mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 04:12:09 +00:00
1329 lines
39 KiB
C++
1329 lines
39 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#include "..\framework\Common_local.h"
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static const int SNAP_GAMESTATE = 0;
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static const int SNAP_SHADERPARMS = 1;
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static const int SNAP_PORTALS = 2;
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static const int SNAP_PLAYERSTATE = SNAP_PORTALS + 1;
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static const int SNAP_PLAYERSTATE_END = SNAP_PLAYERSTATE + MAX_PLAYERS;
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static const int SNAP_ENTITIES = SNAP_PLAYERSTATE_END;
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static const int SNAP_ENTITIES_END = SNAP_ENTITIES + MAX_GENTITIES;
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static const int SNAP_LAST_CLIENT_FRAME = SNAP_ENTITIES_END;
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static const int SNAP_LAST_CLIENT_FRAME_END = SNAP_LAST_CLIENT_FRAME + MAX_PLAYERS;
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/*
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===============================================================================
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Client running game code:
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- entity events don't work and should not be issued
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- entities should never be spawned outside idGameLocal::ClientReadSnapshot
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===============================================================================
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*/
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idCVar net_clientSmoothing( "net_clientSmoothing", "0.8", CVAR_GAME | CVAR_FLOAT, "smooth other clients angles and position.", 0.0f, 0.95f );
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idCVar net_clientSelfSmoothing( "net_clientSelfSmoothing", "0.6", CVAR_GAME | CVAR_FLOAT, "smooth self position if network causes prediction error.", 0.0f, 0.95f );
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extern idCVar net_clientMaxPrediction;
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idCVar cg_predictedSpawn_debug( "cg_predictedSpawn_debug", "0", CVAR_BOOL, "Debug predictive spawning of presentables" );
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idCVar g_clientFire_checkLineOfSightDebug( "g_clientFire_checkLineOfSightDebug", "0", CVAR_BOOL, "" );
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/*
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================
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idGameLocal::InitAsyncNetwork
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================
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*/
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void idGameLocal::InitAsyncNetwork() {
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eventQueue.Init();
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savedEventQueue.Init();
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entityDefBits = -( idMath::BitsForInteger( declManager->GetNumDecls( DECL_ENTITYDEF ) ) + 1 );
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realClientTime = 0;
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fast.Set( 0, 0, 0 );
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slow.Set( 0, 0, 0 );
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isNewFrame = true;
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clientSmoothing = net_clientSmoothing.GetFloat();
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lastCmdRunTimeOnClient.Zero();
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lastCmdRunTimeOnServer.Zero();
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usercmdLastClientMilliseconds.Zero();
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}
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/*
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================
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idGameLocal::ShutdownAsyncNetwork
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================
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*/
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void idGameLocal::ShutdownAsyncNetwork() {
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eventQueue.Shutdown();
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savedEventQueue.Shutdown();
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}
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/*
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================
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idGameLocal::ServerRemapDecl
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================
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*/
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int idGameLocal::ServerRemapDecl( int clientNum, declType_t type, int index ) {
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return index;
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}
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/*
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================
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idGameLocal::ClientRemapDecl
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================
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*/
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int idGameLocal::ClientRemapDecl( declType_t type, int index ) {
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return index;
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}
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/*
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================
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idGameLocal::SyncPlayersWithLobbyUsers
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================
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*/
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void idGameLocal::SyncPlayersWithLobbyUsers( bool initial ) {
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idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
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if ( !lobby.IsHost() ) {
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return;
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}
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idStaticList< lobbyUserID_t, MAX_CLIENTS > newLobbyUsers;
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// First, loop over lobby users, and see if we find a lobby user that we haven't registered
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for ( int i = 0; i < lobby.GetNumLobbyUsers(); i++ ) {
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lobbyUserID_t lobbyUserID1 = lobby.GetLobbyUserIdByOrdinal( i );
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if ( !lobbyUserID1.IsValid() ) {
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continue;
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}
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if ( !initial && !lobby.IsLobbyUserLoaded( lobbyUserID1 ) ) {
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continue;
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}
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// Now, see if we find this lobby user in our list
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bool found = false;
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for ( int j = 0; j < MAX_PLAYERS; j++ ) {
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idPlayer * player = static_cast<idPlayer *>( entities[ j ] );
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if ( player == NULL ) {
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continue;
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}
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lobbyUserID_t lobbyUserID2 = lobbyUserIDs[j];
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if ( lobbyUserID1 == lobbyUserID2 ) {
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found = true;
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break;
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}
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}
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if ( !found ) {
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// If we didn't find it, we need to create a player and assign it to this new lobby user
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newLobbyUsers.Append( lobbyUserID1 );
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}
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}
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// Validate connected players
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for ( int i = 0; i < MAX_PLAYERS; i++ ) {
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idPlayer * player = static_cast<idPlayer *>( entities[ i ] );
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if ( player == NULL ) {
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continue;
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}
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lobbyUserID_t lobbyUserID = lobbyUserIDs[i];
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if ( !lobby.IsLobbyUserValid( lobbyUserID ) ) {
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delete entities[ i ];
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mpGame.DisconnectClient( i );
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lobbyUserIDs[i] = lobbyUserID_t();
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continue;
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}
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lobby.EnableSnapshotsForLobbyUser( lobbyUserID );
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}
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while ( newLobbyUsers.Num() > 0 ) {
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// Find a free player data slot to use for this new player
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int freePlayerDataIndex = -1;
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for ( int i = 0; i < MAX_PLAYERS; ++i ) {
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idPlayer * player = static_cast<idPlayer *>( entities[ i ] );
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if ( player == NULL ) {
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freePlayerDataIndex = i;
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break;
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}
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}
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if ( freePlayerDataIndex == -1 ) {
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break; // No player data slots (this shouldn't happen)
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}
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lobbyUserID_t lobbyUserID = newLobbyUsers[0];
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newLobbyUsers.RemoveIndex( 0 );
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mpGame.ServerClientConnect( freePlayerDataIndex );
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Printf( "client %d connected.\n", freePlayerDataIndex );
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lobbyUserIDs[ freePlayerDataIndex ] = lobbyUserID;
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// Clear this player's old usercmds.
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common->ResetPlayerInput( freePlayerDataIndex );
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common->UpdateLevelLoadPacifier();
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// spawn the player
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SpawnPlayer( freePlayerDataIndex );
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common->UpdateLevelLoadPacifier();
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ServerWriteInitialReliableMessages( freePlayerDataIndex, lobbyUserID );
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}
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}
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/*
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================
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idGameLocal::ServerSendNetworkSyncCvars
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================
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*/
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void idGameLocal::ServerSendNetworkSyncCvars() {
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if ( ( cvarSystem->GetModifiedFlags() & CVAR_NETWORKSYNC ) == 0 ) {
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return;
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}
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cvarSystem->ClearModifiedFlags( CVAR_NETWORKSYNC );
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idBitMsg outMsg;
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byte msgBuf[MAX_GAME_MESSAGE_SIZE];
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idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
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outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
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outMsg.BeginWriting();
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idDict syncedCvars;
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cvarSystem->MoveCVarsToDict( CVAR_NETWORKSYNC, syncedCvars, true );
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outMsg.WriteDeltaDict( syncedCvars, NULL );
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lobby.SendReliable( GAME_RELIABLE_MESSAGE_SYNCEDCVARS, outMsg, false );
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idLib::Printf( "Sending networkSync cvars:\n" );
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syncedCvars.Print();
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}
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/*
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================
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idGameLocal::ServerWriteInitialReliableMessages
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Send reliable messages to initialize the client game up to a certain initial state.
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================
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*/
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void idGameLocal::ServerWriteInitialReliableMessages( int clientNum, lobbyUserID_t lobbyUserID ) {
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if ( clientNum == GetLocalClientNum() ) {
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// We don't need to send messages to ourself
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return;
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}
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idBitMsg outMsg;
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byte msgBuf[MAX_GAME_MESSAGE_SIZE];
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idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
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outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
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outMsg.BeginWriting();
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idDict syncedCvars;
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cvarSystem->MoveCVarsToDict( CVAR_NETWORKSYNC, syncedCvars, true );
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outMsg.WriteDeltaDict( syncedCvars, NULL );
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lobby.SendReliableToLobbyUser( lobbyUserID, GAME_RELIABLE_MESSAGE_SYNCEDCVARS, outMsg );
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idLib::Printf( "Sending initial networkSync cvars:\n" );
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syncedCvars.Print();
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// send all saved events
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for ( entityNetEvent_t * event = savedEventQueue.Start(); event; event = event->next ) {
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outMsg.InitWrite( msgBuf, sizeof( msgBuf ) );
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outMsg.BeginWriting();
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outMsg.WriteBits( event->spawnId, 32 );
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outMsg.WriteByte( event->event );
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outMsg.WriteLong( event->time );
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outMsg.WriteBits( event->paramsSize, idMath::BitsForInteger( MAX_EVENT_PARAM_SIZE ) );
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if ( event->paramsSize ) {
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outMsg.WriteData( event->paramsBuf, event->paramsSize );
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}
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lobby.SendReliableToLobbyUser( lobbyUserID, GAME_RELIABLE_MESSAGE_EVENT, outMsg );
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}
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mpGame.ServerWriteInitialReliableMessages( clientNum, lobbyUserID );
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}
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/*
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================
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idGameLocal::SaveEntityNetworkEvent
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================
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*/
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void idGameLocal::SaveEntityNetworkEvent( const idEntity *ent, int eventId, const idBitMsg *msg ) {
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entityNetEvent_t * event = savedEventQueue.Alloc();
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event->spawnId = GetSpawnId( ent );
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event->event = eventId;
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event->time = time;
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if ( msg ) {
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event->paramsSize = msg->GetSize();
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memcpy( event->paramsBuf, msg->GetReadData(), msg->GetSize() );
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} else {
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event->paramsSize = 0;
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}
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savedEventQueue.Enqueue( event, idEventQueue::OUTOFORDER_IGNORE );
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}
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/*
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================
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idGameLocal::ServerWriteSnapshot
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Write a snapshot of the current game state
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================
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*/
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void idGameLocal::ServerWriteSnapshot( idSnapShot & ss ) {
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ss.SetTime( fast.time );
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byte buffer[ MAX_ENTITY_STATE_SIZE ];
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idBitMsg msg;
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// First write the generic game state to the snapshot
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msg.InitWrite( buffer, sizeof( buffer ) );
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mpGame.WriteToSnapshot( msg );
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ss.S_AddObject( SNAP_GAMESTATE, ~0U, msg, "Game State" );
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// Update global shader parameters
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msg.InitWrite( buffer, sizeof( buffer ) );
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for ( int i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
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msg.WriteFloat( globalShaderParms[i] );
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}
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ss.S_AddObject( SNAP_SHADERPARMS, ~0U, msg, "Shader Parms" );
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// update portals for opened doors
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msg.InitWrite( buffer, sizeof( buffer ) );
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int numPortals = gameRenderWorld->NumPortals();
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msg.WriteLong( numPortals );
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for ( int i = 0; i < numPortals; i++ ) {
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msg.WriteBits( gameRenderWorld->GetPortalState( (qhandle_t) (i+1) ) , NUM_RENDER_PORTAL_BITS );
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}
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ss.S_AddObject( SNAP_PORTALS, ~0U, msg, "Portal State" );
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idEntity * skyEnt = portalSkyEnt.GetEntity();
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pvsHandle_t portalSkyPVS;
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portalSkyPVS.i = -1;
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if ( skyEnt != NULL ) {
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portalSkyPVS = pvs.SetupCurrentPVS( skyEnt->GetPVSAreas(), skyEnt->GetNumPVSAreas() );
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}
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// Build PVS data for each player and write their player state to the snapshot as well
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pvsHandle_t pvsHandles[ MAX_PLAYERS ];
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for ( int i = 0; i < MAX_PLAYERS; i++ ) {
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idPlayer * player = static_cast<idPlayer *>( entities[ i ] );
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if ( player == NULL ) {
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pvsHandles[i].i = -1;
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continue;
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}
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idPlayer * spectated = player;
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if ( player->spectating && player->spectator != i && entities[ player->spectator ] ) {
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spectated = static_cast< idPlayer * >( entities[ player->spectator ] );
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}
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msg.InitWrite( buffer, sizeof( buffer ) );
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spectated->WritePlayerStateToSnapshot( msg );
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ss.S_AddObject( SNAP_PLAYERSTATE + i, ~0U, msg, "Player State" );
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int sourceAreas[ idEntity::MAX_PVS_AREAS ];
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int numSourceAreas = gameRenderWorld->BoundsInAreas( spectated->GetPlayerPhysics()->GetAbsBounds(), sourceAreas, idEntity::MAX_PVS_AREAS );
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pvsHandles[i] = pvs.SetupCurrentPVS( sourceAreas, numSourceAreas, PVS_NORMAL );
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if ( portalSkyPVS.i >= 0 ) {
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pvsHandle_t tempPVS = pvs.MergeCurrentPVS( pvsHandles[i], portalSkyPVS );
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pvs.FreeCurrentPVS( pvsHandles[i] );
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pvsHandles[i] = tempPVS;
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}
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// Write the last usercmd processed by the server so that clients know
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// when to stop predicting.
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msg.BeginWriting();
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msg.WriteLong( usercmdLastClientMilliseconds[i] );
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ss.S_AddObject( SNAP_LAST_CLIENT_FRAME + i, ~0U, msg, "Last client frame" );
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}
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if ( portalSkyPVS.i >= 0 ) {
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pvs.FreeCurrentPVS( portalSkyPVS );
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}
|
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// Add all entities to the snapshot
|
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for ( idEntity * ent = spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() ) {
|
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if ( ent->GetSkipReplication() ) {
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continue;
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}
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msg.InitWrite( buffer, sizeof( buffer ) );
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msg.WriteBits( spawnIds[ ent->entityNumber ], 32 - GENTITYNUM_BITS );
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msg.WriteBits( ent->GetType()->typeNum, idClass::GetTypeNumBits() );
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msg.WriteBits( ServerRemapDecl( -1, DECL_ENTITYDEF, ent->entityDefNumber ), entityDefBits );
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msg.WriteBits( ent->GetPredictedKey(), 32 );
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||
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if ( ent->fl.networkSync ) {
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// write the class specific data to the snapshot
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ent->WriteToSnapshot( msg );
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}
|
||
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||
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ss.S_AddObject( SNAP_ENTITIES + ent->entityNumber, ~0U, msg, ent->GetName() );
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}
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||
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||
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// Free PVS handles for all the players
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||
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for ( int i = 0; i < MAX_PLAYERS; i++ ) {
|
||
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if ( pvsHandles[i].i < 0 ) {
|
||
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continue;
|
||
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}
|
||
|
pvs.FreeCurrentPVS( pvsHandles[i] );
|
||
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}
|
||
|
}
|
||
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|
||
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/*
|
||
|
================
|
||
|
idGameLocal::NetworkEventWarning
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::NetworkEventWarning( const entityNetEvent_t *event, const char *fmt, ... ) {
|
||
|
char buf[1024];
|
||
|
int length = 0;
|
||
|
va_list argptr;
|
||
|
|
||
|
int entityNum = event->spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 );
|
||
|
int id = event->spawnId >> GENTITYNUM_BITS;
|
||
|
|
||
|
length += idStr::snPrintf( buf+length, sizeof(buf)-1-length, "event %d for entity %d %d: ", event->event, entityNum, id );
|
||
|
va_start( argptr, fmt );
|
||
|
length = idStr::vsnPrintf( buf+length, sizeof(buf)-1-length, fmt, argptr );
|
||
|
va_end( argptr );
|
||
|
idStr::Append( buf, sizeof(buf), "\n" );
|
||
|
|
||
|
common->DWarning( buf );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::ServerProcessEntityNetworkEventQueue
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::ServerProcessEntityNetworkEventQueue() {
|
||
|
while ( eventQueue.Start() ) {
|
||
|
entityNetEvent_t * event = eventQueue.Start();
|
||
|
|
||
|
if ( event->time > time ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
idEntityPtr< idEntity > entPtr;
|
||
|
|
||
|
if( !entPtr.SetSpawnId( event->spawnId ) ) {
|
||
|
NetworkEventWarning( event, "Entity does not exist any longer, or has not been spawned yet." );
|
||
|
} else {
|
||
|
idEntity * ent = entPtr.GetEntity();
|
||
|
assert( ent );
|
||
|
|
||
|
idBitMsg eventMsg;
|
||
|
eventMsg.InitRead( event->paramsBuf, sizeof( event->paramsBuf ) );
|
||
|
eventMsg.SetSize( event->paramsSize );
|
||
|
eventMsg.BeginReading();
|
||
|
if ( !ent->ServerReceiveEvent( event->event, event->time, eventMsg ) ) {
|
||
|
NetworkEventWarning( event, "unknown event" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
entityNetEvent_t* freedEvent = eventQueue.Dequeue();
|
||
|
verify( freedEvent == event );
|
||
|
eventQueue.Free( event );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::ProcessReliableMessage
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::ProcessReliableMessage( int clientNum, int type, const idBitMsg &msg ) {
|
||
|
if ( session->GetActingGameStateLobbyBase().IsPeer() ) {
|
||
|
ClientProcessReliableMessage( type, msg );
|
||
|
} else {
|
||
|
ServerProcessReliableMessage( clientNum, type, msg );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::ServerProcessReliableMessage
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::ServerProcessReliableMessage( int clientNum, int type, const idBitMsg &msg ) {
|
||
|
if ( clientNum < 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
switch( type ) {
|
||
|
case GAME_RELIABLE_MESSAGE_CHAT:
|
||
|
case GAME_RELIABLE_MESSAGE_TCHAT: {
|
||
|
char name[128];
|
||
|
char text[128];
|
||
|
|
||
|
msg.ReadString( name, sizeof( name ) );
|
||
|
msg.ReadString( text, sizeof( text ) );
|
||
|
|
||
|
mpGame.ProcessChatMessage( clientNum, type == GAME_RELIABLE_MESSAGE_TCHAT, name, text, NULL );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_VCHAT: {
|
||
|
int index = msg.ReadLong();
|
||
|
bool team = msg.ReadBits( 1 ) != 0;
|
||
|
mpGame.ProcessVoiceChat( clientNum, team, index );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_DROPWEAPON: {
|
||
|
mpGame.DropWeapon( clientNum );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_EVENT: {
|
||
|
// allocate new event
|
||
|
entityNetEvent_t * event = eventQueue.Alloc();
|
||
|
eventQueue.Enqueue( event, idEventQueue::OUTOFORDER_DROP );
|
||
|
|
||
|
event->spawnId = msg.ReadBits( 32 );
|
||
|
event->event = msg.ReadByte();
|
||
|
event->time = msg.ReadLong();
|
||
|
|
||
|
event->paramsSize = msg.ReadBits( idMath::BitsForInteger( MAX_EVENT_PARAM_SIZE ) );
|
||
|
if ( event->paramsSize ) {
|
||
|
if ( event->paramsSize > MAX_EVENT_PARAM_SIZE ) {
|
||
|
NetworkEventWarning( event, "invalid param size" );
|
||
|
return;
|
||
|
}
|
||
|
msg.ReadByteAlign();
|
||
|
msg.ReadData( event->paramsBuf, event->paramsSize );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_SPECTATE: {
|
||
|
bool spec = msg.ReadBool();
|
||
|
idPlayer * player = GetClientByNum( clientNum );
|
||
|
if ( serverInfo.GetBool( "si_spectators" ) ) {
|
||
|
// never let spectators go back to game while sudden death is on
|
||
|
if ( mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && player->wantSpectate ) {
|
||
|
// Don't allow the change
|
||
|
} else {
|
||
|
if ( player->wantSpectate && !spec ) {
|
||
|
player->forceRespawn = true;
|
||
|
}
|
||
|
player->wantSpectate = spec;
|
||
|
}
|
||
|
} else {
|
||
|
// If the server turned off si_spectators while a player is spectating, then any spectate message forces the player out of spectate mode
|
||
|
if ( player->wantSpectate ) {
|
||
|
player->forceRespawn = true;
|
||
|
}
|
||
|
player->wantSpectate = false;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT: {
|
||
|
const int attackerNum = msg.ReadShort();
|
||
|
const int victimNum = msg.ReadShort();
|
||
|
idVec3 dir;
|
||
|
msg.ReadVectorFloat( dir );
|
||
|
const int damageDefIndex = msg.ReadLong();
|
||
|
const float damageScale = msg.ReadFloat();
|
||
|
const int location = msg.ReadLong();
|
||
|
|
||
|
if ( gameLocal.entities[victimNum] == NULL ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.entities[attackerNum] == NULL ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
idPlayer & victim = static_cast< idPlayer & >( *gameLocal.entities[victimNum] );
|
||
|
idPlayer & attacker = static_cast< idPlayer & >( *gameLocal.entities[attackerNum] );
|
||
|
|
||
|
if ( victim.GetPhysics() == NULL ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( attacker.weapon.GetEntity() == NULL ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( location == INVALID_JOINT ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Line of sight check. As a basic precaution against cheating,
|
||
|
// the server performs a ray intersection from the client's position
|
||
|
// to the joint he hit on the target.
|
||
|
idVec3 muzzleOrigin;
|
||
|
idMat3 muzzleAxis;
|
||
|
|
||
|
attacker.weapon.GetEntity()->GetProjectileLaunchOriginAndAxis( muzzleOrigin, muzzleAxis );
|
||
|
|
||
|
idVec3 targetLocation = victim.GetRenderEntity()->origin + victim.GetRenderEntity()->joints[location].ToVec3() * victim.GetRenderEntity()->axis;
|
||
|
|
||
|
trace_t tr;
|
||
|
gameLocal.clip.Translation( tr, muzzleOrigin, targetLocation, NULL, mat3_identity, MASK_SHOT_RENDERMODEL, &attacker );
|
||
|
|
||
|
idEntity * hitEnt = gameLocal.entities[ tr.c.entityNum ];
|
||
|
if ( hitEnt != &victim ) {
|
||
|
break;
|
||
|
}
|
||
|
const idDeclEntityDef *damageDef = static_cast<const idDeclEntityDef *>( declManager->DeclByIndex( DECL_ENTITYDEF, damageDefIndex, false ) );
|
||
|
|
||
|
if ( damageDef != NULL ) {
|
||
|
victim.Damage( NULL, gameLocal.entities[attackerNum], dir, damageDef->GetName(), damageScale, location );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
default: {
|
||
|
Warning( "Unknown reliable message (%d) from client %d", type, clientNum );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::ClientReadSnapshot
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::ClientReadSnapshot( const idSnapShot & ss ) {
|
||
|
if ( GetLocalClientNum() < 0 ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// if prediction is off, enable local client smoothing
|
||
|
//localPlayer->SetSelfSmooth( dupeUsercmds > 2 );
|
||
|
|
||
|
// clear any debug lines from a previous frame
|
||
|
gameRenderWorld->DebugClearLines( time );
|
||
|
|
||
|
// clear any debug polygons from a previous frame
|
||
|
gameRenderWorld->DebugClearPolygons( time );
|
||
|
|
||
|
SelectTimeGroup( false );
|
||
|
|
||
|
// so that StartSound/StopSound doesn't risk skipping
|
||
|
isNewFrame = true;
|
||
|
|
||
|
// clear the snapshot entity list
|
||
|
snapshotEntities.Clear();
|
||
|
|
||
|
// read all entities from the snapshot
|
||
|
for ( int o = 0; o < ss.NumObjects(); o++ ) {
|
||
|
idBitMsg msg;
|
||
|
int snapObjectNum = ss.GetObjectMsgByIndex( o, msg );
|
||
|
if ( snapObjectNum < 0 ) {
|
||
|
assert( false );
|
||
|
continue;
|
||
|
}
|
||
|
if ( snapObjectNum == SNAP_GAMESTATE ) {
|
||
|
mpGame.ReadFromSnapshot( msg );
|
||
|
continue;
|
||
|
}
|
||
|
if ( snapObjectNum == SNAP_SHADERPARMS ) {
|
||
|
for ( int i = 0; i < MAX_GLOBAL_SHADER_PARMS; i++ ) {
|
||
|
globalShaderParms[i] = msg.ReadFloat();
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
if ( snapObjectNum == SNAP_PORTALS ) {
|
||
|
// update portals for opened doors
|
||
|
int numPortals = msg.ReadLong();
|
||
|
assert( numPortals == gameRenderWorld->NumPortals() );
|
||
|
for ( int i = 0; i < numPortals; i++ ) {
|
||
|
gameRenderWorld->SetPortalState( (qhandle_t) (i+1), msg.ReadBits( NUM_RENDER_PORTAL_BITS ) );
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
if ( snapObjectNum >= SNAP_PLAYERSTATE && snapObjectNum < SNAP_PLAYERSTATE_END ) {
|
||
|
int playerNumber = snapObjectNum - SNAP_PLAYERSTATE;
|
||
|
idPlayer * otherPlayer = static_cast< idPlayer * >( entities[ playerNumber ] );
|
||
|
|
||
|
// Don't process Player Snapshots that are disconnected.
|
||
|
const int lobbyIndex = session->GetActingGameStateLobbyBase().GetLobbyUserIndexFromLobbyUserID( lobbyUserIDs[ playerNumber ] );
|
||
|
if( lobbyIndex < 0 || session->GetActingGameStateLobbyBase().IsLobbyUserConnected( lobbyIndex ) == false ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( otherPlayer != NULL ) {
|
||
|
otherPlayer->ReadPlayerStateFromSnapshot( msg );
|
||
|
if ( otherPlayer != entities[ GetLocalClientNum() ] ) { // This happens when we spectate another player
|
||
|
idWeapon * weap = otherPlayer->weapon.GetEntity();
|
||
|
if ( weap && ( weap->GetRenderEntity()->bounds[0] == weap->GetRenderEntity()->bounds[1] ) ) {
|
||
|
// update the weapon's viewmodel bounds so that the model doesn't flicker in the spectator's view
|
||
|
weap->GetAnimator()->GetBounds( gameLocal.time, weap->GetRenderEntity()->bounds );
|
||
|
weap->UpdateVisuals();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
if ( snapObjectNum >= SNAP_LAST_CLIENT_FRAME && snapObjectNum < SNAP_LAST_CLIENT_FRAME_END ) {
|
||
|
int playerNumber = snapObjectNum - SNAP_LAST_CLIENT_FRAME;
|
||
|
|
||
|
// Don't process Player Snapshots that are disconnected.
|
||
|
const int lobbyIndex = session->GetActingGameStateLobbyBase().GetLobbyUserIndexFromLobbyUserID( lobbyUserIDs[ playerNumber ] );
|
||
|
if( lobbyIndex < 0 || session->GetActingGameStateLobbyBase().IsLobbyUserConnected( lobbyIndex ) == false ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
usercmdLastClientMilliseconds[playerNumber] = msg.ReadLong();
|
||
|
continue;
|
||
|
}
|
||
|
if ( snapObjectNum < SNAP_ENTITIES || snapObjectNum >= SNAP_ENTITIES_END ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
int entityNumber = snapObjectNum - SNAP_ENTITIES;
|
||
|
|
||
|
if ( msg.GetSize() == 0 ) {
|
||
|
delete entities[entityNumber];
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
bool debug = false;
|
||
|
|
||
|
int spawnId = msg.ReadBits( 32 - GENTITYNUM_BITS );
|
||
|
int typeNum = msg.ReadBits( idClass::GetTypeNumBits() );
|
||
|
int entityDefNumber = ClientRemapDecl( DECL_ENTITYDEF, msg.ReadBits( entityDefBits ) );
|
||
|
const int predictedKey = msg.ReadBits( 32 );
|
||
|
|
||
|
idTypeInfo * typeInfo = idClass::GetType( typeNum );
|
||
|
if ( !typeInfo ) {
|
||
|
idLib::Error( "Unknown type number %d for entity %d with class number %d", typeNum, entityNumber, entityDefNumber );
|
||
|
}
|
||
|
|
||
|
// If there is no entity on this client, but the server's entity matches a predictionKey, move the client's
|
||
|
// predicted entity to the normal, replicated area in the entity list.
|
||
|
if ( entities[entityNumber] == NULL ) {
|
||
|
if ( predictedKey != idEntity::INVALID_PREDICTION_KEY ) {
|
||
|
idLib::PrintfIf( debug, "Looking for predicted key %d.\n", predictedKey );
|
||
|
idEntity * predictedEntity = FindPredictedEntity( predictedKey, typeInfo );
|
||
|
|
||
|
if ( predictedEntity != NULL ) {
|
||
|
// This presentable better be in the proper place in the list or bad things will happen if we move this presentable around
|
||
|
assert( predictedEntity->GetEntityNumber() >= ENTITYNUM_FIRST_NON_REPLICATED );
|
||
|
continue;
|
||
|
#if 0
|
||
|
idProjectile * predictedProjectile = idProjectile::CastTo( predictedEntity );
|
||
|
if ( predictedProjectile != NULL ) {
|
||
|
for ( int i = 0; i < MAX_PLAYERS; i++ ) {
|
||
|
if ( entities[i] == NULL ) {
|
||
|
continue;
|
||
|
}
|
||
|
idPlayer * player = idPlayer::CastTo( entities[i] );
|
||
|
if ( player != NULL ) {
|
||
|
if ( player->GetUniqueProjectile() == predictedProjectile ) {
|
||
|
// Set new spawn id
|
||
|
player->TrackUniqueProjectile( predictedProjectile );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idLib::PrintfIf( debug, "Found predicted EntNum old:%i new:%i spawnID:%i\n", predictedEntity->GetEntityNumber(), entityNumber, spawnId >> GENTITYNUM_BITS );
|
||
|
|
||
|
// move the entity
|
||
|
RemoveEntityFromHash( predictedEntity->name.c_str(), predictedEntity );
|
||
|
UnregisterEntity( predictedEntity );
|
||
|
assert( entities[predictedEntity->GetEntityNumber()] == NULL );
|
||
|
predictedEntity->spawnArgs.SetInt( "spawn_entnum", entityNumber );
|
||
|
RegisterEntity( predictedEntity, spawnId, predictedEntity->spawnArgs );
|
||
|
predictedEntity->SetName( "" );
|
||
|
|
||
|
// now mark us as no longer predicted
|
||
|
predictedEntity->BecomeReplicated();
|
||
|
#endif
|
||
|
}
|
||
|
//TODO make this work with non-client preditced entities
|
||
|
/* else {
|
||
|
idLib::Warning( "Could not find predicted entity - key: %d. EntityIndex: %d", predictedKey, entityNum );
|
||
|
} */
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idEntity * ent = entities[entityNumber];
|
||
|
|
||
|
// if there is no entity or an entity of the wrong type
|
||
|
if ( !ent || ent->GetType()->typeNum != typeNum || ent->entityDefNumber != entityDefNumber || spawnId != spawnIds[ entityNumber ] ) {
|
||
|
delete ent;
|
||
|
|
||
|
spawnCount = spawnId;
|
||
|
|
||
|
if ( entityNumber < MAX_CLIENTS ) {
|
||
|
commonLocal.GetUCmdMgr().ResetPlayer( entityNumber );
|
||
|
SpawnPlayer( entityNumber );
|
||
|
ent = entities[ entityNumber ];
|
||
|
ent->FreeModelDef();
|
||
|
} else {
|
||
|
idDict args;
|
||
|
args.SetInt( "spawn_entnum", entityNumber );
|
||
|
args.Set( "name", va( "entity%d", entityNumber ) );
|
||
|
|
||
|
if ( entityDefNumber >= 0 ) {
|
||
|
if ( entityDefNumber >= declManager->GetNumDecls( DECL_ENTITYDEF ) ) {
|
||
|
Error( "server has %d entityDefs instead of %d", entityDefNumber, declManager->GetNumDecls( DECL_ENTITYDEF ) );
|
||
|
}
|
||
|
const char * classname = declManager->DeclByIndex( DECL_ENTITYDEF, entityDefNumber, false )->GetName();
|
||
|
args.Set( "classname", classname );
|
||
|
if ( !SpawnEntityDef( args, &ent ) || !entities[entityNumber] || entities[entityNumber]->GetType()->typeNum != typeNum ) {
|
||
|
Error( "Failed to spawn entity with classname '%s' of type '%s'", classname, typeInfo->classname );
|
||
|
}
|
||
|
} else {
|
||
|
ent = SpawnEntityType( *typeInfo, &args, true );
|
||
|
if ( !entities[entityNumber] || entities[entityNumber]->GetType()->typeNum != typeNum ) {
|
||
|
Error( "Failed to spawn entity of type '%s'", typeInfo->classname );
|
||
|
}
|
||
|
}
|
||
|
if ( ent != NULL ) {
|
||
|
// Fixme: for now, force all think flags on. We'll need to figure out how we want dormancy to work on clients
|
||
|
// (but for now since clientThink is so light weight, this is ok)
|
||
|
ent->BecomeActive( TH_ANIMATE );
|
||
|
ent->BecomeActive( TH_THINK );
|
||
|
ent->BecomeActive( TH_PHYSICS );
|
||
|
}
|
||
|
if ( entityNumber < MAX_CLIENTS && entityNumber >= numClients ) {
|
||
|
numClients = entityNumber + 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ss.ObjectIsStaleByIndex( o ) ) {
|
||
|
if ( ent->entityNumber >= MAX_CLIENTS && ent->entityNumber < mapSpawnCount && !ent->spawnArgs.GetBool("net_dynamic", "0")) { //_D3XP
|
||
|
// server says it's not in PVS
|
||
|
// if that happens on map entities, most likely something is wrong
|
||
|
// I can see that moving pieces along several PVS could be a legit situation though
|
||
|
// this is a band aid, which means something is not done right elsewhere
|
||
|
common->DWarning( "map entity 0x%x (%s) is stale", ent->entityNumber, ent->name.c_str() );
|
||
|
} else {
|
||
|
ent->snapshotStale = true;
|
||
|
|
||
|
ent->FreeModelDef();
|
||
|
// possible fix for left over lights on CTF flag
|
||
|
ent->FreeLightDef();
|
||
|
ent->UpdateVisuals();
|
||
|
ent->GetPhysics()->UnlinkClip();
|
||
|
}
|
||
|
} else {
|
||
|
// add the entity to the snapshot list
|
||
|
ent->snapshotNode.AddToEnd( snapshotEntities );
|
||
|
int snapshotChanged = ss.ObjectChangedCountByIndex( o );
|
||
|
msg.SetHasChanged( ent->snapshotChanged != snapshotChanged );
|
||
|
ent->snapshotChanged = snapshotChanged;
|
||
|
|
||
|
ent->FlagNewSnapshot();
|
||
|
|
||
|
// read the class specific data from the snapshot
|
||
|
if ( msg.GetRemainingReadBits() > 0 ) {
|
||
|
ent->ReadFromSnapshot_Ex( msg );
|
||
|
ent->snapshotBits = msg.GetSize();
|
||
|
}
|
||
|
|
||
|
// Set after ReadFromSnapshot so we can detect coming unstale
|
||
|
ent->snapshotStale = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// process entity events
|
||
|
ClientProcessEntityNetworkEventQueue();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::ClientProcessEntityNetworkEventQueue
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::ClientProcessEntityNetworkEventQueue() {
|
||
|
while( eventQueue.Start() ) {
|
||
|
entityNetEvent_t * event = eventQueue.Start();
|
||
|
|
||
|
// only process forward, in order
|
||
|
if ( event->time > this->serverTime ) {
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
idEntityPtr< idEntity > entPtr;
|
||
|
|
||
|
if( !entPtr.SetSpawnId( event->spawnId ) ) {
|
||
|
if( !gameLocal.entities[ event->spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] ) {
|
||
|
// if new entity exists in this position, silently ignore
|
||
|
NetworkEventWarning( event, "Entity does not exist any longer, or has not been spawned yet." );
|
||
|
}
|
||
|
} else {
|
||
|
idEntity * ent = entPtr.GetEntity();
|
||
|
assert( ent );
|
||
|
|
||
|
idBitMsg eventMsg;
|
||
|
eventMsg.InitRead( event->paramsBuf, sizeof( event->paramsBuf ) );
|
||
|
eventMsg.SetSize( event->paramsSize );
|
||
|
eventMsg.BeginReading();
|
||
|
if ( !ent->ClientReceiveEvent( event->event, event->time, eventMsg ) ) {
|
||
|
NetworkEventWarning( event, "unknown event" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
verify( eventQueue.Dequeue() == event );
|
||
|
eventQueue.Free( event );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::ClientProcessReliableMessage
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::ClientProcessReliableMessage( int type, const idBitMsg &msg ) {
|
||
|
switch( type ) {
|
||
|
case GAME_RELIABLE_MESSAGE_SYNCEDCVARS: {
|
||
|
idDict syncedCvars;
|
||
|
msg.ReadDeltaDict( syncedCvars, NULL );
|
||
|
|
||
|
idLib::Printf( "Got networkSync cvars:\n" );
|
||
|
syncedCvars.Print();
|
||
|
|
||
|
cvarSystem->ResetFlaggedVariables( CVAR_NETWORKSYNC );
|
||
|
cvarSystem->SetCVarsFromDict( syncedCvars );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_CHAT:
|
||
|
case GAME_RELIABLE_MESSAGE_TCHAT: { // (client should never get a TCHAT though)
|
||
|
char name[128];
|
||
|
char text[128];
|
||
|
msg.ReadString( name, sizeof( name ) );
|
||
|
msg.ReadString( text, sizeof( text ) );
|
||
|
mpGame.AddChatLine( "%s^0: %s\n", name, text );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_SOUND_EVENT: {
|
||
|
snd_evt_t snd_evt = (snd_evt_t)msg.ReadByte();
|
||
|
mpGame.PlayGlobalSound( -1, snd_evt );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_SOUND_INDEX: {
|
||
|
int index = gameLocal.ClientRemapDecl( DECL_SOUND, msg.ReadLong() );
|
||
|
if ( index >= 0 && index < declManager->GetNumDecls( DECL_SOUND ) ) {
|
||
|
const idSoundShader *shader = declManager->SoundByIndex( index );
|
||
|
mpGame.PlayGlobalSound( -1, SND_COUNT, shader->GetName() );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_DB: {
|
||
|
idMultiplayerGame::msg_evt_t msg_evt = (idMultiplayerGame::msg_evt_t)msg.ReadByte();
|
||
|
int parm1, parm2;
|
||
|
parm1 = msg.ReadByte( );
|
||
|
parm2 = msg.ReadByte( );
|
||
|
mpGame.PrintMessageEvent( msg_evt, parm1, parm2 );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_EVENT: {
|
||
|
// allocate new event
|
||
|
entityNetEvent_t * event = eventQueue.Alloc();
|
||
|
eventQueue.Enqueue( event, idEventQueue::OUTOFORDER_IGNORE );
|
||
|
|
||
|
event->spawnId = msg.ReadBits( 32 );
|
||
|
event->event = msg.ReadByte();
|
||
|
event->time = msg.ReadLong();
|
||
|
|
||
|
event->paramsSize = msg.ReadBits( idMath::BitsForInteger( MAX_EVENT_PARAM_SIZE ) );
|
||
|
if ( event->paramsSize ) {
|
||
|
if ( event->paramsSize > MAX_EVENT_PARAM_SIZE ) {
|
||
|
NetworkEventWarning( event, "invalid param size" );
|
||
|
return;
|
||
|
}
|
||
|
msg.ReadByteAlign();
|
||
|
msg.ReadData( event->paramsBuf, event->paramsSize );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_RESTART: {
|
||
|
MapRestart();
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_TOURNEYLINE: {
|
||
|
int line = msg.ReadByte( );
|
||
|
idPlayer * p = static_cast< idPlayer * >( entities[ GetLocalClientNum() ] );
|
||
|
if ( !p ) {
|
||
|
break;
|
||
|
}
|
||
|
p->tourneyLine = line;
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_STARTSTATE: {
|
||
|
mpGame.ClientReadStartState( msg );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_WARMUPTIME: {
|
||
|
mpGame.ClientReadWarmupTime( msg );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_LOBBY_COUNTDOWN: {
|
||
|
int timeRemaining = msg.ReadLong();
|
||
|
Shell_UpdateClientCountdown( timeRemaining );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_RESPAWN_AVAILABLE: {
|
||
|
idPlayer * p = static_cast< idPlayer * >( entities[ GetLocalClientNum() ] );
|
||
|
if ( p ) {
|
||
|
p->ShowRespawnHudMessage();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_MATCH_STARTED_TIME: {
|
||
|
mpGame.ClientReadMatchStartedTime( msg );
|
||
|
break;
|
||
|
}
|
||
|
case GAME_RELIABLE_MESSAGE_ACHIEVEMENT_UNLOCK: {
|
||
|
mpGame.ClientReadAchievementUnlock( msg );
|
||
|
break;
|
||
|
}
|
||
|
default: {
|
||
|
Error( "Unknown reliable message (%d) from host", type );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idGameLocal::ClientRunFrame
|
||
|
================
|
||
|
*/
|
||
|
void idGameLocal::ClientRunFrame( idUserCmdMgr & cmdMgr, bool lastPredictFrame, gameReturn_t & ret ) {
|
||
|
idEntity *ent;
|
||
|
|
||
|
// update the game time
|
||
|
previousTime = FRAME_TO_MSEC( framenum );
|
||
|
framenum++;
|
||
|
time = FRAME_TO_MSEC( framenum );
|
||
|
|
||
|
idPlayer * player = static_cast<idPlayer *>( entities[GetLocalClientNum()] );
|
||
|
if ( !player ) {
|
||
|
|
||
|
// service any pending events
|
||
|
idEvent::ServiceEvents();
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// check for local client lag
|
||
|
idLobbyBase & lobby = session->GetActingGameStateLobbyBase();
|
||
|
if ( lobby.GetPeerTimeSinceLastPacket( lobby.PeerIndexForHost() ) >= net_clientMaxPrediction.GetInteger() ) {
|
||
|
player->isLagged = true;
|
||
|
} else {
|
||
|
player->isLagged = false;
|
||
|
}
|
||
|
|
||
|
// update the real client time and the new frame flag
|
||
|
if ( time > realClientTime ) {
|
||
|
realClientTime = time;
|
||
|
isNewFrame = true;
|
||
|
} else {
|
||
|
isNewFrame = false;
|
||
|
}
|
||
|
|
||
|
slow.Set( time, previousTime, realClientTime );
|
||
|
fast.Set( time, previousTime, realClientTime );
|
||
|
|
||
|
// run prediction on all active entities
|
||
|
for( ent = activeEntities.Next(); ent != NULL; ent = ent->activeNode.Next() ) {
|
||
|
ent->thinkFlags |= TH_PHYSICS;
|
||
|
|
||
|
if ( ent->entityNumber != GetLocalClientNum() ) {
|
||
|
ent->ClientThink( netInterpolationInfo.serverGameMs, netInterpolationInfo.pct, true );
|
||
|
} else {
|
||
|
RunAllUserCmdsForPlayer( cmdMgr, ent->entityNumber );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// service any pending events
|
||
|
idEvent::ServiceEvents();
|
||
|
|
||
|
// show any debug info for this frame
|
||
|
if ( isNewFrame ) {
|
||
|
RunDebugInfo();
|
||
|
D_DrawDebugLines();
|
||
|
}
|
||
|
|
||
|
BuildReturnValue( ret );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idGameLocal::Tokenize
|
||
|
===============
|
||
|
*/
|
||
|
void idGameLocal::Tokenize( idStrList &out, const char *in ) {
|
||
|
char buf[ MAX_STRING_CHARS ];
|
||
|
char *token, *next;
|
||
|
|
||
|
idStr::Copynz( buf, in, MAX_STRING_CHARS );
|
||
|
token = buf;
|
||
|
next = strchr( token, ';' );
|
||
|
while ( token ) {
|
||
|
if ( next ) {
|
||
|
*next = '\0';
|
||
|
}
|
||
|
idStr::ToLower( token );
|
||
|
out.Append( token );
|
||
|
if ( next ) {
|
||
|
token = next + 1;
|
||
|
next = strchr( token, ';' );
|
||
|
} else {
|
||
|
token = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idGameLocal::FindPredictedEntity
|
||
|
========================
|
||
|
*/
|
||
|
idEntity * idGameLocal::FindPredictedEntity( uint32 predictedKey, idTypeInfo * type ) {
|
||
|
for ( idEntity * predictedEntity = activeEntities.Next(); predictedEntity != NULL; predictedEntity = predictedEntity->activeNode.Next() ) {
|
||
|
if ( !verify( predictedEntity != NULL ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
if ( !predictedEntity->IsReplicated() && predictedEntity->GetPredictedKey() == predictedKey ) {
|
||
|
if ( predictedEntity->GetType() != type ) {
|
||
|
idLib::Warning("Mismatched presentable type. Predicted: %s Actual: %s", predictedEntity->GetType()->classname, type->classname );
|
||
|
}
|
||
|
return predictedEntity;
|
||
|
}
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
========================
|
||
|
idGameLocal::GeneratePredictionKey
|
||
|
========================
|
||
|
*/
|
||
|
uint32 idGameLocal::GeneratePredictionKey( idWeapon * weapon, idPlayer * playerAttacker, int overrideKey ) {
|
||
|
if ( overrideKey != -1 ) {
|
||
|
uint32 predictedKey = overrideKey;
|
||
|
int peerIndex = -1;
|
||
|
|
||
|
if ( common->IsServer() ) {
|
||
|
peerIndex = session->GetActingGameStateLobbyBase().PeerIndexFromLobbyUser( lobbyUserIDs[ playerAttacker->entityNumber ] );
|
||
|
} else {
|
||
|
peerIndex = session->GetActingGameStateLobbyBase().PeerIndexOnHost();
|
||
|
}
|
||
|
|
||
|
predictedKey |= ( peerIndex << 28 );
|
||
|
|
||
|
return predictedKey;
|
||
|
}
|
||
|
|
||
|
uint32 predictedKey = idEntity::INVALID_PREDICTION_KEY;
|
||
|
int peerIndex = -1;
|
||
|
|
||
|
// Get key - fireCount or throwCount
|
||
|
//if ( weapon != NULL ) {
|
||
|
if ( common->IsClient() ) {
|
||
|
predictedKey = playerAttacker->GetClientFireCount();
|
||
|
} else {
|
||
|
predictedKey = playerAttacker->usercmd.fireCount;
|
||
|
}
|
||
|
//} else {
|
||
|
// predictedKey = ( playerAttacker->GetThrowCount() );
|
||
|
//}
|
||
|
|
||
|
// Get peer index
|
||
|
if ( common->IsServer() ) {
|
||
|
peerIndex = session->GetActingGameStateLobbyBase().PeerIndexFromLobbyUser( lobbyUserIDs[ playerAttacker->entityNumber ] );
|
||
|
} else {
|
||
|
peerIndex = session->GetActingGameStateLobbyBase().PeerIndexOnHost();
|
||
|
}
|
||
|
|
||
|
if ( cg_predictedSpawn_debug.GetBool() ) {
|
||
|
idLib::Printf("GeneratePredictionKey. predictedKey: %d peedIndex: %d\n", predictedKey, peerIndex );
|
||
|
}
|
||
|
|
||
|
predictedKey |= ( peerIndex << 28 );
|
||
|
return predictedKey;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEventQueue::Alloc
|
||
|
===============
|
||
|
*/
|
||
|
entityNetEvent_t* idEventQueue::Alloc() {
|
||
|
entityNetEvent_t* event = eventAllocator.Alloc();
|
||
|
event->prev = NULL;
|
||
|
event->next = NULL;
|
||
|
return event;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEventQueue::Free
|
||
|
===============
|
||
|
*/
|
||
|
void idEventQueue::Free( entityNetEvent_t *event ) {
|
||
|
// should only be called on an unlinked event!
|
||
|
assert( !event->next && !event->prev );
|
||
|
eventAllocator.Free( event );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEventQueue::Shutdown
|
||
|
===============
|
||
|
*/
|
||
|
void idEventQueue::Shutdown() {
|
||
|
eventAllocator.Shutdown();
|
||
|
this->Init();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEventQueue::Init
|
||
|
===============
|
||
|
*/
|
||
|
void idEventQueue::Init() {
|
||
|
start = NULL;
|
||
|
end = NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEventQueue::Dequeue
|
||
|
===============
|
||
|
*/
|
||
|
entityNetEvent_t* idEventQueue::Dequeue() {
|
||
|
entityNetEvent_t* event = start;
|
||
|
if ( !event ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
start = start->next;
|
||
|
|
||
|
if ( !start ) {
|
||
|
end = NULL;
|
||
|
} else {
|
||
|
start->prev = NULL;
|
||
|
}
|
||
|
|
||
|
event->next = NULL;
|
||
|
event->prev = NULL;
|
||
|
|
||
|
return event;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEventQueue::RemoveLast
|
||
|
===============
|
||
|
*/
|
||
|
entityNetEvent_t* idEventQueue::RemoveLast() {
|
||
|
entityNetEvent_t *event = end;
|
||
|
if ( !event ) {
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
end = event->prev;
|
||
|
|
||
|
if ( !end ) {
|
||
|
start = NULL;
|
||
|
} else {
|
||
|
end->next = NULL;
|
||
|
}
|
||
|
|
||
|
event->next = NULL;
|
||
|
event->prev = NULL;
|
||
|
|
||
|
return event;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
idEventQueue::Enqueue
|
||
|
===============
|
||
|
*/
|
||
|
void idEventQueue::Enqueue( entityNetEvent_t *event, outOfOrderBehaviour_t behaviour ) {
|
||
|
if ( behaviour == OUTOFORDER_DROP ) {
|
||
|
// go backwards through the queue and determine if there are
|
||
|
// any out-of-order events
|
||
|
while ( end && end->time > event->time ) {
|
||
|
entityNetEvent_t *outOfOrder = RemoveLast();
|
||
|
common->DPrintf( "WARNING: new event with id %d ( time %d ) caused removal of event with id %d ( time %d ), game time = %d.\n", event->event, event->time, outOfOrder->event, outOfOrder->time, gameLocal.time );
|
||
|
Free( outOfOrder );
|
||
|
}
|
||
|
} else if ( behaviour == OUTOFORDER_SORT && end ) {
|
||
|
// NOT TESTED -- sorting out of order packets hasn't been
|
||
|
// tested yet... wasn't strictly necessary for
|
||
|
// the patch fix.
|
||
|
entityNetEvent_t *cur = end;
|
||
|
// iterate until we find a time < the new event's
|
||
|
while ( cur && cur->time > event->time ) {
|
||
|
cur = cur->prev;
|
||
|
}
|
||
|
if ( !cur ) {
|
||
|
// add to start
|
||
|
event->next = start;
|
||
|
event->prev = NULL;
|
||
|
start = event;
|
||
|
} else {
|
||
|
// insert
|
||
|
event->prev = cur;
|
||
|
event->next = cur->next;
|
||
|
cur->next = event;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// add the new event
|
||
|
event->next = NULL;
|
||
|
event->prev = NULL;
|
||
|
|
||
|
if ( end ) {
|
||
|
end->next = event;
|
||
|
event->prev = end;
|
||
|
} else {
|
||
|
start = event;
|
||
|
}
|
||
|
end = event;
|
||
|
}
|