Reworked networking a little, separating out common code for separate server/master processes.
Reworked glsl bones, so they work based upon the shader's version instead of the driver's version (more robust). Fix te_teleport shader. Track angles for antilag. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5372 fc73d0e0-1445-4013-8a0c-d673dee63da5
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56 changed files with 2026 additions and 964 deletions
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@ -334,7 +334,7 @@ typedef struct
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// received from client
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// reply
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double senttime; //time we sent this frame to the client, for ping calcs
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double senttime; //time we sent this frame to the client, for ping calcs (realtime)
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int sequence; //the outgoing sequence - without mask, meaning we know if its current or stale
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float ping_time; //how long it took for the client to ack it, may be negative
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float move_msecs; //
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@ -365,8 +365,9 @@ typedef struct
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float pmwaterjumptime;
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usercmd_t cmd;
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//these are old positions of players, to give more accurate victim positions
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vec3_t playerpositions[MAX_CLIENTS]; //where each player was in this frame, for antilag
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qboolean playerpresent[MAX_CLIENTS]; //whether the player was actually present
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laggedentinfo_t laggedplayer[MAX_CLIENTS];
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unsigned int numlaggedplayers;
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float laggedtime; //sv.time of when this frame was sent
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} client_frame_t;
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#ifdef Q2SERVER
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@ -524,6 +525,7 @@ typedef struct client_s
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laggedentinfo_t laggedents[MAX_CLIENTS];
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unsigned int laggedents_count;
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float laggedents_frac;
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float laggedents_time;
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// spawn parms are carried from level to level
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float spawn_parms[NUM_SPAWN_PARMS];
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@ -939,7 +941,6 @@ typedef struct
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struct netprim_s netprim;
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int language; //the server operators language
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laggedpacket_t *free_lagged_packet;
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packet_entities_t entstatebuffer; /*just a temp buffer*/
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@ -1325,6 +1326,7 @@ void SV_ClientProtocolExtensionsChanged(client_t *client);
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//sv_master.c
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void SVM_Think(int port);
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vfsfile_t *SVM_GenerateIndex(const char *fname);
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//
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@ -1333,6 +1335,9 @@ void SVM_Think(int port);
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typedef enum {RD_NONE, RD_CLIENT, RD_PACKET, RD_PACKET_LOG, RD_OBLIVION, RD_MASTER} redirect_t; //oblivion is provided so people can read the output before the buffer is wiped.
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void SV_BeginRedirect (redirect_t rd, int lang);
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void SV_EndRedirect (void);
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extern char sv_redirected_buf[8000];
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extern redirect_t sv_redirected;
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extern int sv_redirectedlang;
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qboolean PR_GameCodePacket(char *s);
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