mirror of
https://github.com/UberGames/rpgxEF.git
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b90a89ea61
- removed all #ifdefs ELITEFORCE nad #ifdefs XTRA - changes to fix shader remapping
154 lines
4.2 KiB
C
154 lines
4.2 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 "../qcommon/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "server.h"
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/*
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=================
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SV_Netchan_FreeQueue
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=================
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*/
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void SV_Netchan_FreeQueue(client_t *client)
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{
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netchan_buffer_t *netbuf, *next;
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for(netbuf = client->netchan_start_queue; netbuf; netbuf = next)
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{
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next = netbuf->next;
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Z_Free(netbuf);
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}
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client->netchan_start_queue = NULL;
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client->netchan_end_queue = &client->netchan_start_queue;
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}
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/*
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=================
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SV_Netchan_TransmitNextInQueue
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=================
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*/
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void SV_Netchan_TransmitNextInQueue(client_t *client)
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{
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netchan_buffer_t *netbuf;
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Com_DPrintf("#462 Netchan_TransmitNextFragment: popping a queued message for transmit\n");
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netbuf = client->netchan_start_queue;
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Netchan_Transmit(&client->netchan, netbuf->msg.cursize, netbuf->msg.data);
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// pop from queue
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client->netchan_start_queue = netbuf->next;
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if(!client->netchan_start_queue)
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{
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Com_DPrintf("#462 Netchan_TransmitNextFragment: emptied queue\n");
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client->netchan_end_queue = &client->netchan_start_queue;
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}
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else
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Com_DPrintf("#462 Netchan_TransmitNextFragment: remaining queued message\n");
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Z_Free(netbuf);
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}
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/*
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=================
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SV_Netchan_TransmitNextFragment
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Transmit the next fragment and the next queued packet
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Return number of ms until next message can be sent based on throughput given by client rate,
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-1 if no packet was sent.
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=================
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*/
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int SV_Netchan_TransmitNextFragment(client_t *client)
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{
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if(client->netchan.unsentFragments)
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{
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Netchan_TransmitNextFragment(&client->netchan);
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return SV_RateMsec(client);
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}
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else if(client->netchan_start_queue)
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{
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SV_Netchan_TransmitNextInQueue(client);
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return SV_RateMsec(client);
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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_Netchan_Transmit
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TTimo
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https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
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if there are some unsent fragments (which may happen if the snapshots
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and the gamestate are fragmenting, and collide on send for instance)
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then buffer them and make sure they get sent in correct order
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================
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*/
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void SV_Netchan_Transmit( client_t *client, msg_t *msg)
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{
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if(!msg->compat)
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MSG_WriteByte( msg, svc_EOF );
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if(client->netchan.unsentFragments || client->netchan_start_queue)
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{
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netchan_buffer_t *netbuf;
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Com_DPrintf("#462 SV_Netchan_Transmit: unsent fragments, stacked\n");
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netbuf = (netchan_buffer_t *) Z_Malloc(sizeof(netchan_buffer_t));
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// store the msg, we can't store it encoded, as the encoding depends on stuff we still have to finish sending
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MSG_Copy(&netbuf->msg, netbuf->msgBuffer, sizeof( netbuf->msgBuffer ), msg);
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#ifdef LEGACY_PROTOCOL
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if(client->compat)
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{
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Q_strncpyz(netbuf->clientCommandString, client->lastClientCommandString,
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sizeof(netbuf->clientCommandString));
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}
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#endif
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netbuf->next = NULL;
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// insert it in the queue, the message will be encoded and sent later
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*client->netchan_end_queue = netbuf;
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client->netchan_end_queue = &(*client->netchan_end_queue)->next;
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}
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else
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{
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Netchan_Transmit( &client->netchan, msg->cursize, msg->data );
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}
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}
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/*
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=================
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Netchan_SV_Process
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=================
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*/
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qboolean SV_Netchan_Process( client_t *client, msg_t *msg ) {
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int ret;
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ret = Netchan_Process( &client->netchan, msg );
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if (!ret)
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return qfalse;
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return qtrue;
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}
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