(unsigned long long)((unsigned char*)st->inbuffer)[payoffs+6]<< 8ull |
(unsigned long long)((unsigned char*)st->inbuffer)[payoffs+7]<< 0ull;
if (ullpaylen < 0x10000)
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
Con_Printf ("%s: payload size ("fPRIllu") encoded badly\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr), ullpaylen);
goto closesvstream;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (ullpaylen > 0x10000)
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
Con_Printf ("%s: payload size ("fPRIllu") is abusive\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr), ullpaylen);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
goto closesvstream;
}
paylen = ullpaylen;
payoffs += 8;
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
}
else if ((ctrl & 0x7f) == 126)
{
if (payoffs + 2 > st->inlen)
break;
paylen =
((unsigned char*)st->inbuffer)[payoffs+0]<<8 |
((unsigned char*)st->inbuffer)[payoffs+1]<<0;
if (paylen < 126)
{
Con_Printf ("%s: payload size encoded badly\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
goto closesvstream;
}
payoffs += 2;
}
else
{
paylen = ctrl & 0x7f;
}
if (ctrl & 0x80)
{
if (payoffs + 4 > st->inlen)
break;
/*this might read data that isn't set yet, but should be safe*/
((unsigned char*)&mask)[0] = ((unsigned char*)st->inbuffer)[payoffs+0];
((unsigned char*)&mask)[1] = ((unsigned char*)st->inbuffer)[payoffs+1];
((unsigned char*)&mask)[2] = ((unsigned char*)st->inbuffer)[payoffs+2];
((unsigned char*)&mask)[3] = ((unsigned char*)st->inbuffer)[payoffs+3];
payoffs += 4;
}
/*if there isn't space, try again next time around*/
if (payoffs + paylen > st->inlen)
break;
if (mask)
{
int i;
for (i = 0; i < paylen; i++)
{
((unsigned char*)st->inbuffer)[i + payoffs] ^= ((unsigned char*)&mask)[i&3];
}
}
net_message.cursize = 0;
switch((ctrl>>8) & 0xf)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case 0x0: /*continuation*/
Con_Printf ("websocket continuation frame from %s\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
goto closesvstream;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case 0x1: /*text frame*/
// Con_Printf ("websocket text frame from %s\n", NET_AdrToString (adr, sizeof(adr), st->remoteaddr));
{
/*text frames are pure utf-8 chars, no dodgy encodings or anything, all pre-checked...
except we're trying to send binary data.
so we need to unmask things (char 0 is encoded as 0x100 - truncate it)
*/
unsigned char *in = st->inbuffer+payoffs, *out = net_message_buffer;
int len = paylen;
while(len && out < net_message_buffer + sizeof(net_message_buffer))
{
if ((*in & 0xe0)==0xc0 && len > 1)
{
*out = ((in[0] & 0x1f)<<6) | ((in[1] & 0x3f)<<0);
in+=2;
len -= 2;
}
else if (*in & 0x80)
{
*out = '?';
in++;
len -= 1;
}
else
{
*out = in[0];
in++;
len -= 1;
}
out++;
}
net_message.cursize = out - net_message_buffer;
}
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case 0x2: /*binary frame*/
Con_Printf ("websocket binary frame from %s\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
net_message.cursize = paylen;
if (net_message.cursize+8 >= sizeof(net_message_buffer) )
{
Con_TPrintf ("Warning: Oversize packet from %s\n", NET_AdrToString (adr, sizeof(adr), &net_from));
goto closesvstream;
}
if (st->clienttype == TCPC_WEBSOCKETNQ)
{
payoffs+=1;
paylen-=1;
memcpy(net_message_buffer+8, st->inbuffer+payoffs, paylen);
net_message.cursize=paylen+8;
((int*)net_message_buffer)[0] = BigLong(NETFLAG_UNRELIABLE | net_message.cursize);
((int*)net_message_buffer)[1] = LongSwap(++st->fakesequence);
}
else
memcpy(net_message_buffer, st->inbuffer+payoffs, paylen);
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case 0x8: /*connection close*/
Con_Printf ("websocket closure %s\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
goto closesvstream;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case 0x9: /*ping*/
Con_Printf ("websocket ping from %s\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!FTENET_TCPConnect_WebSocket_Splurge(st, 0xa, st->inbuffer+payoffs, paylen))
goto closesvstream;
break;
case 0xa: /*pong*/
Con_Printf ("websocket pong from %s\n", NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
goto closesvstream;
default:
Con_Printf ("Unsupported websocket opcode (%i) from %s\n", (ctrl>>8) & 0xf, NET_AdrToString (adr, sizeof(adr), &st->remoteaddr));
goto closesvstream;
}
// memcpy(net_message_buffer, st->inbuffer+2, net_message.cursize);
memmove(st->inbuffer, st->inbuffer+payoffs + paylen, st->inlen - (payoffs + paylen));
st->inlen -= payoffs + paylen;
if (net_message.cursize)
{
net_message.packing = SZ_RAWBYTES;
net_message.currentbit = 0;
net_from = st->remoteaddr;
return true;
}
}
break;
}
}
if (con->generic.thesocket != INVALID_SOCKET && con->active < 256)
{
int newsock;
fromlen = sizeof(from);
newsock = accept(con->generic.thesocket, (struct sockaddr*)&from, &fromlen);
if (newsock != INVALID_SOCKET)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
char tmpbuf[256];
int _true = true;
ioctlsocket(newsock, FIONBIO, (u_long *)&_true);
setsockopt(newsock, IPPROTO_TCP, TCP_NODELAY, (char *)&_true, sizeof(_true));
con->active++;
st = Z_Malloc(sizeof(*con->tcpstreams));
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
/*grab the net address*/
SockadrToNetadr(&from, &st->remoteaddr);
st->clienttype = TCPC_UNKNOWN;
st->next = con->tcpstreams;
con->tcpstreams = st;
st->socketnum = newsock;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
st->clientstream = FS_OpenTCPSocket(newsock, false, NET_AdrToString(tmpbuf, sizeof(tmpbuf), &st->remoteaddr));
st->inlen = 0;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifdef HAVE_SSL
if (con->tls) //if we're meant to be using tls, wrap the stream in a tls connection
{
st->clientstream = FS_OpenSSL(NULL, st->clientstream, true);
/*sockadr doesn't contain transport info, so fix that up here*/
if (st->remoteaddr.type == NA_IP)
st->remoteaddr.type = NA_TLSV4;
else if (st->remoteaddr.type == NA_IPV6)
st->remoteaddr.type = NA_TLSV6;
}
else
#endif
{
/*sockadr doesn't contain transport info, so fix that up here*/
if (st->remoteaddr.type == NA_IP)
st->remoteaddr.type = NA_TCP;
else if (st->remoteaddr.type == NA_IPV6)
st->remoteaddr.type = NA_TCPV6;
}
st->timeouttime = timeval + 30;
}
}
return false;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean FTENET_TCPConnect_SendPacket(ftenet_generic_connection_t *gcon, int length, const void *data, netadr_t *to)
{
ftenet_tcpconnect_connection_t *con = (ftenet_tcpconnect_connection_t*)gcon;
ftenet_tcpconnect_stream_t *st;
for (st = con->tcpstreams; st; st = st->next)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (st->clientstream == NULL)
continue;
if (NET_CompareAdr(to, &st->remoteaddr))
{
if (!st->outlen)
{
switch(st->clienttype)
{
case TCPC_QIZMO:
{
unsigned short slen = BigShort((unsigned short)length);
if (st->outlen + sizeof(slen) + length > sizeof(st->outbuffer))
{
Con_DPrintf("FTENET_TCPConnect_SendPacket: outgoing overflow\n");
}
else
{
memcpy(st->outbuffer + st->outlen, &slen, sizeof(slen));
memcpy(st->outbuffer + st->outlen + sizeof(slen), data, length);
st->outlen += sizeof(slen) + length;
}
}
break;
case TCPC_UNFRAMED:
if (length > sizeof(st->outbuffer))
{
Con_DPrintf("FTENET_TCPConnect_SendPacket: outgoing overflow\n");
}
memcpy(st->outbuffer, data, length);
st->outlen = length;
break;
case TCPC_WEBSOCKETNQ:
if (length < 8 || ((char*)data)[0] & 0x80)
break;
// length = 2;
// data = "\1\1";
length-=7;
data=(char*)data + 7;
*(char*)data = 1; //for compat with webquake, we add an extra byte at the start. 1 for reliable, 2 for unreliable.
//fallthrough
case TCPC_WEBSOCKETU:
case TCPC_WEBSOCKETB:
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
FTENET_TCPConnect_WebSocket_Splurge(st, (st->clienttype==TCPC_WEBSOCKETU)?1:2, data, length);
break;
default:
break;
}
}
if (st->outlen)
{ /*try and flush the old data*/
int done;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
done = VFS_WRITE(st->clientstream, st->outbuffer, st->outlen);
if (done > 0)
{
memmove(st->outbuffer, st->outbuffer + done, st->outlen - done);
st->outlen -= done;
}
}
st->timeouttime = Sys_DoubleTime() + 20;
return true;
}
}
return false;
}
void FTENET_TCPConnect_Close(ftenet_generic_connection_t *gcon)
{
ftenet_tcpconnect_connection_t *con = (ftenet_tcpconnect_connection_t*)gcon;
ftenet_tcpconnect_stream_t *st;
st = con->tcpstreams;
while (con->tcpstreams)
{
st = con->tcpstreams;
con->tcpstreams = st->next;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (st->clientstream != NULL)
VFS_CLOSE(st->clientstream);
BZ_Free(st);
}
FTENET_Generic_Close(gcon);
}
#ifdef HAVE_PACKET
int FTENET_TCPConnect_SetReceiveFDSet(ftenet_generic_connection_t *gcon, fd_set *fdset)
{
int maxfd = 0;
ftenet_tcpconnect_connection_t *con = (ftenet_tcpconnect_connection_t*)gcon;
ftenet_tcpconnect_stream_t *st;
for (st = con->tcpstreams; st; st = st->next)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (st->clientstream == NULL || st->socketnum == INVALID_SOCKET)
continue;
FD_SET(st->socketnum, fdset); // network socket
if (maxfd < st->socketnum)
maxfd = st->socketnum;
}
if (con->generic.thesocket != INVALID_SOCKET)
{
FD_SET(con->generic.thesocket, fdset); // network socket
if (maxfd < con->generic.thesocket)
maxfd = con->generic.thesocket;
}
return maxfd;
}
#endif
ftenet_generic_connection_t *FTENET_TCPConnect_EstablishConnection(int affamily, qboolean isserver, const char *address)
{
//this is written to support either ipv4 or ipv6, depending on the remote addr.
ftenet_tcpconnect_connection_t *newcon;
unsigned long _true = true;
int newsocket;
int temp;
netadr_t adr;
struct sockaddr_qstorage qs;
int family;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifndef HAVE_SSL
if ((affamily == NA_TLSV4 || affamily == NA_TLSV6))
{
Con_Printf("tls not supported in this build\n");
return NULL;
}
#endif
if (isserver)
{
#ifndef HAVE_PACKET
//unable to listen on tcp if we have no packet interface
return NULL;
#else
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!strncmp(address, "tls://", 6))
address += 6;
if (!strncmp(address, "tcp://", 6))
address += 6;
if (!strncmp(address, "ws://", 5))
address += 5;
if (!strncmp(address, "wss://", 6))
address += 6;
if (!NET_PortToAdr(affamily, address, &adr))
return NULL; //couldn't resolve the name
if (adr.type == NA_IP)
adr.type = NA_TCP;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
else if (adr.type == NA_IPV6)
adr.type = NA_TCPV6;
temp = NetadrToSockadr(&adr, &qs);
family = ((struct sockaddr_in*)&qs)->sin_family;
if ((newsocket = socket (family, SOCK_STREAM, IPPROTO_TCP)) == INVALID_SOCKET)
{
Con_Printf("operating system doesn't support that\n");
return NULL;
}
if ((bind(newsocket, (struct sockaddr *)&qs, temp) == INVALID_SOCKET) ||
(listen(newsocket, 2) == INVALID_SOCKET))
{
SockadrToNetadr(&qs, &adr);
//mneh, reuse qs.
NET_AdrToString((char*)&qs, sizeof(qs), &adr);
Con_Printf("Unable to listen at %s\n", (char*)&qs);
closesocket(newsocket);
return NULL;
}
if (ioctlsocket (newsocket, FIONBIO, &_true) == -1)
Sys_Error ("UDP_OpenSocket: ioctl FIONBIO: %s", strerror(neterrno()));
#endif
}
else
{
if (!NET_StringToAdr(address, 0, &adr))
return NULL; //couldn't resolve the name
if (adr.type == NA_IP)
adr.type = NA_TCP;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
else if (adr.type == NA_IPV6)
adr.type = NA_TCPV6;
newsocket = TCP_OpenStream(&adr);
if (newsocket == INVALID_SOCKET)
return NULL;
}
//this isn't fatal
setsockopt(newsocket, IPPROTO_TCP, TCP_NODELAY, (char *)&_true, sizeof(_true));
newcon = Z_Malloc(sizeof(*newcon));
if (newcon)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
newcon->tls = (affamily == NA_TLSV4 || affamily == NA_TLSV6);
if (isserver)
newcon->generic.GetLocalAddresses = FTENET_Generic_GetLocalAddresses;
newcon->generic.GetPacket = FTENET_TCPConnect_GetPacket;
newcon->generic.SendPacket = FTENET_TCPConnect_SendPacket;
newcon->generic.Close = FTENET_TCPConnect_Close;
#ifdef HAVE_PACKET
newcon->generic.SetReceiveFDSet = FTENET_TCPConnect_SetReceiveFDSet;
#endif
newcon->generic.islisten = isserver;
newcon->generic.addrtype[0] = adr.type;
newcon->generic.addrtype[1] = NA_INVALID;
newcon->active = 0;
if (!isserver)
{
newcon->generic.thesocket = INVALID_SOCKET;
newcon->active++;
newcon->tcpstreams = Z_Malloc(sizeof(*newcon->tcpstreams));
newcon->tcpstreams->next = NULL;
newcon->tcpstreams->socketnum = newsocket;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
newcon->tcpstreams->clientstream = FS_OpenTCPSocket(newsocket, true, address);
newcon->tcpstreams->inlen = 0;
newcon->tcpstreams->remoteaddr = adr;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifdef HAVE_SSL
if (newcon->tls) //if we're meant to be using tls, wrap the stream in a tls connection
newcon->tcpstreams->clientstream = FS_OpenSSL(address, newcon->tcpstreams->clientstream, false);
#endif
#ifdef FTE_TARGET_WEB
newcon->tcpstreams->clienttype = TCPC_UNFRAMED;
#else
//send the qizmo greeting.
newcon->tcpstreams->clienttype = TCPC_UNKNOWN;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
VFS_WRITE(newcon->tcpstreams->clientstream, "qizmo\n", 6);
#endif
newcon->tcpstreams->timeouttime = Sys_DoubleTime() + 30;
}
else
{
newcon->tcpstreams = NULL;
newcon->generic.thesocket = newsocket;
}
return &newcon->generic;
}
else
{
closesocket(newsocket);
return NULL;
}
}
#ifdef IPPROTO_IPV6
ftenet_generic_connection_t *FTENET_TCP6Connect_EstablishConnection(qboolean isserver, const char *address)
{
return FTENET_TCPConnect_EstablishConnection(NA_TCPV6, isserver, address);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ftenet_generic_connection_t *FTENET_TLS6Connect_EstablishConnection(qboolean isserver, const char *address)
{
return FTENET_TCPConnect_EstablishConnection(NA_TLSV6, isserver, address);
}
#endif
ftenet_generic_connection_t *FTENET_TCP4Connect_EstablishConnection(qboolean isserver, const char *address)
{
return FTENET_TCPConnect_EstablishConnection(NA_TCP, isserver, address);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ftenet_generic_connection_t *FTENET_TLS4Connect_EstablishConnection(qboolean isserver, const char *address)
{
return FTENET_TCPConnect_EstablishConnection(NA_TLSV4, isserver, address);
}
#endif
#ifdef IRCCONNECT
typedef struct ftenet_ircconnect_stream_s {
char theiruser[16];
int inlen;
char inbuffer[1500];
float timeouttime;
netadr_t remoteaddr;
struct ftenet_ircconnect_stream_s *next;
} ftenet_ircconnect_stream_t;
typedef struct {
ftenet_generic_connection_t generic;
netadr_t ircserver;
char incoming[512+1];
int income;
char ourusername[16];
char usechannel[16];
char outbuf[8192];
unsigned int outbufcount;
ftenet_ircconnect_stream_t *streams;
} ftenet_ircconnect_connection_t;
qboolean FTENET_IRCConnect_GetPacket(ftenet_generic_connection_t *gcon)
{
unsigned char *s, *start, *end, *endl;
int read;
unsigned char *from;
int fromlen;
int code;
char adr[128];
ftenet_ircconnect_connection_t *con = (ftenet_ircconnect_connection_t*)gcon;
if (con->generic.thesocket == INVALID_SOCKET)
{
if (con->income == 0)
{
netadr_t ip;
cvar_t *ircuser = Cvar_Get("ircuser", "none", 0, "IRC Connect");
cvar_t *ircnick = Cvar_Get("ircnick", "", 0, "IRC Connect");
cvar_t *ircsomething = Cvar_Get("ircsomething", "moo", 0, "IRC Connect");
cvar_t *ircclientaddr = Cvar_Get("ircclientaddr", "127.0.0.1", 0, "IRC Connect");
NET_StringToAdr(con->ircserver.address.irc.host, 6667, &ip);
con->generic.thesocket = TCP_OpenStream(&ip);
//when hosting, the specified nick is the name we're using.
//when connecting, the specified nick is the name we're trying to send to, and our own name is inconsequential.
if (con->generic.islisten && *con->ircserver.address.irc.user)
Q_strncpyz(con->ourusername, con->ircserver.address.irc.user, sizeof(con->ourusername));
else
Q_strncpyz(con->ourusername, ircnick->string, sizeof(con->ourusername));
if (!*con->ourusername)
{
Q_snprintfz(con->ourusername, sizeof(con->ourusername), "fte%x\n", rand());
}
send(con->generic.thesocket, "USER ", 5, 0);
send(con->generic.thesocket, ircuser->string, strlen(ircuser->string), 0);
send(con->generic.thesocket, " ", 1, 0);
send(con->generic.thesocket, con->ircserver.address.irc.host, strlen(con->ircserver.address.irc.host), 0);
send(con->generic.thesocket, " ", 1, 0);
send(con->generic.thesocket, ircclientaddr->string, strlen(ircclientaddr->string), 0);
send(con->generic.thesocket, " :", 2, 0);
send(con->generic.thesocket, ircsomething->string, strlen(ircsomething->string), 0);
send(con->generic.thesocket, "\r\n", 2, 0);
send(con->generic.thesocket, "NICK ", 5, 0);
send(con->generic.thesocket, con->ourusername, strlen(con->ourusername), 0);
send(con->generic.thesocket, "\r\n", 2, 0);
}
}
else
{
read = recv(con->generic.thesocket, con->incoming+con->income, sizeof(con->incoming)-1 - con->income, 0);
if (read < 0)
{
read = neterrno();
switch(read)
{
case NET_ECONNABORTED:
case NET_ECONNRESET:
closesocket(con->generic.thesocket);
con->generic.thesocket = INVALID_SOCKET;
break;
default:
break;
}
read = 0;//return false;
}
else if (read == 0) //they disconnected.
{
closesocket(con->generic.thesocket);
con->generic.thesocket = INVALID_SOCKET;
}
con->income += read;
con->incoming[con->income] = 0;
}
start = con->incoming;
end = start+con->income;
while (start < end)
{
endl = NULL;
for (s = start; s < end; s++)
{
if (*s == '\n')
{
endl = s;
break;
}
}
if (endl == NULL)
//not got a complete command.
break;
s = start;
while(*s == ' ')
s++;
if (*s == ':')
{
s++;
from = s;
while(s<endl && *s != ' ' && *s != '\n')
{
s++;
}
fromlen = s - from;
}
else
{
from = NULL;
fromlen = 0;
}
while(*s == ' ')
s++;
if (!strncmp(s, "PRIVMSG ", 8))
{
unsigned char *dest;
s+=8;
while(*s == ' ')
s++;
//cap the length
if (fromlen > sizeof(net_from.address.irc.user)-1)
fromlen = sizeof(net_from.address.irc.user)-1;
for (code = 0; code < fromlen; code++)
if (from[code] == '!')
{
fromlen = code;
break;
}
net_from.type = NA_IRC;
memcpy(net_from.address.irc.user, from, fromlen);
net_from.address.irc.user[fromlen] = 0;
dest = s;
//discard the destination name
while(s<endl && *s != ' ' && *s != '\n')
{
s++;
}
if (s-dest >= sizeof(net_from.address.irc.channel))
{ //no space, just pretend it was direct.
net_from.address.irc.channel[0] = 0;
}
else
{
memcpy(net_from.address.irc.channel, dest, s-dest);
net_from.address.irc.channel[s-dest] = 0;
if (!strcmp(net_from.address.irc.channel, con->ourusername))
{ //this was aimed at us. clear the channel.
net_from.address.irc.channel[0] = 0;
}
}
while(*s == ' ')
s++;
if (*s == ':')
{
s++;
if (*s == '!')
{
s++;
/*interpret as a connectionless packet*/
net_message.cursize = 4 + endl - s;
if (net_message.cursize >= sizeof(net_message_buffer) )
{
Con_TPrintf ("Warning: Oversize packet from %s\n", NET_AdrToString (adr, sizeof(adr), &net_from));
break;
}
*(unsigned int*)net_message_buffer = ~0;
memcpy(net_message_buffer+4, s, net_message.cursize);
net_message.packing = SZ_RAWBYTES;
net_message.currentbit = 0;
//clean up the incoming data
memmove(con->incoming, start, end - (endl+1));
con->income = end - (endl+1);
con->incoming[con->income] = 0;
return true;
}
if (*s == '$')
{
unsigned char *nstart = s;
while (*s != '\r' && *s != '\n' && *s != '#' && *s != ' ' && *s != ':')
s++;
if (*s == '#')
{
if (strncmp(nstart, con->ourusername, strlen(con->ourusername)) || strlen(con->ourusername) != s - nstart)
while(*s == '#')
s++;
}
}
if (*s == '#')
{
ftenet_ircconnect_stream_t *st;
int psize;
for (st = con->streams; st; st = st->next)
{
if (!strncmp(st->remoteaddr.address.irc.user, from, fromlen) && st->remoteaddr.address.irc.user[fromlen] == 0)
break;
}
if (!st)
{
st = Z_Malloc(sizeof(*st));
st->remoteaddr = net_from;
st->next = con->streams;
con->streams = st;
}
//skip over the hash
s++;
psize = 0;
if (*s >= 'a' && *s <= 'f')
psize += *s - 'a' + 10;
else if (*s >= '0' && *s <= '9')
psize += *s - '0';
s++;
psize*=16;
if (*s >= 'a' && *s <= 'f')
psize += *s - 'a' + 10;
else if (*s >= '0' && *s <= '9')
psize += *s - '0';
s++;
psize*=16;
if (*s >= 'a' && *s <= 'f')
psize += *s - 'a' + 10;
else if (*s >= '0' && *s <= '9')
psize += *s - '0';
s++;
while (s < endl && st->inlen < sizeof(st->inbuffer))
{
switch (*s)
{
//handle markup
case '\\':
s++;
if (s < endl)
{
switch(*s)
{
case '\\':
st->inbuffer[st->inlen++] = *s;
break;
case 'n':
st->inbuffer[st->inlen++] = '\n';
break;
case 'r':
st->inbuffer[st->inlen++] = '\r';
break;
case '0':
st->inbuffer[st->inlen++] = 0;
break;
default:
st->inbuffer[st->inlen++] = '?';
break;
}
}
break;
//ignore these
case '\n':
case '\r':
case '\0': //this one doesn't have to be ignored.
break;
//handle normal char
default:
st->inbuffer[st->inlen++] = *s;
break;
}
s++;
}
if (st->inlen > psize || psize >= sizeof(net_message_buffer) )
{
st->inlen = 0;
Con_Printf ("Corrupt packet from %s\n", NET_AdrToString (adr, sizeof(adr), &net_from));
}
else if (st->inlen == psize)
{
/*interpret as a connectionless packet*/
net_message.cursize = st->inlen;
if (net_message.cursize >= sizeof(net_message_buffer) )
{
Con_TPrintf ("Warning: Oversize packet from %s\n", NET_AdrToString (adr, sizeof(adr), &net_from));
break;
}
memcpy(net_message_buffer, st->inbuffer, net_message.cursize);
net_message.packing = SZ_RAWBYTES;
net_message.currentbit = 0;
st->inlen = 0;
//clean up the incoming data
memmove(con->incoming, start, end - (endl+1));
con->income = end - (endl+1);
con->incoming[con->income] = 0;
return true;
}
}
}
}
else if (!strncmp(s, "PING ", 5))
{
send(con->generic.thesocket, "PONG ", 5, 0);
send(con->generic.thesocket, s+5, endl - s - 5, 0);
send(con->generic.thesocket, "\r\n", 2, 0);
}
else
{
code = strtoul(s, (char **)&s, 10);
switch (code)
{
case 1:
{
if (con->ircserver.address.irc.channel)
{
send(con->generic.thesocket, "JOIN ", 5, 0);
send(con->generic.thesocket, con->ircserver.address.irc.channel, strlen(con->ircserver.address.irc.channel), 0);
send(con->generic.thesocket, "\r\n", 2, 0);
}
}
break;
case 433:
//nick already in use
send(con->generic.thesocket, "NICK ", 5, 0);
{
cvar_t *ircnick2 = Cvar_Get("ircnick2", "YIBBLE", 0, "IRC Connect");
Q_strncpyz(con->ourusername, ircnick2->string, sizeof(con->ourusername));
send(con->generic.thesocket, con->ourusername, strlen(con->ourusername), 0);
}
send(con->generic.thesocket, "\r\n", 2, 0);
break;
case 0:
//non-numerical event.
break;
}
}
while(*s == ' ')
s++;
start = s = endl+1;
}
memmove(con->incoming, start, end - start);
con->income = end - start;
con->incoming[con->income] = 0;
if (con->generic.thesocket == INVALID_SOCKET)
con->income = 0;
return false;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean FTENET_IRCConnect_SendPacket(ftenet_generic_connection_t *gcon, int length, const void *data, netadr_t *to)
{
ftenet_ircconnect_connection_t *con = (ftenet_ircconnect_connection_t*)gcon;
unsigned char *buffer;
unsigned char *lenofs;
int packed;
int fulllen = length;
int newoutcount;
for (packed = 0; packed < FTENET_ADDRTYPES; packed++)
if (to->type == con->generic.addrtype[packed])
break;
if (packed == FTENET_ADDRTYPES)
return false;
packed = 0;
if (con->generic.thesocket == INVALID_SOCKET)
return true;
/*
if (*(unsigned int *)data == ~0 && !strchr(data, '\n') && !strchr(data, '\r') && strlen(data) == length)
{
if (send(con->generic.thesocket, va("PRIVMSG %s :!", to.address.irc.user), 15, 0) != 15)
Con_Printf("bad send\n");
else if (send(con->generic.thesocket, (char*)data+4, length - 4, 0) != length-4)
Con_Printf("bad send\n");
else if (send(con->generic.thesocket, "\r\n", 2, 0) != 2)
Con_Printf("bad send\n");
return true;
}
*/
newoutcount = con->outbufcount;
if (!con->outbufcount)
while(length)
{
buffer = con->outbuf + newoutcount;
if (*to->address.irc.channel)
{
int unamelen;
int chanlen;
unamelen = strlen(to->address.irc.user);
chanlen = strlen(to->address.irc.channel);
packed = 8+chanlen+3+unamelen+1 + 3;
if (packed+1 + newoutcount > sizeof(con->outbuf))
break;
memcpy(buffer, "PRIVMSG ", 8);
memcpy(buffer+8, to->address.irc.channel, chanlen);
memcpy(buffer+8+chanlen, " :$", 3);
memcpy(buffer+8+chanlen+3, to->address.irc.user, unamelen);
memcpy(buffer+8+chanlen+3+unamelen, "#", 1);
lenofs = buffer+8+chanlen+3+unamelen+1;
sprintf(lenofs, "%03x", fulllen);
}
else
{
int unamelen;
unamelen = strlen(to->address.irc.user);
packed = 8 + unamelen + 3 + 3;
if (packed+1 + newoutcount > sizeof(con->outbuf))
break;
memcpy(buffer, "PRIVMSG ", 8);
memcpy(buffer+8, to->address.irc.user, unamelen);
memcpy(buffer+8+unamelen, " :#", 3);
lenofs = buffer+8+unamelen+3;
sprintf(lenofs, "%03x", fulllen);
}
while(length && packed < 400 && packed+newoutcount < sizeof(con->outbuf)-2) //make sure there's always space
{
switch(*(unsigned char*)data)
{
case '\\':
buffer[packed++] = '\\';
buffer[packed++] = '\\';
break;
case '\n':
buffer[packed++] = '\\';
buffer[packed++] = 'n';
break;
case '\r':
buffer[packed++] = '\\';
buffer[packed++] = 'r';
break;
case '\0':
buffer[packed++] = '\\';
buffer[packed++] = '0';
break;
default:
buffer[packed++] = *(unsigned char*)data;
break;
}
length--;
data = (char*)data + 1;
}
buffer[packed++] = '\r';
buffer[packed++] = '\n';
newoutcount += packed;
packed = 0;
}
if (!length)
{
//only if we flushed all
con->outbufcount = newoutcount;
}
//try and flush it
length = send(con->generic.thesocket, con->outbuf, con->outbufcount, 0);
if (length > 0)
{
memmove(con->outbuf, con->outbuf+length, con->outbufcount-length);
con->outbufcount -= length;
}
return true;
}
void FTENET_IRCConnect_Close(ftenet_generic_connection_t *gcon)
{
ftenet_ircconnect_connection_t *con = (ftenet_ircconnect_connection_t *)gcon;
ftenet_ircconnect_stream_t *st;
while(con->streams)
{
st = con->streams;
con->streams = st->next;
Z_Free(st);
}
FTENET_Generic_Close(gcon);
}
struct ftenet_generic_connection_s *FTENET_IRCConnect_EstablishConnection(qboolean isserver, const char *address)
{
//this is written to support either ipv4 or ipv6, depending on the remote addr.
ftenet_ircconnect_connection_t *newcon;
netadr_t adr;
if (!NET_StringToAdr(address, 6667, &adr))
return NULL; //couldn't resolve the name
newcon = Z_Malloc(sizeof(*newcon));
if (newcon)
{
newcon->generic.GetPacket = FTENET_IRCConnect_GetPacket;
newcon->generic.SendPacket = FTENET_IRCConnect_SendPacket;
newcon->generic.Close = FTENET_IRCConnect_Close;
newcon->generic.islisten = isserver;
newcon->generic.addrtype[0] = NA_IRC;
newcon->generic.addrtype[1] = NA_INVALID;
newcon->generic.thesocket = INVALID_SOCKET;
newcon->ircserver = adr;
return &newcon->generic;
}
else
{
return NULL;
}
}
#endif
#ifdef FTE_TARGET_WEB
#include "web/ftejslib.h"
typedef struct
{
ftenet_generic_connection_t generic;
int sock;
netadr_t remoteadr;
qboolean failed;
} ftenet_websocket_connection_t;
static void FTENET_WebSocket_Close(ftenet_generic_connection_t *gcon)
{
ftenet_websocket_connection_t *wsc = (void*)gcon;
emscriptenfte_ws_close(wsc->sock);
}
static qboolean FTENET_WebSocket_GetPacket(ftenet_generic_connection_t *gcon)
{
ftenet_websocket_connection_t *wsc = (void*)gcon;
net_message.cursize = emscriptenfte_ws_recv(wsc->sock, net_message_buffer, sizeof(net_message_buffer));
if (net_message.cursize > 0)
{
net_from = wsc->remoteadr;
return true;
}
net_message.cursize = 0;//just incase
return false;
}
static qboolean FTENET_WebSocket_SendPacket(ftenet_generic_connection_t *gcon, int length, const void *data, netadr_t *to)
{
ftenet_websocket_connection_t *wsc = (void*)gcon;
if (NET_CompareAdr(to, &wsc->remoteadr))
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (emscriptenfte_ws_send(wsc->sock, data, length) < 0)
return false;
return true;
}
return false;
}
static ftenet_generic_connection_t *FTENET_WebSocket_EstablishConnection(qboolean isserver, const char *address)
{
ftenet_websocket_connection_t *newcon;
netadr_t adr;
int newsocket;
if (isserver)
{
return NULL;
}
if (!NET_StringToAdr(address, 80, &adr))
return NULL; //couldn't resolve the name
newsocket = emscriptenfte_ws_connect(address);
if (newsocket < 0)
return NULL;
newcon = Z_Malloc(sizeof(*newcon));
if (newcon)
{
Q_strncpyz(newcon->generic.name, "WebSocket", sizeof(newcon->generic.name));
newcon->generic.GetPacket = FTENET_WebSocket_GetPacket;
newcon->generic.SendPacket = FTENET_WebSocket_SendPacket;
newcon->generic.Close = FTENET_WebSocket_Close;
newcon->generic.islisten = isserver;
newcon->generic.addrtype[0] = NA_WEBSOCKET;
newcon->generic.addrtype[1] = NA_INVALID;
newcon->generic.thesocket = INVALID_SOCKET;
newcon->sock = newsocket;
newcon->remoteadr = adr;
return &newcon->generic;
}
return NULL;
}
#endif
#ifdef NACL
#include <ppapi/c/pp_errors.h>
#include <ppapi/c/pp_resource.h>
#include <ppapi/c/ppb_core.h>
#include <ppapi/c/ppb_websocket.h>
#include <ppapi/c/ppb_var.h>
#include <ppapi/c/ppb_var_array_buffer.h>
#include <ppapi/c/ppb_instance.h>
extern PPB_Core *ppb_core;
extern PPB_WebSocket *ppb_websocket_interface;
extern PPB_Var *ppb_var_interface;
extern PPB_VarArrayBuffer *ppb_vararraybuffer_interface;
extern PP_Instance pp_instance;
typedef struct
{
ftenet_generic_connection_t generic;
PP_Resource sock;
netadr_t remoteadr;
struct PP_Var incomingpacket;
qboolean havepacket;
qboolean failed;
int showerror;
} ftenet_websocket_connection_t;
static void websocketgot(void *user_data, int32_t result)
{
ftenet_websocket_connection_t *wsc = user_data;
if (result == PP_OK)
{
wsc->havepacket = true;
}
else
{
Sys_Printf("%s: %i\n", __func__, result);
wsc->failed = true;
wsc->showerror = result;
}
}
static void websocketconnected(void *user_data, int32_t result)
{
ftenet_websocket_connection_t *wsc = user_data;
if (result == PP_OK)
{
int res;
//we got a successful connection, enable reception.
struct PP_CompletionCallback ccb = {websocketgot, wsc, PP_COMPLETIONCALLBACK_FLAG_OPTIONAL};
res = ppb_websocket_interface->ReceiveMessage(wsc->sock, &wsc->incomingpacket, ccb);
if (res != PP_OK_COMPLETIONPENDING)
websocketgot(wsc, res);
}
else
{
Sys_Printf("%s: %i\n", __func__, result);
//some sort of error connecting, make it timeout now
wsc->failed = true;
wsc->showerror = result;
}
}
static void websocketclosed(void *user_data, int32_t result)
{
ftenet_websocket_connection_t *wsc = user_data;
if (wsc->havepacket)
{
wsc->havepacket = false;
ppb_var_interface->Release(wsc->incomingpacket);
}
ppb_core->ReleaseResource(wsc->sock);
// Z_Free(wsc);
}
static void FTENET_NaClWebSocket_Close(ftenet_generic_connection_t *gcon)
{
int res;
/*meant to free the memory too, in this case we get the callback to do it*/
ftenet_websocket_connection_t *wsc = (void*)gcon;
struct PP_CompletionCallback ccb = {websocketclosed, wsc, PP_COMPLETIONCALLBACK_FLAG_NONE};
ppb_websocket_interface->Close(wsc->sock, PP_WEBSOCKETSTATUSCODE_NORMAL_CLOSURE, PP_MakeUndefined(), ccb);
}
static qboolean FTENET_NaClWebSocket_GetPacket(ftenet_generic_connection_t *gcon)
{
ftenet_websocket_connection_t *wsc = (void*)gcon;
int res;
int len = 0;
if (wsc->havepacket)
{
if (wsc->incomingpacket.type == PP_VARTYPE_ARRAY_BUFFER)
{
uint32_t length;
void *buf = ppb_vararraybuffer_interface->Map(wsc->incomingpacket);
if (buf && ppb_vararraybuffer_interface->ByteLength(wsc->incomingpacket, &length))
{
net_message.cursize = length;
memcpy(net_message_buffer, buf, length);
ppb_vararraybuffer_interface->Unmap(wsc->incomingpacket);
}
else
net_message.cursize = 0;
}
else
{
unsigned char *utf8 = (unsigned char *)ppb_var_interface->VarToUtf8(wsc->incomingpacket, &len);
unsigned char *out = (unsigned char *)net_message_buffer;
while(len && out < net_message_buffer + sizeof(net_message_buffer))
{
if ((*utf8 & 0xe0)==0xc0 && len > 1)
{
*out = ((utf8[0] & 0x1f)<<6) | ((utf8[1] & 0x3f)<<0);
utf8+=2;
len -= 2;
}
else if (*utf8 & 0x80)
{
*out = '?';
utf8++;
len -= 1;
}
else
{
*out = utf8[0];
utf8++;
len -= 1;
}
out++;
}
net_message.cursize = out - net_message_buffer;
}
memcpy(&net_from, &wsc->remoteadr, sizeof(net_from));
wsc->havepacket = false;
ppb_var_interface->Release(wsc->incomingpacket);
if (!wsc->failed)
{
//get the next one
struct PP_CompletionCallback ccb = {websocketgot, wsc, PP_COMPLETIONCALLBACK_FLAG_OPTIONAL};
res = ppb_websocket_interface->ReceiveMessage(wsc->sock, &wsc->incomingpacket, ccb);
if (res != PP_OK_COMPLETIONPENDING)
websocketgot(wsc, res);
}
if (len)
{
char adr[64];
Con_TPrintf ("Warning: Oversize packet from %s\n", NET_AdrToString (adr, sizeof(adr), &net_from));
return false;
}
return true;
}
if (wsc->showerror != PP_OK)
{
switch(wsc->showerror)
{
case PP_ERROR_FAILED:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_FAILED\n");
break;
case PP_ERROR_ABORTED:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_ABORTED\n");
break;
case PP_ERROR_NOTSUPPORTED:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_NOTSUPPORTED\n");
break;
case PP_ERROR_CONNECTION_CLOSED:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_CONNECTION_CLOSED\n");
break;
case PP_ERROR_CONNECTION_RESET:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_CONNECTION_RESET\n");
break;
case PP_ERROR_CONNECTION_REFUSED:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_CONNECTION_REFUSED\n");
break;
case PP_ERROR_CONNECTION_ABORTED:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_CONNECTION_ABORTED\n");
break;
case PP_ERROR_CONNECTION_FAILED:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_CONNECTION_FAILED\n");
break;
case PP_ERROR_CONNECTION_TIMEDOUT:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_CONNECTION_TIMEDOUT\n");
break;
case PP_ERROR_ADDRESS_INVALID:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_ADDRESS_INVALID\n");
break;
case PP_ERROR_ADDRESS_UNREACHABLE:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_ADDRESS_UNREACHABLE\n");
break;
case PP_ERROR_ADDRESS_IN_USE:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: PP_ERROR_ADDRESS_IN_USE\n");
break;
default:
Con_TPrintf ("FTENET_NaClWebSocket_GetPacket: error %i\n", wsc->showerror);
break;
}
wsc->showerror = PP_OK;
}
return false;
}
static qboolean FTENET_NaClWebSocket_SendPacket(ftenet_generic_connection_t *gcon, int length, void *data, netadr_t *to)
{
ftenet_websocket_connection_t *wsc = (void*)gcon;
int res;
if (wsc->failed)
return false;
#if 0
struct PP_Var str = ppb_vararraybuffer_interface->Create(length);
void *out = ppb_vararraybuffer_interface->Map(wsc->incomingpacket);
if (!out)
return false;
memcpy(out, data, length);
ppb_vararraybuffer_interface->Unmap(wsc->incomingpacket);
#else
int outchars = 0;
unsigned char outdata[length*2+1];
unsigned char *out=outdata, *in=data;
while(length-->0)
{
if (!*in)
{
//sends 256 instead of 0
*out++ = 0xc0 | (0x100 >> 6);
*out++ = 0x80 | (0x100 & 0x3f);
}
else if (*in >= 0x80)
{
*out++ = 0xc0 | (*in >> 6);
*out++ = 0x80 | (*in & 0x3f);
}
else
*out++ = *in;
in++;
outchars++;
}
*out = 0;
struct PP_Var str = ppb_var_interface->VarFromUtf8(outdata, out - outdata);
#endif
res = ppb_websocket_interface->SendMessage(wsc->sock, str);
// Sys_Printf("FTENET_WebSocket_SendPacket: result %i\n", res);
ppb_var_interface->Release(str);
return true;
}
/*nacl websockets implementation...*/
static ftenet_generic_connection_t *FTENET_WebSocket_EstablishConnection(qboolean isserver, const char *address)
{
ftenet_websocket_connection_t *newcon;
netadr_t adr;
PP_Resource newsocket;
if (isserver || !ppb_websocket_interface)
{
return NULL;
}
if (!NET_StringToAdr(address, 80, &adr))
return NULL; //couldn't resolve the name
newcon = Z_Malloc(sizeof(*newcon));
if (newcon)
{
struct PP_CompletionCallback ccb = {websocketconnected, newcon, PP_COMPLETIONCALLBACK_FLAG_NONE};
newsocket = ppb_websocket_interface->Create(pp_instance);
struct PP_Var str = ppb_var_interface->VarFromUtf8(adr.address.websocketurl, strlen(adr.address.websocketurl));
ppb_websocket_interface->Connect(newsocket, str, NULL, 0, ccb);
ppb_var_interface->Release(str);
Q_strncpyz(newcon->generic.name, "WebSocket", sizeof(newcon->generic.name));
newcon->generic.GetPacket = FTENET_NaClWebSocket_GetPacket;
newcon->generic.SendPacket = FTENET_NaClWebSocket_SendPacket;
newcon->generic.Close = FTENET_NaClWebSocket_Close;
newcon->generic.islisten = isserver;
newcon->generic.addrtype[0] = NA_WEBSOCKET;
newcon->generic.addrtype[1] = NA_INVALID;
newcon->generic.thesocket = INVALID_SOCKET;
newcon->sock = newsocket;
newcon->remoteadr = adr;
return &newcon->generic;
}
return NULL;
}
#endif
qboolean NET_GetRates(ftenet_connections_t *collection, float *pi, float *po, float *bi, float *bo)
{
if (!collection)
return false;
*pi = collection->packetsinrate;
*po = collection->packetsoutrate;
*bi = collection->bytesinrate;
*bo = collection->bytesoutrate;
return true;
}
/*firstsock is a cookie*/
int NET_GetPacket (netsrc_t netsrc, int firstsock)
{
ftenet_connections_t *collection;
unsigned int ctime;
if (netsrc == NS_SERVER)
{
#ifdef CLIENTONLY
Sys_Error("NET_GetPacket: Bad netsrc");
collection = NULL;
#else
collection = svs.sockets;
#endif
}
else
{
#ifdef SERVERONLY
Sys_Error("NET_GetPacket: Bad netsrc");
collection = NULL;
#else
collection = cls.sockets;
#endif
}
if (!collection)
return -1;
while (firstsock < MAX_CONNECTIONS)
{
if (!collection->conn[firstsock])
break;
if (collection->conn[firstsock]->GetPacket(collection->conn[firstsock]))
{
if (net_fakeloss.value)
{
if (frandom () < net_fakeloss.value)
continue;
}
collection->bytesin += net_message.cursize;
collection->packetsin += 1;
net_from.connum = firstsock+1;
return firstsock;
}
firstsock += 1;
}
ctime = Sys_Milliseconds();
if ((ctime - collection->timemark) > 1000)
{
float secs = (ctime - collection->timemark) / 1000.0f;
collection->packetsinrate = collection->packetsin * secs;
collection->packetsoutrate = collection->packetsout * secs;
collection->bytesinrate = collection->bytesin * secs;
collection->bytesoutrate = collection->bytesout * secs;
collection->packetsin = 0;
collection->packetsout = 0;
collection->bytesin = 0;
collection->bytesout = 0;
collection->timemark = ctime;
}
return -1;
}
int NET_LocalAddressForRemote(ftenet_connections_t *collection, netadr_t *remote, netadr_t *local, int idx)
{
int adrflags;
if (!remote->connum)
return 0;
if (!collection->conn[remote->connum-1])
return 0;
if (!collection->conn[remote->connum-1]->GetLocalAddresses)
return 0;
return collection->conn[remote->connum-1]->GetLocalAddresses(collection->conn[remote->connum-1], &adrflags, local, 1);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean NET_SendPacket (netsrc_t netsrc, int length, const void *data, netadr_t *to)
{
// char buffer[64];
ftenet_connections_t *collection;
int i;
if (netsrc == NS_SERVER)
{
#ifdef CLIENTONLY
Sys_Error("NET_GetPacket: Bad netsrc");
return false;
#else
collection = svs.sockets;
#endif
}
else
{
#ifdef SERVERONLY
Sys_Error("NET_GetPacket: Bad netsrc");
return false;
#else
collection = cls.sockets;
#endif
}
if (!collection)
return false;
if (net_fakeloss.value)
{
if (frandom () < net_fakeloss.value)
{
collection->bytesout += length;
collection->packetsout += 1;
return true;
}
}
if (to->connum)
{
if (collection->conn[to->connum-1])
if (collection->conn[to->connum-1]->SendPacket(collection->conn[to->connum-1], length, data, to))
{
collection->bytesout += length;
collection->packetsout += 1;
return true;
}
}
for (i = 0; i < MAX_CONNECTIONS; i++)
{
if (!collection->conn[i])
continue;
if (collection->conn[i]->SendPacket(collection->conn[i], length, data, to))
{
collection->bytesout += length;
collection->packetsout += 1;
return true;
}
}
// Con_Printf("No route to %s - try reconnecting\n", NET_AdrToString(buffer, sizeof(buffer), to));
return false;
}
qboolean NET_EnsureRoute(ftenet_connections_t *collection, char *routename, char *host, qboolean islisten)
{
netadr_t adr;
NET_StringToAdr(host, 0, &adr);
switch(adr.type)
{
case NA_WEBSOCKET:
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
case NA_TLSV4:
case NA_TLSV6:
case NA_TCP:
case NA_TCPV6:
case NA_IRC:
if (!FTENET_AddToCollection(collection, routename, host, adr.type, islisten))
return false;
Con_Printf("Establishing connection to %s\n", host);
break;
default:
//not recognised, or not needed
break;
}
return true;
}
int NET_EnumerateAddresses(ftenet_connections_t *collection, struct ftenet_generic_connection_s **con, int *adrflags, netadr_t *addresses, int maxaddresses)
{
unsigned int found = 0, c, i, j;
for (i = 0; i < MAX_CONNECTIONS; i++)
{
if (!collection->conn[i])
continue;
c = collection->conn[i]->GetLocalAddresses(collection->conn[i], adrflags, addresses, maxaddresses);
if (maxaddresses && !c)
{
*adrflags = 0;
addresses->type = NA_INVALID;
c = 1;
}
//fill in connection info
for (j = 0; j < c; j++)
{
con[j] = collection->conn[i];
addresses[j].connum = i+1;
}
con += c;
adrflags += c;
addresses += c;
maxaddresses -= c;
found += c;
}
return found;
}
enum addressscope_e NET_ClassifyAddress(netadr_t *adr, char **outdesc)
{
int scope = ASCOPE_NET;
char *desc = NULL;
if (adr->type == NA_LOOPBACK)
{
//we don't list 127.0.0.1 or ::1, so don't bother with this either. its not interesting.
scope = ASCOPE_PROCESS, desc = "internal";
}
else if (adr->type == NA_IPV6 || adr->type == NA_BROADCAST_IP6 || adr->type == NA_TCPV6 || adr->type == NA_TLSV6)
{
if ((*(int*)adr->address.ip6&BigLong(0xffc00000)) == BigLong(0xfe800000)) //fe80::/10
scope = ASCOPE_LAN, desc = "link-local";
else if ((*(int*)adr->address.ip6&BigLong(0xfe000000)) == BigLong(0xfc00000)) //fc::/7
scope = ASCOPE_LAN, desc = "ULA/private";
else if (*(int*)adr->address.ip6 == BigLong(0x20010000)) //2001::/32
scope = ASCOPE_NET, desc = "toredo";
else if ((*(int*)adr->address.ip6&BigLong(0xffff0000)) == BigLong(0x20020000)) //2002::/16
scope = ASCOPE_NET, desc = "6to4";
else if (memcmp(adr->address.ip6, "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\1", 16) == 0) //::1
scope = ASCOPE_HOST, desc = "localhost";
else if (memcmp(adr->address.ip6, "\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0", 16) == 0) //::
scope = ASCOPE_NET, desc = "any";
}
else if (adr->type == NA_IP || adr->type == NA_BROADCAST_IP || adr->type == NA_TCP || adr->type == NA_TLSV4)
{
if ((*(int*)adr->address.ip&BigLong(0xffff0000)) == BigLong(0xA9FE0000)) //169.254.x.x/16
scope = ASCOPE_LAN, desc = "link-local";
else if ((*(int*)adr->address.ip&BigLong(0xff000000)) == BigLong(0x0a000000)) //10.x.x.x/8
scope = ASCOPE_LAN, desc = "private";
else if ((*(int*)adr->address.ip&BigLong(0xff000000)) == BigLong(0x7f000000)) //127.x.x.x/8
scope = ASCOPE_HOST, desc = "localhost";
else if ((*(int*)adr->address.ip&BigLong(0xfff00000)) == BigLong(0xac100000)) //172.16.x.x/12
scope = ASCOPE_LAN, desc = "private";
else if ((*(int*)adr->address.ip&BigLong(0xffff0000)) == BigLong(0xc0a80000)) //192.168.x.x/16
scope = ASCOPE_LAN, desc = "private";
else if ((*(int*)adr->address.ip&BigLong(0xffc00000)) == BigLong(0x64400000)) //10.64.x.x/10
scope = ASCOPE_LAN, desc = "CGNAT";
else if (*(int*)adr->address.ip == BigLong(0x00000000)) //0.0.0.0/32
scope = ASCOPE_LAN, desc = "any";
}
if (outdesc)
*outdesc = desc;
return scope;
}
#define MAXADDRESSES 64
void NET_PrintAddresses(ftenet_connections_t *collection)
{
int i;
char adrbuf[MAX_ADR_SIZE];
int m;
netadr_t addr[64];
struct ftenet_generic_connection_s *con[sizeof(addr)/sizeof(addr[0])];
int flags[sizeof(addr)/sizeof(addr[0])];
qboolean warn = true;
if (!collection)
return;
m = NET_EnumerateAddresses(collection, con, flags, addr, sizeof(addr)/sizeof(addr[0]));
for (i = 0; i < m; i++)
{
if (addr[i].type != NA_INVALID)
{
char *scopes[] = {NULL, "local", "lan", "net"};
char *scope;
char *desc;
scope = scopes[NET_ClassifyAddress(&addr[i], &desc)];
if (scope)
{
warn = false;
if (desc)
Con_Printf("%s address (%s): %s (%s)\n", scope, con[i]->name, NET_AdrToString(adrbuf, sizeof(adrbuf), &addr[i]), desc);
else
Con_Printf("%s address (%s): %s\n", scope, con[i]->name, NET_AdrToString(adrbuf, sizeof(adrbuf), &addr[i]));
}
}
}
if (warn)
Con_Printf("net address: no addresses\n");
}
//=============================================================================
int TCP_OpenStream (netadr_t *remoteaddr)
{
#ifndef HAVE_TCP
return INVALID_SOCKET;
#else
unsigned long _true = true;
int newsocket;
int temp;
struct sockaddr_qstorage qs;
// struct sockaddr_qstorage loc;
int recvbufsize = (1<<19);//512kb
temp = NetadrToSockadr(remoteaddr, &qs);
if ((newsocket = socket (((struct sockaddr_in*)&qs)->sin_family, SOCK_STREAM, IPPROTO_TCP)) == INVALID_SOCKET)
return (int)INVALID_SOCKET;
setsockopt(newsocket, SOL_SOCKET, SO_RCVBUF, (void*)&recvbufsize, sizeof(recvbufsize));
if (ioctlsocket (newsocket, FIONBIO, &_true) == -1)
Sys_Error ("UDP_OpenSocket: ioctl FIONBIO: %s", strerror(neterrno()));
// memset(&loc, 0, sizeof(loc));
// ((struct sockaddr*)&loc)->sa_family = ((struct sockaddr*)&loc)->sa_family;
// bind(newsocket, (struct sockaddr *)&loc, ((struct sockaddr_in*)&qs)->sin_family == AF_INET?sizeof(struct sockaddr_in):sizeof(struct sockaddr_in6));
if (connect(newsocket, (struct sockaddr *)&qs, temp) == INVALID_SOCKET)
{
int err = neterrno();
if (err != NET_EWOULDBLOCK && err != NET_EINPROGRESS)
{
char buf[256];
NET_AdrToString(buf, sizeof(buf), remoteaddr);
if (err == NET_EADDRNOTAVAIL)
{
if (remoteaddr->port == 0 && (remoteaddr->type == NA_IP || remoteaddr->type == NA_IPV6))
Con_Printf ("TCP_OpenStream: no port specified (%s)\n", buf);
else
Con_Printf ("TCP_OpenStream: invalid address trying to connect to %s\n", buf);
}
else if (err == NET_EACCES)
Con_Printf ("TCP_OpenStream: access denied: check firewall (%s)\n", buf);
else
Con_Printf ("TCP_OpenStream: connect: error %i (%s)\n", err, buf);
closesocket(newsocket);
return (int)INVALID_SOCKET;
}
}
return newsocket;
#endif
}
/*int TCP_OpenListenSocket (const char *localip, int port)
{
#ifndef HAVE_TCP
return INVALID_SOCKET;
#else
int newsocket;
struct sockaddr_qstorage address;
int pf;
unsigned long _true = true;
int i;
int maxport = port + 100;
if (localip && *localip)
{
if (!NET_StringToSockaddr(localip, port, &address, &pf, &adrsize))
return INVALID_SOCKET;
}
else
{
adrsize = sizeof(struct sockaddr_in);
pf = ((struct sockaddr_in*)&address)->sin_family = AF_INET;
((struct sockaddr_in*)&address)->sin_port = htons(port);
//ZOID -- check for interface binding option
if ((i = COM_CheckParm("-ip")) != 0 && i < com_argc)
{
((struct sockaddr_in*)&address)->sin_addr.s_addr = inet_addr(com_argv[i+1]);
Con_TPrintf("Binding to IP Interface Address of %s\n",
inet_ntoa(address.sin_addr));
}
else
((struct sockaddr_in*)&address)->sin_addr.s_addr = INADDR_ANY;
}
if ((newsocket = socket (pf, SOCK_STREAM, IPPROTO_TCP)) == INVALID_SOCKET)
return INVALID_SOCKET;
if (ioctlsocket (newsocket, FIONBIO, &_true) == -1)
Sys_Error ("TCP_OpenListenSocket: ioctl FIONBIO: %s", strerror(qerrno));
for(;;)
{
if (port == PORT_ANY)
address.sin_port = 0;
else
address.sin_port = htons((short)port);
if( bind (newsocket, (void *)&address, sizeof(address)) == -1)
{
if (!port)
{
Con_Printf("Cannot bind tcp socket\n");
closesocket(newsocket);
return INVALID_SOCKET;
}
port++;
if (port > maxport)
{
Con_Printf("Cannot bind tcp socket\n");
closesocket(newsocket);
return INVALID_SOCKET;
}
}
else
break;
}
if (listen(newsocket, 1) == INVALID_SOCKET)
{
Con_Printf("Cannot listen on tcp socket\n");
closesocket(newsocket);
return INVALID_SOCKET;
}
return newsocket;
#endif
}
*/
#if defined(SV_MASTER) || defined(CL_MASTER)
int UDP_OpenSocket (int port, qboolean bcast)
{
SOCKET newsocket;
struct sockaddr_in address;
unsigned long _true = true;
int i;
int maxport = port + 100;
if ((newsocket = socket (PF_INET, SOCK_DGRAM, IPPROTO_UDP)) == INVALID_SOCKET)
return (int)INVALID_SOCKET;
if (ioctlsocket (newsocket, FIONBIO, &_true) == -1)
Sys_Error ("UDP_OpenSocket: ioctl FIONBIO: %s", strerror(neterrno()));
if (bcast)
{
_true = true;
if (setsockopt(newsocket, SOL_SOCKET, SO_BROADCAST, (char *)&_true, sizeof(_true)) == -1)
{
Con_Printf("Cannot create broadcast socket\n");
return (int)INVALID_SOCKET;
}
}
address.sin_family = AF_INET;
//ZOID -- check for interface binding option
if ((i = COM_CheckParm("-ip")) != 0 && i < com_argc) {
address.sin_addr.s_addr = inet_addr(com_argv[i+1]);
Con_TPrintf("Binding to IP Interface Address of %s\n",
inet_ntoa(address.sin_addr));
} else
address.sin_addr.s_addr = INADDR_ANY;
for(;;)
{
if (port == PORT_ANY)
address.sin_port = 0;
else
address.sin_port = htons((short)port);
if( bind (newsocket, (void *)&address, sizeof(address)) == -1)
{
if (!port)
Sys_Error ("UDP_OpenSocket: bind: %s", strerror(neterrno()));
port++;
if (port > maxport)
Sys_Error ("UDP_OpenSocket: bind: %s", strerror(neterrno()));
}
else
break;
}
return newsocket;
}
#ifdef IPPROTO_IPV6
int UDP6_OpenSocket (int port, qboolean bcast)
{
int err;
SOCKET newsocket;
struct sockaddr_in6 address;
unsigned long _true = true;
// int i;
int maxport = port + 100;
memset(&address, 0, sizeof(address));
if ((newsocket = socket (PF_INET6, SOCK_DGRAM, 0)) == INVALID_SOCKET)
{
Con_Printf("IPV6 is not supported: %s\n", strerror(neterrno()));
return (int)INVALID_SOCKET;
}
if (ioctlsocket (newsocket, FIONBIO, &_true) == -1)
Sys_Error ("UDP_OpenSocket: ioctl FIONBIO: %s", strerror(neterrno()));
if (bcast)
{
// address.sin6_addr
// _true = true;
// if (setsockopt(newsocket, SOL_SOCKET, IP_ADD_MEMBERSHIP, (char *)&_true, sizeof(_true)) == -1)
// {
// Con_Printf("Cannot create broadcast socket\n");
// closesocket(newsocket);
// return (int)INVALID_SOCKET;
// }
}
#ifdef IPV6_V6ONLY
setsockopt(newsocket, IPPROTO_IPV6, IPV6_V6ONLY, (char *)&_true, sizeof(_true));
#endif
address.sin6_family = AF_INET6;
//ZOID -- check for interface binding option
// if ((i = COM_CheckParm("-ip6")) != 0 && i < com_argc) {
// address.sin6_addr = inet_addr(com_argv[i+1]);
/// Con_TPrintf("Binding to IP Interface Address of %s\n",
// inet_ntoa(address.sin6_addr));
// } else
memset(&address.sin6_addr, 0, sizeof(struct in6_addr));
for(;;)
{
if (port == PORT_ANY)
address.sin6_port = 0;
else
address.sin6_port = htons((short)port);
if( bind (newsocket, (void *)&address, sizeof(address)) == -1)
{
if (!port)
{
err = neterrno();
Con_Printf ("UDP6_OpenSocket: bind: (%i) %s", err, strerror(err));
closesocket(newsocket);
return (int)INVALID_SOCKET;
}
port++;
if (port > maxport)
{
err = neterrno();
Con_Printf ("UDP6_OpenSocket: bind: (%i) %s", err, strerror(err));
closesocket(newsocket);
return (int)INVALID_SOCKET;
}
}
else
break;
}
return newsocket;
}
#endif
void UDP_CloseSocket (int socket)
{
closesocket(socket);
}
int IPX_OpenSocket (int port, qboolean bcast)
{
#ifndef USEIPX
return 0;
#else
SOCKET newsocket;
struct sockaddr_ipx address;
u_long _true = 1;
if ((newsocket = socket (PF_IPX, SOCK_DGRAM, NSPROTO_IPX)) == INVALID_SOCKET)
{
int e = neterrno();
if (e != NET_EAFNOSUPPORT)
Con_Printf ("WARNING: IPX_Socket: socket: %i\n", e);
return INVALID_SOCKET;
}
// make it non-blocking
if (ioctlsocket (newsocket, FIONBIO, &_true) == -1)
{
Con_Printf ("WARNING: IPX_Socket: ioctl FIONBIO: %i\n", neterrno());
return INVALID_SOCKET;
}
if (bcast)
{
// make it broadcast capable
if (setsockopt(newsocket, SOL_SOCKET, SO_BROADCAST, (char *)&_true, sizeof(_true)) == -1)
{
Con_Printf ("WARNING: IPX_Socket: setsockopt SO_BROADCAST: %i\n", neterrno());
return INVALID_SOCKET;
}
}
address.sa_family = AF_IPX;
memset (address.sa_netnum, 0, 4);
memset (address.sa_nodenum, 0, 6);
if (port == PORT_ANY)
address.sa_socket = 0;
else
address.sa_socket = htons((short)port);
if( bind (newsocket, (void *)&address, sizeof(address)) == -1)
{
Con_Printf ("WARNING: IPX_Socket: bind: %i\n", neterrno());
closesocket (newsocket);
return INVALID_SOCKET;
}
return newsocket;
#endif
}
void IPX_CloseSocket (int socket)
{
#ifdef USEIPX
closesocket(socket);
#endif
}
#endif
// sleeps msec or until net socket is ready
//stdin can sometimes be a socket. As a result,
//we give the option to select it for nice console imput with timeouts.
#ifndef CLIENTONLY
qboolean NET_Sleep(float seconds, qboolean stdinissocket)
{
#ifdef HAVE_PACKET
struct timeval timeout;
fd_set fdset;
qintptr_t maxfd = -1;
int con, sock;
unsigned int usec;
FD_ZERO(&fdset);
if (stdinissocket)
{
sock = 0; //stdin tends to be socket/filehandle 0 in unix
FD_SET(sock, &fdset);
maxfd = sock;
}
if (svs.sockets)
for (con = 0; con < MAX_CONNECTIONS; con++)
{
if (!svs.sockets->conn[con])
continue;
if (svs.sockets->conn[con]->SetReceiveFDSet)
{
sock = svs.sockets->conn[con]->SetReceiveFDSet(svs.sockets->conn[con], &fdset);
if (sock > maxfd)
maxfd = sock;
}
else
{
sock = svs.sockets->conn[con]->thesocket;
if (sock != INVALID_SOCKET)
{
FD_SET(sock, &fdset); // network socket
if (sock > maxfd)
maxfd = sock;
}
}
}
if (seconds > 4000) //realy? oh well.
seconds = 4000;
usec = seconds*1000*1000;
usec += 1000; //slight extra delay, to ensure we don't wake up with nothing to do.
timeout.tv_sec = usec/(1000*1000);
timeout.tv_usec = usec;
if (maxfd == -1)
Sys_Sleep(seconds);
else
select(maxfd+1, &fdset, NULL, NULL, &timeout);
if (stdinissocket)
return FD_ISSET(0, &fdset);
#endif
return true;
}
#endif
//this function is used to determine the 'default' local address.
//this is used for compat with gamespy which insists on sending us a packet via that interface and not something more sensible like 127.0.0.1
//thus its only needed on windows and with ipv4.
void NET_GetLocalAddress (int socket, netadr_t *out)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#if defined(_WIN32) && defined(HAVE_PACKET)
char buff[512];
struct sockaddr_qstorage address;
int namelen;
netadr_t adr = {0};
qboolean notvalid = false;
strcpy(buff, "localhost");
gethostname(buff, 512);
buff[512-1] = 0;
if (!NET_StringToAdr (buff, 0, &adr)) //urm
NET_StringToAdr ("127.0.0.1", 0, &adr);
namelen = sizeof(address);
if (getsockname (socket, (struct sockaddr *)&address, &namelen) == -1)
{
notvalid = true;
NET_StringToSockaddr("0.0.0.0", 0, (struct sockaddr_qstorage *)&address, NULL, NULL);
// Sys_Error ("NET_Init: getsockname:", strerror(qerrno));
}
SockadrToNetadr(&address, out);
if (out->type == NA_IP)
{
if (!*(int*)out->address.ip) //socket was set to auto
{
if (adr.type == NA_IP)
*(int *)out->address.ip = *(int *)adr.address.ip; //change it to what the machine says it is, rather than the socket.
}
}
if (out->type == NA_IPV6)
{
if (!((int*)out->address.ip6)[0] &&
!((int*)out->address.ip6)[1] &&
!((short*)out->address.ip6)[4] &&
(!((short*)out->address.ip6)[5] || ((unsigned short*)out->address.ip6)[5]==0xffffu)
&& !((int*)out->address.ip6)[3]) //ipv6 any or ipv4-mapped any.
{
if (adr.type == NA_IP)
{
memset(out->address.ip6, 0, sizeof(out->address.ip6));
((short *)out->address.ip6)[5] = 0xffff;
((int *)out->address.ip6)[3] = *(int *)adr.address.ip;
}
else if (adr.type == NA_IPV6)
memcpy(out->address.ip6, adr.address.ip6, sizeof(out->address.ip6));
}
}
if (!notvalid)
{
// char adrbuf[MAX_ADR_SIZE];
// Con_TPrintf("Client IP address %s\n", NET_AdrToString (adrbuf, sizeof(adrbuf), out) );
return;
}
// Con_Printf("Couldn't detect local ip\n");
#endif
out->type = NA_INVALID;
}
#ifndef CLIENTONLY
void SVNET_AddPort_f(void)
{
char *s = Cmd_Argv(1);
char *conname = Cmd_Argv(2);
if (!*s && !*conname)
{
Con_Printf("Active Server ports:\n");
NET_PrintAddresses(svs.sockets);
Con_Printf("end of list\n");
return;
}
if (!*conname)
conname = NULL;
//just in case
if (!svs.sockets)
{
svs.sockets = FTENET_CreateCollection(true);
#ifndef SERVERONLY
FTENET_AddToCollection(svs.sockets, "SVLoopback", STRINGIFY(PORT_QWSERVER), NA_LOOPBACK, true);
#endif
}
FTENET_AddToCollection(svs.sockets, conname, *s?s:NULL, *s?NA_IP:NA_INVALID, true);
}
#endif
#ifndef SERVERONLY
void NET_ClientPort_f(void)
{
Con_Printf("Active Client ports:\n");
NET_PrintAddresses(cls.sockets);
Con_Printf("end of list\n");
}
#endif
qboolean NET_WasSpecialPacket(netsrc_t netsrc)
{
ftenet_connections_t *collection = NULL;
if (netsrc == NS_SERVER)
{
#ifndef CLIENTONLY
collection = svs.sockets;
#endif
}
else
{
#ifndef SERVERONLY
collection = cls.sockets;
#endif
}
#ifdef SUPPORT_ICE
if (ICE_WasStun(netsrc))
return true;
#endif
#ifdef HAVE_NATPMP
if (NET_Was_NATPMP(collection))
return true;
#endif
return false;
}
static void QDECL NET_UPNPIGP_Callback(cvar_t *var, char *oldval)
{
}
cvar_t net_upnpigp = CVARCD("net_upnpigp", "0", NET_UPNPIGP_Callback, "If set, enables the use of the upnp-igd protocol to punch holes in your local NAT box.");
void SSL_Init(void);
/*
====================
NET_Init
====================
*/
void NET_Init (void)
{
Cvar_Register(&net_enabled, "networking");
if (net_enabled.ival)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#if defined(_WIN32) && defined(HAVE_PACKET)
int r;
#ifdef IPPROTO_IPV6
dllfunction_t fncs[] =
{
{(void**)&pgetaddrinfo, "getaddrinfo"},
{(void**)&pfreeaddrinfo, "freeaddrinfo"},
{NULL, NULL}
};
Sys_LoadLibrary("ws2_32.dll", fncs);
#endif
r = WSAStartup (MAKEWORD(2, 2), &winsockdata);
if (r)
Sys_Error ("Winsock initialization failed.");
#endif
}
Cvar_Register(&net_hybriddualstack, "networking");
Cvar_Register(&net_fakeloss, "networking");
#ifndef CLIENTONLY
Cmd_AddCommand("sv_addport", SVNET_AddPort_f);
#endif
#ifndef SERVERONLY
Cmd_AddCommand("cl_addport", NET_ClientPort_f);
#endif
Cvar_Register (&net_upnpigp, "networking");
net_upnpigp.restriction = RESTRICT_MAX;
//
// init the message buffer
//
net_message.maxsize = sizeof(net_message_buffer);
net_message.data = net_message_buffer;
#if defined(HAVE_WINSSPI)
SSL_Init();
#endif
Net_Master_Init();
}
#ifndef SERVERONLY
void NET_InitClient(qboolean loopbackonly)
{
const char *port;
int p;
#ifdef QUAKESPYAPI
port = STRINGIFY(PORT_QWCLIENT);
#else
port = "0";
#endif
p = COM_CheckParm ("-clport");
if (p && p < com_argc)
{
port = com_argv[p+1];
}
if (!cls.sockets)
cls.sockets = FTENET_CreateCollection(false);
#ifndef CLIENTONLY
FTENET_AddToCollection(cls.sockets, "CLLoopback", "1", NA_LOOPBACK, true);
#endif
if (loopbackonly)
port = "";
#ifdef HAVE_IPV4
FTENET_AddToCollection(cls.sockets, "CLUDP4", port, NA_IP, true);
#endif
#ifdef IPPROTO_IPV6
FTENET_AddToCollection(cls.sockets, "CLUDP6", port, NA_IPV6, true);
#endif
#ifdef USEIPX
FTENET_AddToCollection(cls.sockets, "CLIPX", port, NA_IPX, true);
#endif
// Con_TPrintf("Client port Initialized\n");
}
#endif
#ifndef CLIENTONLY
#ifdef HAVE_IPV4
void QDECL SV_Tcpport_Callback(struct cvar_s *var, char *oldvalue)
{
FTENET_AddToCollection(svs.sockets, var->name, var->string, NA_TCP, true);
}
cvar_t sv_port_tcp = CVARC("sv_port_tcp", "", SV_Tcpport_Callback);
#endif
#ifdef IPPROTO_IPV6
void QDECL SV_Tcpport6_Callback(struct cvar_s *var, char *oldvalue)
{
FTENET_AddToCollection(svs.sockets, var->name, var->string, NA_TCPV6, true);
}
cvar_t sv_port_tcp6 = CVARC("sv_port_tcp6", "", SV_Tcpport6_Callback);
#endif
#ifdef HAVE_IPV4
void QDECL SV_Port_Callback(struct cvar_s *var, char *oldvalue)
{
FTENET_AddToCollection(svs.sockets, var->name, var->string, NA_IP, true);
}
cvar_t sv_port_ipv4 = CVARC("sv_port", STRINGIFY(PORT_QWSERVER), SV_Port_Callback);
#endif
#ifdef IPPROTO_IPV6
void QDECL SV_PortIPv6_Callback(struct cvar_s *var, char *oldvalue)
{
FTENET_AddToCollection(svs.sockets, var->name, var->string, NA_IPV6, true);
}
cvar_t sv_port_ipv6 = CVARCD("sv_port_ipv6", "", SV_PortIPv6_Callback, "Port to use for incoming ipv6 udp connections. Due to hybrid sockets this might not be needed. You can specify an ipv4 address:port for a second ipv4 port if you want.");
#endif
#ifdef USEIPX
void QDECL SV_PortIPX_Callback(struct cvar_s *var, char *oldvalue)
{
FTENET_AddToCollection(svs.sockets, var->name, var->string, NA_IPX, true);
}
cvar_t sv_port_ipx = CVARC("sv_port_ipx", "", SV_PortIPX_Callback);
#endif
#ifdef HAVE_NATPMP
void QDECL SV_Port_NatPMP_Callback(struct cvar_s *var, char *oldvalue)
{
FTENET_AddToCollection(svs.sockets, var->name, va("natpmp://%s", var->string), NA_NATPMP, true);
}
#if 1//def SERVERONLY
#define NATPMP_DEFAULT_PORT "" //don't fuck with dedicated servers
#else
#define NATPMP_DEFAULT_PORT "5351" //home users, yay, lucky people.
#endif
cvar_t sv_port_natpmp = CVARCD("sv_port_natpmp", NATPMP_DEFAULT_PORT, SV_Port_NatPMP_Callback, "If set (typically to 5351), automatically configures your router's port forwarding. You can instead specify the full ip address of your router (192.168.1.1:5351 for example). Your router must have NAT-PMP supported and enabled.");
#endif
void SVNET_RegisterCvars(void)
{
int p;
#if defined(TCPCONNECT) && defined(HAVE_IPV4)
Cvar_Register (&sv_port_tcp, "networking");
sv_port_tcp.restriction = RESTRICT_MAX;
#endif
#if defined(TCPCONNECT) && defined(IPPROTO_IPV6)
Cvar_Register (&sv_port_tcp6, "networking");
sv_port_tcp6.restriction = RESTRICT_MAX;
#endif
#ifdef IPPROTO_IPV6
Cvar_Register (&sv_port_ipv6, "networking");
sv_port_ipv6.restriction = RESTRICT_MAX;
#endif
#ifdef USEIPX
Cvar_Register (&sv_port_ipx, "networking");
sv_port_ipx.restriction = RESTRICT_MAX;
#endif
#ifdef HAVE_IPV4
Cvar_Register (&sv_port_ipv4, "networking");
sv_port_ipv4.restriction = RESTRICT_MAX;
#endif
#ifdef HAVE_NATPMP
Cvar_Register (&sv_port_natpmp, "networking");
sv_port_natpmp.restriction = RESTRICT_MAX;
#endif
// parse params for cvars
p = COM_CheckParm ("-port");
if (!p)
p = COM_CheckParm ("-svport");
if (p && p < com_argc)
{
int port = atoi(com_argv[p+1]);
if (!port)
port = PORT_QWSERVER;
#ifdef HAVE_IPV4
if (*sv_port_ipv4.string)
Cvar_SetValue(&sv_port_ipv4, port);
#endif
#ifdef IPPROTO_IPV6
if (*sv_port_ipv6.string)
Cvar_SetValue(&sv_port_ipv6, port);
#endif
#ifdef USEIPX
if (*sv_port_ipx.string)
Cvar_SetValue(&sv_port_ipx, port);
#endif
}
}
void NET_CloseServer(void)
{
allowconnects = false;
FTENET_CloseCollection(svs.sockets);
svs.sockets = NULL;
}
void NET_InitServer(void)
{
if (sv_listen_nq.value || sv_listen_dp.value || sv_listen_qw.value || sv_listen_q3.ival)
{
if (!svs.sockets)
{
svs.sockets = FTENET_CreateCollection(true);
#ifndef SERVERONLY
FTENET_AddToCollection(svs.sockets, "SVLoopback", STRINGIFY(PORT_QWSERVER), NA_LOOPBACK, true);
#endif
}
allowconnects = true;
#ifdef HAVE_IPV4
Cvar_ForceCallback(&sv_port_ipv4);
#endif
#ifdef IPPROTO_IPV6
Cvar_ForceCallback(&sv_port_ipv6);
#endif
#ifdef USEIPX
Cvar_ForceCallback(&sv_port_ipx);
#endif
#if defined(TCPCONNECT) && defined(HAVE_TCP)
Cvar_ForceCallback(&sv_port_tcp);
#ifdef IPPROTO_IPV6
Cvar_ForceCallback(&sv_port_tcp6);
#endif
#endif
#ifdef HAVE_NATPMP
Cvar_ForceCallback(&sv_port_natpmp);
#endif
}
else
{
NET_CloseServer();
#ifndef SERVERONLY
svs.sockets = FTENET_CreateCollection(true);
FTENET_AddToCollection(svs.sockets, "SVLoopback", STRINGIFY(PORT_QWSERVER), NA_LOOPBACK, true);
#endif
}
}
#endif
void NET_Tick(void)
{
#ifdef SUPPORT_ICE
ICE_Tick();
#endif
}
/*
====================
NET_Shutdown
====================
*/
void NET_Shutdown (void)
{
#ifndef CLIENTONLY
NET_CloseServer();
#endif
#ifndef SERVERONLY
FTENET_CloseCollection(cls.sockets);
cls.sockets = NULL;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#if defined(_WIN32) && defined(HAVE_PACKET)
#ifdef SERVERTONLY
if (!serverthreadID) //running as subsystem of client. Don't close all of it's sockets too.
#endif
WSACleanup ();
#endif
}
#ifdef HAVE_TCP
typedef struct {
vfsfile_t funcs;
SOCKET sock;
qboolean conpending;
char readbuffer[65536];
int readbuffered;
char peer[1];
} tcpfile_t;
void VFSTCP_Error(tcpfile_t *f)
{
if (f->sock != INVALID_SOCKET)
{
closesocket(f->sock);
f->sock = INVALID_SOCKET;
}
}
int QDECL VFSTCP_ReadBytes (struct vfsfile_s *file, void *buffer, int bytestoread)
{
tcpfile_t *tf = (tcpfile_t*)file;
int len;
int trying;
if (tf->conpending)
{
fd_set wr;
fd_set ex;
struct timeval timeout;
timeout.tv_sec = 0;
timeout.tv_usec = 0;
FD_ZERO(&wr);
FD_SET(tf->sock, &wr);
FD_ZERO(&ex);
FD_SET(tf->sock, &ex);
if (!select((int)tf->sock+1, NULL, &wr, &ex, &timeout))
return 0;
tf->conpending = false;
}
if (tf->sock != INVALID_SOCKET)
{
trying = sizeof(tf->readbuffer) - tf->readbuffered;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (bytestoread > 1500)
{
if (trying > bytestoread)
trying = bytestoread;
}
else
{
if (trying > 1500)
trying = 1500;
}
len = recv(tf->sock, tf->readbuffer + tf->readbuffered, trying, 0);
if (len == -1)
{
int e = neterrno();
if (e != NET_EWOULDBLOCK)
{
switch(e)
{
case NET_ENOTCONN:
Con_Printf("connection to \"%s\" failed\n", tf->peer);
break;
case NET_ECONNABORTED:
Con_DPrintf("connection to \"%s\" aborted\n", tf->peer);
break;
case NET_ECONNREFUSED:
Con_DPrintf("connection to \"%s\" refused\n", tf->peer);
break;
case NET_ECONNRESET:
Con_DPrintf("connection to \"%s\" reset\n", tf->peer);
break;
default:
Con_Printf("tcp socket error %i (%s)\n", e, tf->peer);
}
VFSTCP_Error(tf);
}
//fixme: figure out wouldblock or error
}
else if (len == 0 && trying != 0)
{
//peer disconnected
VFSTCP_Error(tf);
}
else
{
tf->readbuffered += len;
}
}
//return a partially filled buffer.
if (bytestoread > tf->readbuffered)
bytestoread = tf->readbuffered;
if (bytestoread < 0)
VFSTCP_Error(tf);
if (bytestoread > 0)
{
memcpy(buffer, tf->readbuffer, bytestoread);
tf->readbuffered -= bytestoread;
memmove(tf->readbuffer, tf->readbuffer+bytestoread, tf->readbuffered);
return bytestoread;
}
else
{
if (tf->sock == INVALID_SOCKET)
{
return -1; //signal an error
}
return 0; //signal nothing available
}
}
int QDECL VFSTCP_WriteBytes (struct vfsfile_s *file, const void *buffer, int bytestoread)
{
tcpfile_t *tf = (tcpfile_t*)file;
int len;
if (tf->sock == INVALID_SOCKET)
return 0;
if (tf->conpending)
{
fd_set fd;
struct timeval timeout;
timeout.tv_sec = 0;
timeout.tv_usec = 0;
FD_ZERO(&fd);
FD_SET(tf->sock, &fd);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!select((int)tf->sock+1, NULL, &fd, &fd, &timeout))
return 0;
tf->conpending = false;
}
len = send(tf->sock, buffer, bytestoread, 0);
if (len == -1 || len == 0)
{
int e = neterrno();
switch(e)
{
case NET_EWOULDBLOCK:
return 0; //nothing available yet.
case NET_ENOTCONN:
Con_Printf("connection to \"%s\" failed\n", tf->peer);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
return -1; //don't bother trying to read if we never connected.
default:
Sys_Printf("tcp socket error %i (%s)\n", e, tf->peer);
break;
}
// don't destroy it on write errors, because that prevents us from reading anything that was sent to us afterwards.
// instead let the read handling kill it if there's nothing new to be read
VFSTCP_ReadBytes(file, NULL, 0);
return -1;
}
return len;
}
qboolean QDECL VFSTCP_Seek (struct vfsfile_s *file, qofs_t pos)
{
VFSTCP_Error((tcpfile_t*)file);
return false;
}
qofs_t QDECL VFSTCP_Tell (struct vfsfile_s *file)
{
VFSTCP_Error((tcpfile_t*)file);
return 0;
}
qofs_t QDECL VFSTCP_GetLen (struct vfsfile_s *file)
{
return 0;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean QDECL VFSTCP_Close (struct vfsfile_s *file)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
tcpfile_t *f = (tcpfile_t *)file;
qboolean success = f->sock != INVALID_SOCKET;
VFSTCP_Error(f);
Z_Free(f);
return success;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
vfsfile_t *FS_OpenTCPSocket(SOCKET sock, qboolean conpending, const char *peername)
{
tcpfile_t *newf;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (sock == INVALID_SOCKET)
return NULL;
newf = Z_Malloc(sizeof(*newf) + strlen(peername));
strcpy(newf->peer, peername);
newf->conpending = conpending;
newf->sock = sock;
newf->funcs.Close = VFSTCP_Close;
newf->funcs.Flush = NULL;
newf->funcs.GetLen = VFSTCP_GetLen;
newf->funcs.ReadBytes = VFSTCP_ReadBytes;
newf->funcs.Seek = VFSTCP_Seek;
newf->funcs.Tell = VFSTCP_Tell;
newf->funcs.WriteBytes = VFSTCP_WriteBytes;
newf->funcs.seekingisabadplan = true;
return &newf->funcs;
}
vfsfile_t *FS_OpenTCP(const char *name, int defaultport)
{
netadr_t adr = {0};
if (NET_StringToAdr(name, defaultport, &adr))
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
return FS_OpenTCPSocket(TCP_OpenStream(&adr), true, name);
}
else
return NULL;
}
#elif 0 //defined(HAVE_WEBSOCKCL)
This code is disabled.
I cannot provide a reliable mechanism over chrome/nacls websockets at this time.
Some module within the ppapi/nacl/chrome stack refuses to forward the data when stressed.
All I can determine is that the connection has a gap.
Hopefully this should be fixed by pepper_19.
As far as Im aware, this and the relevent code in QTV should be functionally complete.
typedef struct
{
vfsfile_t funcs;
PP_Resource sock;
unsigned char readbuffer[65536];
int readbuffered;
qboolean havepacket;
struct PP_Var incomingpacket;
qboolean failed;
} tcpfile_t;
static void tcp_websocketgot(void *user_data, int32_t result)
{
tcpfile_t *wsc = user_data;
if (result == PP_OK)
{
if (wsc->incomingpacket.type == PP_VARTYPE_UNDEFINED)
{
Con_Printf("ERROR: %s: var was not set by PPAPI. Data has been lost.\n", __func__);
wsc->failed = true;
}
wsc->havepacket = true;
}
else
{
Sys_Printf("%s: %i\n", __func__, result);
wsc->failed = true;
}
}
static void tcp_websocketconnected(void *user_data, int32_t result)
{
tcpfile_t *wsc = user_data;
if (result == PP_OK)
{
int res;
//we got a successful connection, enable reception.
struct PP_CompletionCallback ccb = {tcp_websocketgot, wsc, PP_COMPLETIONCALLBACK_FLAG_NONE};
res = ppb_websocket_interface->ReceiveMessage(wsc->sock, &wsc->incomingpacket, ccb);
if (res != PP_OK_COMPLETIONPENDING)
tcp_websocketgot(wsc, res);
}
else
{
Sys_Printf("%s: %i\n", __func__, result);
//some sort of error connecting, make it timeout now
wsc->failed = true;
}
}
static void tcp_websocketclosed(void *user_data, int32_t result)
{
tcpfile_t *wsc = user_data;
wsc->failed = true;
if (wsc->havepacket)
{
wsc->havepacket = false;
ppb_var_interface->Release(wsc->incomingpacket);
}
ppb_core->ReleaseResource(wsc->sock);
wsc->sock = 0;
// Z_Free(wsc);
}
void VFSTCP_Close (struct vfsfile_s *file)
{
/*meant to free the memory too, in this case we get the callback to do it*/
tcpfile_t *wsc = (void*)file;
struct PP_CompletionCallback ccb = {tcp_websocketclosed, wsc, PP_COMPLETIONCALLBACK_FLAG_NONE};
ppb_websocket_interface->Close(wsc->sock, PP_WEBSOCKETSTATUSCODE_NORMAL_CLOSURE, PP_MakeUndefined(), ccb);
}
int VFSTCP_ReadBytes (struct vfsfile_s *file, void *buffer, int bytestoread)
{
tcpfile_t *wsc = (void*)file;
int res;
if (wsc->havepacket && wsc->readbuffered < bytestoread + 1024)
{
if (wsc->incomingpacket.type == PP_VARTYPE_UNDEFINED)
Con_Printf("PPAPI bug: var is still undefined after being received\n");
else
{
int len = 0;
unsigned char *utf8 = (unsigned char *)ppb_var_interface->VarToUtf8(wsc->incomingpacket, &len);
unsigned char *out = (unsigned char *)wsc->readbuffer + wsc->readbuffered;
wsc->havepacket = false;
Con_Printf("Len: %i\n", len);
while(len && out < wsc->readbuffer + sizeof(wsc->readbuffer))
{
if ((*utf8 & 0xe0)==0xc0 && len > 1)
{
*out = ((utf8[0] & 0x1f)<<6) | ((utf8[1] & 0x3f)<<0);
utf8+=2;
len -= 2;
}
else if (*utf8 & 0x80)
{
*out = '?';
utf8++;
len -= 1;
}
else
{
*out = utf8[0];
utf8++;
len -= 1;
}
out++;
}
if (len)
{
Con_Printf("oh noes! buffer not big enough!\n");
wsc->failed = true;
}
Con_Printf("Old: %i\n", wsc->readbuffered);
wsc->readbuffered = out - wsc->readbuffer;
Con_Printf("New: %i\n", wsc->readbuffered);
ppb_var_interface->Release(wsc->incomingpacket);
wsc->incomingpacket = PP_MakeUndefined();
}
if (!wsc->failed)
{
//get the next one
struct PP_CompletionCallback ccb = {tcp_websocketgot, wsc, PP_COMPLETIONCALLBACK_FLAG_NONE};
res = ppb_websocket_interface->ReceiveMessage(wsc->sock, &wsc->incomingpacket, ccb);
if (res != PP_OK_COMPLETIONPENDING)
tcp_websocketgot(wsc, res);
}
}
if (wsc->readbuffered)
{
// Con_Printf("Reading %i bytes of %i\n", bytestoread, wsc->readbuffered);
if (bytestoread > wsc->readbuffered)
bytestoread = wsc->readbuffered;
memcpy(buffer, wsc->readbuffer, bytestoread);
memmove(wsc->readbuffer, wsc->readbuffer+bytestoread, wsc->readbuffered-bytestoread);
wsc->readbuffered -= bytestoread;
}
else if (wsc->failed)
bytestoread = -1; /*signal eof*/
else
bytestoread = 0;
return bytestoread;
}
int VFSTCP_WriteBytes (struct vfsfile_s *file, const void *buffer, int bytestowrite)
{
tcpfile_t *wsc = (void*)file;
int res;
int outchars = 0;
unsigned char outdata[bytestowrite*2+1];
unsigned char *out=outdata;
const unsigned char *in=buffer;
if (wsc->failed)
return 0;
for(res = 0; res < bytestowrite; res++)
{
/*FIXME: do we need this code?*/
if (!*in)
{
*out++ = 0xc0 | (0x100 >> 6);
*out++ = 0x80 | (0x100 & 0x3f);
}
else if (*in >= 0x80)
{
*out++ = 0xc0 | (*in >> 6);
*out++ = 0x80 | (*in & 0x3f);
}
else
*out++ = *in;
in++;
outchars++;
}
*out = 0;
struct PP_Var str = ppb_var_interface->VarFromUtf8(outdata, out - outdata);
res = ppb_websocket_interface->SendMessage(wsc->sock, str);
// Sys_Printf("FTENET_WebSocket_SendPacket: result %i\n", res);
ppb_var_interface->Release(str);
if (res == PP_OK)
return bytestowrite;
return 0;
}
qboolean VFSTCP_Seek (struct vfsfile_s *file, unsigned long pos)
{
//no seeking allowed
tcpfile_t *wsc = (void*)file;
Con_Printf("tcp seek?\n");
wsc->failed = true;
return false;
}
unsigned long VFSTCP_Tell (struct vfsfile_s *file)
{
//no telling allowed
tcpfile_t *wsc = (void*)file;
Con_Printf("tcp tell?\n");
wsc->failed = true;
return 0;
}
unsigned long VFSTCP_GetLen (struct vfsfile_s *file)
{
return 0;
}
/*nacl websockets implementation...*/
vfsfile_t *FS_OpenTCP(const char *name, int defaultport)
{
tcpfile_t *newf;
netadr_t adr;
if (!ppb_websocket_interface)
{
return NULL;
}
if (!NET_StringToAdr(name, defaultport, &adr))
return NULL; //couldn't resolve the name
newf = Z_Malloc(sizeof(*newf));
if (newf)
{
struct PP_CompletionCallback ccb = {tcp_websocketconnected, newf, PP_COMPLETIONCALLBACK_FLAG_NONE};
newf->sock = ppb_websocket_interface->Create(pp_instance);
struct PP_Var str = ppb_var_interface->VarFromUtf8(adr.address.websocketurl, strlen(adr.address.websocketurl));
ppb_websocket_interface->Connect(newf->sock, str, NULL, 0, ccb);
ppb_var_interface->Release(str);
newf->funcs.Close = VFSTCP_Close;
newf->funcs.Flush = NULL;
newf->funcs.GetLen = VFSTCP_GetLen;
newf->funcs.ReadBytes = VFSTCP_ReadBytes;
newf->funcs.Seek = VFSTCP_Seek;
newf->funcs.Tell = VFSTCP_Tell;
newf->funcs.WriteBytes = VFSTCP_WriteBytes;
newf->funcs.seekingisabadplan = true;
return &newf->funcs;
}
return NULL;
}
#else
vfsfile_t *FS_OpenTCP(const char *name, int defaultport)
{
return NULL;
}
#endif