/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "../qcommon/q_shared.h" #include "../qcommon/qcommon.h" #include "server.h" #ifdef LEGACY_PROTOCOL /* ============== SV_Netchan_Encode // first four bytes of the data are always: long reliableAcknowledge; ============== */ static void SV_Netchan_Encode( client_t *client, msg_t *msg ) { long i, index; byte key, *string; int srdc, sbit; qboolean soob; if ( msg->cursize < SV_ENCODE_START ) { return; } srdc = msg->readcount; sbit = msg->bit; soob = msg->oob; msg->bit = 0; msg->readcount = 0; msg->oob = qfalse; /* reliableAcknowledge = */ MSG_ReadLong(msg); msg->oob = soob; msg->bit = sbit; msg->readcount = srdc; string = (byte *)client->lastClientCommandString; index = 0; // xor the client challenge with the netchan sequence number key = client->challenge ^ client->netchan.outgoingSequence; for (i = SV_ENCODE_START; i < msg->cursize; i++) { // modify the key with the last received and with this message acknowledged client command if (!string[index]) index = 0; if (string[index] > 127 || string[index] == '%') { key ^= '.' << (i & 1); } else { key ^= string[index] << (i & 1); } index++; // encode the data with this key *(msg->data + i) = *(msg->data + i) ^ key; } } /* ============== SV_Netchan_Decode // first 12 bytes of the data are always: long serverId; long messageAcknowledge; long reliableAcknowledge; ============== */ static void SV_Netchan_Decode( client_t *client, msg_t *msg ) { int serverId, messageAcknowledge, reliableAcknowledge; int i, index, srdc, sbit; qboolean soob; byte key, *string; srdc = msg->readcount; sbit = msg->bit; soob = msg->oob; msg->oob = qfalse; serverId = MSG_ReadLong(msg); messageAcknowledge = MSG_ReadLong(msg); reliableAcknowledge = MSG_ReadLong(msg); msg->oob = soob; msg->bit = sbit; msg->readcount = srdc; string = (byte *)client->reliableCommands[ reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ]; index = 0; // key = client->challenge ^ serverId ^ messageAcknowledge; for (i = msg->readcount + SV_DECODE_START; i < msg->cursize; i++) { // modify the key with the last sent and acknowledged server command if (!string[index]) index = 0; if (string[index] > 127 || string[index] == '%') { key ^= '.' << (i & 1); } else { key ^= string[index] << (i & 1); } index++; // decode the data with this key *(msg->data + i) = *(msg->data + i) ^ key; } } #endif /* ================= SV_Netchan_TransmitNextInQueue ================= */ void SV_Netchan_TransmitNextInQueue(client_t *client) { netchan_buffer_t *netbuf; Com_DPrintf("#462 Netchan_TransmitNextFragment: popping a queued message for transmit\n"); netbuf = client->netchan_start_queue; #ifdef LEGACY_PROTOCOL if(client->compat) SV_Netchan_Encode(client, &netbuf->msg); #endif Netchan_Transmit(&client->netchan, netbuf->msg.cursize, netbuf->msg.data); // pop from queue client->netchan_start_queue = netbuf->next; if(!client->netchan_start_queue) { Com_DPrintf("#462 Netchan_TransmitNextFragment: emptied queue\n"); client->netchan_end_queue = &client->netchan_start_queue; } else Com_DPrintf("#462 Netchan_TransmitNextFragment: remaining queued message\n"); Hunk_FreeTempMemory(netbuf); } /* ================= SV_Netchan_TransmitNextFragment Transmit the next fragment and the next queued packet Return number of ms until next message can be sent based on throughput given by client rate, -1 if no packet was sent. ================= */ int SV_Netchan_TransmitNextFragment(client_t *client) { if(client->netchan.unsentFragments) { Netchan_TransmitNextFragment(&client->netchan); return SV_RateMsec(client); } else if(client->netchan_start_queue) { SV_Netchan_TransmitNextInQueue(client); return SV_RateMsec(client); } return -1; } /* =============== SV_Netchan_Transmit TTimo https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462 if there are some unsent fragments (which may happen if the snapshots and the gamestate are fragmenting, and collide on send for instance) then buffer them and make sure they get sent in correct order ================ */ void SV_Netchan_Transmit( client_t *client, msg_t *msg) { MSG_WriteByte( msg, svc_EOF ); if(client->netchan.unsentFragments || client->netchan_start_queue) { netchan_buffer_t *netbuf; Com_DPrintf("#462 SV_Netchan_Transmit: unsent fragments, stacked\n"); netbuf = (netchan_buffer_t *) Hunk_AllocateTempMemory(sizeof(netchan_buffer_t)); // store the msg, we can't store it encoded, as the encoding depends on stuff we still have to finish sending MSG_Copy(&netbuf->msg, netbuf->msgBuffer, sizeof( netbuf->msgBuffer ), msg); netbuf->next = NULL; // insert it in the queue, the message will be encoded and sent later *client->netchan_end_queue = netbuf; client->netchan_end_queue = &(*client->netchan_end_queue)->next; } else { #ifdef LEGACY_PROTOCOL if(client->compat) SV_Netchan_Encode(client, msg); #endif Netchan_Transmit( &client->netchan, msg->cursize, msg->data ); } } /* ================= Netchan_SV_Process ================= */ qboolean SV_Netchan_Process( client_t *client, msg_t *msg ) { int ret; ret = Netchan_Process( &client->netchan, msg ); if (!ret) return qfalse; #ifdef LEGACY_PROTOCOL if(client->compat) SV_Netchan_Decode(client, msg); #endif return qtrue; }