mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-25 13:21:04 +00:00
118 lines
3.6 KiB
Text
118 lines
3.6 KiB
Text
|
|
The QuakeWorld connection process:
|
|
---------------------------------
|
|
|
|
servercount
|
|
Each time a server changes maps, it will bump the servercount variable. The signon
|
|
messages sent from the client to the server will include a servercount, and if the
|
|
server detects that it has changed levels while the client is in the process of
|
|
connecting, the client connection process will be restarted.
|
|
|
|
svc_skinlist
|
|
|
|
MAX_SIGNON_BUFFERS...
|
|
|
|
+attack;wait : this both does the attack and prints a chat?
|
|
|
|
put frag counts in userinfo as *frags?
|
|
|
|
no forward to server commands unless active?
|
|
|
|
changelevel / reconnect confusion
|
|
|
|
syncing the fixangle over the reliable channel with the first update
|
|
option to put the update in the reliable message?
|
|
|
|
|
|
--------------
|
|
A "connect <server>" command is executed on the client.
|
|
|
|
CL_Connect_f() disconnects from the current server if connected,
|
|
sets the current server to the new value, and sends the first connection packet.
|
|
|
|
The connection packet will be resent by CL_CheckForResend() every two seconds until the server connects.
|
|
|
|
A connection packet is an out of band packet containing "connect <userinfo>" with userinfo quoted.
|
|
|
|
--------------
|
|
|
|
The server receives the OOB message in SVC_DirectConnect()
|
|
|
|
It can respond with an OOB client print of "banned" or "server is full" if the client
|
|
cannot enter the game.
|
|
|
|
If the client can get in, the server will initialize a new client_t structure with a
|
|
netchan_t, and respond with an OOB message containing S2C_CONNECTION. Further
|
|
communication will be through sequenced netchan_t messages instead of OOB messages.
|
|
|
|
The client_t->state is set to cs_connected
|
|
|
|
--------------
|
|
|
|
if S2C_CONNECTION packet is dropped, the connect message will be resent after two
|
|
seconds and the server will recognize the address and reuse the allocated client_t FIXME:bug?)
|
|
|
|
When the client receives the S2C_CONNECTION, it initializes cls.netchan and sends
|
|
a "new" string command over the netchan to the server.
|
|
|
|
cls.state is set to ca_connected FIXME: change to cs_connected?
|
|
|
|
--------------
|
|
|
|
The "new" usercommand on the server is issued by the client every time they enter a level,
|
|
which is why none of the information is sent in the initial S2C_CONNECTION message.
|
|
|
|
"new" sends over
|
|
|
|
Before the client can begin playing in the server, the following information must be sent:
|
|
|
|
gamedir
|
|
svc_serverinfo
|
|
PROTOCOL_VERSION
|
|
servercount // for detecting when the server
|
|
gamedir // for deciding the add-on directory (qw, ctf, etc)
|
|
playernumber // the client will allways be in this slot
|
|
the qc string of world.message // usually the level's full verbose name
|
|
cdtrack
|
|
fullserverinfo
|
|
|
|
when received, the client changes state to ca_onserver. When the client receives
|
|
all the information needed to render a frame, the state will be changed to ca_active
|
|
|
|
.....
|
|
|
|
svc_soundlist
|
|
|
|
.....
|
|
|
|
svc_modellist
|
|
|
|
.....
|
|
|
|
prespawn passes the contents of the sv.signon_buffers, which hold
|
|
static entity spawning, static sound spawning, and all the entity baselines
|
|
FIXME: don't need to pass all baselines, uninitialized probs?
|
|
|
|
.....
|
|
|
|
"spawn" sends all dynamically changing state (fullclient updates, lightmaps, frags)
|
|
and ma
|
|
|
|
FIXME: 32 clients could be up to 16k in updates, which overflows the 8k packet size
|
|
|
|
FIXME: there is an updating hole between the sending of spawn data and the client
|
|
being notified
|
|
|
|
|
|
"begin"
|
|
|
|
Actually spawns the client into the world as a visible entity.
|
|
|
|
The client_t->state is set to cs_spawned, so normal datagram updates begin
|
|
|
|
-----------------------
|
|
|
|
When the first valid packetentities_t arrives at the client, cls.state is set
|
|
to ca_active, and rendering can begin.
|
|
|
|
FIXME: make sure player and packets are both valid
|