Cleanup comments

This commit is contained in:
LJ Sonic 2023-01-15 13:10:23 +01:00
parent d1ba9e0afd
commit fe304ae2db
4 changed files with 39 additions and 51 deletions

View file

@ -34,7 +34,7 @@
cl_mode_t cl_mode = CL_SEARCHING;
static UINT16 cl_lastcheckedfilecount = 0; // used for full file list
boolean serverisfull = false; //lets us be aware if the server was full after we check files, but before downloading, so we can ask if the user still wants to download or not
boolean serverisfull = false; // lets us be aware if the server was full after we check files, but before downloading, so we can ask if the user still wants to download or not
tic_t firstconnectattempttime = 0;
UINT8 mynode;
static void *snake = NULL;
@ -137,7 +137,7 @@ static inline void CL_DrawConnectionStatus(void)
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT-16-16, V_YELLOWMAP, "Press ESC to abort");
//ima just count files here
// ima just count files here
if (fileneeded)
{
for (INT32 i = 0; i < fileneedednum; i++)
@ -248,7 +248,7 @@ boolean CL_SendJoin(void)
CleanupPlayerName(consoleplayer, cv_playername.zstring);
if (splitscreen)
CleanupPlayerName(1, cv_playername2.zstring);/* 1 is a HACK? oh no */
CleanupPlayerName(1, cv_playername2.zstring); // 1 is a HACK? oh no
strncpy(netbuffer->u.clientcfg.names[0], cv_playername.zstring, MAXPLAYERNAME);
strncpy(netbuffer->u.clientcfg.names[1], cv_playername2.zstring, MAXPLAYERNAME);
@ -306,14 +306,14 @@ static void SL_InsertServer(serverinfo_pak* info, SINT8 node)
if (serverlistcount >= MAXSERVERLIST)
return; // list full
/* check it later if connecting to this one */
// check it later if connecting to this one
if (node != servernode)
{
if (info->_255 != 255)
return;/* old packet format */
return; // Old packet format
if (info->packetversion != PACKETVERSION)
return;/* old new packet format */
return; // Old new packet format
if (info->version != VERSION)
return; // Not same version.
@ -322,7 +322,7 @@ static void SL_InsertServer(serverinfo_pak* info, SINT8 node)
return; // Close, but no cigar.
if (strcmp(info->application, SRB2APPLICATION))
return;/* that's a different mod */
return; // That's a different mod
}
i = serverlistcount++;
@ -380,7 +380,7 @@ Fetch_servers_thread (struct Fetch_servers_ctx *ctx)
free(ctx);
}
#endif/*defined (MASTERSERVER) && defined (HAVE_THREADS)*/
#endif // defined (MASTERSERVER) && defined (HAVE_THREADS)
void CL_QueryServerList (msg_server_t *server_list)
{
@ -389,7 +389,7 @@ void CL_QueryServerList (msg_server_t *server_list)
// Make sure MS version matches our own, to
// thwart nefarious servers who lie to the MS.
/* lol bruh, that version COMES from the servers */
// lol bruh, that version COMES from the servers
//if (strcmp(version, server_list[i].version) == 0)
{
INT32 node = I_NetMakeNodewPort(server_list[i].ip, server_list[i].port);
@ -441,7 +441,7 @@ void CL_UpdateServerList(boolean internetsearch, INT32 room)
ctx = malloc(sizeof *ctx);
/* This called from M_Refresh so I don't use a mutex */
// This called from M_Refresh so I don't use a mutex
m_waiting_mode = M_WAITING_SERVERS;
I_lock_mutex(&ms_QueryId_mutex);
@ -465,7 +465,7 @@ void CL_UpdateServerList(boolean internetsearch, INT32 room)
}
#endif
}
#endif/*MASTERSERVER*/
#endif // MASTERSERVER
}
static void M_ConfirmConnect(event_t *ev)
@ -619,7 +619,7 @@ static const char * InvalidServerReason (serverinfo_pak *info)
{
#define EOT "\nPress ESC\n"
/* magic number for new packet format */
// Magic number for new packet format
if (info->_255 != 255)
{
return
@ -691,10 +691,10 @@ static boolean CL_ServerConnectionSearchTicker(tic_t *asksent)
{
INT32 i;
// serverlist is updated by GetPacket function
// serverlist is updated by GetPackets
if (serverlistcount > 0)
{
// this can be a responce to our broadcast request
// This can be a response to our broadcast request
if (servernode == -1 || servernode >= MAXNETNODES)
{
i = 0;
@ -819,7 +819,7 @@ static boolean CL_ServerConnectionTicker(const char *tmpsave, tic_t *oldtic, tic
if (CL_LoadServerFiles())
{
FreeFileNeeded();
*asksent = 0; //This ensure the first join ask is right away
*asksent = 0; // This ensures the first join request is right away
firstconnectattempttime = I_GetTime();
cl_mode = CL_ASKJOIN;
}
@ -841,9 +841,7 @@ static boolean CL_ServerConnectionTicker(const char *tmpsave, tic_t *oldtic, tic
return false;
}
// prepare structures to save the file
// WARNING: this can be useless in case of server not in GS_LEVEL
// but since the network layer doesn't provide ordered packets...
// Prepare structures to save the file
CL_PrepareDownloadSaveGame(tmpsave);
if (I_GetTime() >= *asksent && CL_SendJoin())
@ -954,11 +952,6 @@ static boolean CL_ServerConnectionTicker(const char *tmpsave, tic_t *oldtic, tic
#define TMPSAVENAME "$$$.sav"
/** Use adaptive send using net_bandwidth and stat.sendbytes
*
* \todo Better description...
*
*/
void CL_ConnectToServer(void)
{
INT32 pnumnodes, nodewaited = doomcom->numnodes, i;
@ -1158,7 +1151,7 @@ void PT_ServerCFG(SINT8 node)
DEBFILE(va("Server accept join gametic=%u mynode=%d\n", gametic, mynode));
/// \note Wait. What if a Lua script uses some global custom variables synched with the NetVars hook?
/// Shouldn't them be downloaded even at intermission time?
/// Shouldn't they be downloaded even at intermission time?
/// Also, according to PT_ClientJoin, the server will send the savegame even during intermission...
if (netbuffer->u.servercfg.gamestate == GS_LEVEL/* ||
netbuffer->u.servercfg.gamestate == GS_INTERMISSION*/)

View file

@ -1252,8 +1252,8 @@ void NetUpdate(void)
GetPackets(); // get packet from client or from server
// client send the command after a receive of the server
// the server send before because in single player is beter
// The client sends the command after receiving from the server
// The server sends it before because this is better in single player
#ifdef MASTERSERVER
MasterClient_Ticker(); // Acking the Master Server
@ -1402,7 +1402,7 @@ SINT8 nametonum(const char *name)
return -1;
}
// is there a game running
// Is there a game running?
boolean Playing(void)
{
return (server && serverrunning) || (client && cl_mode == CL_CONNECTED);
@ -1423,11 +1423,8 @@ INT32 D_NumPlayers(void)
}
//
// NetUpdate
// Builds ticcmds for console player,
// sends out a packet
// Consistancy
//
// no more use random generator, because at very first tic isn't yet synchronized
// Note: It is called consistAncy on purpose.
//
INT16 Consistancy(void)

View file

@ -123,13 +123,12 @@ typedef struct
#endif
// Server to client packet
// this packet is too large
typedef struct
{
tic_t starttic;
UINT8 numtics;
UINT8 numslots; // "Slots filled": Highest player number in use plus one.
ticcmd_t cmds[45]; // Normally [BACKUPTIC][MAXPLAYERS] but too large
ticcmd_t cmds[45];
} ATTRPACK servertics_pak;
typedef struct

View file

@ -24,8 +24,8 @@
#include "../doomstat.h"
#include "../doomtype.h"
tic_t firstticstosend; // min of the nettics
tic_t tictoclear = 0; // optimize d_clearticcmd
tic_t firstticstosend; // Smallest netnode.tic
tic_t tictoclear = 0; // Optimize D_ClearTiccmd
ticcmd_t localcmds;
ticcmd_t localcmds2;
boolean cl_packetmissed;
@ -312,10 +312,9 @@ static tic_t SV_CalculateNumTicsForPacket(SINT8 nodenum, tic_t firsttic, tic_t l
sizeu1(size), tic, firsttic, lasttic));
lasttic = tic;
// too bad: too much player have send extradata and there is too
// much data in one tic.
// To avoid it put the data on the next tic. (see getpacket
// textcmd case) but when numplayer changes the computation can be different
// Too bad: too many players have sent extra data
// and there is too much data for a single tic.
// To avoid that, keep the data for the next tic (see PT_TEXTCMD).
if (lasttic == firsttic)
{
if (size > MAXPACKETLENGTH)
@ -335,15 +334,15 @@ static tic_t SV_CalculateNumTicsForPacket(SINT8 nodenum, tic_t firsttic, tic_t l
return lasttic - firsttic;
}
// send the server packet
// send tic from firstticstosend to maketic-1
// Sends the server packet
// Sends tic/net commands from firstticstosend to maketic-1
void SV_SendTics(void)
{
tic_t realfirsttic, lasttictosend;
// send to all client but not to me
// for each node create a packet with x tics and send it
// x is computed using netnodes[n].supposedtic, max packet size and maketic
// Send to all clients except yourself
// For each node, create a packet with x tics and send it
// x is computed using node.supposedtic, max packet size and maketic
for (INT32 n = 1; n < MAXNETNODES; n++)
if (netnodes[n].ingame)
{
@ -355,17 +354,17 @@ void SV_SendTics(void)
if (realfirsttic >= lasttictosend)
{
// well we have sent all tics we will so use extrabandwidth
// to resent packet that are supposed lost (this is necessary since lost
// packet detection work when we have received packet with firsttic > neededtic
// (getpacket servertics case)
// Well, we have sent all the tics, so we will use extra bandwidth
// to resend packets that are supposed lost.
// This is necessary since lost packet detection
// works when we receive a packet with firsttic > neededtic (PT_SERVERTICS)
DEBFILE(va("Nothing to send node %u mak=%u sup=%u net=%u \n",
n, maketic, node->supposedtic, node->tic));
realfirsttic = node->tic;
if (realfirsttic >= lasttictosend || (I_GetTime() + n)&3)
// all tic are ok
// All tics are Ok
continue;
DEBFILE(va("Sent %d anyway\n", realfirsttic));
@ -389,7 +388,7 @@ void SV_SendTics(void)
size_t packsize = bufpos - (UINT8 *)&(netbuffer->u);
HSendPacket(n, false, 0, packsize);
// when tic are too large, only one tic is sent so don't go backward!
// When tics are too large, only one tic is sent so don't go backwards!
if (lasttictosend-doomcom->extratics > realfirsttic)
node->supposedtic = lasttictosend-doomcom->extratics;
else
@ -450,6 +449,6 @@ void SV_Maketic(void)
}
}
// all tic are now proceed make the next
// All tics have been processed, make the next
maketic++;
}