mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
484e8bbfc2
reworked network addresses to separate address family and connection type. this should make banning people more reliable, as well as simplifying a whole load of logic (no need to check for ipv4 AND ipv6). tcpconnect will keep trying to connect even if the connection wasn't instant, instead of giving up instantly. rewrote tcp connections quite a bit. sv_port_tcp now handles qtv+qizmo+http+ws+rtcbroker+tls equivalents. qtv_streamport is now a legacy cvar and now acts equivalently to sv_port_tcp (but still separate). rewrote screenshot and video capture code to use strides. this solves image-is-upside down issues with vulkan. ignore alt key in browser port. oh no! no more red text! oh no! no more alt-being-wrongly-down-and-being-unable-to-type-anything-without-forcing-alt-released! reworked audio decoder interface. now has clearly defined success/unavailable/end-of-file results. this should solve a whole load of issues with audio streaming. fixed various openal audio streaming issues too. openal also got some workarounds for emscripten's poor emulation. fixed ogg decoder to retain sync properly if seeked. updated menu_media a bit. now reads vorbis comments/id3v1 tags to get proper track names. also saves the playlist so you don't have to manually repopulate the list so it might actually be usable now (after how many years?) r_stains now defaults to 0, and is no longer enabled by presets. use decals if you want that sort of thing. added fs_noreexec cvar, so configs will not be reexeced on gamedir change. this also means defaults won't be reapplied, etc. added 'nvvk' renderer on windows, using nvidia's vulkan-inside-opengl gl extension. mostly just to see how much slower it is. fixed up the ftp server quite a lot. more complete, more compliant, and should do ipv6 properly to-boot. file transfers also threaded. fixed potential crash inside runclientphys. experimental sv_antilag=3 setting. totally untested. the aim is to avoid missing due to lagged knockbacks. may be expensive for the server. browser port's websockets support fixed. experimental support for webrtc ('works for me', requires a broker server). updated avplug(renamed to ffmpeg so people know what it is) to use ffmpeg 3.2.4 properly, with its new encoder api. should be much more robust... also added experimental audio decoder for game music etc (currently doesn't resample, so playback rates are screwed, disabled by cvar). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5097 fc73d0e0-1445-4013-8a0c-d673dee63da5
226 lines
9.6 KiB
C
226 lines
9.6 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cvar.h
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/*
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cvar_t variables are used to hold scalar or string variables that can be changed or displayed at the console or prog code as well as accessed directly
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in C code.
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it is sufficient to initialize a cvar_t with just the first two fields, or
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you can add a ,true flag for variables that you want saved to the configuration
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file when the game is quit:
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cvar_t r_draworder = {"r_draworder","1"};
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cvar_t scr_screensize = {"screensize","1",true};
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Cvars must be registered before use, or they will have a 0 value instead of the float interpretation of the string. Generally, all cvar_t declarations should be registered in the apropriate init function before any console commands are executed:
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Cvar_RegisterVariable (&host_framerate);
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C code usually just references a cvar in place:
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if ( r_draworder.value )
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It could optionally ask for the value to be looked up for a string name:
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if (Cvar_VariableValue ("r_draworder"))
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Interpreted prog code can access cvars with the cvar(name) or
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cvar_set (name, value) internal functions:
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teamplay = cvar("teamplay");
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cvar_set ("registered", "1");
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The user can access cvars from the console in two ways:
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r_draworder prints the current value
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r_draworder 0 sets the current value to 0
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Cvars are restricted from having the same names as commands to keep this
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interface from being ambiguous.
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*/
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#include "hash.h"
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typedef struct cvar_s
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{
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//must match q2's definition
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char *name;
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char *string;
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char *latched_string; // for CVAR_LATCH vars
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unsigned int flags;
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int modified; // increased each time the cvar is changed
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float value;
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struct cvar_s *next;
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//free style :)
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char *name2;
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void (QDECL *callback) (struct cvar_s *var, char *oldvalue);
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const char *description;
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char *enginevalue; //when changing manifest dir, the cvar will be reset to this value. never freed.
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char *defaultstr; //this is the current mod's default value. set on first update.
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int ival;
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vec4_t vec4; //0,0,0,1 if something didn't parse.
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qbyte restriction;
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#ifdef HLSERVER
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struct hlcvar_s *hlcvar;
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#endif
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bucket_t hbn1, hbn2;
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} cvar_t;
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#ifdef MINIMAL
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#define CVARAFCD(ConsoleName,Value,ConsoleName2,Flags,Callback,Description) {ConsoleName, NULL, NULL, Flags, 0, 0, 0, ConsoleName2, Callback, NULL, Value}
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#else
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#define CVARAFCD(ConsoleName,Value,ConsoleName2,Flags,Callback,Description) {ConsoleName, NULL, NULL, Flags, 0, 0, 0, ConsoleName2, Callback, Description, Value}
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#endif
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#define CVARAFD(ConsoleName,Value,ConsoleName2,Flags,Description)CVARAFCD(ConsoleName, Value, ConsoleName2, Flags, NULL, Description)
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#define CVARAFC(ConsoleName,Value,ConsoleName2,Flags,Callback) CVARAFCD(ConsoleName, Value, ConsoleName2, Flags, Callback, NULL)
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#define CVARAF(ConsoleName,Value,ConsoleName2,Flags) CVARAFCD(ConsoleName, Value, ConsoleName2, Flags, NULL, NULL)
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#define CVARFCD(ConsoleName,Value,Flags,Callback,Description) CVARAFCD(ConsoleName, Value, NULL, Flags, Callback, Description)
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#define CVARFC(ConsoleName,Value,Flags,Callback) CVARAFCD(ConsoleName, Value, NULL, Flags, Callback, NULL)
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#define CVARAD(ConsoleName,Value,ConsoleName2,Description) CVARAFCD(ConsoleName, Value, ConsoleName2, 0, NULL, Description)
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#define CVARFD(ConsoleName,Value,Flags,Description) CVARAFCD(ConsoleName, Value, NULL, Flags, NULL, Description)
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#define CVARF(ConsoleName,Value,Flags) CVARFC(ConsoleName, Value, Flags, NULL)
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#define CVARC(ConsoleName,Value,Callback) CVARFC(ConsoleName, Value, 0, Callback)
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#define CVARCD(ConsoleName,Value,Callback,Description) CVARAFCD(ConsoleName, Value, NULL, 0, Callback, Description)
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#define CVARD(ConsoleName,Value,Description) CVARAFCD(ConsoleName, Value, NULL, 0, NULL, Description)
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#define CVAR(ConsoleName,Value) CVARD(ConsoleName, Value, NULL)
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#define CVARDP4(Flags,ConsoleName,Value,Description) CVARFD(ConsoleName, Value, Flags,Description)
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typedef struct cvar_group_s
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{
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const char *name;
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struct cvar_group_s *next;
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cvar_t *cvars;
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} cvar_group_t;
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//q2 constants
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#define CVAR_ARCHIVE (1<<0) // set to cause it to be saved to vars.rc
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#define CVAR_USERINFO (1<<1) // added to userinfo when changed
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#define CVAR_SERVERINFO (1<<2) // added to serverinfo when changed
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#define CVAR_NOSET (1<<3) // don't allow change from console at all,
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// but can be set from the command line
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#define CVAR_LATCH (1<<4) // save changes until server restart
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//freestyle
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#define CVAR_POINTER (1<<5) // q2 style. May be converted to q1 if needed. These are often specified on the command line and then converted into q1 when registered properly.
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#define CVAR_UNUSED (1<<6) //the default string was malloced/needs to be malloced, free on unregister
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#define CVAR_NOTFROMSERVER (1<<7) //cvar cannot be set by gamecode. the console will ignore changes to cvars if set at from the server or any gamecode. This is to protect against security flaws - like qterm
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#define CVAR_USERCREATED (1<<8) //write a 'set' or 'seta' in front of the var name.
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#define CVAR_CHEAT (1<<9) //latch to the default, unless cheats are enabled.
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#define CVAR_SEMICHEAT (1<<10) //if strict ruleset, force to 0/blank.
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#define CVAR_RENDERERLATCH (1<<11) //requires a vid_restart to reapply.
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#define CVAR_SERVEROVERRIDE (1<<12) //the server has overridden out local value - should probably be called SERVERLATCH
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#define CVAR_RENDERERCALLBACK (1<<13) //force callback for cvars on renderer change
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#define CVAR_NOUNSAFEEXPAND (1<<14) //cvar cannot be read by gamecode. do not expand cvar value when command is from gamecode.
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#define CVAR_RULESETLATCH (1<<15) //latched by the ruleset
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#define CVAR_SHADERSYSTEM (1<<16) //change flushes shaders.
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#define CVAR_TELLGAMECODE (1<<17) //tells the gamecode when it has changed, does not prevent changing, added as an optimisation
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#define CVAR_CONFIGDEFAULT (1<<18) //this cvar's default value has been changed to match a config.
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#define CVAR_NOSAVE (1<<19) //this cvar should never be saved. ever.
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#define CVAR_NORESET (1<<20) //cvar is not reset by various things.
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#define CVAR_TEAMPLAYTAINT (1<<21) //current value contains the evaluation of a teamplay macro.
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#define CVAR_WATCHED (1<<22) //report any attempts to change this cvar.
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#define CVAR_LASTFLAG CVAR_SHADERSYSTEM
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#define CVAR_LATCHMASK (CVAR_LATCH|CVAR_RENDERERLATCH|CVAR_SERVEROVERRIDE|CVAR_CHEAT|CVAR_SEMICHEAT) //you're only allowed one of these.
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#define CVAR_NEEDDEFAULT CVAR_CHEAT
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//an alias
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#define CVAR_SAVE CVAR_ARCHIVE
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cvar_t *Cvar_Get2 (const char *var_name, const char *value, int flags, const char *description, const char *groupname);
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#define Cvar_Get(n,v,f,g) Cvar_Get2(n,v,f,NULL,g)
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void Cvar_LockFromServer(cvar_t *var, const char *str);
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qboolean Cvar_Register (cvar_t *variable, const char *cvargroup);
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// registers a cvar that already has the name, string, and optionally the
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// archive elements set.
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cvar_t *Cvar_ForceSet (cvar_t *var, const char *value);
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cvar_t *Cvar_Set (cvar_t *var, const char *value);
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// equivelant to "<name> <variable>" typed at the console
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void Cvar_ForceSetValue (cvar_t *var, float value);
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void Cvar_SetValue (cvar_t *var, float value);
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// expands value to a string and calls Cvar_Set
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qboolean Cvar_ApplyLatchFlag(cvar_t *var, char *value, int flag);
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qboolean Cvar_UnsavedArchive(void);
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void Cvar_Saved(void);
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void Cvar_ConfigChanged(void);
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extern int cvar_watched; //so that cmd.c knows that it should add messages when configs are execed
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void Cvar_ParseWatches(void); //parse -watch args
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int Cvar_ApplyLatches(int latchflag);
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//sets vars to their latched values
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void Cvar_Hook(cvar_t *cvar, void (QDECL *callback) (struct cvar_s *var, char *oldvalue));
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//hook a cvar with a given callback function at runtime
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void Cvar_Unhook(cvar_t *cvar);
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//unhook a cvar
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void Cvar_ForceCallback(cvar_t *cvar);
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// force a cvar callback
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void Cvar_ApplyCallbacks(int callbackflag);
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//forces callbacks to be ran for given flags
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void QDECL Cvar_Limiter_ZeroToOne_Callback(struct cvar_s *var, char *oldvalue);
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//cvar callback to limit cvar value to 0 or 1
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float Cvar_VariableValue (const char *var_name);
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// returns 0 if not defined or non numeric
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char *Cvar_VariableString (const char *var_name);
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// returns an empty string if not defined
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char *Cvar_CompleteVariable (const char *partial);
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// attempts to match a partial variable name for command line completion
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// returns NULL if nothing fits
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qboolean Cvar_Command (int level);
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// called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known
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// command. Returns true if the command was a variable reference that
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// was handled. (print or change)
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void Cvar_WriteVariables (vfsfile_t *f, qboolean all);
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// Writes lines containing "set variable value" for all variables
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// with the archive flag set to true.
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cvar_t *Cvar_FindVar (const char *var_name);
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void Cvar_SetEngineDefault(cvar_t *var, char *val);
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void Cvar_Init(void);
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void Cvar_Shutdown(void);
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void Cvar_ForceCheatVars(qboolean semicheats, qboolean absolutecheats); //locks/unlocks cheat cvars depending on weather we are allowed them.
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//extern cvar_t *cvar_vars;
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