mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-14 00:10:39 +00:00
615b73288f
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.)
686 lines
18 KiB
C
686 lines
18 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "server.h"
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/*
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=============================================================================
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Delta encode a client frame onto the network channel
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A normal server packet will look like:
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4 sequence number (high bit set if an oversize fragment)
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<optional reliable commands>
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1 svc_snapshot
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4 last client reliable command
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4 serverTime
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1 lastframe for delta compression
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1 snapFlags
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1 areaBytes
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<areabytes>
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<playerstate>
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<packetentities>
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=============================================================================
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*/
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/*
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=============
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SV_EmitPacketEntities
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Writes a delta update of an entityState_t list to the message.
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=============
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*/
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static void SV_EmitPacketEntities( clientSnapshot_t *from, clientSnapshot_t *to, msg_t *msg ) {
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entityState_t *oldent, *newent;
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int oldindex, newindex;
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int oldnum, newnum;
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int from_num_entities;
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// generate the delta update
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if ( !from ) {
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from_num_entities = 0;
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} else {
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from_num_entities = from->num_entities;
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}
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newent = NULL;
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oldent = NULL;
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newindex = 0;
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oldindex = 0;
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while ( newindex < to->num_entities || oldindex < from_num_entities ) {
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if ( newindex >= to->num_entities ) {
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newnum = 9999;
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} else {
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newent = &svs.snapshotEntities[(to->first_entity+newindex) % svs.numSnapshotEntities];
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newnum = newent->number;
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}
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if ( oldindex >= from_num_entities ) {
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oldnum = 9999;
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} else {
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oldent = &svs.snapshotEntities[(from->first_entity+oldindex) % svs.numSnapshotEntities];
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oldnum = oldent->number;
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}
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if ( newnum == oldnum ) {
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// delta update from old position
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// because the force parm is qfalse, this will not result
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// in any bytes being emited if the entity has not changed at all
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MSG_WriteDeltaEntity (msg, oldent, newent, qfalse );
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oldindex++;
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newindex++;
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continue;
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}
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if ( newnum < oldnum ) {
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// this is a new entity, send it from the baseline
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MSG_WriteDeltaEntity (msg, &sv.svEntities[newnum].baseline, newent, qtrue );
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newindex++;
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continue;
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}
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if ( newnum > oldnum ) {
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// the old entity isn't present in the new message
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MSG_WriteDeltaEntity (msg, oldent, NULL, qtrue );
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oldindex++;
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continue;
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}
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}
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MSG_WriteBits( msg, (MAX_GENTITIES-1), GENTITYNUM_BITS ); // end of packetentities
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}
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/*
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==================
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SV_WriteSnapshotToClient
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==================
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*/
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static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) {
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clientSnapshot_t *frame, *oldframe;
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int lastframe;
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int i;
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int snapFlags;
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// this is the snapshot we are creating
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frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
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// try to use a previous frame as the source for delta compressing the snapshot
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if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) {
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// client is asking for a retransmit
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oldframe = NULL;
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lastframe = 0;
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} else if ( client->netchan.outgoingSequence - client->deltaMessage
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>= (PACKET_BACKUP - 3) ) {
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// client hasn't gotten a good message through in a long time
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Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name);
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oldframe = NULL;
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lastframe = 0;
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} else {
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// we have a valid snapshot to delta from
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oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ];
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lastframe = client->netchan.outgoingSequence - client->deltaMessage;
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// the snapshot's entities may still have rolled off the buffer, though
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if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) {
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Com_DPrintf ("%s: Delta request from out of date entities.\n", client->name);
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oldframe = NULL;
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lastframe = 0;
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}
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}
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MSG_WriteByte (msg, svc_snapshot);
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// NOTE, MRE: now sent at the start of every message from server to client
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// let the client know which reliable clientCommands we have received
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//MSG_WriteLong( msg, client->lastClientCommand );
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// send over the current server time so the client can drift
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// its view of time to try to match
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if( client->oldServerTime ) {
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// The server has not yet got an acknowledgement of the
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// new gamestate from this client, so continue to send it
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// a time as if the server has not restarted. Note from
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// the client's perspective this time is strictly speaking
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// incorrect, but since it'll be busy loading a map at
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// the time it doesn't really matter.
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MSG_WriteLong (msg, sv.time + client->oldServerTime);
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} else {
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MSG_WriteLong (msg, sv.time);
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}
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// what we are delta'ing from
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MSG_WriteByte (msg, lastframe);
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snapFlags = svs.snapFlagServerBit;
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if ( client->rateDelayed ) {
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snapFlags |= SNAPFLAG_RATE_DELAYED;
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}
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if ( client->state != CS_ACTIVE ) {
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snapFlags |= SNAPFLAG_NOT_ACTIVE;
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}
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MSG_WriteByte (msg, snapFlags);
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// send over the areabits
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MSG_WriteByte (msg, frame->areabytes);
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MSG_WriteData (msg, frame->areabits, frame->areabytes);
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// delta encode the playerstate
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if ( oldframe ) {
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MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
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} else {
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MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
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}
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// delta encode the entities
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SV_EmitPacketEntities (oldframe, frame, msg);
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// padding for rate debugging
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if ( sv_padPackets->integer ) {
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for ( i = 0 ; i < sv_padPackets->integer ; i++ ) {
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MSG_WriteByte (msg, svc_nop);
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}
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}
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}
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/*
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==================
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SV_UpdateServerCommandsToClient
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(re)send all server commands the client hasn't acknowledged yet
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==================
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*/
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void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) {
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int i;
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// write any unacknowledged serverCommands
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for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
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MSG_WriteByte( msg, svc_serverCommand );
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MSG_WriteLong( msg, i );
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MSG_WriteString( msg, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
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}
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client->reliableSent = client->reliableSequence;
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}
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/*
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=============================================================================
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Build a client snapshot structure
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=============================================================================
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*/
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typedef struct {
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int numSnapshotEntities;
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int snapshotEntities[MAX_SNAPSHOT_ENTITIES];
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} snapshotEntityNumbers_t;
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/*
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=======================
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SV_QsortEntityNumbers
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=======================
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*/
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static int QDECL SV_QsortEntityNumbers( const void *a, const void *b ) {
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int *ea, *eb;
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ea = (int *)a;
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eb = (int *)b;
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if ( *ea == *eb ) {
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Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" );
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}
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if ( *ea < *eb ) {
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return -1;
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}
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return 1;
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}
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/*
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===============
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SV_AddEntToSnapshot
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===============
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*/
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static void SV_AddEntToSnapshot( svEntity_t *svEnt, sharedEntity_t *gEnt, snapshotEntityNumbers_t *eNums ) {
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// if we have already added this entity to this snapshot, don't add again
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if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
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return;
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}
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svEnt->snapshotCounter = sv.snapshotCounter;
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// if we are full, silently discard entities
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if ( eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES ) {
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return;
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}
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eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number;
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eNums->numSnapshotEntities++;
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}
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/*
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===============
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SV_AddEntitiesVisibleFromPoint
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===============
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*/
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static void SV_AddEntitiesVisibleFromPoint( vec3_t origin, clientSnapshot_t *frame,
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snapshotEntityNumbers_t *eNums, qboolean portal ) {
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int e, i;
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sharedEntity_t *ent;
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svEntity_t *svEnt;
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int l;
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int clientarea, clientcluster;
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int leafnum;
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byte *clientpvs;
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byte *bitvector;
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// during an error shutdown message we may need to transmit
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// the shutdown message after the server has shutdown, so
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// specfically check for it
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if ( !sv.state ) {
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return;
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}
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leafnum = CM_PointLeafnum (origin);
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clientarea = CM_LeafArea (leafnum);
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clientcluster = CM_LeafCluster (leafnum);
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// calculate the visible areas
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frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea );
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clientpvs = CM_ClusterPVS (clientcluster);
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for ( e = 0 ; e < sv.num_entities ; e++ ) {
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ent = SV_GentityNum(e);
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// never send entities that aren't linked in
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if ( !ent->r.linked ) {
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continue;
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}
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if (ent->s.number != e) {
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Com_DPrintf ("FIXING ENT->S.NUMBER!!!\n");
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ent->s.number = e;
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}
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// entities can be flagged to explicitly not be sent to the client
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if ( ent->r.svFlags & SVF_NOCLIENT ) {
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continue;
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}
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// entities can be flagged to be sent to only one client
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if ( ent->r.svFlags & SVF_SINGLECLIENT ) {
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if ( ent->r.singleClient != frame->ps.clientNum ) {
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continue;
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}
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}
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// entities can be flagged to be sent to everyone but one client
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if ( ent->r.svFlags & SVF_NOTSINGLECLIENT ) {
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if ( ent->r.singleClient == frame->ps.clientNum ) {
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continue;
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}
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}
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// entities can be flagged to be sent to a given mask of clients
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if ( ent->r.svFlags & SVF_CLIENTMASK ) {
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if (frame->ps.clientNum >= 32)
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Com_Error( ERR_DROP, "SVF_CLIENTMASK: clientNum >= 32" );
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if (~ent->r.singleClient & (1 << frame->ps.clientNum))
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continue;
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}
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svEnt = SV_SvEntityForGentity( ent );
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// don't double add an entity through portals
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if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
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continue;
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}
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// broadcast entities are always sent
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if ( ent->r.svFlags & SVF_BROADCAST ) {
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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continue;
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}
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// ignore if not touching a PV leaf
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// check area
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if ( !CM_AreasConnected( clientarea, svEnt->areanum ) ) {
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// doors can legally straddle two areas, so
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// we may need to check another one
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if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) ) {
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continue; // blocked by a door
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}
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}
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bitvector = clientpvs;
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// check individual leafs
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if ( !svEnt->numClusters ) {
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continue;
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}
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l = 0;
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for ( i=0 ; i < svEnt->numClusters ; i++ ) {
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l = svEnt->clusternums[i];
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if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
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break;
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}
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}
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// if we haven't found it to be visible,
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// check overflow clusters that coudln't be stored
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if ( i == svEnt->numClusters ) {
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if ( svEnt->lastCluster ) {
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for ( ; l <= svEnt->lastCluster ; l++ ) {
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if ( bitvector[l >> 3] & (1 << (l&7) ) ) {
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break;
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}
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}
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if ( l == svEnt->lastCluster ) {
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continue; // not visible
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}
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} else {
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continue;
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}
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}
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// add it
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SV_AddEntToSnapshot( svEnt, ent, eNums );
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// if it's a portal entity, add everything visible from its camera position
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if ( ent->r.svFlags & SVF_PORTAL ) {
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if ( ent->s.generic1 ) {
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vec3_t dir;
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VectorSubtract(ent->s.origin, origin, dir);
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if ( VectorLengthSquared(dir) > (float) ent->s.generic1 * ent->s.generic1 ) {
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continue;
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}
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}
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SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue );
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}
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}
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}
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/*
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=============
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SV_BuildClientSnapshot
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Decides which entities are going to be visible to the client, and
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copies off the playerstate and areabits.
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This properly handles multiple recursive portals, but the render
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currently doesn't.
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For viewing through other player's eyes, clent can be something other than client->gentity
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=============
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*/
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static void SV_BuildClientSnapshot( client_t *client ) {
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vec3_t org;
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clientSnapshot_t *frame;
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snapshotEntityNumbers_t entityNumbers;
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int i;
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sharedEntity_t *ent;
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entityState_t *state;
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svEntity_t *svEnt;
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sharedEntity_t *clent;
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int clientNum;
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playerState_t *ps;
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// bump the counter used to prevent double adding
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sv.snapshotCounter++;
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// this is the frame we are creating
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frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
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// clear everything in this snapshot
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entityNumbers.numSnapshotEntities = 0;
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Com_Memset( frame->areabits, 0, sizeof( frame->areabits ) );
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62
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frame->num_entities = 0;
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clent = client->gentity;
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if ( !clent || client->state == CS_ZOMBIE ) {
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return;
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}
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// grab the current playerState_t
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ps = SV_GameClientNum( client - svs.clients );
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frame->ps = *ps;
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// never send client's own entity, because it can
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// be regenerated from the playerstate
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clientNum = frame->ps.clientNum;
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if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) {
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Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
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}
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svEnt = &sv.svEntities[ clientNum ];
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svEnt->snapshotCounter = sv.snapshotCounter;
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// find the client's viewpoint
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VectorCopy( ps->origin, org );
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org[2] += ps->viewheight;
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// add all the entities directly visible to the eye, which
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// may include portal entities that merge other viewpoints
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SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, qfalse );
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// if there were portals visible, there may be out of order entities
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// in the list which will need to be resorted for the delta compression
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// to work correctly. This also catches the error condition
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// of an entity being included twice.
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qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities,
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sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers );
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// now that all viewpoint's areabits have been OR'd together, invert
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// all of them to make it a mask vector, which is what the renderer wants
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for ( i = 0 ; i < MAX_MAP_AREA_BYTES/4 ; i++ ) {
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((int *)frame->areabits)[i] = ((int *)frame->areabits)[i] ^ -1;
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}
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// copy the entity states out
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frame->num_entities = 0;
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frame->first_entity = svs.nextSnapshotEntities;
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for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) {
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ent = SV_GentityNum(entityNumbers.snapshotEntities[i]);
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state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities];
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*state = ent->s;
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svs.nextSnapshotEntities++;
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// this should never hit, map should always be restarted first in SV_Frame
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if ( svs.nextSnapshotEntities >= 0x7FFFFFFE ) {
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Com_Error(ERR_FATAL, "svs.nextSnapshotEntities wrapped");
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}
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frame->num_entities++;
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}
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}
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#ifdef USE_VOIP
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/*
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==================
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SV_WriteVoipToClient
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Check to see if there is any VoIP queued for a client, and send if there is.
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|
==================
|
|
*/
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|
static void SV_WriteVoipToClient(client_t *cl, msg_t *msg)
|
|
{
|
|
int totalbytes = 0;
|
|
int i;
|
|
voipServerPacket_t *packet;
|
|
|
|
if(cl->queuedVoipPackets)
|
|
{
|
|
// Write as many VoIP packets as we reasonably can...
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|
for(i = 0; i < cl->queuedVoipPackets; i++)
|
|
{
|
|
packet = cl->voipPacket[(i + cl->queuedVoipIndex) % ARRAY_LEN(cl->voipPacket)];
|
|
|
|
if(!*cl->downloadName)
|
|
{
|
|
totalbytes += packet->len;
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|
if (totalbytes > (msg->maxsize - msg->cursize) / 2)
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|
break;
|
|
|
|
MSG_WriteByte(msg, svc_voipOpus);
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|
MSG_WriteShort(msg, packet->sender);
|
|
MSG_WriteByte(msg, (byte) packet->generation);
|
|
MSG_WriteLong(msg, packet->sequence);
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|
MSG_WriteByte(msg, packet->frames);
|
|
MSG_WriteShort(msg, packet->len);
|
|
MSG_WriteBits(msg, packet->flags, VOIP_FLAGCNT);
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|
MSG_WriteData(msg, packet->data, packet->len);
|
|
}
|
|
|
|
Z_Free(packet);
|
|
}
|
|
|
|
cl->queuedVoipPackets -= i;
|
|
cl->queuedVoipIndex += i;
|
|
cl->queuedVoipIndex %= ARRAY_LEN(cl->voipPacket);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=======================
|
|
SV_SendMessageToClient
|
|
|
|
Called by SV_SendClientSnapshot and SV_SendClientGameState
|
|
=======================
|
|
*/
|
|
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 = svs.time;
|
|
client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1;
|
|
|
|
// send the datagram
|
|
SV_Netchan_Transmit(client, msg);
|
|
}
|
|
|
|
|
|
/*
|
|
=======================
|
|
SV_SendClientSnapshot
|
|
|
|
Also called by SV_FinalMessage
|
|
|
|
=======================
|
|
*/
|
|
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->r.svFlags & SVF_BOT ) {
|
|
return;
|
|
}
|
|
|
|
MSG_Init (&msg, msg_buf, sizeof(msg_buf));
|
|
msg.allowoverflow = qtrue;
|
|
|
|
// NOTE, MRE: all server->client messages now acknowledge
|
|
// let the client know which reliable clientCommands we have received
|
|
MSG_WriteLong( &msg, client->lastClientCommand );
|
|
|
|
// (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 );
|
|
|
|
#ifdef USE_VOIP
|
|
SV_WriteVoipToClient( client, &msg );
|
|
#endif
|
|
|
|
// 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; i < sv_maxclients->integer; i++)
|
|
{
|
|
c = &svs.clients[i];
|
|
|
|
if(!c->state)
|
|
continue; // not connected
|
|
|
|
if(*c->downloadName)
|
|
continue; // Client is downloading, don't send snapshots
|
|
|
|
if(c->netchan.unsentFragments || c->netchan_start_queue)
|
|
{
|
|
c->rateDelayed = qtrue;
|
|
continue; // Drop this snapshot if the packet queue is still full or delta compression will break
|
|
}
|
|
|
|
if(!(c->netchan.remoteAddress.type == NA_LOOPBACK ||
|
|
(sv_lanForceRate->integer && Sys_IsLANAddress(c->netchan.remoteAddress))))
|
|
{
|
|
// rate control for clients not on LAN
|
|
|
|
if(svs.time - c->lastSnapshotTime < c->snapshotMsec * com_timescale->value)
|
|
continue; // It's not time yet
|
|
|
|
if(SV_RateMsec(c) > 0)
|
|
{
|
|
// Not enough time since last packet passed through the line
|
|
c->rateDelayed = qtrue;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// generate and send a new message
|
|
SV_SendClientSnapshot(c);
|
|
c->lastSnapshotTime = svs.time;
|
|
c->rateDelayed = qfalse;
|
|
}
|
|
}
|