mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-28 06:32:37 +00:00
121 lines
2.1 KiB
Text
121 lines
2.1 KiB
Text
registered clients will auto-kick unregistered clients
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central clearingghouse for active servers
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server logon messages
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problem with reconnect to same server out of order packets
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acknowledge all command line parameters
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annoying pause on intermission screen
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seperate accept/reject list for server packets and client packets
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server compile time should be part of connect message and status
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allocate new cvars during file parse
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remote console should be able to do cvar setting/reading
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make punchangle a client side operation
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remove sys_printf
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remove host_client
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packet filter list
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client move by test final pos and test 1/16 down
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simulate world first, then clients, clients explicitly sim weapon projectiles
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allow remote locations to subscribe to console output
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client zombie state?
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seperate command ques for client and server?
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worry about partial connection during level change
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worry about zombie state for if(!state) constructs
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make sound/ and models/ implicit in data types
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int sequence
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int reliable_sequence;
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bit reliable_payload;
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consumption
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renewable resources
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depletable resources
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rate of extraction
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how can you influence other characters
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how can you communicate
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login
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logoff
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disconnection
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client to server
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----------------
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last good received server time
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milliseconds since last move frame
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angles
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movement
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buttonstates
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impulse
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server to client
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----------------
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last movemessage received
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origin
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velocity
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build movement
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send movement packet to server
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set player position to last known good
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execute all unaknowledged movement packets
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needs to know all things that can effect movement
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movement context
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----------------
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origin
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velocity
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size
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run move command (context, move)
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#define MAX_MOVEMESSAGES 64
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typedef struct
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{
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double time; // client time when sent
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byte milliseconds;
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} movemessage_t;
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int ack_movemessage;
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int current_movemessage;
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movemessage_t movemessages[MAX_MOVEMESSAGES];
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void CL_Frame (void)
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{
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get all pending server messages
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latency = cl.time - movemessage[last].time;
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movetime = cl.time - cl.oldtime;
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get movemessage
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send packet to server
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}
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does not adress interpolating other object's movement
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