mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 06:01:04 +00:00
1492 lines
33 KiB
C++
1492 lines
33 KiB
C++
// cl_main.c -- client main loop
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "client.h"
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#include "client_ui.h"
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#include <limits.h>
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#ifdef _IMMERSION
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#include "../ff/ff.h"
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#include "../ff/cl_ff.h"
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#else
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#include "fffx.h"
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#endif // _IMMERSION
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#include "../ghoul2/G2.h"
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#include "../RMG/RM_Headers.h"
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#ifdef _XBOX
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#include "../ui/ui_splash.h"
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#ifndef FINAL_BUILD
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#include <d3d8perf.h>
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#endif
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#endif
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#define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits
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cvar_t *cl_nodelta;
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cvar_t *cl_debugMove;
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cvar_t *cl_noprint;
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cvar_t *cl_timeout;
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cvar_t *cl_maxpackets;
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cvar_t *cl_packetdup;
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cvar_t *cl_timeNudge;
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cvar_t *cl_showTimeDelta;
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cvar_t *cl_newClock=0;
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cvar_t *cl_shownet;
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cvar_t *cl_avidemo;
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cvar_t *cl_pano;
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cvar_t *cl_panoNumShots;
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cvar_t *cl_skippingcin;
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cvar_t *cl_endcredits;
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cvar_t *cl_freelook;
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cvar_t *cl_sensitivity;
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cvar_t *cl_mouseAccel;
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cvar_t *cl_showMouseRate;
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cvar_t *cl_VideoQuality;
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cvar_t *cl_VidFadeUp; // deliberately kept as "Vid" rather than "Video" so tab-matching matches only VideoQuality
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cvar_t *cl_VidFadeDown;
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cvar_t *cl_framerate;
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cvar_t *m_pitch;
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cvar_t *m_yaw;
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cvar_t *m_forward;
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cvar_t *m_side;
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cvar_t *m_filter;
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#ifdef _XBOX
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//MAP HACK
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cvar_t *cl_mapname;
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qboolean vidRestartReloadMap = qfalse;
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#endif
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cvar_t *cl_activeAction;
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cvar_t *cl_updateInfoString;
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cvar_t *cl_ingameVideo;
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cvar_t *cl_thumbStickMode;
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cvar_t *cl_consoleKeys;
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clientActive_t cl;
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clientConnection_t clc;
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clientStatic_t cls;
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// Structure containing functions exported from refresh DLL
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refexport_t re;
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ping_t cl_pinglist[MAX_PINGREQUESTS];
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void CL_ShutdownRef( void );
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void CL_InitRef( void );
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void CL_CheckForResend( void );
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/*
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=======================================================================
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CLIENT RELIABLE COMMAND COMMUNICATION
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=======================================================================
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*/
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/*
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======================
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CL_AddReliableCommand
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The given command will be transmitted to the server, and is gauranteed to
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not have future usercmd_t executed before it is executed
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======================
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*/
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void CL_AddReliableCommand( const char *cmd ) {
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int index;
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// if we would be losing an old command that hasn't been acknowledged,
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// we must drop the connection
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if ( clc.reliableSequence - clc.reliableAcknowledge > MAX_RELIABLE_COMMANDS ) {
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Com_Error( ERR_DROP, "Client command overflow" );
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}
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clc.reliableSequence++;
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index = clc.reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
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if ( clc.reliableCommands[ index ] ) {
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Z_Free( clc.reliableCommands[ index ] );
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}
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clc.reliableCommands[ index ] = CopyString( cmd );
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}
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//======================================================================
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/*
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==================
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CL_NextDemo
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Called when a demo or cinematic finishes
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If the "nextdemo" cvar is set, that command will be issued
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==================
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*/
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void CL_NextDemo( void ) {
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char v[MAX_STRING_CHARS];
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Q_strncpyz( v, Cvar_VariableString ("nextdemo"), sizeof(v) );
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v[MAX_STRING_CHARS-1] = 0;
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Com_DPrintf("CL_NextDemo: %s\n", v );
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if (!v[0]) {
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return;
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}
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Cvar_Set ("nextdemo","");
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Cbuf_AddText (v);
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Cbuf_AddText ("\n");
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Cbuf_Execute();
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}
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//======================================================================
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/*
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=================
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CL_FlushMemory
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Called by CL_MapLoading, CL_Connect_f, and CL_ParseGamestate the only
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ways a client gets into a game
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Also called by Com_Error
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=================
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*/
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void CL_FlushMemory( void ) {
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// clear sounds (moved higher up within this func to avoid the odd sound stutter)
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S_DisableSounds();
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// unload the old VM
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CL_ShutdownCGame();
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CL_ShutdownUI();
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if ( re.Shutdown ) {
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re.Shutdown( qfalse ); // don't destroy window or context
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}
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//rwwFIXMEFIXME: The game server appears to continue running, so clearing common bsp data causes crashing and other bad things
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/*
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CM_ClearMap();
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*/
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cls.soundRegistered = qfalse;
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cls.rendererStarted = qfalse;
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#ifdef _IMMERSION
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CL_ShutdownFF();
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cls.forceStarted = qfalse;
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#endif // _IMMERSION
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}
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/*
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=====================
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CL_MapLoading
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A local server is starting to load a map, so update the
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screen to let the user know about it, then dump all client
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memory on the hunk from cgame, ui, and renderer
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=====================
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*/
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void CL_MapLoading( void ) {
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if ( !com_cl_running->integer ) {
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return;
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}
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Con_Close();
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cls.keyCatchers = 0;
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// if we are already connected to the local host, stay connected
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if ( cls.state >= CA_CONNECTED && !Q_stricmp( cls.servername, "localhost" ) ) {
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cls.state = CA_CONNECTED; // so the connect screen is drawn
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memset( cls.updateInfoString, 0, sizeof( cls.updateInfoString ) );
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// memset( clc.serverMessage, 0, sizeof( clc.serverMessage ) );
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memset( &cl.gameState, 0, sizeof( cl.gameState ) );
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clc.lastPacketSentTime = -9999;
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SCR_UpdateScreen();
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} else {
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// clear nextmap so the cinematic shutdown doesn't execute it
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Cvar_Set( "nextmap", "" );
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#ifdef _XBOX // This was done at E3 time - it's nasty, but we may just keep it.
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connstate_t oldState = cls.state;
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cls.state = CA_CHALLENGING;
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SCR_UpdateScreen();
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cls.state = oldState;
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#endif
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CL_Disconnect();
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Q_strncpyz( cls.servername, "localhost", sizeof(cls.servername) );
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cls.state = CA_CHALLENGING; // so the connect screen is drawn
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cls.keyCatchers = 0;
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#ifndef _XBOX
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SCR_UpdateScreen();
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#endif
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clc.connectTime = -RETRANSMIT_TIMEOUT;
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NET_StringToAdr( cls.servername, &clc.serverAddress);
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// we don't need a challenge on the localhost
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CL_CheckForResend();
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}
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CL_FlushMemory();
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}
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/*
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=====================
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CL_ClearState
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Called before parsing a gamestate
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=====================
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*/
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void CL_ClearState (void) {
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CL_ShutdownCGame();
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S_StopAllSounds();
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memset( &cl, 0, sizeof( cl ) );
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}
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/*
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=====================
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CL_FreeReliableCommands
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Wipes all reliableCommands strings from clc
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=====================
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*/
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void CL_FreeReliableCommands( void )
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{
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// wipe the client connection
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for ( int i = 0 ; i < MAX_RELIABLE_COMMANDS ; i++ ) {
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if ( clc.reliableCommands[i] ) {
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Z_Free( clc.reliableCommands[i] );
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clc.reliableCommands[i] = NULL;
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}
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}
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}
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/*
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=====================
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CL_Disconnect
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Called when a connection, or cinematic is being terminated.
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Goes from a connected state to either a menu state or a console state
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Sends a disconnect message to the server
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This is also called on Com_Error and Com_Quit, so it shouldn't cause any errors
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=====================
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*/
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void CL_Disconnect( void ) {
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if ( !com_cl_running || !com_cl_running->integer ) {
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return;
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}
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#ifdef _XBOX
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Cvar_Set("r_norefresh", "0");
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#endif
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if (cls.uiStarted)
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UI_SetActiveMenu( NULL,NULL );
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SCR_StopCinematic ();
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S_ClearSoundBuffer();
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#ifdef _XBOX
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// extern qboolean RE_RegisterImages_LevelLoadEnd(void);
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// RE_RegisterImages_LevelLoadEnd();
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R_DeleteTextures();
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#endif
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// send a disconnect message to the server
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// send it a few times in case one is dropped
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if ( cls.state >= CA_CONNECTED ) {
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CL_AddReliableCommand( "disconnect" );
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CL_WritePacket();
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CL_WritePacket();
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CL_WritePacket();
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}
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CL_ClearState ();
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CL_FreeReliableCommands();
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extern void CL_FreeServerCommands(void);
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CL_FreeServerCommands();
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memset( &clc, 0, sizeof( clc ) );
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cls.state = CA_DISCONNECTED;
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// allow cheats locally
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Cvar_Set( "timescale", "1" );//jic we were skipping
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Cvar_Set( "skippingCinematic", "0" );//jic we were skipping
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}
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/*
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===================
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CL_ForwardCommandToServer
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adds the current command line as a clientCommand
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things like godmode, noclip, etc, are commands directed to the server,
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so when they are typed in at the console, they will need to be forwarded.
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===================
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*/
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void CL_ForwardCommandToServer( void ) {
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char *cmd;
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char string[MAX_STRING_CHARS];
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cmd = Cmd_Argv(0);
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// ignore key up commands
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if ( cmd[0] == '-' ) {
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return;
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}
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if ( cls.state != CA_ACTIVE || cmd[0] == '+' ) {
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Com_Printf ("Unknown command \"%s\"\n", cmd);
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return;
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}
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if ( Cmd_Argc() > 1 ) {
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Com_sprintf( string, sizeof(string), "%s %s", cmd, Cmd_Args() );
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} else {
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Q_strncpyz( string, cmd, sizeof(string) );
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}
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CL_AddReliableCommand( string );
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}
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/*
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======================================================================
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CONSOLE COMMANDS
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======================================================================
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*/
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/*
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==================
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CL_ForwardToServer_f
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==================
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*/
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void CL_ForwardToServer_f( void ) {
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if ( cls.state != CA_ACTIVE ) {
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Com_Printf ("Not connected to a server.\n");
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return;
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}
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// don't forward the first argument
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if ( Cmd_Argc() > 1 ) {
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CL_AddReliableCommand( Cmd_Args() );
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}
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}
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/*
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==================
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CL_Disconnect_f
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==================
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*/
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void CL_Disconnect_f( void ) {
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SCR_StopCinematic();
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//FIXME:
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// TA codebase added additional CA_CINEMATIC check below, presumably so they could play cinematics
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// in the menus when disconnected, although having the SCR_StopCinematic() call above is weird.
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// Either there's a bug, or the new version of that function conditionally-doesn't stop cinematics...
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//
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if ( cls.state != CA_DISCONNECTED && cls.state != CA_CINEMATIC ) {
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Com_Error (ERR_DISCONNECT, "Disconnected from server");
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}
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}
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/*
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=================
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CL_Vid_Restart_f
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Restart the video subsystem
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=================
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*/
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void CL_Vid_Restart_f( void ) {
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S_StopAllSounds(); // don't let them loop during the restart
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S_BeginRegistration(); // all sound handles are now invalid
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CL_ShutdownRef();
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CL_ShutdownUI();
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CL_ShutdownCGame();
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//rww - sof2mp does this here, but it seems to cause problems in this codebase.
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// CM_ClearMap();
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CL_InitRef();
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cls.rendererStarted = qfalse;
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cls.uiStarted = qfalse;
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cls.cgameStarted = qfalse;
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cls.soundRegistered = qfalse;
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#ifdef _IMMERSION
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CL_ShutdownFF();
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cls.forceStarted = qfalse;
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#endif // _IMMERSION
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#ifdef _XBOX
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vidRestartReloadMap = qtrue;
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#endif
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// unpause so the cgame definately gets a snapshot and renders a frame
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Cvar_Set( "cl_paused", "0" );
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}
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/*
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=================
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CL_Snd_Restart_f
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Restart the sound subsystem
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The cgame and game must also be forced to restart because
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handles will be invalid
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=================
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*/
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void CL_Snd_Restart_f( void ) {
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S_Shutdown();
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S_Init();
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// CL_Vid_Restart_f();
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extern qboolean s_soundMuted;
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s_soundMuted = qfalse; // we can play again
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S_RestartMusic();
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extern void S_ReloadAllUsedSounds(void);
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S_ReloadAllUsedSounds();
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extern void AS_ParseSets(void);
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AS_ParseSets();
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}
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#ifdef _IMMERSION
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/*
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=================
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CL_FF_Restart_f
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=================
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*/
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void CL_FF_Restart_f( void ) {
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if ( FF_IsInitialized() )
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{
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// Apply cvar changes w/o losing registered effects
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// Allows changing devices in-game without restarting the map
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if ( !FF_Init() )
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FF_Shutdown(); // error (shouldn't happen)
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}
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else if ( cls.state >= CA_PRIMED ) // maybe > CA_DISCONNECTED
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{
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// Restart map or menu
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CL_Vid_Restart_f();
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}
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else if ( cls.uiStarted )
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{
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// Restart menu
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CL_ShutdownUI();
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cls.forceStarted = qfalse;
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}
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}
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#endif // _IMMERSION
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/*
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==================
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CL_Configstrings_f
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==================
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*/
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void CL_Configstrings_f( void ) {
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int i;
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int ofs;
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if ( cls.state != CA_ACTIVE ) {
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Com_Printf( "Not connected to a server.\n");
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return;
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}
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for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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ofs = cl.gameState.stringOffsets[ i ];
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if ( !ofs ) {
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continue;
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}
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Com_Printf( "%4i: %s\n", i, cl.gameState.stringData + ofs );
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}
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}
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/*
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==============
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CL_Clientinfo_f
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==============
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*/
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void CL_Clientinfo_f( void ) {
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Com_Printf( "--------- Client Information ---------\n" );
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Com_Printf( "state: %i\n", cls.state );
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Com_Printf( "Server: %s\n", cls.servername );
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Com_Printf ("User info settings:\n");
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Info_Print( Cvar_InfoString( CVAR_USERINFO ) );
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Com_Printf( "--------------------------------------\n" );
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}
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//====================================================================
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void UI_UpdateConnectionString( char *string );
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/*
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=================
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CL_CheckForResend
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Resend a connect message if the last one has timed out
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=================
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*/
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void CL_CheckForResend( void ) {
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int port;
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char info[MAX_INFO_STRING];
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// if ( cls.state == CA_CINEMATIC )
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if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic())
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{
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return;
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}
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// resend if we haven't gotten a reply yet
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if ( cls.state < CA_CONNECTING || cls.state > CA_CHALLENGING ) {
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return;
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}
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if ( cls.realtime - clc.connectTime < RETRANSMIT_TIMEOUT ) {
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return;
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}
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clc.connectTime = cls.realtime; // for retransmit requests
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clc.connectPacketCount++;
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// requesting a challenge
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switch ( cls.state ) {
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case CA_CONNECTING:
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UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) );
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NET_OutOfBandPrint(NS_CLIENT, clc.serverAddress, "getchallenge");
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break;
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case CA_CHALLENGING:
|
|
// sending back the challenge
|
|
port = Cvar_VariableIntegerValue("qport");
|
|
|
|
UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) );
|
|
|
|
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 ) );
|
|
NET_OutOfBandPrint( NS_CLIENT, clc.serverAddress, "connect \"%s\"", info );
|
|
// 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_ACTIVE ) {
|
|
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" );
|
|
CL_Disconnect();
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CL_ConnectionlessPacket
|
|
|
|
Responses to broadcasts, etc
|
|
=================
|
|
*/
|
|
void CL_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
|
|
char *s;
|
|
char *c;
|
|
|
|
MSG_BeginReading( 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 ( !strcmp(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;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// server connection
|
|
if ( !strcmp(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_VariableIntegerValue( "qport" ) );
|
|
cls.state = CA_CONNECTED;
|
|
clc.lastPacketSentTime = -9999; // send first packet immediately
|
|
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 (!strcmp(c, "disconnect")) {
|
|
CL_DisconnectPacket( from );
|
|
return;
|
|
}
|
|
|
|
// echo request from server
|
|
if ( !strcmp(c, "echo") ) {
|
|
NET_OutOfBandPrint( NS_CLIENT, from, "%s", Cmd_Argv(1) );
|
|
return;
|
|
}
|
|
|
|
// print request from server
|
|
if ( !strcmp(c, "print") ) {
|
|
s = MSG_ReadString( msg );
|
|
UI_UpdateConnectionMessageString( s );
|
|
Com_Printf( "%s", s );
|
|
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 < 8 ) {
|
|
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 (!Netchan_Process( &clc.netchan, msg) ) {
|
|
return; // out of order, duplicated, etc
|
|
}
|
|
|
|
// the header is different lengths for reliable and unreliable messages
|
|
headerBytes = msg->readcount;
|
|
|
|
clc.lastPacketTime = cls.realtime;
|
|
CL_ParseServerMessage( msg );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CL_CheckTimeout
|
|
|
|
==================
|
|
*/
|
|
void CL_CheckTimeout( void ) {
|
|
//
|
|
// check timeout
|
|
//
|
|
if ( ( !cl_paused->integer || !sv_paused->integer )
|
|
// && cls.state >= CA_CONNECTED && cls.state != CA_CINEMATIC
|
|
&& cls.state >= CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic())
|
|
&& cls.realtime - clc.lastPacketTime > cl_timeout->value*1000) {
|
|
if (++cl.timeoutcount > 5) { // timeoutcount saves debugger
|
|
Com_Printf ("\nServer connection timed out.\n");
|
|
CL_Disconnect ();
|
|
return;
|
|
}
|
|
} else {
|
|
cl.timeoutcount = 0;
|
|
}
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
==================
|
|
CL_CheckUserinfo
|
|
|
|
==================
|
|
*/
|
|
void CL_CheckUserinfo( void ) {
|
|
if ( cls.state < CA_CHALLENGING ) {
|
|
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 ) ) );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CL_Frame
|
|
|
|
==================
|
|
*/
|
|
extern cvar_t *cl_newClock;
|
|
static unsigned int frameCount;
|
|
float avgFrametime=0.0;
|
|
void CL_Frame ( int msec,float fractionMsec ) {
|
|
|
|
if ( !com_cl_running->integer ) {
|
|
return;
|
|
}
|
|
|
|
// load the ref / cgame if needed
|
|
CL_StartHunkUsers();
|
|
|
|
#if defined (_XBOX)// && !defined(_DEBUG)
|
|
// Play the intro movies once
|
|
static bool firstRun = true;
|
|
if(firstRun)
|
|
{
|
|
// SP_DoLicense();
|
|
SP_DisplayLogos();
|
|
}
|
|
|
|
#endif
|
|
|
|
#if defined (_XBOX) //xbox doesn't load ui in StartHunkUsers, so check it here
|
|
// load ui if needed
|
|
if ( !cls.uiStarted && cls.state != CA_CINEMATIC) {
|
|
cls.uiStarted = qtrue;
|
|
SCR_StopCinematic();
|
|
CL_InitUI();
|
|
}
|
|
#endif
|
|
|
|
if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI )
|
|
&& !com_sv_running->integer ) {
|
|
// if disconnected, bring up the menu
|
|
if (!CL_CheckPendingCinematic()) // this avoid having the menu flash for one frame before pending cinematics
|
|
{
|
|
#ifdef _XBOX
|
|
if (firstRun)
|
|
{
|
|
|
|
UI_SetActiveMenu("splashMenu", NULL);
|
|
}
|
|
else
|
|
#endif
|
|
UI_SetActiveMenu( "mainMenu",NULL );
|
|
}
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
firstRun = false;
|
|
#endif
|
|
|
|
|
|
// if recording an avi, lock to a fixed fps
|
|
if ( cl_avidemo->integer ) {
|
|
// save the current screen
|
|
if ( cls.state == CA_ACTIVE ) {
|
|
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
|
|
if (cl_avidemo->integer > 0) {
|
|
msec = 1000 / cl_avidemo->integer;
|
|
} else {
|
|
msec = 1000 / -cl_avidemo->integer;
|
|
}
|
|
}
|
|
|
|
// 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.frametimeFraction=fractionMsec;
|
|
cls.realtime += msec;
|
|
cls.realtimeFraction+=fractionMsec;
|
|
if (cls.realtimeFraction>=1.0f)
|
|
{
|
|
if (cl_newClock&&cl_newClock->integer)
|
|
{
|
|
cls.realtime++;
|
|
}
|
|
cls.realtimeFraction-=1.0f;
|
|
}
|
|
#ifndef _XBOX
|
|
if ( cl_timegraph->integer ) {
|
|
SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
|
|
}
|
|
#endif
|
|
|
|
#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();
|
|
|
|
if (cl_pano->integer && cls.state == CA_ACTIVE) { //grab some panoramic shots
|
|
int i = 1;
|
|
int pref = cl_pano->integer;
|
|
int oldnoprint = cl_noprint->integer;
|
|
Con_Close();
|
|
cl_noprint->integer = 1; //hide the screen shot msgs
|
|
for (; i <= cl_panoNumShots->integer; i++) {
|
|
Cvar_SetValue( "pano", i );
|
|
SCR_UpdateScreen();// update the screen
|
|
Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) ); //grab this screen
|
|
}
|
|
Cvar_SetValue( "pano", 0 ); //done
|
|
cl_noprint->integer = oldnoprint;
|
|
}
|
|
|
|
if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) {
|
|
if (cl_skippingcin->modified){
|
|
S_StopSounds(); //kill em all but music
|
|
cl_skippingcin->modified=qfalse;
|
|
Com_Printf (va(S_COLOR_YELLOW"%s"), SE_GetString("CON_TEXT_SKIPPING"));
|
|
SCR_UpdateScreen();
|
|
}
|
|
} else {
|
|
// update the screen
|
|
SCR_UpdateScreen();
|
|
|
|
#if defined(_XBOX) && !defined(FINAL_BUILD)
|
|
if (D3DPERF_QueryRepeatFrame())
|
|
SCR_UpdateScreen();
|
|
#endif
|
|
}
|
|
// update audio
|
|
S_Update();
|
|
|
|
#ifdef _IMMERSION
|
|
FF_Update();
|
|
#endif // _IMMERSION
|
|
// advance local effects for next frame
|
|
SCR_RunCinematic();
|
|
|
|
Con_RunConsole();
|
|
|
|
cls.framecount++;
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
================
|
|
VID_Printf
|
|
|
|
DLL glue
|
|
================
|
|
*/
|
|
#define MAXPRINTMSG 4096
|
|
void VID_Printf (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);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
============
|
|
CL_ShutdownRef
|
|
============
|
|
*/
|
|
void CL_ShutdownRef( void ) {
|
|
if ( !re.Shutdown ) {
|
|
return;
|
|
}
|
|
re.Shutdown( qtrue );
|
|
memset( &re, 0, sizeof( re ) );
|
|
}
|
|
|
|
/*
|
|
============================
|
|
CL_StartSound
|
|
|
|
Convenience function for the sound system to be started
|
|
REALLY early on Xbox, helps with memory fragmentation.
|
|
============================
|
|
*/
|
|
void CL_StartSound( void ) {
|
|
if ( !cls.soundStarted ) {
|
|
cls.soundStarted = qtrue;
|
|
S_Init();
|
|
}
|
|
|
|
if ( !cls.soundRegistered ) {
|
|
cls.soundRegistered = qtrue;
|
|
S_BeginRegistration();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============================
|
|
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->integer ) {
|
|
return;
|
|
}
|
|
|
|
if ( !cls.rendererStarted ) {
|
|
#ifdef _XBOX
|
|
//if ((!com_sv_running->integer || com_errorEntered) && !vidRestartReloadMap)
|
|
//{
|
|
// // free up some memory
|
|
// extern void SV_ClearLastLevel(void);
|
|
// SV_ClearLastLevel();
|
|
//}
|
|
#endif
|
|
|
|
cls.rendererStarted = qtrue;
|
|
re.BeginRegistration( &cls.glconfig );
|
|
|
|
// load character sets
|
|
// cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" );
|
|
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;
|
|
#ifndef _IMMERSION
|
|
//-------
|
|
// The latest Immersion Force Feedback system initializes here, not through
|
|
// win32 input system. Therefore, the window handle is valid :)
|
|
//-------
|
|
|
|
// now that the renderer has started up we know that the global hWnd is now valid,
|
|
// so we can now go ahead and (re)setup the input stuff that needs hWnds for DI...
|
|
// (especially Force feedback)...
|
|
//
|
|
static qboolean bOnceOnly = qfalse; // only do once, not every renderer re-start
|
|
if (!bOnceOnly)
|
|
{
|
|
bOnceOnly = qtrue;
|
|
extern void Sys_In_Restart_f( void );
|
|
Sys_In_Restart_f();
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
if (vidRestartReloadMap)
|
|
{
|
|
int checksum;
|
|
CM_LoadMap(va("maps/%s.bsp", cl_mapname->string), qfalse, &checksum);
|
|
RE_LoadWorldMap(va("maps/%s.bsp", cl_mapname->string));
|
|
vidRestartReloadMap = qfalse;
|
|
}
|
|
#endif // _XBOX
|
|
|
|
#endif // _IMMERSION
|
|
}
|
|
|
|
if ( !cls.soundStarted ) {
|
|
cls.soundStarted = qtrue;
|
|
S_Init();
|
|
}
|
|
|
|
if ( !cls.soundRegistered ) {
|
|
cls.soundRegistered = qtrue;
|
|
S_BeginRegistration();
|
|
}
|
|
|
|
#ifdef _IMMERSION
|
|
if ( !cls.forceStarted ) {
|
|
cls.forceStarted = qtrue;
|
|
CL_InitFF();
|
|
}
|
|
#endif // _IMMERSION
|
|
|
|
#if !defined (_XBOX) //i guess xbox doesn't want the ui loaded all the time?
|
|
//we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads
|
|
if ( !cls.uiStarted ) {
|
|
cls.uiStarted = qtrue;
|
|
CL_InitUI();
|
|
}
|
|
#endif
|
|
|
|
// if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) {
|
|
if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) )
|
|
{
|
|
cls.cgameStarted = qtrue;
|
|
CL_InitCGame();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_InitRef
|
|
============
|
|
*/
|
|
void CL_InitRef( void ) {
|
|
refexport_t *ret;
|
|
|
|
Com_Printf( "----- Initializing Renderer ----\n" );
|
|
|
|
// cinematic stuff
|
|
|
|
ret = GetRefAPI( REF_API_VERSION );
|
|
|
|
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" );
|
|
}
|
|
|
|
|
|
//===========================================================================================
|
|
|
|
/*
|
|
====================
|
|
CL_Init
|
|
====================
|
|
*/
|
|
void CL_Init( void ) {
|
|
Com_Printf( "----- Client Initialization -----\n" );
|
|
|
|
Con_Init ();
|
|
|
|
CL_ClearState ();
|
|
|
|
cls.state = CA_DISCONNECTED; // no longer CA_UNINITIALIZED
|
|
cls.keyCatchers = KEYCATCH_CONSOLE;
|
|
cls.realtime = 0;
|
|
cls.realtimeFraction=0.0f; // fraction of a msec accumulated
|
|
|
|
CL_InitInput ();
|
|
|
|
#ifndef _XBOX // No terrain on Xbox
|
|
RM_InitTerrain();
|
|
#endif
|
|
|
|
//
|
|
// register our variables
|
|
//
|
|
cl_noprint = Cvar_Get( "cl_noprint", "0", 0 );
|
|
|
|
cl_timeout = Cvar_Get ("cl_timeout", "125", 0);
|
|
|
|
cl_timeNudge = Cvar_Get ("cl_timeNudge", "0", CVAR_TEMP );
|
|
cl_shownet = Cvar_Get ("cl_shownet", "0", CVAR_TEMP );
|
|
cl_showTimeDelta = Cvar_Get ("cl_showTimeDelta", "0", CVAR_TEMP );
|
|
cl_newClock = Cvar_Get ("cl_newClock", "1", 0);
|
|
cl_activeAction = Cvar_Get( "activeAction", "", CVAR_TEMP );
|
|
|
|
cl_avidemo = Cvar_Get ("cl_avidemo", "0", 0);
|
|
cl_pano = Cvar_Get ("pano", "0", 0);
|
|
cl_panoNumShots= Cvar_Get ("panoNumShots", "10", CVAR_ARCHIVE);
|
|
cl_skippingcin = Cvar_Get ("skippingCinematic", "0", CVAR_ROM);
|
|
cl_endcredits = Cvar_Get ("cg_endcredits", "0", 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_ingameVideo = Cvar_Get ("cl_ingameVideo", "1", CVAR_ARCHIVE);
|
|
cl_VideoQuality = Cvar_Get ("cl_VideoQuality", "0", CVAR_ARCHIVE);
|
|
cl_VidFadeUp = Cvar_Get ("cl_VidFadeUp", "1", CVAR_TEMP);
|
|
cl_VidFadeDown = Cvar_Get ("cl_VidFadeDown", "1", CVAR_TEMP);
|
|
cl_framerate = Cvar_Get ("cl_framerate", "0", CVAR_TEMP);
|
|
|
|
cl_thumbStickMode = Cvar_Get ("ui_thumbStickMode", "0", CVAR_ARCHIVE);
|
|
|
|
// 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_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);
|
|
m_filter = Cvar_Get ("m_filter", "0", CVAR_ARCHIVE);
|
|
|
|
#ifdef _XBOX
|
|
cl_mapname = Cvar_Get ("cl_mapname", "t3_bounty", CVAR_TEMP);
|
|
#endif
|
|
|
|
cl_updateInfoString = Cvar_Get( "cl_updateInfoString", "", CVAR_ROM );
|
|
|
|
// ~ and `, as keys and characters
|
|
cl_consoleKeys = Cvar_Get( "cl_consoleKeys", "~ ` 0x7e 0x60", CVAR_ARCHIVE);
|
|
|
|
// userinfo
|
|
Cvar_Get ("name", "Jaden", CVAR_USERINFO | CVAR_ARCHIVE );
|
|
Cvar_Get ("snaps", "20", CVAR_USERINFO | CVAR_ARCHIVE );
|
|
|
|
Cvar_Get ("sex", "f", CVAR_USERINFO | CVAR_ARCHIVE | CVAR_SAVEGAME | CVAR_NORESTART );
|
|
Cvar_Get ("snd", "jaden_fmle", CVAR_USERINFO | CVAR_ARCHIVE | CVAR_SAVEGAME | CVAR_NORESTART );//UI_SetSexandSoundForModel changes to match sounds.cfg for model
|
|
Cvar_Get ("handicap", "100", CVAR_USERINFO | CVAR_SAVEGAME | CVAR_NORESTART);
|
|
|
|
//
|
|
// register our commands
|
|
//
|
|
Cmd_AddCommand ("cmd", CL_ForwardToServer_f);
|
|
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 ("ingamecinematic", CL_PlayInGameCinematic_f);
|
|
Cmd_AddCommand ("uimenu", CL_GenericMenu_f);
|
|
Cmd_AddCommand ("datapad", CL_DataPad_f);
|
|
Cmd_AddCommand ("endscreendissolve", CL_EndScreenDissolve_f);
|
|
#ifdef _IMMERSION
|
|
Cmd_AddCommand ("ff_restart", CL_FF_Restart_f);
|
|
#endif // _IMMERSION
|
|
|
|
CL_InitRef();
|
|
|
|
CL_StartHunkUsers();
|
|
|
|
SCR_Init ();
|
|
|
|
Cbuf_Execute ();
|
|
|
|
Cvar_Set( "cl_running", "1" );
|
|
|
|
#ifdef _XBOX
|
|
Com_Printf( "Initializing Cinematics...\n");
|
|
CIN_Init();
|
|
#endif
|
|
|
|
Com_Printf( "----- Client Initialization Complete -----\n" );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CL_Shutdown
|
|
|
|
===============
|
|
*/
|
|
void CL_Shutdown( void ) {
|
|
static qboolean recursive = qfalse;
|
|
|
|
if ( !com_cl_running || !com_cl_running->integer ) {
|
|
return;
|
|
}
|
|
|
|
Com_Printf( "----- CL_Shutdown -----\n" );
|
|
|
|
if ( recursive ) {
|
|
printf ("recursive shutdown\n");
|
|
return;
|
|
}
|
|
recursive = qtrue;
|
|
|
|
CL_ShutdownUI();
|
|
CL_Disconnect();
|
|
|
|
S_Shutdown();
|
|
CL_ShutdownRef();
|
|
|
|
#ifdef _IMMERSION
|
|
CL_ShutdownFF();
|
|
#endif // _IMMERSION
|
|
Cmd_RemoveCommand ("cmd");
|
|
Cmd_RemoveCommand ("configstrings");
|
|
Cmd_RemoveCommand ("clientinfo");
|
|
Cmd_RemoveCommand ("snd_restart");
|
|
Cmd_RemoveCommand ("vid_restart");
|
|
Cmd_RemoveCommand ("disconnect");
|
|
Cmd_RemoveCommand ("cinematic");
|
|
Cmd_RemoveCommand ("ingamecinematic");
|
|
Cmd_RemoveCommand ("pause");
|
|
|
|
Cvar_Set( "cl_running", "0" );
|
|
|
|
recursive = qfalse;
|
|
|
|
memset( &cls, 0, sizeof( cls ) );
|
|
|
|
Com_Printf( "-----------------------\n" );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CL_GetPing
|
|
==================
|
|
*/
|
|
void CL_GetPing( int n, char *adrstr, int *pingtime )
|
|
{
|
|
const char* str;
|
|
int time;
|
|
|
|
if (!cl_pinglist[n].adr.port)
|
|
{
|
|
// empty slot
|
|
adrstr[0] = '\0';
|
|
*pingtime = 0;
|
|
return;
|
|
}
|
|
|
|
str = NET_AdrToString( cl_pinglist[n].adr );
|
|
strcpy( adrstr, str );
|
|
|
|
time = cl_pinglist[n].time;
|
|
if (!time)
|
|
{
|
|
// check for timeout
|
|
time = cls.realtime - cl_pinglist[n].start;
|
|
if (time < 500)
|
|
{
|
|
// not timed out yet
|
|
time = 0;
|
|
}
|
|
}
|
|
|
|
*pingtime = time;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
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);
|
|
}
|