jedi-academy/codemp/client/cl_main.cpp
2013-04-23 15:21:39 +10:00

3685 lines
85 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
// cl_main.c -- client main loop
#include "client.h"
#include "../qcommon/stringed_ingame.h"
#include <limits.h>
#ifdef _XBOX
#include "snd_local_console.h"
#include "../xbox/XBLive.h"
#include "../xbox/XBoxCommon.h"
#else
#include "snd_local.h"
#endif
//rwwRMG - added:
#include "..\qcommon\cm_local.h"
#include "..\qcommon\cm_landscape.h"
#if !defined(G2_H_INC)
#include "..\ghoul2\G2_local.h"
#endif
#if !defined (MINIHEAP_H_INC)
#include "../qcommon/miniheap.h"
#endif
#ifdef _DONETPROFILE_
#include "../qcommon/INetProfile.h"
#endif
#if 0 //rwwFIXMEFIXME: Disable this before release!!!!!! I am just trying to find a crash bug.
#include "../renderer/tr_local.h"
#endif
#ifdef _XBOX
#include "../renderer/tr_local.h"
#endif
cvar_t *cl_nodelta;
cvar_t *cl_debugMove;
cvar_t *cl_noprint;
cvar_t *cl_motd;
cvar_t *rcon_client_password;
cvar_t *rconAddress;
cvar_t *cl_timeout;
cvar_t *cl_maxpackets;
cvar_t *cl_packetdup;
cvar_t *cl_timeNudge;
cvar_t *cl_showTimeDelta;
cvar_t *cl_freezeDemo;
cvar_t *cl_shownet;
cvar_t *cl_showSend;
cvar_t *cl_timedemo;
cvar_t *cl_avidemo;
cvar_t *cl_forceavidemo;
cvar_t *cl_freelook;
cvar_t *cl_sensitivity;
cvar_t *cl_mouseAccel;
cvar_t *cl_showMouseRate;
cvar_t *m_pitchVeh;
cvar_t *m_pitch;
cvar_t *m_yaw;
cvar_t *m_forward;
cvar_t *m_side;
cvar_t *m_filter;
#ifdef _XBOX
//MAP HACK
cvar_t *cl_mapname;
#endif
cvar_t *cl_activeAction;
cvar_t *cl_motdString;
cvar_t *cl_allowDownload;
cvar_t *cl_allowAltEnter;
cvar_t *cl_conXOffset;
cvar_t *cl_inGameVideo;
cvar_t *cl_serverStatusResendTime;
cvar_t *cl_trn;
cvar_t *cl_framerate;
cvar_t *cl_autolodscale;
vec3_t cl_windVec;
#ifdef USE_CD_KEY
char cl_cdkey[34] = " ";
#endif // USE_CD_KEY
clientActive_t cl;
clientConnection_t clc;
clientStatic_t cls;
vm_t *cgvm;
// Structure containing functions exported from refresh DLL
refexport_t re;
ping_t cl_pinglist[MAX_PINGREQUESTS];
typedef struct serverStatus_s
{
char string[BIG_INFO_STRING];
netadr_t address;
int time, startTime;
qboolean pending;
qboolean print;
qboolean retrieved;
} serverStatus_t;
serverStatus_t cl_serverStatusList[MAX_SERVERSTATUSREQUESTS];
int serverStatusCount;
CMiniHeap *G2VertSpaceClient = 0;
#if defined __USEA3D && defined __A3D_GEOM
void hA3Dg_ExportRenderGeom (refexport_t *incoming_re);
#endif
extern void SV_BotFrame( int time );
void CL_CheckForResend( void );
void CL_ShowIP_f(void);
void CL_ServerStatus_f(void);
void CL_ServerStatusResponse( netadr_t from, msg_t *msg );
/*
=======================================================================
CLIENT RELIABLE COMMAND COMMUNICATION
=======================================================================
*/
/*
======================
CL_AddReliableCommand
The given command will be transmitted to the server, and is gauranteed to
not have future usercmd_t executed before it is executed
======================
*/
void CL_AddReliableCommand( const char *cmd ) {
int index;
// if we would be losing an old command that hasn't been acknowledged,
// we must drop the connection
if ( clc.reliableSequence - clc.reliableAcknowledge > MAX_RELIABLE_COMMANDS ) {
Com_Error( ERR_DROP, "Client command overflow" );
}
clc.reliableSequence++;
index = clc.reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
Q_strncpyz( clc.reliableCommands[ index ], cmd, sizeof( clc.reliableCommands[ index ] ) );
}
/*
======================
CL_ChangeReliableCommand
======================
*/
void CL_ChangeReliableCommand( void ) {
int r, index, l;
r = clc.reliableSequence - ((int)(random()) * 5);
index = clc.reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
l = strlen(clc.reliableCommands[ index ]);
if ( l >= MAX_STRING_CHARS - 1 ) {
l = MAX_STRING_CHARS - 2;
}
clc.reliableCommands[ index ][ l ] = '\n';
clc.reliableCommands[ index ][ l+1 ] = '\0';
}
/*
======================
CL_MakeMonkeyDoLaundry
======================
*/
void CL_MakeMonkeyDoLaundry( void ) {
if ( Sys_MonkeyShouldBeSpanked() ) {
if ( !(cls.framecount & 255) ) {
if ( random() < 0.1 ) {
CL_ChangeReliableCommand();
}
}
}
}
/*
=======================================================================
CLIENT SIDE DEMO RECORDING
=======================================================================
*/
/*
====================
CL_WriteDemoMessage
Dumps the current net message, prefixed by the length
====================
*/
#ifndef _XBOX // No demos on Xbox
void CL_WriteDemoMessage ( msg_t *msg, int headerBytes ) {
int len, swlen;
// write the packet sequence
len = clc.serverMessageSequence;
swlen = LittleLong( len );
FS_Write (&swlen, 4, clc.demofile);
// skip the packet sequencing information
len = msg->cursize - headerBytes;
swlen = LittleLong(len);
FS_Write (&swlen, 4, clc.demofile);
FS_Write ( msg->data + headerBytes, len, clc.demofile );
}
/*
====================
CL_StopRecording_f
stop recording a demo
====================
*/
void CL_StopRecord_f( void ) {
int len;
if ( !clc.demorecording ) {
Com_Printf ("Not recording a demo.\n");
return;
}
// finish up
len = -1;
FS_Write (&len, 4, clc.demofile);
FS_Write (&len, 4, clc.demofile);
FS_FCloseFile (clc.demofile);
clc.demofile = 0;
clc.demorecording = qfalse;
clc.spDemoRecording = qfalse;
Com_Printf ("Stopped demo.\n");
}
/*
==================
CL_DemoFilename
==================
*/
void CL_DemoFilename( int number, char *fileName ) {
int a,b,c,d;
if ( number < 0 || number > 9999 ) {
Com_sprintf( fileName, MAX_OSPATH, "demo9999.tga" );
return;
}
a = number / 1000;
number -= a*1000;
b = number / 100;
number -= b*100;
c = number / 10;
number -= c*10;
d = number;
Com_sprintf( fileName, MAX_OSPATH, "demo%i%i%i%i"
, a, b, c, d );
}
/*
====================
CL_Record_f
record <demoname>
Begins recording a demo from the current position
====================
*/
static char demoName[MAX_QPATH]; // compiler bug workaround
void CL_Record_f( void ) {
char name[MAX_OSPATH];
byte bufData[MAX_MSGLEN];
msg_t buf;
int i;
int len;
entityState_t *ent;
entityState_t nullstate;
char *s;
if ( Cmd_Argc() > 2 ) {
Com_Printf ("record <demoname>\n");
return;
}
if ( clc.demorecording ) {
if (!clc.spDemoRecording) {
Com_Printf ("Already recording.\n");
}
return;
}
if ( cls.state != CA_ACTIVE ) {
Com_Printf ("You must be in a level to record.\n");
return;
}
if ( !Cvar_VariableValue( "g_synchronousClients" ) ) {
Com_Printf ("The server must have 'g_synchronousClients 1' set for demos\n");
return;
}
if ( Cmd_Argc() == 2 ) {
s = Cmd_Argv(1);
Q_strncpyz( demoName, s, sizeof( demoName ) );
Com_sprintf (name, sizeof(name), "demos/%s.dm_%d", demoName, PROTOCOL_VERSION );
} else {
int number;
// scan for a free demo name
for ( number = 0 ; number <= 9999 ; number++ ) {
CL_DemoFilename( number, demoName );
Com_sprintf (name, sizeof(name), "demos/%s.dm_%d", demoName, PROTOCOL_VERSION );
len = FS_ReadFile( name, NULL );
if ( len <= 0 ) {
break; // file doesn't exist
}
}
}
// open the demo file
Com_Printf ("recording to %s.\n", name);
clc.demofile = FS_FOpenFileWrite( name );
if ( !clc.demofile ) {
Com_Printf ("ERROR: couldn't open.\n");
return;
}
clc.demorecording = qtrue;
if (Cvar_VariableValue("ui_recordSPDemo")) {
clc.spDemoRecording = qtrue;
} else {
clc.spDemoRecording = qfalse;
}
Q_strncpyz( clc.demoName, demoName, sizeof( clc.demoName ) );
// don't start saving messages until a non-delta compressed message is received
clc.demowaiting = qtrue;
// write out the gamestate message
MSG_Init (&buf, bufData, sizeof(bufData));
MSG_Bitstream(&buf);
// NOTE, MRE: all server->client messages now acknowledge
MSG_WriteLong( &buf, clc.reliableSequence );
MSG_WriteByte (&buf, svc_gamestate);
MSG_WriteLong (&buf, clc.serverCommandSequence );
// configstrings
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
if ( !cl.gameState.stringOffsets[i] ) {
continue;
}
s = cl.gameState.stringData + cl.gameState.stringOffsets[i];
MSG_WriteByte (&buf, svc_configstring);
MSG_WriteShort (&buf, i);
MSG_WriteBigString (&buf, s);
}
// baselines
Com_Memset (&nullstate, 0, sizeof(nullstate));
for ( i = 0; i < MAX_GENTITIES ; i++ ) {
ent = &cl.entityBaselines[i];
if ( !ent->number ) {
continue;
}
MSG_WriteByte (&buf, svc_baseline);
MSG_WriteDeltaEntity (&buf, &nullstate, ent, qtrue );
}
MSG_WriteByte( &buf, svc_EOF );
// finished writing the gamestate stuff
// write the client num
MSG_WriteLong(&buf, clc.clientNum);
// write the checksum feed
MSG_WriteLong(&buf, clc.checksumFeed);
// RMG stuff
if ( clc.rmgHeightMapSize )
{
int i;
// Height map
MSG_WriteShort ( &buf, (unsigned short)clc.rmgHeightMapSize );
MSG_WriteBits ( &buf, 0, 1 );
MSG_WriteData( &buf, clc.rmgHeightMap, clc.rmgHeightMapSize );
// Flatten map
MSG_WriteShort ( &buf, (unsigned short)clc.rmgHeightMapSize );
MSG_WriteBits ( &buf, 0, 1 );
MSG_WriteData( &buf, clc.rmgFlattenMap, clc.rmgHeightMapSize );
// Seed
MSG_WriteLong ( &buf, clc.rmgSeed );
// Automap symbols
MSG_WriteShort ( &buf, (unsigned short)clc.rmgAutomapSymbolCount );
for ( i = 0; i < clc.rmgAutomapSymbolCount; i ++ )
{
MSG_WriteByte ( &buf, (unsigned char)clc.rmgAutomapSymbols[i].mType );
MSG_WriteByte ( &buf, (unsigned char)clc.rmgAutomapSymbols[i].mSide );
MSG_WriteLong ( &buf, (long)clc.rmgAutomapSymbols[i].mOrigin[0] );
MSG_WriteLong ( &buf, (long)clc.rmgAutomapSymbols[i].mOrigin[1] );
}
}
else
{
MSG_WriteShort ( &buf, 0 );
}
// finished writing the client packet
MSG_WriteByte( &buf, svc_EOF );
// write it to the demo file
len = LittleLong( clc.serverMessageSequence - 1 );
FS_Write (&len, 4, clc.demofile);
len = LittleLong (buf.cursize);
FS_Write (&len, 4, clc.demofile);
FS_Write (buf.data, buf.cursize, clc.demofile);
// the rest of the demo file will be copied from net messages
}
/*
=======================================================================
CLIENT SIDE DEMO PLAYBACK
=======================================================================
*/
/*
=================
CL_DemoCompleted
=================
*/
void CL_DemoCompleted( void ) {
if (cl_timedemo && cl_timedemo->integer) {
int time;
time = Sys_Milliseconds() - clc.timeDemoStart;
if ( time > 0 ) {
Com_Printf ("%i frames, %3.1f seconds: %3.1f fps\n", clc.timeDemoFrames,
time/1000.0, clc.timeDemoFrames*1000.0 / time);
}
}
/* CL_Disconnect( qtrue );
CL_NextDemo();
*/
//rww - The above code seems to just stick you in a no-menu state and you can't do anything there.
//I'm not sure why it ever worked in TA, but whatever. This code will bring us back to the main menu
//after a demo is finished playing instead.
CL_Disconnect_f();
S_StopAllSounds();
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
CL_NextDemo();
}
/*
=================
CL_ReadDemoMessage
=================
*/
void CL_ReadDemoMessage( void ) {
int r;
msg_t buf;
byte bufData[ MAX_MSGLEN ];
int s;
if ( !clc.demofile ) {
CL_DemoCompleted ();
return;
}
// get the sequence number
r = FS_Read( &s, 4, clc.demofile);
if ( r != 4 ) {
CL_DemoCompleted ();
return;
}
clc.serverMessageSequence = LittleLong( s );
// init the message
MSG_Init( &buf, bufData, sizeof( bufData ) );
// get the length
r = FS_Read (&buf.cursize, 4, clc.demofile);
if ( r != 4 ) {
CL_DemoCompleted ();
return;
}
buf.cursize = LittleLong( buf.cursize );
if ( buf.cursize == -1 ) {
CL_DemoCompleted ();
return;
}
if ( buf.cursize > buf.maxsize ) {
Com_Error (ERR_DROP, "CL_ReadDemoMessage: demoMsglen > MAX_MSGLEN");
}
r = FS_Read( buf.data, buf.cursize, clc.demofile );
if ( r != buf.cursize ) {
Com_Printf( "Demo file was truncated.\n");
CL_DemoCompleted ();
return;
}
clc.lastPacketTime = cls.realtime;
buf.readcount = 0;
CL_ParseServerMessage( &buf );
}
/*
====================
CL_PlayDemo_f
demo <demoname>
====================
*/
void CL_PlayDemo_f( void ) {
char name[MAX_OSPATH], extension[32];
char *arg;
if (Cmd_Argc() != 2) {
Com_Printf ("playdemo <demoname>\n");
return;
}
// make sure a local server is killed
Cvar_Set( "sv_killserver", "1" );
CL_Disconnect( qtrue );
/* MrE: 2000-09-13: now called in CL_DownloadsComplete
CL_FlushMemory( );
*/
// open the demo file
arg = Cmd_Argv(1);
Com_sprintf(extension, sizeof(extension), ".dm_%d", PROTOCOL_VERSION);
if ( !Q_stricmp( arg + strlen(arg) - strlen(extension), extension ) ) {
Com_sprintf (name, sizeof(name), "demos/%s", arg);
} else {
Com_sprintf (name, sizeof(name), "demos/%s.dm_%d", arg, PROTOCOL_VERSION);
}
FS_FOpenFileRead( name, &clc.demofile, qtrue );
if (!clc.demofile) {
if (!Q_stricmp(arg, "(null)"))
{
Com_Error( ERR_DROP, SE_GetString("CON_TEXT_NO_DEMO_SELECTED") );
}
else
{
Com_Error( ERR_DROP, "couldn't open %s", name);
}
return;
}
Q_strncpyz( clc.demoName, Cmd_Argv(1), sizeof( clc.demoName ) );
Con_Close();
cls.state = CA_CONNECTED;
clc.demoplaying = qtrue;
Q_strncpyz( cls.servername, Cmd_Argv(1), sizeof( cls.servername ) );
// read demo messages until connected
while ( cls.state >= CA_CONNECTED && cls.state < CA_PRIMED ) {
CL_ReadDemoMessage();
}
// don't get the first snapshot this frame, to prevent the long
// time from the gamestate load from messing causing a time skip
clc.firstDemoFrameSkipped = qfalse;
}
/*
====================
CL_StartDemoLoop
Closing the main menu will restart the demo loop
====================
*/
void CL_StartDemoLoop( void ) {
// start the demo loop again
Cbuf_AddText ("d1\n");
cls.keyCatchers = 0;
}
/*
==================
CL_NextDemo
Called when a demo or cinematic finishes
If the "nextdemo" cvar is set, that command will be issued
==================
*/
void CL_NextDemo( void ) {
char v[MAX_STRING_CHARS];
Q_strncpyz( v, Cvar_VariableString ("nextdemo"), sizeof(v) );
v[MAX_STRING_CHARS-1] = 0;
Com_DPrintf("CL_NextDemo: %s\n", v );
if (!v[0]) {
return;
}
Cvar_Set ("nextdemo","");
Cbuf_AddText (v);
Cbuf_AddText ("\n");
Cbuf_Execute();
}
#endif // _XBOX - No demos on Xbox
//======================================================================
/*
=====================
CL_ShutdownAll
=====================
*/
void CL_ShutdownAll(void) {
#if 0 //rwwFIXMEFIXME: Disable this before release!!!!!! I am just trying to find a crash bug.
//so it doesn't barf on shutdown saying refentities belong to each other
tr.refdef.num_entities = 0;
#endif
// clear sounds
S_DisableSounds();
// shutdown CGame
CL_ShutdownCGame();
// shutdown UI
CL_ShutdownUI();
// shutdown the renderer
if ( re.Shutdown ) {
re.Shutdown( qfalse ); // don't destroy window or context
}
#ifndef _XBOX
cls.uiStarted = qfalse;
cls.cgameStarted = qfalse;
#endif
cls.rendererStarted = qfalse;
cls.soundRegistered = qfalse;
}
#ifdef _XBOX
//To avoid fragmentation, we want everything free by this point.
//Much of this probably violates DLL boundaries, so it's done on
//Xbox only.
extern void R_DestroyWireframeMap(void);
extern void Sys_IORequestQueueClear(void);
extern void AS_FreePartial(void);
extern void Cvar_Defrag(void);
extern void R_ModelFree(void);
extern void Ghoul2InfoArray_Free(void);
extern void CM_Free(void);
extern void G_ClPtrClear(void);
extern void NPC_NPCPtrsClear(void);
extern void Sys_StreamRequestQueueClear(void);
extern void RemoveAllWP(void);
extern void BG_ClearVehicleParseParms(void);
extern void NAV_ClearStoredWaypoints(void);
void CL_ClearLastLevel(void)
{
Z_TagFree(TAG_UI_ALLOC);
Z_TagFree(TAG_CG_UI_ALLOC);
Z_TagFree(TAG_BG_ALLOC);
CM_Free();
R_DestroyWireframeMap();
Ghoul2InfoArray_Free();
CM_FreeShaderText();
R_ModelFree();
Sys_IORequestQueueClear();
Sys_StreamRequestQueueClear();
AS_FreePartial();
Cvar_Defrag();
G_ClPtrClear();
NPC_NPCPtrsClear();
RemoveAllWP();
BG_ClearVehicleParseParms();
NAV_ClearStoredWaypoints();
}
#endif
/*
=================
CL_FlushMemory
Called by CL_MapLoading, CL_Connect_f, CL_PlayDemo_f, and CL_ParseGamestate the only
ways a client gets into a game
Also called by Com_Error
=================
*/
void CL_FlushMemory( void ) {
// shutdown all the client stuff
CL_ShutdownAll();
// if not running a server clear the whole hunk
if ( !com_sv_running->integer ) {
// clear collision map data
CM_ClearMap();
// clear the whole hunk
Hunk_Clear();
//clear everything else to avoid fragmentation
#ifdef _XBOX
CL_ClearLastLevel();
#ifdef _DEBUG
//Useful for memory debugging. Please don't delete. Comment out if
//necessary.
extern void Z_DisplayLevelMemory(int, int, int);
extern void Z_Details_f(void);
extern void Z_TagPointers(memtag_t);
Z_DisplayLevelMemory(0, 0, 0);
Z_Details_f();
#endif
#endif
}
else {
// clear all the client data on the hunk
Hunk_ClearToMark();
}
CL_StartHunkUsers();
}
/*
=====================
CL_MapLoading
A local server is starting to load a map, so update the
screen to let the user know about it, then dump all client
memory on the hunk from cgame, ui, and renderer
=====================
*/
void CL_MapLoading( void ) {
if ( !com_cl_running->integer ) {
return;
}
// Set this to localhost.
Cvar_Set( "cl_currentServerAddress", "Localhost");
Con_Close();
cls.keyCatchers = 0;
// if we are already connected to the local host, stay connected
if ( cls.state >= CA_CONNECTED && !Q_stricmp( cls.servername, "localhost" ) ) {
cls.state = CA_CONNECTED; // so the connect screen is drawn
Com_Memset( cls.updateInfoString, 0, sizeof( cls.updateInfoString ) );
Com_Memset( clc.serverMessage, 0, sizeof( clc.serverMessage ) );
Com_Memset( &cl.gameState, 0, sizeof( cl.gameState ) );
clc.lastPacketSentTime = -9999;
SCR_UpdateScreen();
} else {
// clear nextmap so the cinematic shutdown doesn't execute it
Cvar_Set( "nextmap", "" );
CL_Disconnect( qtrue );
Q_strncpyz( cls.servername, "localhost", sizeof(cls.servername) );
cls.state = CA_CHALLENGING; // so the connect screen is drawn
cls.keyCatchers = 0;
SCR_UpdateScreen();
clc.connectTime = -RETRANSMIT_TIMEOUT;
NET_StringToAdr( cls.servername, &clc.serverAddress);
// we don't need a challenge on the localhost
CL_CheckForResend();
}
}
/*
=====================
CL_ClearState
Called before parsing a gamestate
=====================
*/
void CL_ClearState (void) {
// S_StopAllSounds();
Com_Memset( &cl, 0, sizeof( cl ) );
}
/*
=====================
CL_Disconnect
Called when a connection, demo, or cinematic is being terminated.
Goes from a connected state to either a menu state or a console state
Sends a disconnect message to the server
This is also called on Com_Error and Com_Quit, so it shouldn't cause any errors
=====================
*/
void CL_Disconnect( qboolean showMainMenu ) {
if ( !com_cl_running || !com_cl_running->integer ) {
return;
}
#ifdef _XBOX
Cvar_Set("r_norefresh", "0");
#endif
// shutting down the client so enter full screen ui mode
Cvar_Set("r_uiFullScreen", "1");
#ifndef _XBOX // No demos or downloads on Xbox
if ( clc.demorecording ) {
CL_StopRecord_f ();
}
if (clc.download) {
FS_FCloseFile( clc.download );
clc.download = 0;
}
*clc.downloadTempName = *clc.downloadName = 0;
Cvar_Set( "cl_downloadName", "" );
if ( clc.demofile ) {
FS_FCloseFile( clc.demofile );
clc.demofile = 0;
}
#endif // _XBOX
if ( uivm && showMainMenu ) {
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_NONE );
}
SCR_StopCinematic ();
S_ClearSoundBuffer();
#ifdef _XBOX
// extern qboolean RE_RegisterImages_LevelLoadEnd(void);
// RE_RegisterImages_LevelLoadEnd();
R_DeleteTextures();
#endif
// send a disconnect message to the server
// send it a few times in case one is dropped
if ( cls.state >= CA_CONNECTED ) {
CL_AddReliableCommand( "disconnect" );
CL_WritePacket();
CL_WritePacket();
CL_WritePacket();
}
CL_ClearState ();
// wipe the client connection
Com_Memset( &clc, 0, sizeof( clc ) );
cls.state = CA_DISCONNECTED;
// not connected to a pure server anymore
cl_connectedToPureServer = qfalse;
cl_connectedGAME = 0;
cl_connectedCGAME = 0;
cl_connectedUI = 0;
}
/*
===================
CL_ForwardCommandToServer
adds the current command line as a clientCommand
things like godmode, noclip, etc, are commands directed to the server,
so when they are typed in at the console, they will need to be forwarded.
===================
*/
void CL_ForwardCommandToServer( const char *string ) {
char *cmd;
cmd = Cmd_Argv(0);
// ignore key up commands
if ( cmd[0] == '-' ) {
return;
}
#ifdef _XBOX // No demos on Xbox
if (cls.state < CA_CONNECTED || cmd[0] == '+' ) {
#else
if (clc.demoplaying || cls.state < CA_CONNECTED || cmd[0] == '+' ) {
#endif
Com_Printf ("Unknown command \"%s\"\n", cmd);
return;
}
if ( Cmd_Argc() > 1 ) {
CL_AddReliableCommand( string );
} else {
CL_AddReliableCommand( cmd );
}
}
/*
===================
CL_RequestMotd
===================
*/
void CL_RequestMotd( void ) {
#ifndef _XBOX // No MOTD on Xbox
char info[MAX_INFO_STRING];
if ( !cl_motd->integer ) {
return;
}
Com_Printf( "Resolving %s\n", UPDATE_SERVER_NAME );
if ( !NET_StringToAdr( UPDATE_SERVER_NAME, &cls.updateServer ) ) {
Com_Printf( "Couldn't resolve address\n" );
return;
}
cls.updateServer.port = BigShort( PORT_UPDATE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", UPDATE_SERVER_NAME,
cls.updateServer.ip[0], cls.updateServer.ip[1],
cls.updateServer.ip[2], cls.updateServer.ip[3],
BigShort( cls.updateServer.port ) );
info[0] = 0;
// NOTE TTimo xoring against Com_Milliseconds, otherwise we may not have a true randomization
// only srand I could catch before here is tr_noise.c l:26 srand(1001)
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=382
// NOTE: the Com_Milliseconds xoring only affects the lower 16-bit word,
// but I decided it was enough randomization
Com_sprintf( cls.updateChallenge, sizeof( cls.updateChallenge ), "%i", ((rand() << 16) ^ rand()) ^ Com_Milliseconds());
Info_SetValueForKey( info, "challenge", cls.updateChallenge );
Info_SetValueForKey( info, "renderer", cls.glconfig.renderer_string );
Info_SetValueForKey( info, "rvendor", cls.glconfig.vendor_string );
Info_SetValueForKey( info, "version", com_version->string );
Info_SetValueForKey( info, "cputype", Cvar_VariableString("sys_cpustring") );
Info_SetValueForKey( info, "mhz", Cvar_VariableString("sys_cpuspeed") );
Info_SetValueForKey( info, "memory", Cvar_VariableString("sys_memory") );
Info_SetValueForKey( info, "joystick", Cvar_VariableString("in_joystick") );
Info_SetValueForKey( info, "colorbits", va("%d",cls.glconfig.colorBits) );
NET_OutOfBandPrint( NS_CLIENT, cls.updateServer, "getmotd \"%s\"\n", info );
#endif
}
/*
===================
CL_RequestAuthorization
Authorization server protocol
-----------------------------
All commands are text in Q3 out of band packets (leading 0xff 0xff 0xff 0xff).
Whenever the client tries to get a challenge from the server it wants to
connect to, it also blindly fires off a packet to the authorize server:
getKeyAuthorize <challenge> <cdkey>
cdkey may be "demo"
#OLD The authorize server returns a:
#OLD
#OLD keyAthorize <challenge> <accept | deny>
#OLD
#OLD A client will be accepted if the cdkey is valid and it has not been used by any other IP
#OLD address in the last 15 minutes.
The server sends a:
getIpAuthorize <challenge> <ip>
The authorize server returns a:
ipAuthorize <challenge> <accept | deny | demo | unknown >
A client will be accepted if a valid cdkey was sent by that ip (only) in the last 15 minutes.
If no response is received from the authorize server after two tries, the client will be let
in anyway.
===================
*/
#ifdef USE_CD_KEY
void CL_RequestAuthorization( void ) {
char nums[64];
int i, j, l;
cvar_t *fs;
if ( !cls.authorizeServer.port ) {
Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &cls.authorizeServer ) ) {
Com_Printf( "Couldn't resolve address\n" );
return;
}
cls.authorizeServer.port = BigShort( PORT_AUTHORIZE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
cls.authorizeServer.ip[0], cls.authorizeServer.ip[1],
cls.authorizeServer.ip[2], cls.authorizeServer.ip[3],
BigShort( cls.authorizeServer.port ) );
}
if ( cls.authorizeServer.type == NA_BAD ) {
return;
}
if ( Cvar_VariableValue( "fs_restrict" ) ) {
Q_strncpyz( nums, "demota", sizeof( nums ) );
} else {
// only grab the alphanumeric values from the cdkey, to avoid any dashes or spaces
j = 0;
l = strlen( cl_cdkey );
if ( l > 32 ) {
l = 32;
}
for ( i = 0 ; i < l ; i++ ) {
if ( ( cl_cdkey[i] >= '0' && cl_cdkey[i] <= '9' )
|| ( cl_cdkey[i] >= 'a' && cl_cdkey[i] <= 'z' )
|| ( cl_cdkey[i] >= 'A' && cl_cdkey[i] <= 'Z' )
) {
nums[j] = cl_cdkey[i];
j++;
}
}
nums[j] = 0;
}
fs = Cvar_Get ("cl_anonymous", "0", CVAR_INIT|CVAR_SYSTEMINFO );
NET_OutOfBandPrint(NS_CLIENT, cls.authorizeServer, va("getKeyAuthorize %i %s", fs->integer, nums) );
}
#endif // USE_CD_KEY
/*
======================================================================
CONSOLE COMMANDS
======================================================================
*/
/*
==================
CL_ForwardToServer_f
==================
*/
#ifndef _XBOX // Don't need it
void CL_ForwardToServer_f( void ) {
if ( cls.state != CA_ACTIVE || clc.demoplaying ) {
Com_Printf ("Not connected to a server.\n");
return;
}
// don't forward the first argument
if ( Cmd_Argc() > 1 ) {
CL_AddReliableCommand( Cmd_Args() );
}
}
#endif
/*
==================
CL_Disconnect_f
==================
*/
void CL_Disconnect_f( void ) {
SCR_StopCinematic();
Cvar_Set("ui_singlePlayerActive", "0");
if ( cls.state != CA_DISCONNECTED && cls.state != CA_CINEMATIC ) {
Com_Error (ERR_DISCONNECT, "Disconnected from server");
}
}
/*
================
CL_Reconnect_f
================
*/
void CL_Reconnect_f( void ) {
if ( !strlen( cls.servername ) || !strcmp( cls.servername, "localhost" ) ) {
Com_Printf( "Can't reconnect to localhost.\n" );
return;
}
Cvar_Set("ui_singlePlayerActive", "0");
Cbuf_AddText( va("connect %s\n", cls.servername ) );
}
/*
================
CL_Connect_f
================
*/
void CL_Connect_f( void ) {
char *server;
if ( !Cvar_VariableValue("fs_restrict") && !Sys_CheckCD() )
{
Com_Error( ERR_NEED_CD, SE_GetString("CON_TEXT_NEED_CD") ); //"Game CD not in drive" );
}
if ( Cmd_Argc() != 2 ) {
Com_Printf( "usage: connect [server]\n");
return;
}
Cvar_Set("ui_singlePlayerActive", "0");
// fire a message off to the motd server
CL_RequestMotd();
// clear any previous "server full" type messages
clc.serverMessage[0] = 0;
server = Cmd_Argv (1);
if ( com_sv_running->integer && !strcmp( server, "localhost" ) ) {
// if running a local server, kill it
SV_Shutdown( "Server quit\n" );
}
// make sure a local server is killed
Cvar_Set( "sv_killserver", "1" );
SV_Frame( 0 );
CL_Disconnect( qtrue );
Con_Close();
/* MrE: 2000-09-13: now called in CL_DownloadsComplete
CL_FlushMemory( );
*/
Q_strncpyz( cls.servername, server, sizeof(cls.servername) );
if (!NET_StringToAdr( cls.servername, &clc.serverAddress) ) {
Com_Printf ("Bad server address\n");
cls.state = CA_DISCONNECTED;
return;
}
if (clc.serverAddress.port == 0) {
clc.serverAddress.port = BigShort( PORT_SERVER );
}
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", cls.servername,
clc.serverAddress.ip[0], clc.serverAddress.ip[1],
clc.serverAddress.ip[2], clc.serverAddress.ip[3],
BigShort( clc.serverAddress.port ) );
// if we aren't playing on a lan, we need to authenticate
// with the cd key
if ( NET_IsLocalAddress( clc.serverAddress ) ) {
cls.state = CA_CHALLENGING;
} else {
cls.state = CA_CONNECTING;
}
cls.keyCatchers = 0;
clc.connectTime = -99999; // CL_CheckForResend() will fire immediately
clc.connectPacketCount = 0;
// server connection string
Cvar_Set( "cl_currentServerAddress", server );
}
/*
=====================
CL_Rcon_f
Send the rest of the command line over as
an unconnected command.
=====================
*/
void CL_Rcon_f( void ) {
char message[1024];
int i;
netadr_t to;
if ( !rcon_client_password->string ) {
Com_Printf ("You must set 'rcon_password' before\n"
"issuing an rcon command.\n");
return;
}
message[0] = -1;
message[1] = -1;
message[2] = -1;
message[3] = -1;
message[4] = 0;
strcat (message, "rcon ");
strcat (message, rcon_client_password->string);
strcat (message, " ");
for (i=1 ; i<Cmd_Argc() ; i++) {
strcat (message, Cmd_Argv(i));
strcat (message, " ");
}
if ( cls.state >= CA_CONNECTED ) {
to = clc.netchan.remoteAddress;
} else {
if (!strlen(rconAddress->string)) {
Com_Printf ("You must either be connected,\n"
"or set the 'rconAddress' cvar\n"
"to issue rcon commands\n");
return;
}
NET_StringToAdr (rconAddress->string, &to);
if (to.port == 0) {
to.port = BigShort (PORT_SERVER);
}
}
NET_SendPacket (NS_CLIENT, strlen(message)+1, message, to);
}
/*
=================
CL_SendPureChecksums
=================
*/
void CL_SendPureChecksums( void ) {
#ifndef _XBOX
const char *pChecksums;
char cMsg[MAX_INFO_VALUE];
int i;
// if we are pure we need to send back a command with our referenced pk3 checksums
pChecksums = FS_ReferencedPakPureChecksums();
// "cp"
// "Yf"
Com_sprintf(cMsg, sizeof(cMsg), "Yf ");
Q_strcat(cMsg, sizeof(cMsg), pChecksums);
for (i = 0; i < 2; i++) {
cMsg[i] += 10;
}
CL_AddReliableCommand( cMsg );
#endif
}
/*
=================
CL_ResetPureClientAtServer
=================
*/
void CL_ResetPureClientAtServer( void ) {
CL_AddReliableCommand( va("vdr") );
}
/*
=================
CL_Vid_Restart_f
Restart the video subsystem
we also have to reload the UI and CGame because the renderer
doesn't know what graphics to reload
=================
*/
extern bool g_nOverrideChecked;
void CL_Vid_Restart_f( void ) {
//rww - sort of nasty, but when a user selects a mod
//from the menu all it does is a vid_restart, so we
//have to check for new net overrides for the mod then.
#ifndef _XBOX // No mods on Xbox
g_nOverrideChecked = false;
#endif
// don't let them loop during the restart
S_StopAllSounds();
// shutdown the UI
CL_ShutdownUI();
// shutdown the CGame
CL_ShutdownCGame();
// shutdown the renderer and clear the renderer interface
CL_ShutdownRef();
// client is no longer pure untill new checksums are sent
CL_ResetPureClientAtServer();
// clear pak references
FS_ClearPakReferences( FS_UI_REF | FS_CGAME_REF );
// reinitialize the filesystem if the game directory or checksum has changed
FS_ConditionalRestart( clc.checksumFeed );
cls.rendererStarted = qfalse;
cls.uiStarted = qfalse;
cls.cgameStarted = qfalse;
cls.soundRegistered = qfalse;
// unpause so the cgame definately gets a snapshot and renders a frame
Cvar_Set( "cl_paused", "0" );
// if not running a server clear the whole hunk
if ( !com_sv_running->integer ) {
CM_ClearMap();
// clear the whole hunk
Hunk_Clear();
}
else {
// clear all the client data on the hunk
Hunk_ClearToMark();
}
// initialize the renderer interface
CL_InitRef();
// startup all the client stuff
CL_StartHunkUsers();
// start the cgame if connected
if ( cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) {
cls.cgameStarted = qtrue;
CL_InitCGame();
// send pure checksums
CL_SendPureChecksums();
}
}
/*
=================
CL_Snd_Restart_f
Restart the sound subsystem
The cgame and game must also be forced to restart because
handles will be invalid
=================
*/
// extern void S_UnCacheDynamicMusic( void );
void CL_Snd_Restart_f( void ) {
S_Shutdown();
S_Init();
// S_FreeAllSFXMem(); // These two removed by BTO (VV)
// S_UnCacheDynamicMusic(); // S_Shutdown() already does this!
// CL_Vid_Restart_f();
extern qboolean s_soundMuted;
s_soundMuted = qfalse; // we can play again
extern void S_RestartMusic( void );
S_RestartMusic();
}
/*
==================
CL_PK3List_f
==================
*/
void CL_OpenedPK3List_f( void ) {
Com_Printf("Opened PK3 Names: %s\n", FS_LoadedPakNames());
}
/*
==================
CL_PureList_f
==================
*/
void CL_ReferencedPK3List_f( void ) {
Com_Printf("Referenced PK3 Names: %s\n", FS_ReferencedPakNames());
}
/*
==================
CL_Configstrings_f
==================
*/
void CL_Configstrings_f( void ) {
int i;
int ofs;
if ( cls.state != CA_ACTIVE ) {
Com_Printf( "Not connected to a server.\n");
return;
}
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
ofs = cl.gameState.stringOffsets[ i ];
if ( !ofs ) {
continue;
}
Com_Printf( "%4i: %s\n", i, cl.gameState.stringData + ofs );
}
}
/*
==============
CL_Clientinfo_f
==============
*/
void CL_Clientinfo_f( void ) {
Com_Printf( "--------- Client Information ---------\n" );
Com_Printf( "state: %i\n", cls.state );
Com_Printf( "Server: %s\n", cls.servername );
Com_Printf ("User info settings:\n");
Info_Print( Cvar_InfoString( CVAR_USERINFO ) );
Com_Printf( "--------------------------------------\n" );
}
//====================================================================
/*
=================
CL_DownloadsComplete
Called when all downloading has been completed
=================
*/
void CL_DownloadsComplete( void ) {
// if we downloaded files we need to restart the file system
#ifndef _XBOX // No downloads on Xbox
if (clc.downloadRestart) {
clc.downloadRestart = qfalse;
FS_Restart(clc.checksumFeed); // We possibly downloaded a pak, restart the file system to load it
// inform the server so we get new gamestate info
CL_AddReliableCommand( "donedl" );
// by sending the donenl command we request a new gamestate
// so we don't want to load stuff yet
return;
}
#endif
// let the client game init and load data
cls.state = CA_LOADING;
// Pump the loop, this may change gamestate!
Com_EventLoop();
// if the gamestate was changed by calling Com_EventLoop
// then we loaded everything already and we don't want to do it again.
if ( cls.state != CA_LOADING ) {
return;
}
// starting to load a map so we get out of full screen ui mode
Cvar_Set("r_uiFullScreen", "0");
// flush client memory and start loading stuff
// this will also (re)load the UI
// if this is a local client then only the client part of the hunk
// will be cleared, note that this is done after the hunk mark has been set
CL_FlushMemory();
// initialize the CGame
cls.cgameStarted = qtrue;
CL_InitCGame();
// set pure checksums
CL_SendPureChecksums();
CL_WritePacket();
CL_WritePacket();
CL_WritePacket();
}
/*
=================
CL_BeginDownload
Requests a file to download from the server. Stores it in the current
game directory.
=================
*/
#ifndef _XBOX // No downloads on Xbox
void CL_BeginDownload( const char *localName, const char *remoteName ) {
Com_DPrintf("***** CL_BeginDownload *****\n"
"Localname: %s\n"
"Remotename: %s\n"
"****************************\n", localName, remoteName);
Q_strncpyz ( clc.downloadName, localName, sizeof(clc.downloadName) );
Com_sprintf( clc.downloadTempName, sizeof(clc.downloadTempName), "%s.tmp", localName );
// Set so UI gets access to it
Cvar_Set( "cl_downloadName", remoteName );
Cvar_Set( "cl_downloadSize", "0" );
Cvar_Set( "cl_downloadCount", "0" );
Cvar_SetValue( "cl_downloadTime", (float) cls.realtime );
clc.downloadBlock = 0; // Starting new file
clc.downloadCount = 0;
CL_AddReliableCommand( va("download %s", remoteName) );
}
/*
=================
CL_NextDownload
A download completed or failed
=================
*/
void CL_NextDownload(void) {
char *s;
char *remoteName, *localName;
// We are looking to start a download here
if (*clc.downloadList) {
s = clc.downloadList;
// format is:
// @remotename@localname@remotename@localname, etc.
if (*s == '@')
s++;
remoteName = s;
if ( (s = strchr(s, '@')) == NULL ) {
CL_DownloadsComplete();
return;
}
*s++ = 0;
localName = s;
if ( (s = strchr(s, '@')) != NULL )
*s++ = 0;
else
s = localName + strlen(localName); // point at the nul byte
CL_BeginDownload( localName, remoteName );
clc.downloadRestart = qtrue;
// move over the rest
memmove( clc.downloadList, s, strlen(s) + 1);
return;
}
CL_DownloadsComplete();
}
#endif // XBOX - No downloads on Xbox
/*
=================
CL_InitDownloads
After receiving a valid game state, we valid the cgame and local zip files here
and determine if we need to download them
=================
*/
void CL_InitDownloads(void) {
#ifndef _XBOX
char missingfiles[1024];
if ( !cl_allowDownload->integer )
{
// autodownload is disabled on the client
// but it's possible that some referenced files on the server are missing
if (FS_ComparePaks( missingfiles, sizeof( missingfiles ), qfalse ) )
{
// NOTE TTimo I would rather have that printed as a modal message box
// but at this point while joining the game we don't know wether we will successfully join or not
Com_Printf( "\nWARNING: You are missing some files referenced by the server:\n%s"
"You might not be able to join the game\n"
"Go to the setting menu to turn on autodownload, or get the file elsewhere\n\n", missingfiles );
}
}
else if ( FS_ComparePaks( clc.downloadList, sizeof( clc.downloadList ) , qtrue ) ) {
Com_Printf("Need paks: %s\n", clc.downloadList );
if ( *clc.downloadList ) {
// if autodownloading is not enabled on the server
cls.state = CA_CONNECTED;
CL_NextDownload();
return;
}
}
#endif
CL_DownloadsComplete();
}
/*
=================
CL_CheckForResend
Resend a connect message if the last one has timed out
=================
*/
void CL_CheckForResend( void ) {
int port;
char info[MAX_INFO_STRING];
char data[MAX_INFO_STRING];
// don't send anything if playing back a demo
#ifndef _XBOX // No demos on Xbox
if ( clc.demoplaying ) {
return;
}
#endif
// resend if we haven't gotten a reply yet
if ( cls.state != CA_CONNECTING && cls.state != CA_CHALLENGING ) {
return;
}
if ( cls.realtime - clc.connectTime < RETRANSMIT_TIMEOUT ) {
return;
}
clc.connectTime = cls.realtime; // for retransmit requests
clc.connectPacketCount++;
switch ( cls.state ) {
case CA_CONNECTING:
// requesting a challenge
#ifdef USE_CD_KEY
if ( !Sys_IsLANAddress( clc.serverAddress ) ) {
CL_RequestAuthorization();
}
#endif // USE_CD_KEY
NET_OutOfBandPrint(NS_CLIENT, clc.serverAddress, "getchallenge");
break;
case CA_CHALLENGING:
// sending back the challenge
port = (int) Cvar_VariableValue ("net_qport");
Q_strncpyz( info, Cvar_InfoString( CVAR_USERINFO ), sizeof( info ) );
Info_SetValueForKey( info, "protocol", va("%i", PROTOCOL_VERSION ) );
Info_SetValueForKey( info, "qport", va("%i", port ) );
Info_SetValueForKey( info, "challenge", va("%i", clc.challenge ) );
#ifdef _XBOX
// Send Xbox stuff to host
// This stuff needs to be parsed in SV_DirectConnect(). SOF2 sent a raw
// XBPlayerInfo, which changed net traffic type. I'm just sending what I
// need to, and doing text encode to avoid other changes.
// Send our Xbox Address
char sxnaddr[XNADDR_STRING_LEN];
XnAddrToString(Net_GetXNADDR(), sxnaddr);
Info_SetValueForKey(info, "xnaddr", sxnaddr);
// Send our XUID if we're logged on and it's good
if (logged_on)
{
XONLINE_USER *pUser = XOnlineGetLogonUsers();
if (pUser && pUser->hr == S_OK)
{
char sxuid[XUID_STRING_LEN];
XUIDToString(&pUser->xuid, sxuid);
Info_SetValueForKey(info, "xuid", sxuid);
}
}
// If we're allowed to take a private slot (ie, we joined a friend or got invited):
if (XBL_MM_CanUsePrivateSlot())
Info_SetValueForKey(info, "xbps", "1");
#endif
sprintf(data, "connect \"%s\"", info );
NET_OutOfBandData( NS_CLIENT, clc.serverAddress, (unsigned char *)data, strlen(data) );
// the most current userinfo has been sent, so watch for any
// newer changes to userinfo variables
cvar_modifiedFlags &= ~CVAR_USERINFO;
break;
default:
Com_Error( ERR_FATAL, "CL_CheckForResend: bad cls.state" );
}
}
/*
===================
CL_DisconnectPacket
Sometimes the server can drop the client and the netchan based
disconnect can be lost. If the client continues to send packets
to the server, the server will send out of band disconnect packets
to the client so it doesn't have to wait for the full timeout period.
===================
*/
void CL_DisconnectPacket( netadr_t from ) {
if ( cls.state < CA_AUTHORIZING ) {
return;
}
// if not from our server, ignore it
if ( !NET_CompareAdr( from, clc.netchan.remoteAddress ) ) {
return;
}
// if we have received packets within three seconds, ignore it
// (it might be a malicious spoof)
if ( cls.realtime - clc.lastPacketTime < 3000 ) {
return;
}
// drop the connection (FIXME: connection dropped dialog)
Com_Printf( "Server disconnected for unknown reason\n" );
#ifdef _XBOX
Net_XboxDisconnect();
#endif
CL_Disconnect( qtrue );
}
/*
===================
CL_MotdPacket
===================
*/
void CL_MotdPacket( netadr_t from ) {
char *challenge;
char *info;
// if not from our server, ignore it
if ( !NET_CompareAdr( from, cls.updateServer ) ) {
return;
}
info = Cmd_Argv(1);
// check challenge
challenge = Info_ValueForKey( info, "challenge" );
if ( strcmp( challenge, cls.updateChallenge ) ) {
return;
}
challenge = Info_ValueForKey( info, "motd" );
Q_strncpyz( cls.updateInfoString, info, sizeof( cls.updateInfoString ) );
Cvar_Set( "cl_motdString", challenge );
}
/*
===================
CL_InitServerInfo
===================
*/
void CL_InitServerInfo( serverInfo_t *server, serverAddress_t *address ) {
server->adr.type = NA_IP;
server->adr.ip[0] = address->ip[0];
server->adr.ip[1] = address->ip[1];
server->adr.ip[2] = address->ip[2];
server->adr.ip[3] = address->ip[3];
server->adr.port = address->port;
server->clients = 0;
server->hostName[0] = '\0';
server->mapName[0] = '\0';
server->maxClients = 0;
#ifndef _XBOX
server->maxPing = 0;
server->minPing = 0;
server->netType = 0;
server->needPassword = qfalse;
server->trueJedi = 0;
server->weaponDisable = 0;
server->forceDisable = 0;
#else
server->saberOnly = 0;
#endif
server->ping = -1;
server->game[0] = '\0';
server->gameType = 0;
//server->pure = qfalse;
}
#define MAX_SERVERSPERPACKET 256
/*
===================
CL_ServersResponsePacket
===================
*/
void CL_ServersResponsePacket( netadr_t from, msg_t *msg ) {
int i, count, max, total;
serverAddress_t addresses[MAX_SERVERSPERPACKET];
int numservers;
byte* buffptr;
byte* buffend;
Com_Printf("CL_ServersResponsePacket\n");
if (cls.numglobalservers == -1) {
// state to detect lack of servers or lack of response
cls.numglobalservers = 0;
cls.numGlobalServerAddresses = 0;
}
if (cls.nummplayerservers == -1) {
cls.nummplayerservers = 0;
}
// parse through server response string
numservers = 0;
buffptr = msg->data;
buffend = buffptr + msg->cursize;
while (buffptr+1 < buffend) {
// advance to initial token
do {
if (*buffptr++ == '\\')
break;
}
while (buffptr < buffend);
if ( buffptr >= buffend - 6 ) {
break;
}
// parse out ip
addresses[numservers].ip[0] = *buffptr++;
addresses[numservers].ip[1] = *buffptr++;
addresses[numservers].ip[2] = *buffptr++;
addresses[numservers].ip[3] = *buffptr++;
// parse out port
addresses[numservers].port = (unsigned short) ((*buffptr++)<<8);
addresses[numservers].port += (unsigned short) (*buffptr++);
addresses[numservers].port = BigShort( addresses[numservers].port );
// syntax check
if (*buffptr != '\\') {
break;
}
Com_DPrintf( "server: %d ip: %d.%d.%d.%d:%d\n",numservers,
addresses[numservers].ip[0],
addresses[numservers].ip[1],
addresses[numservers].ip[2],
addresses[numservers].ip[3],
addresses[numservers].port );
numservers++;
if (numservers >= MAX_SERVERSPERPACKET) {
break;
}
// parse out EOT
if (buffptr[1] == 'E' && buffptr[2] == 'O' && buffptr[3] == 'T') {
break;
}
}
if (cls.masterNum == 0) {
count = cls.numglobalservers;
max = MAX_GLOBAL_SERVERS;
} else {
count = cls.nummplayerservers;
max = MAX_OTHER_SERVERS;
}
for (i = 0; i < numservers && count < max; i++) {
// build net address
serverInfo_t *server = (cls.masterNum == 0) ? &cls.globalServers[count] : &cls.mplayerServers[count];
CL_InitServerInfo( server, &addresses[i] );
// advance to next slot
count++;
}
// if getting the global list
if (cls.masterNum == 0) {
if ( cls.numGlobalServerAddresses < MAX_GLOBAL_SERVERS ) {
// if we couldn't store the servers in the main list anymore
for (; i < numservers && count >= max; i++) {
serverAddress_t *addr;
// just store the addresses in an additional list
addr = &cls.globalServerAddresses[cls.numGlobalServerAddresses++];
addr->ip[0] = addresses[i].ip[0];
addr->ip[1] = addresses[i].ip[1];
addr->ip[2] = addresses[i].ip[2];
addr->ip[3] = addresses[i].ip[3];
addr->port = addresses[i].port;
}
}
}
if (cls.masterNum == 0) {
cls.numglobalservers = count;
total = count + cls.numGlobalServerAddresses;
} else {
cls.nummplayerservers = count;
total = count;
}
Com_Printf("%d servers parsed (total %d)\n", numservers, total);
}
#ifndef MAX_STRINGED_SV_STRING
#define MAX_STRINGED_SV_STRING 1024
#endif
static void CL_CheckSVStringEdRef(char *buf, const char *str)
{ //I don't really like doing this. But it utilizes the system that was already in place.
int i = 0;
int b = 0;
int strLen = 0;
qboolean gotStrip = qfalse;
if (!str || !str[0])
{
if (str)
{
strcpy(buf, str);
}
return;
}
strcpy(buf, str);
strLen = strlen(str);
if (strLen >= MAX_STRINGED_SV_STRING)
{
return;
}
while (i < strLen && str[i])
{
gotStrip = qfalse;
if (str[i] == '@' && (i+1) < strLen)
{
if (str[i+1] == '@' && (i+2) < strLen)
{
if (str[i+2] == '@' && (i+3) < strLen)
{ //@@@ should mean to insert a stringed reference here, so insert it into buf at the current place
char stripRef[MAX_STRINGED_SV_STRING];
int r = 0;
while (i < strLen && str[i] == '@')
{
i++;
}
while (i < strLen && str[i] && str[i] != ' ' && str[i] != ':' && str[i] != '.' && str[i] != '\n')
{
stripRef[r] = str[i];
r++;
i++;
}
stripRef[r] = 0;
buf[b] = 0;
Q_strcat(buf, MAX_STRINGED_SV_STRING, SE_GetString(va("MP_SVGAME_%s", stripRef)));
b = strlen(buf);
}
}
}
if (!gotStrip)
{
buf[b] = str[i];
b++;
}
i++;
}
buf[b] = 0;
}
/*
=================
CL_ConnectionlessPacket
Responses to broadcasts, etc
=================
*/
void CL_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
char *s;
char *c;
MSG_BeginReadingOOB( msg );
MSG_ReadLong( msg ); // skip the -1
s = MSG_ReadStringLine( msg );
Cmd_TokenizeString( s );
c = Cmd_Argv(0);
Com_DPrintf ("CL packet %s: %s\n", NET_AdrToString(from), c);
// challenge from the server we are connecting to
if ( !Q_stricmp(c, "challengeResponse") ) {
if ( cls.state != CA_CONNECTING ) {
Com_Printf( "Unwanted challenge response received. Ignored.\n" );
} else {
// start sending challenge repsonse instead of challenge request packets
clc.challenge = atoi(Cmd_Argv(1));
cls.state = CA_CHALLENGING;
clc.connectPacketCount = 0;
clc.connectTime = -99999;
// take this address as the new server address. This allows
// a server proxy to hand off connections to multiple servers
clc.serverAddress = from;
Com_DPrintf ("challengeResponse: %d\n", clc.challenge);
}
return;
}
// server connection
if ( !Q_stricmp(c, "connectResponse") ) {
if ( cls.state >= CA_CONNECTED ) {
Com_Printf ("Dup connect received. Ignored.\n");
return;
}
if ( cls.state != CA_CHALLENGING ) {
Com_Printf ("connectResponse packet while not connecting. Ignored.\n");
return;
}
if ( !NET_CompareBaseAdr( from, clc.serverAddress ) ) {
Com_Printf( "connectResponse from a different address. Ignored.\n" );
Com_Printf( "%s should have been %s\n", NET_AdrToString( from ),
NET_AdrToString( clc.serverAddress ) );
return;
}
Netchan_Setup (NS_CLIENT, &clc.netchan, from, Cvar_VariableValue( "net_qport" ) );
cls.state = CA_CONNECTED;
clc.lastPacketSentTime = -9999; // send first packet immediately
return;
}
// server responding to an info broadcast
if ( !Q_stricmp(c, "infoResponse") ) {
CL_ServerInfoPacket( from, msg );
return;
}
// server responding to a get playerlist
if ( !Q_stricmp(c, "statusResponse") ) {
CL_ServerStatusResponse( from, msg );
return;
}
// a disconnect message from the server, which will happen if the server
// dropped the connection but it is still getting packets from us
if (!Q_stricmp(c, "disconnect")) {
CL_DisconnectPacket( from );
return;
}
// echo request from server
if ( !Q_stricmp(c, "echo") ) {
NET_OutOfBandPrint( NS_CLIENT, from, "%s", Cmd_Argv(1) );
return;
}
// cd check
if ( !Q_stricmp(c, "keyAuthorize") ) {
// we don't use these now, so dump them on the floor
return;
}
// global MOTD from id
if ( !Q_stricmp(c, "motd") ) {
CL_MotdPacket( from );
return;
}
// echo request from server
if ( !Q_stricmp(c, "print") )
{
char sTemp[MAX_STRINGED_SV_STRING];
s = MSG_ReadString( msg );
CL_CheckSVStringEdRef(sTemp, s);
Q_strncpyz( clc.serverMessage, sTemp, sizeof( clc.serverMessage ) );
Com_Printf( "%s", sTemp );
return;
}
// echo request from server
// if ( !Q_stricmp(c, "getserversResponse\\") ) {
if ( !Q_strncmp(c, "getserversResponse", 18) ) {
CL_ServersResponsePacket( from, msg );
return;
}
Com_DPrintf ("Unknown connectionless packet command.\n");
}
/*
=================
CL_PacketEvent
A packet has arrived from the main event loop
=================
*/
void CL_PacketEvent( netadr_t from, msg_t *msg ) {
int headerBytes;
clc.lastPacketTime = cls.realtime;
if ( msg->cursize >= 4 && *(int *)msg->data == -1 ) {
CL_ConnectionlessPacket( from, msg );
return;
}
if ( cls.state < CA_CONNECTED ) {
return; // can't be a valid sequenced packet
}
if ( msg->cursize < 4 ) {
Com_Printf ("%s: Runt packet\n",NET_AdrToString( from ));
return;
}
//
// packet from server
//
if ( !NET_CompareAdr( from, clc.netchan.remoteAddress ) ) {
Com_DPrintf ("%s:sequenced packet without connection\n"
,NET_AdrToString( from ) );
// FIXME: send a client disconnect?
return;
}
if (!CL_Netchan_Process( &clc.netchan, msg) ) {
return; // out of order, duplicated, etc
}
// the header is different lengths for reliable and unreliable messages
headerBytes = msg->readcount;
// track the last message received so it can be returned in
// client messages, allowing the server to detect a dropped
// gamestate
clc.serverMessageSequence = LittleLong( *(int *)msg->data );
clc.lastPacketTime = cls.realtime;
CL_ParseServerMessage( msg );
//
// we don't know if it is ok to save a demo message until
// after we have parsed the frame
//
#ifndef _XBOX // No demos on Xbox
if ( clc.demorecording && !clc.demowaiting ) {
CL_WriteDemoMessage( msg, headerBytes );
}
#endif
}
/*
==================
CL_CheckTimeout
==================
*/
void CL_CheckTimeout( void ) {
//
// check timeout
//
if ( ( !cl_paused->integer || !sv_paused->integer )
&& cls.state >= CA_CONNECTED && cls.state != CA_CINEMATIC
&& cls.realtime - clc.lastPacketTime > cl_timeout->value*1000) {
if (++cl.timeoutcount > 5) { // timeoutcount saves debugger
const char *psTimedOut = SE_GetString("MP_SVGAME_SERVER_CONNECTION_TIMED_OUT");
Com_Printf ("\n%s\n",psTimedOut);
Com_Error(ERR_DROP, psTimedOut);
//CL_Disconnect( qtrue );
return;
}
} else {
cl.timeoutcount = 0;
}
}
//============================================================================
/*
==================
CL_CheckUserinfo
==================
*/
void CL_CheckUserinfo( void ) {
// don't add reliable commands when not yet connected
if ( cls.state < CA_CHALLENGING ) {
return;
}
// don't overflow the reliable command buffer when paused
if ( cl_paused->integer ) {
return;
}
// send a reliable userinfo update if needed
if ( cvar_modifiedFlags & CVAR_USERINFO ) {
cvar_modifiedFlags &= ~CVAR_USERINFO;
CL_AddReliableCommand( va("userinfo \"%s\"", Cvar_InfoString( CVAR_USERINFO ) ) );
}
}
extern CMiniHeap *G2VertSpaceServer;
/*
==================
CL_Frame
==================
*/
static unsigned int frameCount;
static float avgFrametime=0.0;
extern void SE_CheckForLanguageUpdates(void);
void CL_Frame ( int msec ) {
if ( !com_cl_running->integer ) {
return;
}
SE_CheckForLanguageUpdates(); // will take zero time to execute unless language changes, then will reload strings.
// of course this still doesn't work for menus...
if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI )
&& !com_sv_running->integer ) {
// if disconnected, bring up the menu
S_StopAllSounds();
VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_MAIN );
}
// if recording an avi, lock to a fixed fps
if ( cl_avidemo->integer && msec) {
// save the current screen
if ( cls.state == CA_ACTIVE || cl_forceavidemo->integer) {
if (cl_avidemo->integer > 0) {
Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" );
} else {
Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" );
}
}
// fixed time for next frame'
msec = (1000 / abs(cl_avidemo->integer)) * com_timescale->value;
if (msec == 0) {
msec = 1;
}
}
CL_MakeMonkeyDoLaundry();
// save the msec before checking pause
cls.realFrametime = msec;
// decide the simulation time
cls.frametime = msec;
if(cl_framerate->integer)
{
avgFrametime+=msec;
char mess[256];
if(!(frameCount&0x1f))
{
sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f)));
// OutputDebugString(mess);
Com_Printf(mess);
avgFrametime=0.0f;
}
frameCount++;
}
cls.realtime += cls.frametime;
#ifdef _DONETPROFILE_
if(cls.state==CA_ACTIVE)
{
ClReadProf().IncTime(cls.frametime);
}
#endif
if ( cl_timegraph->integer ) {
SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
}
#ifdef _XBOX
//Check on the hot swappable button states.
CL_UpdateHotSwap();
#endif
// see if we need to update any userinfo
CL_CheckUserinfo();
// if we haven't gotten a packet in a long time,
// drop the connection
CL_CheckTimeout();
// send intentions now
CL_SendCmd();
// resend a connection request if necessary
CL_CheckForResend();
// decide on the serverTime to render
CL_SetCGameTime();
// update the screen
SCR_UpdateScreen();
// update audio
S_Update();
// advance local effects for next frame
SCR_RunCinematic();
Con_RunConsole();
// reset the heap for Ghoul2 vert transform space gameside
if (G2VertSpaceServer)
{
G2VertSpaceServer->ResetHeap();
}
cls.framecount++;
}
//============================================================================
/*
================
CL_RefPrintf
DLL glue
================
*/
#define MAXPRINTMSG 4096
void QDECL CL_RefPrintf( int print_level, const char *fmt, ...) {
va_list argptr;
char msg[MAXPRINTMSG];
va_start (argptr,fmt);
vsprintf (msg,fmt,argptr);
va_end (argptr);
if ( print_level == PRINT_ALL ) {
Com_Printf ("%s", msg);
} else if ( print_level == PRINT_WARNING ) {
Com_Printf (S_COLOR_YELLOW "%s", msg); // yellow
} else if ( print_level == PRINT_DEVELOPER ) {
Com_DPrintf (S_COLOR_RED "%s", msg); // red
}
}
/*
============
CL_ShutdownRef
============
*/
void CL_ShutdownRef( void ) {
if ( !re.Shutdown ) {
return;
}
re.Shutdown( qtrue );
Com_Memset( &re, 0, sizeof( re ) );
}
/*
============
CL_InitRenderer
============
*/
void CL_InitRenderer( void ) {
// this sets up the renderer and calls R_Init
re.BeginRegistration( &cls.glconfig );
// load character sets
cls.charSetShader = re.RegisterShaderNoMip("gfx/2d/charsgrid_med");
cls.whiteShader = re.RegisterShader( "white" );
cls.consoleShader = re.RegisterShader( "console" );
g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2;
kg.g_consoleField.widthInChars = g_console_field_width;
}
/*
============================
CL_StartHunkUsers
After the server has cleared the hunk, these will need to be restarted
This is the only place that any of these functions are called from
============================
*/
void CL_StartHunkUsers( void ) {
if (!com_cl_running) {
return;
}
if ( !com_cl_running->integer ) {
return;
}
if ( !cls.rendererStarted ) {
cls.rendererStarted = qtrue;
CL_InitRenderer();
}
if ( !cls.soundStarted ) {
cls.soundStarted = qtrue;
S_Init();
}
if ( !cls.soundRegistered ) {
cls.soundRegistered = qtrue;
S_BeginRegistration();
}
if ( !cls.uiStarted ) {
cls.uiStarted = qtrue;
CL_InitUI();
}
}
/*
============
CL_InitRef
============
*/
void CL_InitRef( void ) {
refexport_t *ret;
ret = GetRefAPI( REF_API_VERSION );
#if defined __USEA3D && defined __A3D_GEOM
hA3Dg_ExportRenderGeom (ret);
#endif
// Com_Printf( "-------------------------------\n");
if ( !ret ) {
Com_Error (ERR_FATAL, "Couldn't initialize refresh" );
}
re = *ret;
// unpause so the cgame definately gets a snapshot and renders a frame
Cvar_Set( "cl_paused", "0" );
}
//===========================================================================================
#define MODEL_CHANGE_DELAY 5000
int gCLModelDelay = 0;
void CL_SetModel_f( void ) {
char *arg;
char name[256];
arg = Cmd_Argv( 1 );
if (arg[0])
{
/*
//If you wanted to be foolproof you would put this on the server I guess. But that
//tends to put things out of sync regarding cvar status. And I sort of doubt someone
//is going to write a client and figure out the protocol so that they can annoy people
//by changing models real fast.
int curTime = Com_Milliseconds();
if (gCLModelDelay > curTime)
{
Com_Printf("You can only change your model every %i seconds.\n", (MODEL_CHANGE_DELAY/1000));
return;
}
gCLModelDelay = curTime + MODEL_CHANGE_DELAY;
*/
//rwwFIXMEFIXME: This is currently broken and doesn't seem to work for connecting clients
Cvar_Set( "model", arg );
}
else
{
Cvar_VariableStringBuffer( "model", name, sizeof(name) );
Com_Printf("model is set to %s\n", name);
}
}
void CL_SetForcePowers_f( void ) {
return;
}
#define G2_VERT_SPACE_CLIENT_SIZE 256
/*
====================
CL_Init
====================
*/
void CL_Init( void ) {
// Com_Printf( "----- Client Initialization -----\n" );
Con_Init ();
CL_ClearState ();
cls.state = CA_DISCONNECTED; // no longer CA_UNINITIALIZED
cls.realtime = 0;
CL_InitInput ();
//
// register our variables
//
cl_noprint = Cvar_Get( "cl_noprint", "0", 0 );
cl_motd = Cvar_Get ("cl_motd", "1", 0);
cl_timeout = Cvar_Get ("cl_timeout", "200", 0);
cl_timeNudge = Cvar_Get ("cl_timeNudge", "0", CVAR_TEMP );
cl_shownet = Cvar_Get ("cl_shownet", "0", CVAR_TEMP );
cl_showSend = Cvar_Get ("cl_showSend", "0", CVAR_TEMP );
cl_showTimeDelta = Cvar_Get ("cl_showTimeDelta", "0", CVAR_TEMP );
cl_freezeDemo = Cvar_Get ("cl_freezeDemo", "0", CVAR_TEMP );
rcon_client_password = Cvar_Get ("rconPassword", "", CVAR_TEMP );
cl_activeAction = Cvar_Get( "activeAction", "", CVAR_TEMP );
cl_timedemo = Cvar_Get ("timedemo", "0", 0);
cl_avidemo = Cvar_Get ("cl_avidemo", "0", 0);
cl_forceavidemo = Cvar_Get ("cl_forceavidemo", "0", 0);
rconAddress = Cvar_Get ("rconAddress", "", 0);
cl_yawspeed = Cvar_Get ("cl_yawspeed", "140", CVAR_ARCHIVE);
cl_pitchspeed = Cvar_Get ("cl_pitchspeed", "140", CVAR_ARCHIVE);
cl_anglespeedkey = Cvar_Get ("cl_anglespeedkey", "1.5", CVAR_ARCHIVE);
cl_maxpackets = Cvar_Get ("cl_maxpackets", "30", CVAR_ARCHIVE );
cl_packetdup = Cvar_Get ("cl_packetdup", "1", CVAR_ARCHIVE );
cl_run = Cvar_Get ("cl_run", "1", CVAR_ARCHIVE);
cl_sensitivity = Cvar_Get ("sensitivity", "5", CVAR_ARCHIVE);
cl_mouseAccel = Cvar_Get ("cl_mouseAccel", "0", CVAR_ARCHIVE);
cl_freelook = Cvar_Get( "cl_freelook", "1", CVAR_ARCHIVE );
cl_showMouseRate = Cvar_Get ("cl_showmouserate", "0", 0);
cl_framerate = Cvar_Get ("cl_framerate", "0", CVAR_TEMP);
cl_allowDownload = Cvar_Get ("cl_allowDownload", "0", CVAR_ARCHIVE);
cl_allowAltEnter = Cvar_Get ("cl_allowAltEnter", "0", CVAR_ARCHIVE);
cl_autolodscale = Cvar_Get( "cl_autolodscale", "1", CVAR_ARCHIVE );
cl_conXOffset = Cvar_Get ("cl_conXOffset", "0", 0);
#ifdef MACOS_X
// In game video is REALLY slow in Mac OS X right now due to driver slowness
cl_inGameVideo = Cvar_Get ("r_inGameVideo", "0", CVAR_ARCHIVE);
#else
cl_inGameVideo = Cvar_Get ("r_inGameVideo", "1", CVAR_ARCHIVE);
#endif
cl_serverStatusResendTime = Cvar_Get ("cl_serverStatusResendTime", "750", 0);
// init autoswitch so the ui will have it correctly even
// if the cgame hasn't been started
Cvar_Get ("cg_autoswitch", "1", CVAR_ARCHIVE);
m_pitchVeh = Cvar_Get ("m_pitchVeh", "0.022", CVAR_ARCHIVE);
m_pitch = Cvar_Get ("m_pitch", "0.022", CVAR_ARCHIVE);
m_yaw = Cvar_Get ("m_yaw", "0.022", CVAR_ARCHIVE);
m_forward = Cvar_Get ("m_forward", "0.25", CVAR_ARCHIVE);
m_side = Cvar_Get ("m_side", "0.25", CVAR_ARCHIVE);
#ifdef MACOS_X
// Input is jittery on OS X w/o this
m_filter = Cvar_Get ("m_filter", "1", CVAR_ARCHIVE);
#else
m_filter = Cvar_Get ("m_filter", "0", CVAR_ARCHIVE);
#endif
cl_motdString = Cvar_Get( "cl_motdString", "", CVAR_ROM );
Cvar_Get( "cl_maxPing", "800", CVAR_ARCHIVE );
// userinfo
Cvar_Get ("name", "Padawan", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("rate", "4000", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("snaps", "20", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("model", "kyle/default", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("forcepowers", "7-1-032330000000001333", CVAR_USERINFO | CVAR_ARCHIVE );
// Cvar_Get ("g_redTeam", "Empire", CVAR_SERVERINFO | CVAR_ARCHIVE);
// Cvar_Get ("g_blueTeam", "Rebellion", CVAR_SERVERINFO | CVAR_ARCHIVE);
Cvar_Get ("color1", "4", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("color2", "4", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("handicap", "100", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("teamtask", "0", CVAR_USERINFO );
Cvar_Get ("sex", "male", CVAR_USERINFO | CVAR_ARCHIVE );
#ifdef USE_CD_KEY
Cvar_Get ("cl_anonymous", "0", CVAR_USERINFO | CVAR_ARCHIVE );
#endif
Cvar_Get ("password", "", CVAR_USERINFO);
Cvar_Get ("cg_predictItems", "1", CVAR_USERINFO | CVAR_ARCHIVE );
//default sabers
Cvar_Get ("saber1", "single_1", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("saber2", "none", CVAR_USERINFO | CVAR_ARCHIVE );
//skin color
Cvar_Get ("char_color_red", "255", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("char_color_green", "255", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("char_color_blue", "255", CVAR_USERINFO | CVAR_ARCHIVE );
// cgame might not be initialized before menu is used
Cvar_Get ("cg_viewsize", "100", CVAR_ARCHIVE );
//
// register our commands
//
#ifndef _XBOX
Cmd_AddCommand ("cmd", CL_ForwardToServer_f);
Cmd_AddCommand ("globalservers", CL_GlobalServers_f);
Cmd_AddCommand ("record", CL_Record_f);
Cmd_AddCommand ("demo", CL_PlayDemo_f);
Cmd_AddCommand ("stoprecord", CL_StopRecord_f);
#endif
Cmd_AddCommand ("configstrings", CL_Configstrings_f);
Cmd_AddCommand ("clientinfo", CL_Clientinfo_f);
Cmd_AddCommand ("snd_restart", CL_Snd_Restart_f);
Cmd_AddCommand ("vid_restart", CL_Vid_Restart_f);
Cmd_AddCommand ("disconnect", CL_Disconnect_f);
Cmd_AddCommand ("cinematic", CL_PlayCinematic_f);
Cmd_AddCommand ("connect", CL_Connect_f);
Cmd_AddCommand ("reconnect", CL_Reconnect_f);
Cmd_AddCommand ("localservers", CL_LocalServers_f);
Cmd_AddCommand ("rcon", CL_Rcon_f);
Cmd_AddCommand ("ping", CL_Ping_f );
Cmd_AddCommand ("serverstatus", CL_ServerStatus_f );
Cmd_AddCommand ("showip", CL_ShowIP_f );
Cmd_AddCommand ("fs_openedList", CL_OpenedPK3List_f );
Cmd_AddCommand ("fs_referencedList", CL_ReferencedPK3List_f );
Cmd_AddCommand ("model", CL_SetModel_f );
Cmd_AddCommand ("forcepowers", CL_SetForcePowers_f );
CL_InitRef();
SCR_Init ();
Cbuf_Execute ();
Cvar_Set( "cl_running", "1" );
G2VertSpaceClient = new CMiniHeap(G2_VERT_SPACE_CLIENT_SIZE * 1024);
#ifdef _XBOX
extern void CIN_Init(void);
Com_Printf( "Initializing Cinematics...\n");
CIN_Init();
#endif
// Com_Printf( "----- Client Initialization Complete -----\n" );
}
/*
===============
CL_Shutdown
===============
*/
void CL_Shutdown( void ) {
static qboolean recursive = qfalse;
//Com_Printf( "----- CL_Shutdown -----\n" );
if ( recursive ) {
printf ("recursive CL_Shutdown shutdown\n");
return;
}
recursive = qtrue;
if (G2VertSpaceClient)
{
delete G2VertSpaceClient;
G2VertSpaceClient = 0;
}
CL_Disconnect( qtrue );
CL_ShutdownRef(); //must be before shutdown all so the images get dumped in RE_Shutdown
// RJ: added the shutdown all to close down the cgame (to free up some memory, such as in the fx system)
CL_ShutdownAll();
S_Shutdown();
//CL_ShutdownUI();
Cmd_RemoveCommand ("cmd");
Cmd_RemoveCommand ("configstrings");
Cmd_RemoveCommand ("userinfo");
Cmd_RemoveCommand ("snd_restart");
Cmd_RemoveCommand ("vid_restart");
Cmd_RemoveCommand ("disconnect");
Cmd_RemoveCommand ("record");
Cmd_RemoveCommand ("demo");
Cmd_RemoveCommand ("cinematic");
Cmd_RemoveCommand ("stoprecord");
Cmd_RemoveCommand ("connect");
Cmd_RemoveCommand ("localservers");
Cmd_RemoveCommand ("globalservers");
Cmd_RemoveCommand ("rcon");
Cmd_RemoveCommand ("ping");
Cmd_RemoveCommand ("serverstatus");
Cmd_RemoveCommand ("showip");
Cmd_RemoveCommand ("model");
Cmd_RemoveCommand ("forcepowers");
Cvar_Set( "cl_running", "0" );
recursive = qfalse;
Com_Memset( &cls, 0, sizeof( cls ) );
//Com_Printf( "-----------------------\n" );
}
static void CL_SetServerInfo(serverInfo_t *server, const char *info, int ping) {
if (server) {
if (info) {
server->clients = atoi(Info_ValueForKey(info, "clients"));
Q_strncpyz(server->hostName,Info_ValueForKey(info, "hostname"), MAX_NAME_LENGTH);
Q_strncpyz(server->mapName, Info_ValueForKey(info, "mapname"), MAX_NAME_LENGTH);
server->maxClients = atoi(Info_ValueForKey(info, "sv_maxclients"));
Q_strncpyz(server->game,Info_ValueForKey(info, "game"), MAX_NAME_LENGTH);
server->gameType = atoi(Info_ValueForKey(info, "gametype"));
#ifndef _XBOX
server->netType = atoi(Info_ValueForKey(info, "nettype"));
server->minPing = atoi(Info_ValueForKey(info, "minping"));
server->maxPing = atoi(Info_ValueForKey(info, "maxping"));
// server->allowAnonymous = atoi(Info_ValueForKey(info, "sv_allowAnonymous"));
server->needPassword = (qboolean)atoi(Info_ValueForKey(info, "needpass" ));
server->trueJedi = atoi(Info_ValueForKey(info, "truejedi" ));
server->weaponDisable = atoi(Info_ValueForKey(info, "wdisable" ));
server->forceDisable = atoi(Info_ValueForKey(info, "fdisable" ));
#else
server->saberOnly = atoi(Info_ValueForKey(info, "saberonly" ));
#endif
// server->pure = (qboolean)atoi(Info_ValueForKey(info, "pure" ));
}
server->ping = ping;
}
}
static void CL_SetServerInfoByAddress(netadr_t from, const char *info, int ping) {
int i;
for (i = 0; i < MAX_OTHER_SERVERS; i++) {
if (NET_CompareAdr(from, cls.localServers[i].adr)) {
CL_SetServerInfo(&cls.localServers[i], info, ping);
}
}
for (i = 0; i < MAX_OTHER_SERVERS; i++) {
if (NET_CompareAdr(from, cls.mplayerServers[i].adr)) {
CL_SetServerInfo(&cls.mplayerServers[i], info, ping);
}
}
for (i = 0; i < MAX_GLOBAL_SERVERS; i++) {
if (NET_CompareAdr(from, cls.globalServers[i].adr)) {
CL_SetServerInfo(&cls.globalServers[i], info, ping);
}
}
for (i = 0; i < MAX_OTHER_SERVERS; i++) {
if (NET_CompareAdr(from, cls.favoriteServers[i].adr)) {
CL_SetServerInfo(&cls.favoriteServers[i], info, ping);
}
}
}
/*
===================
CL_ServerInfoPacket
===================
*/
void CL_ServerInfoPacket( netadr_t from, msg_t *msg ) {
int i, type;
char info[MAX_INFO_STRING];
char* str;
char *infoString;
int prot;
infoString = MSG_ReadString( msg );
// if this isn't the correct protocol version, ignore it
prot = atoi( Info_ValueForKey( infoString, "protocol" ) );
if ( prot != PROTOCOL_VERSION ) {
Com_DPrintf( "Different protocol info packet: %s\n", infoString );
return;
}
#ifdef _XBOX
// Ignore servers that don't send an xnaddr
if (!(*Info_ValueForKey(infoString, "xnaddr")))
return;
#endif
// iterate servers waiting for ping response
for (i=0; i<MAX_PINGREQUESTS; i++)
{
if ( cl_pinglist[i].adr.port && !cl_pinglist[i].time && NET_CompareAdr( from, cl_pinglist[i].adr ) )
{
// calc ping time
cl_pinglist[i].time = cls.realtime - cl_pinglist[i].start + 1;
Com_DPrintf( "ping time %dms from %s\n", cl_pinglist[i].time, NET_AdrToString( from ) );
// save of info
Q_strncpyz( cl_pinglist[i].info, infoString, sizeof( cl_pinglist[i].info ) );
// tack on the net type
// NOTE: make sure these types are in sync with the netnames strings in the UI
switch (from.type)
{
case NA_BROADCAST:
case NA_IP:
str = "udp";
type = 1;
break;
case NA_IPX:
case NA_BROADCAST_IPX:
str = "ipx";
type = 2;
break;
default:
str = "???";
type = 0;
break;
}
Info_SetValueForKey( cl_pinglist[i].info, "nettype", va("%d", type) );
CL_SetServerInfoByAddress(from, infoString, cl_pinglist[i].time);
return;
}
}
// if not just sent a local broadcast or pinging local servers
if (cls.pingUpdateSource != AS_LOCAL) {
return;
}
for ( i = 0 ; i < MAX_OTHER_SERVERS ; i++ ) {
// empty slot
if ( cls.localServers[i].adr.port == 0 ) {
break;
}
// avoid duplicate
if ( NET_CompareAdr( from, cls.localServers[i].adr ) ) {
return;
}
}
if ( i == MAX_OTHER_SERVERS ) {
Com_DPrintf( "MAX_OTHER_SERVERS hit, dropping infoResponse\n" );
return;
}
// add this to the list
cls.numlocalservers = i+1;
cls.localServers[i].adr = from;
cls.localServers[i].clients = 0;
cls.localServers[i].hostName[0] = '\0';
cls.localServers[i].mapName[0] = '\0';
cls.localServers[i].maxClients = 0;
#ifndef _XBOX
cls.localServers[i].maxPing = 0;
cls.localServers[i].minPing = 0;
cls.localServers[i].netType = from.type;
cls.localServers[i].needPassword = qfalse;
cls.localServers[i].trueJedi = 0;
cls.localServers[i].weaponDisable = 0;
cls.localServers[i].forceDisable = 0;
#else
cls.localServers[i].saberOnly = 0;
#endif
cls.localServers[i].ping = -1;
cls.localServers[i].game[0] = '\0';
cls.localServers[i].gameType = 0;
// cls.localServers[i].allowAnonymous = 0;
// cls.localServers[i].pure = qfalse;
#ifdef _XBOX
// Store off Xbox info. We don't do any key registration or address translation yet.
// That happens when we connect.
StringToXnAddr(&cls.localServers[i].HostAddress, Info_ValueForKey(infoString, "xnaddr"));
StringToXNKID(&cls.localServers[i].SessionID, Info_ValueForKey(infoString, "xnkid"));
StringToXNKEY(&cls.localServers[i].KeyExchangeKey, Info_ValueForKey(infoString, "xnkey"));
#endif
Q_strncpyz( info, MSG_ReadString( msg ), MAX_INFO_STRING );
if (strlen(info)) {
if (info[strlen(info)-1] != '\n') {
strncat(info, "\n", sizeof(info));
}
Com_Printf( "%s: %s", NET_AdrToString( from ), info );
}
}
/*
===================
CL_GetServerStatus
===================
*/
serverStatus_t *CL_GetServerStatus( netadr_t from ) {
serverStatus_t *serverStatus;
int i, oldest, oldestTime;
serverStatus = NULL;
for (i = 0; i < MAX_SERVERSTATUSREQUESTS; i++) {
if ( NET_CompareAdr( from, cl_serverStatusList[i].address ) ) {
return &cl_serverStatusList[i];
}
}
for (i = 0; i < MAX_SERVERSTATUSREQUESTS; i++) {
if ( cl_serverStatusList[i].retrieved ) {
return &cl_serverStatusList[i];
}
}
oldest = -1;
oldestTime = 0;
for (i = 0; i < MAX_SERVERSTATUSREQUESTS; i++) {
if (oldest == -1 || cl_serverStatusList[i].startTime < oldestTime) {
oldest = i;
oldestTime = cl_serverStatusList[i].startTime;
}
}
if (oldest != -1) {
return &cl_serverStatusList[oldest];
}
serverStatusCount++;
return &cl_serverStatusList[serverStatusCount & (MAX_SERVERSTATUSREQUESTS-1)];
}
/*
===================
CL_ServerStatus
===================
*/
int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen ) {
int i;
netadr_t to;
serverStatus_t *serverStatus;
// if no server address then reset all server status requests
if ( !serverAddress ) {
for (i = 0; i < MAX_SERVERSTATUSREQUESTS; i++) {
cl_serverStatusList[i].address.port = 0;
cl_serverStatusList[i].retrieved = qtrue;
}
return qfalse;
}
// get the address
if ( !NET_StringToAdr( serverAddress, &to ) ) {
return qfalse;
}
serverStatus = CL_GetServerStatus( to );
// if no server status string then reset the server status request for this address
if ( !serverStatusString ) {
serverStatus->retrieved = qtrue;
return qfalse;
}
// if this server status request has the same address
if ( NET_CompareAdr( to, serverStatus->address) ) {
// if we recieved an response for this server status request
if (!serverStatus->pending) {
Q_strncpyz(serverStatusString, serverStatus->string, maxLen);
serverStatus->retrieved = qtrue;
serverStatus->startTime = 0;
return qtrue;
}
// resend the request regularly
else if ( serverStatus->startTime < Com_Milliseconds() - cl_serverStatusResendTime->integer ) {
serverStatus->print = qfalse;
serverStatus->pending = qtrue;
serverStatus->retrieved = qfalse;
serverStatus->time = 0;
serverStatus->startTime = Com_Milliseconds();
NET_OutOfBandPrint( NS_CLIENT, to, "getstatus" );
return qfalse;
}
}
// if retrieved
else if ( serverStatus->retrieved ) {
serverStatus->address = to;
serverStatus->print = qfalse;
serverStatus->pending = qtrue;
serverStatus->retrieved = qfalse;
serverStatus->startTime = Com_Milliseconds();
serverStatus->time = 0;
NET_OutOfBandPrint( NS_CLIENT, to, "getstatus" );
return qfalse;
}
return qfalse;
}
/*
===================
CL_ServerStatusResponse
===================
*/
void CL_ServerStatusResponse( netadr_t from, msg_t *msg ) {
char *s;
char info[MAX_INFO_STRING];
int i, l, score, ping;
int len;
serverStatus_t *serverStatus;
serverStatus = NULL;
for (i = 0; i < MAX_SERVERSTATUSREQUESTS; i++) {
if ( NET_CompareAdr( from, cl_serverStatusList[i].address ) ) {
serverStatus = &cl_serverStatusList[i];
break;
}
}
// if we didn't request this server status
if (!serverStatus) {
return;
}
s = MSG_ReadStringLine( msg );
len = 0;
Com_sprintf(&serverStatus->string[len], sizeof(serverStatus->string)-len, "%s", s);
if (serverStatus->print) {
Com_Printf( "Server (%i.%i.%i.%i:%i)\n",
serverStatus->address.ip[0], serverStatus->address.ip[1],
serverStatus->address.ip[2], serverStatus->address.ip[3],
BigShort( serverStatus->address.port ) );
Com_Printf("Server settings:\n");
// print cvars
while (*s) {
for (i = 0; i < 2 && *s; i++) {
if (*s == '\\')
s++;
l = 0;
while (*s) {
info[l++] = *s;
if (l >= MAX_INFO_STRING-1)
break;
s++;
if (*s == '\\') {
break;
}
}
info[l] = '\0';
if (i) {
Com_Printf("%s\n", info);
}
else {
Com_Printf("%-24s", info);
}
}
}
}
len = strlen(serverStatus->string);
Com_sprintf(&serverStatus->string[len], sizeof(serverStatus->string)-len, "\\");
if (serverStatus->print) {
Com_Printf("\nPlayers:\n");
Com_Printf("num: score: ping: name:\n");
}
for (i = 0, s = MSG_ReadStringLine( msg ); *s; s = MSG_ReadStringLine( msg ), i++) {
len = strlen(serverStatus->string);
Com_sprintf(&serverStatus->string[len], sizeof(serverStatus->string)-len, "\\%s", s);
if (serverStatus->print) {
score = ping = 0;
sscanf(s, "%d %d", &score, &ping);
s = strchr(s, ' ');
if (s)
s = strchr(s+1, ' ');
if (s)
s++;
else
s = "unknown";
Com_Printf("%-2d %-3d %-3d %s\n", i, score, ping, s );
}
}
len = strlen(serverStatus->string);
Com_sprintf(&serverStatus->string[len], sizeof(serverStatus->string)-len, "\\");
serverStatus->time = Com_Milliseconds();
serverStatus->address = from;
serverStatus->pending = qfalse;
if (serverStatus->print) {
serverStatus->retrieved = qtrue;
}
}
/*
==================
CL_LocalServers_f
==================
*/
void CL_LocalServers_f( void ) {
char *message;
int i, j;
netadr_t to;
Com_Printf( "Scanning for servers on the local network...\n");
// reset the list, waiting for response
cls.numlocalservers = 0;
cls.pingUpdateSource = AS_LOCAL;
for (i = 0; i < MAX_OTHER_SERVERS; i++) {
qboolean b = cls.localServers[i].visible;
Com_Memset(&cls.localServers[i], 0, sizeof(cls.localServers[i]));
cls.localServers[i].visible = b;
}
Com_Memset( &to, 0, sizeof( to ) );
// The 'xxx' in the message is a challenge that will be echoed back
// by the server. We don't care about that here, but master servers
// can use that to prevent spoofed server responses from invalid ip
message = "\377\377\377\377getinfo xxx";
// send each message twice in case one is dropped
for ( i = 0 ; i < 2 ; i++ ) {
// send a broadcast packet on each server port
// we support multiple server ports so a single machine
// can nicely run multiple servers
for ( j = 0 ; j < NUM_SERVER_PORTS ; j++ ) {
to.port = BigShort( (short)(PORT_SERVER + j) );
to.type = NA_BROADCAST;
NET_SendPacket( NS_CLIENT, strlen( message ), message, to );
to.type = NA_BROADCAST_IPX;
NET_SendPacket( NS_CLIENT, strlen( message ), message, to );
}
}
}
/*
==================
CL_GlobalServers_f
==================
*/
#ifndef _XBOX // No master on Xbox
void CL_GlobalServers_f( void ) {
netadr_t to;
int i;
int count;
char *buffptr;
char command[1024];
if ( Cmd_Argc() < 3) {
Com_Printf( "usage: globalservers <master# 0-1> <protocol> [keywords]\n");
return;
}
cls.masterNum = atoi( Cmd_Argv(1) );
Com_Printf( "Requesting servers from the master...\n");
// reset the list, waiting for response
// -1 is used to distinguish a "no response"
/* if( cls.masterNum == 1 ) {
NET_StringToAdr( "master.quake3world.com", &to );
cls.nummplayerservers = -1;
cls.pingUpdateSource = AS_MPLAYER;
}
else
*/ {
NET_StringToAdr( MASTER_SERVER_NAME, &to );
cls.numglobalservers = -1;
cls.pingUpdateSource = AS_GLOBAL;
}
to.type = NA_IP;
to.port = BigShort(PORT_MASTER);
sprintf( command, "getservers %s", Cmd_Argv(2) );
// tack on keywords
buffptr = command + strlen( command );
count = Cmd_Argc();
for (i=3; i<count; i++)
buffptr += sprintf( buffptr, " %s", Cmd_Argv(i) );
// if we are a demo, automatically add a "demo" keyword
if ( Cvar_VariableValue( "fs_restrict" ) ) {
buffptr += sprintf( buffptr, " demo" );
}
NET_OutOfBandPrint( NS_SERVER, to, command );
}
#endif // _XBOX
/*
==================
CL_GetPing
==================
*/
void CL_GetPing( int n, char *buf, int buflen, int *pingtime )
{
const char *str;
int time;
int maxPing;
if (!cl_pinglist[n].adr.port)
{
// empty slot
buf[0] = '\0';
*pingtime = 0;
return;
}
str = NET_AdrToString( cl_pinglist[n].adr );
Q_strncpyz( buf, str, buflen );
time = cl_pinglist[n].time;
if (!time)
{
// check for timeout
time = cls.realtime - cl_pinglist[n].start;
maxPing = Cvar_VariableIntegerValue( "cl_maxPing" );
if( maxPing < 100 ) {
maxPing = 100;
}
if (time < maxPing)
{
// not timed out yet
time = 0;
}
}
CL_SetServerInfoByAddress(cl_pinglist[n].adr, cl_pinglist[n].info, cl_pinglist[n].time);
*pingtime = time;
}
/*
==================
CL_UpdateServerInfo
==================
*/
void CL_UpdateServerInfo( int n )
{
if (!cl_pinglist[n].adr.port)
{
return;
}
CL_SetServerInfoByAddress(cl_pinglist[n].adr, cl_pinglist[n].info, cl_pinglist[n].time );
}
/*
==================
CL_GetPingInfo
==================
*/
void CL_GetPingInfo( int n, char *buf, int buflen )
{
if (!cl_pinglist[n].adr.port)
{
// empty slot
if (buflen)
buf[0] = '\0';
return;
}
Q_strncpyz( buf, cl_pinglist[n].info, buflen );
}
/*
==================
CL_ClearPing
==================
*/
void CL_ClearPing( int n )
{
if (n < 0 || n >= MAX_PINGREQUESTS)
return;
cl_pinglist[n].adr.port = 0;
}
/*
==================
CL_GetPingQueueCount
==================
*/
int CL_GetPingQueueCount( void )
{
int i;
int count;
ping_t* pingptr;
count = 0;
pingptr = cl_pinglist;
for (i=0; i<MAX_PINGREQUESTS; i++, pingptr++ ) {
if (pingptr->adr.port) {
count++;
}
}
return (count);
}
/*
==================
CL_GetFreePing
==================
*/
ping_t* CL_GetFreePing( void )
{
ping_t* pingptr;
ping_t* best;
int oldest;
int i;
int time;
pingptr = cl_pinglist;
for (i=0; i<MAX_PINGREQUESTS; i++, pingptr++ )
{
// find free ping slot
if (pingptr->adr.port)
{
if (!pingptr->time)
{
if (cls.realtime - pingptr->start < 500)
{
// still waiting for response
continue;
}
}
else if (pingptr->time < 500)
{
// results have not been queried
continue;
}
}
// clear it
pingptr->adr.port = 0;
return (pingptr);
}
// use oldest entry
pingptr = cl_pinglist;
best = cl_pinglist;
oldest = INT_MIN;
for (i=0; i<MAX_PINGREQUESTS; i++, pingptr++ )
{
// scan for oldest
time = cls.realtime - pingptr->start;
if (time > oldest)
{
oldest = time;
best = pingptr;
}
}
return (best);
}
/*
==================
CL_Ping_f
==================
*/
void CL_Ping_f( void ) {
netadr_t to;
ping_t* pingptr;
char* server;
if ( Cmd_Argc() != 2 ) {
Com_Printf( "usage: ping [server]\n");
return;
}
Com_Memset( &to, 0, sizeof(netadr_t) );
server = Cmd_Argv(1);
if ( !NET_StringToAdr( server, &to ) ) {
return;
}
pingptr = CL_GetFreePing();
memcpy( &pingptr->adr, &to, sizeof (netadr_t) );
pingptr->start = cls.realtime;
pingptr->time = 0;
CL_SetServerInfoByAddress(pingptr->adr, NULL, 0);
NET_OutOfBandPrint( NS_CLIENT, to, "getinfo xxx" );
}
/*
==================
CL_UpdateVisiblePings_f
==================
*/
qboolean CL_UpdateVisiblePings_f(int source) {
int slots, i;
char buff[MAX_STRING_CHARS];
int pingTime;
int max;
qboolean status = qfalse;
if (source < 0 || source > AS_FAVORITES) {
return qfalse;
}
cls.pingUpdateSource = source;
slots = CL_GetPingQueueCount();
if (slots < MAX_PINGREQUESTS) {
serverInfo_t *server = NULL;
max = (source == AS_GLOBAL) ? MAX_GLOBAL_SERVERS : MAX_OTHER_SERVERS;
switch (source) {
case AS_LOCAL :
server = &cls.localServers[0];
max = cls.numlocalservers;
break;
case AS_MPLAYER :
server = &cls.mplayerServers[0];
max = cls.nummplayerservers;
break;
case AS_GLOBAL :
server = &cls.globalServers[0];
max = cls.numglobalservers;
break;
case AS_FAVORITES :
server = &cls.favoriteServers[0];
max = cls.numfavoriteservers;
break;
}
for (i = 0; i < max; i++) {
if (server[i].visible) {
if (server[i].ping == -1) {
int j;
if (slots >= MAX_PINGREQUESTS) {
break;
}
for (j = 0; j < MAX_PINGREQUESTS; j++) {
if (!cl_pinglist[j].adr.port) {
continue;
}
if (NET_CompareAdr( cl_pinglist[j].adr, server[i].adr)) {
// already on the list
break;
}
}
if (j >= MAX_PINGREQUESTS) {
status = qtrue;
for (j = 0; j < MAX_PINGREQUESTS; j++) {
if (!cl_pinglist[j].adr.port) {
break;
}
}
memcpy(&cl_pinglist[j].adr, &server[i].adr, sizeof(netadr_t));
cl_pinglist[j].start = cls.realtime;
cl_pinglist[j].time = 0;
NET_OutOfBandPrint( NS_CLIENT, cl_pinglist[j].adr, "getinfo xxx" );
slots++;
}
}
// if the server has a ping higher than cl_maxPing or
// the ping packet got lost
else if (server[i].ping == 0) {
// if we are updating global servers
if (source == AS_GLOBAL) {
//
if ( cls.numGlobalServerAddresses > 0 ) {
// overwrite this server with one from the additional global servers
cls.numGlobalServerAddresses--;
CL_InitServerInfo(&server[i], &cls.globalServerAddresses[cls.numGlobalServerAddresses]);
// NOTE: the server[i].visible flag stays untouched
}
}
}
}
}
}
if (slots) {
status = qtrue;
}
for (i = 0; i < MAX_PINGREQUESTS; i++) {
if (!cl_pinglist[i].adr.port) {
continue;
}
CL_GetPing( i, buff, MAX_STRING_CHARS, &pingTime );
if (pingTime != 0) {
CL_ClearPing(i);
status = qtrue;
}
}
return status;
}
/*
==================
CL_ServerStatus_f
==================
*/
void CL_ServerStatus_f(void) {
netadr_t to;
char *server;
serverStatus_t *serverStatus;
Com_Memset( &to, 0, sizeof(netadr_t) );
if ( Cmd_Argc() != 2 ) {
#ifdef _XBOX // No demos on Xbox
if ( cls.state != CA_ACTIVE ) {
#else
if ( cls.state != CA_ACTIVE || clc.demoplaying ) {
#endif
Com_Printf ("Not connected to a server.\n");
Com_Printf( "Usage: serverstatus [server]\n");
return;
}
server = cls.servername;
}
else {
server = Cmd_Argv(1);
}
if ( !NET_StringToAdr( server, &to ) ) {
return;
}
NET_OutOfBandPrint( NS_CLIENT, to, "getstatus" );
serverStatus = CL_GetServerStatus( to );
serverStatus->address = to;
serverStatus->print = qtrue;
serverStatus->pending = qtrue;
}
/*
==================
CL_ShowIP_f
==================
*/
void CL_ShowIP_f(void) {
Sys_ShowIP();
}
#ifdef USE_CD_KEY
/*
=================
bool CL_CDKeyValidate
=================
*/
qboolean CL_CDKeyValidate( const char *key, const char *checksum ) {
char ch;
byte sum;
char chs[3];
int i, len;
len = strlen(key);
if( len != CDKEY_LEN ) {
return qfalse;
}
if( checksum && strlen( checksum ) != CDCHKSUM_LEN ) {
return qfalse;
}
sum = 0;
// for loop gets rid of conditional assignment warning
for (i = 0; i < len; i++) {
ch = *key++;
if (ch>='a' && ch<='z') {
ch -= 32;
}
switch( ch ) {
case '2':
case '3':
case '7':
case 'A':
case 'B':
case 'C':
case 'D':
case 'G':
case 'H':
case 'J':
case 'L':
case 'P':
case 'R':
case 'S':
case 'T':
case 'W':
sum += ch;
continue;
default:
return qfalse;
}
}
sprintf(chs, "%02x", sum);
if (checksum && !Q_stricmp(chs, checksum)) {
return qtrue;
}
if (!checksum) {
return qtrue;
}
return qfalse;
}
#endif // USE_CD_KEY