/* ============== CL_ParseCvarValue2 Find the client cvar value and sent it back to the server ============== */ void CL_ParseCvarValue2( sizebuf_t *msg ) { int requestID = BF_ReadLong( msg ); const char *cvarName = BF_ReadString( msg ); convar_t *cvar = Cvar_FindVar( cvarName ); // build the answer BF_WriteByte( &cls.netchan.message, clc_requestcvarvalue2 ); BF_WriteLong( &cls.netchan.message, requestID ); BF_WriteString( &cls.netchan.message, cvarName ); BF_WriteString( &cls.netchan.message, cvar ? cvar->string : "Not Found" ); }
/* ================== CL_ParseServerData ================== */ void CL_ParseServerData( sizebuf_t *msg ) { string gamefolder; qboolean background; int i; MsgDev( D_NOTE, "Serverdata packet received.\n" ); cls.demowaiting = false; // server is changed clgame.load_sequence++; // now all hud sprites are invalid // wipe the client_t struct if( !cls.changelevel && !cls.changedemo ) CL_ClearState (); cls.state = ca_connected; // parse protocol version number i = BF_ReadLong( msg ); cls.serverProtocol = i; if( i != PROTOCOL_VERSION ) Host_Error( "Server uses invalid protocol (%i should be %i)\n", i, PROTOCOL_VERSION ); cl.servercount = BF_ReadLong( msg ); cl.checksum = BF_ReadLong( msg ); cl.playernum = BF_ReadByte( msg ); cl.maxclients = BF_ReadByte( msg ); clgame.maxEntities = BF_ReadWord( msg ); clgame.maxEntities = bound( 600, clgame.maxEntities, 4096 ); Q_strncpy( clgame.mapname, BF_ReadString( msg ), MAX_STRING ); Q_strncpy( clgame.maptitle, BF_ReadString( msg ), MAX_STRING ); background = BF_ReadOneBit( msg ); Q_strncpy( gamefolder, BF_ReadString( msg ), MAX_STRING ); host.features = (uint)BF_ReadLong( msg ); if( cl.maxclients > 1 && host.developer < 1 ) host.developer++; // set the background state if( cls.demoplayback && ( cls.demonum != -1 )) { // re-init mouse host.mouse_visible = false; cl.background = true; } else cl.background = background; if( cl.background ) // tell the game parts about background state Cvar_FullSet( "cl_background", "1", CVAR_READ_ONLY ); else Cvar_FullSet( "cl_background", "0", CVAR_READ_ONLY ); if( !cls.changelevel ) { // continue playing if we are changing level S_StopBackgroundTrack (); } #if 0 // NOTE: this is not tested as well. Use with precaution CL_ChangeGame( gamefolder, false ); #endif if( !cls.changedemo ) UI_SetActiveMenu( cl.background ); cl.refdef.viewentity = cl.playernum + 1; // always keep viewent an actual menu.globals->maxClients = cl.maxclients; Q_strncpy( menu.globals->maptitle, clgame.maptitle, sizeof( menu.globals->maptitle )); if( cl.maxclients > 1 && r_decals->value > mp_decals->value ) Cvar_SetFloat( "r_decals", mp_decals->value ); if( !cls.changelevel && !cls.changedemo ) CL_InitEdicts (); // re-arrange edicts // get splash name if( cls.demoplayback && ( cls.demonum != -1 )) Cvar_Set( "cl_levelshot_name", va( "levelshots/%s_%s", cls.demoname, glState.wideScreen ? "16x9" : "4x3" )); else Cvar_Set( "cl_levelshot_name", va( "levelshots/%s_%s", clgame.mapname, glState.wideScreen ? "16x9" : "4x3" )); Cvar_SetFloat( "scr_loading", 0.0f ); // reset progress bar if(( cl_allow_levelshots->integer && !cls.changelevel ) || cl.background ) { if( !FS_FileExists( va( "%s.bmp", cl_levelshot_name->string ), true )) Cvar_Set( "cl_levelshot_name", "*black" ); // render a black screen cls.scrshot_request = scrshot_plaque; // request levelshot even if exist (check filetime) } if( scr_dark->integer ) { screenfade_t *sf = &clgame.fade; client_textmessage_t *title; title = CL_TextMessageGet( "GAMETITLE" ); if( title ) { // get settings from titles.txt sf->fadeEnd = title->holdtime + title->fadeout; sf->fadeReset = title->fadeout; } else sf->fadeEnd = sf->fadeReset = 4.0f; sf->fadeFlags = FFADE_IN; sf->fader = sf->fadeg = sf->fadeb = 0; sf->fadealpha = 255; sf->fadeSpeed = (float)sf->fadealpha / sf->fadeReset; sf->fadeReset += cl.time; sf->fadeEnd += sf->fadeReset; Cvar_SetFloat( "v_dark", 0.0f ); } // need to prep refresh at next oportunity cl.video_prepped = false; cl.audio_prepped = false; Q_memset( &clgame.movevars, 0, sizeof( clgame.movevars )); Q_memset( &clgame.oldmovevars, 0, sizeof( clgame.oldmovevars )); }
/* ================= SV_ReadPackets ================= */ void SV_ReadPackets( void ) { sv_client_t *cl; int i, qport, curSize; while( NET_GetPacket( NS_SERVER, &net_from, net_message_buffer, &curSize )) { BF_Init( &net_message, "ClientPacket", net_message_buffer, curSize ); // check for connectionless packet (0xffffffff) first if( BF_GetMaxBytes( &net_message ) >= 4 && *(int *)net_message.pData == -1 ) { SV_ConnectionlessPacket( net_from, &net_message ); continue; } // read the qport out of the message so we can fix up // stupid address translating routers BF_Clear( &net_message ); BF_ReadLong( &net_message ); // sequence number BF_ReadLong( &net_message ); // sequence number qport = (int)BF_ReadShort( &net_message ) & 0xffff; // check for packets from connected clients for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ ) { if( cl->state == cs_free || cl->fakeclient ) continue; if( !NET_CompareBaseAdr( net_from, cl->netchan.remote_address )) continue; if( cl->netchan.qport != qport ) continue; if( cl->netchan.remote_address.port != net_from.port ) { MsgDev( D_INFO, "SV_ReadPackets: fixing up a translated port\n"); cl->netchan.remote_address.port = net_from.port; } if( Netchan_Process( &cl->netchan, &net_message )) { cl->send_message = true; // reply at end of frame // this is a valid, sequenced packet, so process it if( cl->state != cs_zombie ) { cl->lastmessage = host.realtime; // don't timeout SV_ExecuteClientMessage( cl, &net_message ); svgame.globals->frametime = host.frametime; svgame.globals->time = sv.time; } } // fragmentation/reassembly sending takes priority over all game messages, want this in the future? if( Netchan_IncomingReady( &cl->netchan )) { if( Netchan_CopyNormalFragments( &cl->netchan, &net_message )) { BF_Clear( &net_message ); SV_ExecuteClientMessage( cl, &net_message ); } if( Netchan_CopyFileFragments( &cl->netchan, &net_message )) { SV_ProcessFile( cl, cl->netchan.incomingfilename ); } } break; } if( i != sv_maxclients->integer ) continue; } }
/* ================= CL_ConnectionlessPacket Responses to broadcasts, etc ================= */ void CL_ConnectionlessPacket( netadr_t from, sizebuf_t *msg ) { char *args; char *c, buf[MAX_SYSPATH]; int len = sizeof( buf ), i = 0; netadr_t servadr; BF_Clear( msg ); BF_ReadLong( msg ); // skip the -1 args = BF_ReadStringLine( msg ); Cmd_TokenizeString( args ); c = Cmd_Argv( 0 ); MsgDev( D_NOTE, "CL_ConnectionlessPacket: %s : %s\n", NET_AdrToString( from ), c ); // server connection if( !Q_strcmp( c, "client_connect" )) { if( cls.state == ca_connected ) { MsgDev( D_INFO, "Dup connect received. Ignored.\n"); return; } Netchan_Setup( NS_CLIENT, &cls.netchan, from, net_qport->integer); BF_WriteByte( &cls.netchan.message, clc_stringcmd ); BF_WriteString( &cls.netchan.message, "new" ); cls.state = ca_connected; cl.validsequence = 0; // haven't gotten a valid frame update yet cl.delta_sequence = -1; // we'll request a full delta from the baseline cls.lastoutgoingcommand = -1; // we don't have a backed up cmd history yet cls.nextcmdtime = host.realtime; // we can send a cmd right away CL_StartupDemoHeader (); } else if( !Q_strcmp( c, "info" )) { // server responding to a status broadcast CL_ParseStatusMessage( from, msg ); } else if( !Q_strcmp( c, "netinfo" )) { // server responding to a status broadcast CL_ParseNETInfoMessage( from, msg ); } else if( !Q_strcmp( c, "cmd" )) { // remote command from gui front end if( !NET_IsLocalAddress( from )) { Msg( "Command packet from remote host. Ignored.\n" ); return; } #ifdef XASH_SDL SDL_RestoreWindow( host.hWnd ); #endif args = BF_ReadString( msg ); Cbuf_AddText( args ); Cbuf_AddText( "\n" ); } else if( !Q_strcmp( c, "print" )) { // print command from somewhere Msg("remote: %s\n", BF_ReadString( msg ) ); } else if( !Q_strcmp( c, "ping" )) { // ping from somewhere Netchan_OutOfBandPrint( NS_CLIENT, from, "ack" ); } else if( !Q_strcmp( c, "challenge" )) { // challenge from the server we are connecting to cls.challenge = Q_atoi( Cmd_Argv( 1 )); CL_SendConnectPacket(); return; } else if( !Q_strcmp( c, "echo" )) { // echo request from server Netchan_OutOfBandPrint( NS_CLIENT, from, "%s", Cmd_Argv( 1 )); } else if( !Q_strcmp( c, "disconnect" )) { // a disconnect message from the server, which will happen if the server // dropped the connection but it is still getting packets from us CL_Disconnect(); CL_ClearEdicts(); } else if( !Q_strcmp( c, "f") ) { // serverlist got from masterserver while( !msg->bOverflow ) { servadr.type = NA_IP; // 4 bytes for IP BF_ReadBytes( msg, servadr.ip, sizeof( servadr.ip )); // 2 bytes for Port servadr.port = BF_ReadShort( msg ); if( !servadr.port ) break; MsgDev( D_INFO, "Found server: %s\n", NET_AdrToString( servadr )); NET_Config( true ); // allow remote Netchan_OutOfBandPrint( NS_CLIENT, servadr, "info %i", PROTOCOL_VERSION ); } // execute at next frame preventing relation on fps Cbuf_AddText("menu_resetping\n"); } else if( clgame.dllFuncs.pfnConnectionlessPacket( &from, args, buf, &len )) { // user out of band message (must be handled in CL_ConnectionlessPacket) if( len > 0 ) Netchan_OutOfBand( NS_SERVER, from, len, (byte *)buf ); } else MsgDev( D_ERROR, "Bad connectionless packet from %s:\n%s\n", NET_AdrToString( from ), args ); }
/* ================= CL_ConnectionlessPacket Responses to broadcasts, etc ================= */ void CL_ConnectionlessPacket( netadr_t from, sizebuf_t *msg ) { char *args; char *c, buf[MAX_SYSPATH]; int len = sizeof( buf ); int dataoffset = 0; netadr_t servadr; BF_Clear( msg ); BF_ReadLong( msg ); // skip the -1 args = BF_ReadStringLine( msg ); Cmd_TokenizeString( args ); c = Cmd_Argv( 0 ); MsgDev( D_NOTE, "CL_ConnectionlessPacket: %s : %s\n", NET_AdrToString( from ), c ); // server connection if( !Q_strcmp( c, "client_connect" )) { if( cls.state == ca_connected ) { MsgDev( D_INFO, "dup connect received. ignored\n"); return; } Netchan_Setup( NS_CLIENT, &cls.netchan, from, Cvar_VariableValue( "net_qport" )); BF_WriteByte( &cls.netchan.message, clc_stringcmd ); BF_WriteString( &cls.netchan.message, "new" ); cls.state = ca_connected; cl.validsequence = 0; // haven't gotten a valid frame update yet cl.delta_sequence = -1; // we'll request a full delta from the baseline cls.lastoutgoingcommand = -1; // we don't have a backed up cmd history yet cls.nextcmdtime = host.realtime; // we can send a cmd right away CL_StartupDemoHeader (); UI_SetActiveMenu( false ); } else if( !Q_strcmp( c, "info" )) { // server responding to a status broadcast CL_ParseStatusMessage( from, msg ); } else if( !Q_strcmp( c, "netinfo" )) { // server responding to a status broadcast CL_ParseNETInfoMessage( from, msg ); } else if( !Q_strcmp( c, "cmd" )) { // remote command from gui front end if( !NET_IsLocalAddress( from )) { Msg( "Command packet from remote host. Ignored.\n" ); return; } ShowWindow( host.hWnd, SW_RESTORE ); SetForegroundWindow ( host.hWnd ); args = BF_ReadString( msg ); Cbuf_AddText( args ); Cbuf_AddText( "\n" ); } else if( !Q_strcmp( c, "print" )) { // print command from somewhere args = BF_ReadString( msg ); Msg( args ); } else if( !Q_strcmp( c, "ping" )) { // ping from somewhere Netchan_OutOfBandPrint( NS_CLIENT, from, "ack" ); } else if( !Q_strcmp( c, "challenge" )) { // challenge from the server we are connecting to cls.challenge = Q_atoi( Cmd_Argv( 1 )); CL_SendConnectPacket(); return; } else if( !Q_strcmp( c, "echo" )) { // echo request from server Netchan_OutOfBandPrint( NS_CLIENT, from, "%s", Cmd_Argv( 1 )); } else if( !Q_strcmp( c, "disconnect" )) { // a disconnect message from the server, which will happen if the server // dropped the connection but it is still getting packets from us CL_Disconnect(); } else if( clgame.dllFuncs.pfnConnectionlessPacket( &from, args, buf, &len )) { // user out of band message (must be handled in CL_ConnectionlessPacket) if( len > 0 ) Netchan_OutOfBand( NS_SERVER, from, len, buf ); } else if( msg->pData[0] == 0xFF && msg->pData[1] == 0xFF && msg->pData[2] == 0xFF && msg->pData[3] == 0xFF && msg->pData[4] == 0x66 && msg->pData[5] == 0x0A ) { dataoffset = 6; while( 1 ) { servadr.type = NA_IP; servadr.ip[0] = msg->pData[dataoffset + 0]; servadr.ip[1] = msg->pData[dataoffset + 1]; servadr.ip[2] = msg->pData[dataoffset + 2]; servadr.ip[3] = msg->pData[dataoffset + 3]; servadr.port = *(word *)&msg->pData[dataoffset + 4]; if( !servadr.port ) break; MsgDev( D_INFO, "Found server: %s\n", NET_AdrToString( servadr )); NET_Config( true ); // allow remote Netchan_OutOfBandPrint( NS_CLIENT, servadr, "info %i", PROTOCOL_VERSION ); dataoffset += 6; } } else MsgDev( D_ERROR, "bad connectionless packet from %s:\n%s\n", NET_AdrToString( from ), args ); }