mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 06:31:47 +00:00
ac30d86db0
- 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
246 lines
6.2 KiB
C
246 lines
6.2 KiB
C
/*
|
|
===========================================================================
|
|
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;
|
|
}
|
|
|