mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 22:43:15 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
724 lines
19 KiB
C++
724 lines
19 KiB
C++
/*
|
|
===========================================================================
|
|
Copyright (C) 1999 - 2005, Id Software, Inc.
|
|
Copyright (C) 2000 - 2013, Raven Software, Inc.
|
|
Copyright (C) 2001 - 2013, Activision, Inc.
|
|
Copyright (C) 2013 - 2015, OpenJK contributors
|
|
|
|
This file is part of the OpenJK source code.
|
|
|
|
OpenJK is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License version 2 as
|
|
published by the Free Software Foundation.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "../server/exe_headers.h"
|
|
|
|
#include "../client/vmachine.h"
|
|
#include "server.h"
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
Delta encode a client frame onto the network channel
|
|
|
|
A normal server packet will look like:
|
|
|
|
4 sequence number (high bit set if an oversize fragment)
|
|
<optional reliable commands>
|
|
1 svc_snapshot
|
|
4 last client reliable command
|
|
4 serverTime
|
|
1 lastframe for delta compression
|
|
1 snapFlags
|
|
1 areaBytes
|
|
<areabytes>
|
|
<playerstate>
|
|
<packetentities>
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
/*
|
|
=============
|
|
SV_EmitPacketEntities
|
|
|
|
Writes a delta update of an entityState_t list to the message.
|
|
=============
|
|
*/
|
|
static void SV_EmitPacketEntities( clientSnapshot_t *from, clientSnapshot_t *to, msg_t *msg ) {
|
|
entityState_t *oldent, *newent;
|
|
int oldindex, newindex;
|
|
int oldnum, newnum;
|
|
int from_num_entities;
|
|
|
|
// generate the delta update
|
|
if ( !from ) {
|
|
from_num_entities = 0;
|
|
} else {
|
|
from_num_entities = from->num_entities;
|
|
}
|
|
|
|
newent = NULL;
|
|
oldent = NULL;
|
|
newindex = 0;
|
|
oldindex = 0;
|
|
const int num2Send = to->num_entities >= svs.numSnapshotEntities ? svs.numSnapshotEntities : to->num_entities;
|
|
|
|
while ( newindex < num2Send || oldindex < from_num_entities ) {
|
|
if ( newindex >= num2Send ) {
|
|
newnum = 9999;
|
|
} else {
|
|
newent = &svs.snapshotEntities[(to->first_entity+newindex) % svs.numSnapshotEntities];
|
|
newnum = newent->number;
|
|
}
|
|
|
|
if ( oldindex >= from_num_entities ) {
|
|
oldnum = 9999;
|
|
} else {
|
|
oldent = &svs.snapshotEntities[(from->first_entity+oldindex) % svs.numSnapshotEntities];
|
|
oldnum = oldent->number;
|
|
}
|
|
|
|
if ( newnum == oldnum ) {
|
|
// delta update from old position
|
|
// because the force parm is qfalse, this will not result
|
|
// in any bytes being emited if the entity has not changed at all
|
|
MSG_WriteEntity(msg, newent, 0);
|
|
oldindex++;
|
|
newindex++;
|
|
continue;
|
|
}
|
|
|
|
if ( newnum < oldnum ) {
|
|
// this is a new entity, send it from the baseline
|
|
MSG_WriteEntity (msg, newent, 0);
|
|
newindex++;
|
|
continue;
|
|
}
|
|
|
|
if ( newnum > oldnum ) {
|
|
// the old entity isn't present in the new message
|
|
if(oldent) {
|
|
MSG_WriteEntity (msg, NULL, oldent->number);
|
|
}
|
|
oldindex++;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
MSG_WriteBits( msg, (MAX_GENTITIES-1), GENTITYNUM_BITS ); // end of packetentities
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_WriteSnapshotToClient
|
|
==================
|
|
*/
|
|
static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) {
|
|
clientSnapshot_t *frame, *oldframe;
|
|
int lastframe;
|
|
int snapFlags;
|
|
|
|
// this is the snapshot we are creating
|
|
frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
|
|
|
|
// try to use a previous frame as the source for delta compressing the snapshot
|
|
if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) {
|
|
// client is asking for a retransmit
|
|
oldframe = NULL;
|
|
lastframe = 0;
|
|
} else if ( client->netchan.outgoingSequence - client->deltaMessage
|
|
>= (PACKET_BACKUP - 3) ) {
|
|
// client hasn't gotten a good message through in a long time
|
|
Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name);
|
|
oldframe = NULL;
|
|
lastframe = 0;
|
|
} else {
|
|
// we have a valid snapshot to delta from
|
|
oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ];
|
|
lastframe = client->netchan.outgoingSequence - client->deltaMessage;
|
|
|
|
// the snapshot's entities may still have rolled off the buffer, though
|
|
if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) {
|
|
Com_DPrintf ("%s: Delta request from out of date entities.\n", client->name);
|
|
oldframe = NULL;
|
|
lastframe = 0;
|
|
}
|
|
}
|
|
|
|
MSG_WriteByte (msg, svc_snapshot);
|
|
|
|
// let the client know which reliable clientCommands we have received
|
|
MSG_WriteLong( msg, client->lastClientCommand );
|
|
|
|
// send over the current server time so the client can drift
|
|
// its view of time to try to match
|
|
MSG_WriteLong (msg, sv.time);
|
|
|
|
// we must write a message number, because recorded demos won't have
|
|
// the same network message sequences
|
|
MSG_WriteLong (msg, client->netchan.outgoingSequence );
|
|
MSG_WriteByte (msg, lastframe); // what we are delta'ing from
|
|
MSG_WriteLong (msg, client->cmdNum); // we have executed up to here
|
|
|
|
snapFlags = client->droppedCommands << 1;
|
|
client->droppedCommands = qfalse;
|
|
|
|
MSG_WriteByte (msg, snapFlags);
|
|
|
|
// send over the areabits
|
|
MSG_WriteByte (msg, frame->areabytes);
|
|
MSG_WriteData (msg, frame->areabits, frame->areabytes);
|
|
|
|
// delta encode the playerstate
|
|
if ( oldframe ) {
|
|
MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
|
|
} else {
|
|
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
|
|
}
|
|
|
|
// delta encode the entities
|
|
SV_EmitPacketEntities (oldframe, frame, msg);
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_UpdateServerCommandsToClient
|
|
|
|
(re)send all server commands the client hasn't acknowledged yet
|
|
==================
|
|
*/
|
|
static void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) {
|
|
int i;
|
|
|
|
// write any unacknowledged serverCommands
|
|
for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
|
|
MSG_WriteByte( msg, svc_serverCommand );
|
|
MSG_WriteLong( msg, i );
|
|
MSG_WriteString( msg, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
Build a client snapshot structure
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
#define MAX_SNAPSHOT_ENTITIES 1024
|
|
typedef struct {
|
|
int numSnapshotEntities;
|
|
int snapshotEntities[MAX_SNAPSHOT_ENTITIES];
|
|
} snapshotEntityNumbers_t;
|
|
|
|
/*
|
|
=======================
|
|
SV_QsortEntityNumbers
|
|
=======================
|
|
*/
|
|
static int SV_QsortEntityNumbers( const void *a, const void *b ) {
|
|
int *ea, *eb;
|
|
|
|
ea = (int *)a;
|
|
eb = (int *)b;
|
|
|
|
if ( *ea == *eb ) {
|
|
Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" );
|
|
}
|
|
|
|
if ( *ea < *eb ) {
|
|
return -1;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_AddEntToSnapshot
|
|
===============
|
|
*/
|
|
static void SV_AddEntToSnapshot( svEntity_t *svEnt, gentity_t *gEnt, snapshotEntityNumbers_t *eNums ) {
|
|
// if we have already added this entity to this snapshot, don't add again
|
|
if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
|
|
return;
|
|
}
|
|
svEnt->snapshotCounter = sv.snapshotCounter;
|
|
|
|
// if we are full, silently discard entities
|
|
if ( eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES ) {
|
|
return;
|
|
}
|
|
|
|
if (sv.snapshotCounter &1 && eNums->numSnapshotEntities == svs.numSnapshotEntities-1)
|
|
{ //we're full, and about to wrap around and stomp ents, so half the time send the first set without stomping.
|
|
return;
|
|
}
|
|
|
|
eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number;
|
|
eNums->numSnapshotEntities++;
|
|
}
|
|
|
|
//rww - bg_public.h won't cooperate in here
|
|
#define EF_PERMANENT 0x00080000
|
|
|
|
float sv_sightRangeForLevel[6] =
|
|
{
|
|
0,//FORCE_LEVEL_0
|
|
1024.f, //FORCE_LEVEL_1
|
|
2048.0f,//FORCE_LEVEL_2
|
|
4096.0f,//FORCE_LEVEL_3
|
|
4096.0f,//FORCE_LEVEL_4
|
|
4096.0f//FORCE_LEVEL_5
|
|
};
|
|
|
|
qboolean SV_PlayerCanSeeEnt( gentity_t *ent, int sightLevel )
|
|
{//return true if this ent is in view
|
|
//NOTE: this is similar to the func CG_PlayerCanSeeCent in cg_players
|
|
vec3_t viewOrg, viewAngles, viewFwd, dir2Ent;
|
|
if ( !ent )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( VM_Call( CG_CAMERA_POS, viewOrg))
|
|
{
|
|
if ( VM_Call( CG_CAMERA_ANG, viewAngles))
|
|
{
|
|
float dot = 0.25f;//1.0f;
|
|
float range = sv_sightRangeForLevel[sightLevel];
|
|
|
|
VectorSubtract( ent->currentOrigin, viewOrg, dir2Ent );
|
|
float entDist = VectorNormalize( dir2Ent );
|
|
|
|
if ( (ent->s.eFlags&EF_FORCE_VISIBLE) )
|
|
{//no dist check on them?
|
|
}
|
|
else
|
|
{
|
|
if ( entDist < 128.0f )
|
|
{//can always see them if they're really close
|
|
return qtrue;
|
|
}
|
|
|
|
if ( entDist > range )
|
|
{//too far away to see them
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
dot += (0.99f-dot)*entDist/range;//the farther away they are, the more in front they have to be
|
|
|
|
AngleVectors( viewAngles, viewFwd, NULL, NULL );
|
|
if ( DotProduct( viewFwd, dir2Ent ) < dot )
|
|
{
|
|
return qfalse;
|
|
}
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
/*
|
|
===============
|
|
SV_AddEntitiesVisibleFromPoint
|
|
===============
|
|
*/
|
|
static void SV_AddEntitiesVisibleFromPoint( vec3_t origin, clientSnapshot_t *frame,
|
|
snapshotEntityNumbers_t *eNums, qboolean portal ) {
|
|
int e, i;
|
|
gentity_t *ent;
|
|
svEntity_t *svEnt;
|
|
int l;
|
|
int clientarea, clientcluster;
|
|
int leafnum;
|
|
const byte *clientpvs;
|
|
const byte *bitvector;
|
|
#ifndef JK2_MODE
|
|
qboolean sightOn = qfalse;
|
|
#endif
|
|
|
|
// during an error shutdown message we may need to transmit
|
|
// the shutdown message after the server has shutdown, so
|
|
// specfically check for it
|
|
if ( !sv.state ) {
|
|
return;
|
|
}
|
|
|
|
leafnum = CM_PointLeafnum (origin);
|
|
clientarea = CM_LeafArea (leafnum);
|
|
clientcluster = CM_LeafCluster (leafnum);
|
|
|
|
// calculate the visible areas
|
|
frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea );
|
|
|
|
clientpvs = CM_ClusterPVS (clientcluster);
|
|
|
|
#ifndef JK2_MODE
|
|
if ( !portal )
|
|
{//not if this if through a portal...??? James said to do this...
|
|
if ( (frame->ps.forcePowersActive&(1<<FP_SEE)) )
|
|
{
|
|
sightOn = qtrue;
|
|
}
|
|
}
|
|
#endif // !JK2_MODE
|
|
|
|
for ( e = 0 ; e < ge->num_entities ; e++ ) {
|
|
ent = SV_GentityNum(e);
|
|
|
|
if (!ent->inuse) {
|
|
continue;
|
|
}
|
|
|
|
if (ent->s.eFlags & EF_PERMANENT)
|
|
{ // he's permanent, so don't send him down!
|
|
continue;
|
|
}
|
|
|
|
if (ent->s.number != e) {
|
|
Com_DPrintf ("FIXING ENT->S.NUMBER!!!\n");
|
|
ent->s.number = e;
|
|
}
|
|
|
|
// never send entities that aren't linked in
|
|
if ( !ent->linked ) {
|
|
continue;
|
|
}
|
|
|
|
// entities can be flagged to explicitly not be sent to the client
|
|
if ( ent->svFlags & SVF_NOCLIENT ) {
|
|
continue;
|
|
}
|
|
|
|
svEnt = SV_SvEntityForGentity( ent );
|
|
|
|
// don't double add an entity through portals
|
|
if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
|
|
continue;
|
|
}
|
|
|
|
// broadcast entities are always sent, and so is the main player so we don't see noclip weirdness
|
|
if ( ent->svFlags & SVF_BROADCAST || !e) {
|
|
SV_AddEntToSnapshot( svEnt, ent, eNums );
|
|
continue;
|
|
}
|
|
|
|
#ifndef JK2_MODE
|
|
if (ent->s.isPortalEnt)
|
|
{ //rww - portal entities are always sent as well
|
|
SV_AddEntToSnapshot( svEnt, ent, eNums );
|
|
continue;
|
|
}
|
|
#endif // !JK2_MODE
|
|
|
|
#ifndef JK2_MODE
|
|
if ( sightOn )
|
|
{//force sight is on, sees through portals, so draw them always if in radius
|
|
if ( SV_PlayerCanSeeEnt( ent, frame->ps.forcePowerLevel[FP_SEE] ) )
|
|
{//entity is visible
|
|
SV_AddEntToSnapshot( svEnt, ent, eNums );
|
|
continue;
|
|
}
|
|
}
|
|
#endif // !JK2_MODE
|
|
|
|
// ignore if not touching a PV leaf
|
|
// check area
|
|
if ( !CM_AreasConnected( clientarea, svEnt->areanum ) ) {
|
|
// doors can legally straddle two areas, so
|
|
// we may need to check another one
|
|
if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) ) {
|
|
continue; // blocked by a door
|
|
}
|
|
}
|
|
|
|
bitvector = clientpvs;
|
|
|
|
// check individual leafs
|
|
if ( !svEnt->numClusters ) {
|
|
continue;
|
|
}
|
|
l = 0;
|
|
|
|
for ( i=0 ; i < svEnt->numClusters ; i++ ) {
|
|
l = svEnt->clusternums[i];
|
|
if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// if we haven't found it to be visible,
|
|
// check overflow clusters that coudln't be stored
|
|
if ( i == svEnt->numClusters ) {
|
|
if ( svEnt->lastCluster ) {
|
|
for ( ; l <= svEnt->lastCluster ; l++ ) {
|
|
if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( l == svEnt->lastCluster ) {
|
|
continue; // not visible
|
|
}
|
|
} else {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// add it
|
|
SV_AddEntToSnapshot( svEnt, ent, eNums );
|
|
|
|
// if its a portal entity, add everything visible from its camera position
|
|
if ( ent->svFlags & SVF_PORTAL ) {
|
|
SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
SV_BuildClientSnapshot
|
|
|
|
Decides which entities are going to be visible to the client, and
|
|
copies off the playerstate and areabits.
|
|
|
|
This properly handles multiple recursive portals, but the render
|
|
currently doesn't.
|
|
|
|
For viewing through other player's eyes, clent can be something other than client->gentity
|
|
=============
|
|
*/
|
|
static clientSnapshot_t *SV_BuildClientSnapshot( client_t *client ) {
|
|
vec3_t org;
|
|
clientSnapshot_t *frame;
|
|
snapshotEntityNumbers_t entityNumbers;
|
|
int i;
|
|
gentity_t *ent;
|
|
entityState_t *state;
|
|
gentity_t *clent;
|
|
|
|
// bump the counter used to prevent double adding
|
|
sv.snapshotCounter++;
|
|
|
|
// this is the frame we are creating
|
|
frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
|
|
|
|
// clear everything in this snapshot
|
|
entityNumbers.numSnapshotEntities = 0;
|
|
memset( frame->areabits, 0, sizeof( frame->areabits ) );
|
|
|
|
clent = client->gentity;
|
|
if ( !clent ) {
|
|
return frame;
|
|
}
|
|
|
|
// grab the current playerState_t
|
|
frame->ps = *clent->client;
|
|
|
|
// this stops the main client entity playerstate from being sent across, which has the effect of breaking
|
|
// looping sounds for the main client. So I took it out.
|
|
/* {
|
|
int clientNum;
|
|
svEntity_t *svEnt;
|
|
clientNum = frame->ps.clientNum;
|
|
if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) {
|
|
Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
|
|
}
|
|
svEnt = &sv.svEntities[ clientNum ];
|
|
// never send client's own entity, because it can
|
|
// be regenerated from the playerstate
|
|
svEnt->snapshotCounter = sv.snapshotCounter;
|
|
}
|
|
*/
|
|
// find the client's viewpoint
|
|
|
|
//if in camera mode use camera position instead
|
|
if ( VM_Call( CG_CAMERA_POS, org))
|
|
{
|
|
//org[2] += clent->client->viewheight;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( clent->client->origin, org );
|
|
org[2] += clent->client->viewheight;
|
|
|
|
//============
|
|
// need to account for lean, or areaportal doors don't draw properly... -slc
|
|
if (frame->ps.leanofs != 0)
|
|
{
|
|
vec3_t right;
|
|
//add leaning offset
|
|
vec3_t v3ViewAngles;
|
|
VectorCopy(clent->client->viewangles, v3ViewAngles);
|
|
v3ViewAngles[2] += (float)frame->ps.leanofs/2;
|
|
AngleVectors(v3ViewAngles, NULL, right, NULL);
|
|
VectorMA(org, (float)frame->ps.leanofs, right, org);
|
|
}
|
|
//============
|
|
}
|
|
VectorCopy( org, frame->ps.serverViewOrg );
|
|
VectorCopy( org, clent->client->serverViewOrg );
|
|
|
|
// add all the entities directly visible to the eye, which
|
|
// may include portal entities that merge other viewpoints
|
|
SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, qfalse );
|
|
/*
|
|
//was in here for debugging- print list of all entities in snapshot when you go over the limit
|
|
if ( entityNumbers.numSnapshotEntities >= 256 )
|
|
{
|
|
for ( int xxx = 0; xxx < entityNumbers.numSnapshotEntities; xxx++ )
|
|
{
|
|
Com_Printf("%d - ", xxx );
|
|
ge->PrintEntClassname( entityNumbers.snapshotEntities[xxx] );
|
|
}
|
|
}
|
|
else if ( entityNumbers.numSnapshotEntities >= 200 )
|
|
{
|
|
Com_Printf(S_COLOR_RED"%d snapshot entities!", entityNumbers.numSnapshotEntities );
|
|
}
|
|
else if ( entityNumbers.numSnapshotEntities >= 128 )
|
|
{
|
|
Com_Printf(S_COLOR_YELLOW"%d snapshot entities", entityNumbers.numSnapshotEntities );
|
|
}
|
|
*/
|
|
|
|
// if there were portals visible, there may be out of order entities
|
|
// in the list which will need to be resorted for the delta compression
|
|
// to work correctly. This also catches the error condition
|
|
// of an entity being included twice.
|
|
qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities,
|
|
sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers );
|
|
|
|
// now that all viewpoint's areabits have been OR'd together, invert
|
|
// all of them to make it a mask vector, which is what the renderer wants
|
|
for ( i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++ ) {
|
|
((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1;
|
|
}
|
|
|
|
// copy the entity states out
|
|
frame->num_entities = 0;
|
|
frame->first_entity = svs.nextSnapshotEntities;
|
|
for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) {
|
|
ent = SV_GentityNum(entityNumbers.snapshotEntities[i]);
|
|
state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities];
|
|
*state = ent->s;
|
|
svs.nextSnapshotEntities++;
|
|
frame->num_entities++;
|
|
}
|
|
|
|
return frame;
|
|
}
|
|
|
|
|
|
/*
|
|
=======================
|
|
SV_SendMessageToClient
|
|
|
|
Called by SV_SendClientSnapshot and SV_SendClientGameState
|
|
=======================
|
|
*/
|
|
#define HEADER_RATE_BYTES 48 // include our header, IP header, and some overhead
|
|
void SV_SendMessageToClient( msg_t *msg, client_t *client ) {
|
|
// record information about the message
|
|
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize;
|
|
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = sv.time;
|
|
|
|
// send the datagram
|
|
Netchan_Transmit( &client->netchan, msg->cursize, msg->data );
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
SV_SendClientEmptyMessage
|
|
|
|
This is just an empty message so that we can tell if
|
|
the client dropped the gamestate that went out before
|
|
=======================
|
|
*/
|
|
void SV_SendClientEmptyMessage( client_t *client ) {
|
|
msg_t msg;
|
|
byte buffer[10];
|
|
|
|
MSG_Init( &msg, buffer, sizeof( buffer ) );
|
|
SV_SendMessageToClient( &msg, client );
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
SV_SendClientSnapshot
|
|
=======================
|
|
*/
|
|
void SV_SendClientSnapshot( client_t *client ) {
|
|
byte msg_buf[MAX_MSGLEN];
|
|
msg_t msg;
|
|
|
|
// build the snapshot
|
|
SV_BuildClientSnapshot( client );
|
|
|
|
// bots need to have their snapshots build, but
|
|
// the query them directly without needing to be sent
|
|
if ( client->gentity && client->gentity->svFlags & SVF_BOT ) {
|
|
return;
|
|
}
|
|
|
|
MSG_Init (&msg, msg_buf, sizeof(msg_buf));
|
|
msg.allowoverflow = qtrue;
|
|
|
|
// (re)send any reliable server commands
|
|
SV_UpdateServerCommandsToClient( client, &msg );
|
|
|
|
// send over all the relevant entityState_t
|
|
// and the playerState_t
|
|
SV_WriteSnapshotToClient( client, &msg );
|
|
|
|
// check for overflow
|
|
if ( msg.overflowed ) {
|
|
Com_Printf ("WARNING: msg overflowed for %s\n", client->name);
|
|
MSG_Clear (&msg);
|
|
}
|
|
|
|
SV_SendMessageToClient( &msg, client );
|
|
}
|
|
|
|
|
|
/*
|
|
=======================
|
|
SV_SendClientMessages
|
|
=======================
|
|
*/
|
|
void SV_SendClientMessages( void ) {
|
|
int i;
|
|
client_t *c;
|
|
|
|
// send a message to each connected client
|
|
for (i=0, c = svs.clients ; i < 1 ; i++, c++) {
|
|
if (!c->state) {
|
|
continue; // not connected
|
|
}
|
|
|
|
if ( c->state != CS_ACTIVE ) {
|
|
if ( c->state != CS_ZOMBIE ) {
|
|
SV_SendClientEmptyMessage( c );
|
|
}
|
|
continue;
|
|
}
|
|
|
|
SV_SendClientSnapshot( c );
|
|
}
|
|
}
|
|
|