Server/client VoIP protocol is handled by adding new cvars
cl_voipProtocol and sv_voipProtocol, sv_voip and cl_voip
are used to auto set/clear them. All users need to touch
are cl/sv_voip as 0 or 1 just like before.
Old Speex VoIP packets in demos are skipped.
New VoIP packets are skipped in demos if sv_voipProtocol
doesn't match cl_voipProtocol.
Notable difference between usage of speex and opus codecs,
when using Speex client would be sent 80ms at a time.
Using Opus, 60ms is sent at a time. This was changed because
the Opus codec supports encoding up to 60ms at a time.
(Simpler to send only one codec frame in a packet.)
- Get rid of ugly cvars sv_heartbeat and cl_gamename and replace with single com_gamename
- Remove sv_flatline. Flatlines are ignored by dpmaster and are considered to be insecure because flatlines can be udp-spoofed.
- Fix Ryan's FIXME and have voip packet buffer on the server dynamically allocated via Z_Malloc and store pointers in a circular buffer
- Improve voip target parsing on top of Ben Millwood's patch
- Add new "spatial" target where speaker is spatialized in 3d space and can be heard by all clients in hearing range (s_alMaxDistance)
(#4467)
- Decrease voip sound lengths from 240ms to 80ms per voip packet to mitigate udp packet loss and decrease latency
- Protocol version incremented to 71
- Make server send packet fragments and queued packets when server is idle
- Voip protocol detection is tied to com_protocol making past-end-of-message reading unncessary
- Use Hunk_AllocateTempMemory() for buffering VOIP packets and fix buffering scheme that ryan hates so much
- Disable packet scrambling for new protocol as it is useless now
- Get rid of the old packet scrambling functions predating latest point release
- Use Hunk_AllocateTempMemory() for netchan packet queue to fix memory leak when client gets disconnected with packets in the queue
- Use Hunk_AllocateTempMemory() for download blocks to fix memory leak when client gets disconnected with download blocks in the queue
- Fix SV_RateMsec to account for udp/udp6 packet lengths
* differing screen resolutions and network settings are now honoured when changing fs_game
* Fix hunk memory leak on game_restart
* Move cls.state and cls.servername to clc so connection state is fully preserved over game_restart
* Revert back to previous fs_game after disconnecting from a server that triggered a game_restart
* Fix error dialog popping up after every game_restart if an error happened previously (reported by Ensiform)
- Fixed that not all commands added by CL_Init() would be removed by CL_Shutdown()
- Overhaul of the new banning functions:
* basic check for redundant bans/exceptions
* introduction of sv_banFile to make it possible to configure the file where to read bans and exceptions from
* bans can now be deleted by giving address ranges, too.
cmd to all clients in SV_FinalMessage()
* on Com_Error(), set the cvar "com_errorCode" with the errorParm_t integer
value for the error. This can be used by a mod's ui to an draw error
dialog specific for the error (e.g. Reconnect button on ERR_SERVERDISCONNECT)
are being loaded to play a demo. This restores the normal
"timedemo" cvar behaviour.
* (bug 3054) The "demo" command works properly now when connected to
the local server
client is loading the map on a busy server. Specifically, hold back all
configstring update commands while the client is CS_PRIMED. Once the
client goes from CS_PRIMED to CS_ACTIVE, send the cleint commands for
updating each of the configstring indexes which were updated while the
client was CS_PRIMED.
* Updated TODO
* Moved ChangeLog to root
* Updated ChangeLog
* s/Foobar/Quake III Arena Source Code/
* Biggest patch EVAR. I wonder how many mail boxes this will fill...
* Removed HAVE_VM_NATIVE
* Removed DLL_ONLY
* Replace HAVE_VM_COMPILED with NO_VM_COMPILED -- this means the JIT compiler
should be enabled on the OS X and VC builds now
* Remove the remainder of the freetype building stuff