/* * CL_ParseServerData */ static void CL_ParseServerData( msg_t *msg ) { const char *str, *gamedir; int i, sv_bitflags, numpure; int http_portnum; Com_DPrintf( "Serverdata packet received.\n" ); // wipe the client_state_t struct CL_ClearState(); CL_SetClientState( CA_CONNECTED ); // parse protocol version number i = MSG_ReadLong( msg ); if( i != APP_PROTOCOL_VERSION ) Com_Error( ERR_DROP, "Server returned version %i, not %i", i, APP_PROTOCOL_VERSION ); cl.servercount = MSG_ReadLong( msg ); cl.snapFrameTime = (unsigned int)MSG_ReadShort( msg ); // set extrapolation time to half snapshot time Cvar_ForceSet( "cl_extrapolationTime", va( "%i", (unsigned int)( cl.snapFrameTime * 0.5 ) ) ); cl_extrapolationTime->modified = qfalse; // base game directory str = MSG_ReadString( msg ); if( !str || !str[0] ) Com_Error( ERR_DROP, "Server sent an empty base game directory" ); if( !COM_ValidateRelativeFilename( str ) || strchr( str, '/' ) ) Com_Error( ERR_DROP, "Server sent an invalid base game directory: %s", str ); if( strcmp( FS_BaseGameDirectory(), str ) ) { Com_Error( ERR_DROP, "Server has different base game directory (%s) than the client (%s)", str, FS_BaseGameDirectory() ); } // game directory str = MSG_ReadString( msg ); if( !str || !str[0] ) Com_Error( ERR_DROP, "Server sent an empty game directory" ); if( !COM_ValidateRelativeFilename( str ) || strchr( str, '/' ) ) Com_Error( ERR_DROP, "Server sent an invalid game directory: %s", str ); gamedir = FS_GameDirectory(); if( strcmp( str, gamedir ) ) { // shutdown the cgame module first in case it is running for whatever reason // (happens on wswtv in lobby), otherwise precaches that are going to follow // will probably f**k up (like models trying to load before the world model) CL_GameModule_Shutdown(); if( !FS_SetGameDirectory( str, qtrue ) ) Com_Error( ERR_DROP, "Failed to load game directory set by server: %s", str ); ML_Restart( qtrue ); } // parse player entity number cl.playernum = MSG_ReadShort( msg ); // get the full level name Q_strncpyz( cl.servermessage, MSG_ReadString( msg ), sizeof( cl.servermessage ) ); sv_bitflags = MSG_ReadByte( msg ); if( cls.demo.playing ) { cls.reliable = ( sv_bitflags & SV_BITFLAGS_RELIABLE ); } else { if( cls.reliable != ( ( sv_bitflags & SV_BITFLAGS_RELIABLE ) != 0 ) ) Com_Error( ERR_DROP, "Server and client disagree about connection reliability" ); } // builting HTTP server port if( cls.httpbaseurl ) { Mem_Free( cls.httpbaseurl ); cls.httpbaseurl = NULL; } if( ( sv_bitflags & SV_BITFLAGS_HTTP ) != 0 ) { if( ( sv_bitflags & SV_BITFLAGS_HTTP_BASEURL ) != 0 ) { // read base upstream url cls.httpbaseurl = ZoneCopyString( MSG_ReadString( msg ) ); } else { http_portnum = MSG_ReadShort( msg ) & 0xffff; cls.httpaddress = cls.serveraddress; if( cls.httpaddress.type == NA_IP6 ) { cls.httpaddress.address.ipv6.port = BigShort( http_portnum ); } else { cls.httpaddress.address.ipv4.port = BigShort( http_portnum ); } if( http_portnum ) { if( cls.httpaddress.type == NA_LOOPBACK ) { cls.httpbaseurl = ZoneCopyString( va( "http://localhost:%hu/", http_portnum ) ); } else { cls.httpbaseurl = ZoneCopyString( va( "http://%s/", NET_AddressToString( &cls.httpaddress ) ) ); } } } } // pure list // clean old, if necessary Com_FreePureList( &cls.purelist ); // add new numpure = MSG_ReadShort( msg ); while( numpure > 0 ) { const char *pakname = MSG_ReadString( msg ); const unsigned checksum = MSG_ReadLong( msg ); Com_AddPakToPureList( &cls.purelist, pakname, checksum, NULL ); numpure--; } //assert( numpure == 0 ); // get the configstrings request CL_AddReliableCommand( va( "configstrings %i 0", cl.servercount ) ); cls.sv_pure = ( sv_bitflags & SV_BITFLAGS_PURE ) != 0; cls.sv_tv = ( sv_bitflags & SV_BITFLAGS_TVSERVER ) != 0; #ifdef PURE_CHEAT cls.sv_pure = qfalse; #endif // separate the printfs so the server message can have a color Com_Printf( S_COLOR_WHITE "\n" "=====================================\n" ); Com_Printf( S_COLOR_WHITE "%s\n\n", cl.servermessage ); }
/* * CL_GameModule_Init */ void CL_GameModule_Init( void ) { int apiversion; unsigned int start; cgame_import_t import; void *( *builtinAPIfunc )(void *) = NULL; #ifdef CGAME_HARD_LINKED builtinAPIfunc = GetCGameAPI; #endif // stop all playing sounds CL_SoundModule_StopAllSounds( true, true ); CL_GameModule_Shutdown(); // disable reading of client game module chat cvars Cvar_ForceSet( "con_chatCGame", "0" ); cl_gamemodulepool = _Mem_AllocPool( NULL, "Client Game Progs", MEMPOOL_CLIENTGAME, __FILE__, __LINE__ ); import.Error = CL_GameModule_Error; import.Print = CL_GameModule_Print; import.PrintToLog = CL_GameModule_PrintToLog; import.Dynvar_Create = Dynvar_Create; import.Dynvar_Destroy = Dynvar_Destroy; import.Dynvar_Lookup = Dynvar_Lookup; import.Dynvar_GetName = Dynvar_GetName; import.Dynvar_GetValue = Dynvar_GetValue; import.Dynvar_SetValue = Dynvar_SetValue; import.Dynvar_AddListener = Dynvar_AddListener; import.Dynvar_RemoveListener = Dynvar_RemoveListener; import.Cvar_Get = Cvar_Get; import.Cvar_Set = Cvar_Set; import.Cvar_SetValue = Cvar_SetValue; import.Cvar_ForceSet = Cvar_ForceSet; import.Cvar_String = Cvar_String; import.Cvar_Value = Cvar_Value; import.Cmd_TokenizeString = Cmd_TokenizeString; import.Cmd_Argc = Cmd_Argc; import.Cmd_Argv = Cmd_Argv; import.Cmd_Args = Cmd_Args; import.Cmd_AddCommand = Cmd_AddCommand; import.Cmd_RemoveCommand = Cmd_RemoveCommand; import.Cmd_ExecuteText = Cbuf_ExecuteText; import.Cmd_Execute = Cbuf_Execute; import.Cmd_SetCompletionFunc = Cmd_SetCompletionFunc; import.FS_FOpenFile = FS_FOpenFile; import.FS_Read = FS_Read; import.FS_Write = FS_Write; import.FS_Print = FS_Print; import.FS_Tell = FS_Tell; import.FS_Seek = FS_Seek; import.FS_Eof = FS_Eof; import.FS_Flush = FS_Flush; import.FS_FCloseFile = FS_FCloseFile; import.FS_RemoveFile = FS_RemoveFile; import.FS_GetFileList = FS_GetFileList; import.FS_FirstExtension = FS_FirstExtension; import.FS_IsPureFile = FS_IsPureFile; import.FS_MoveFile = FS_MoveFile; import.FS_IsUrl = FS_IsUrl; import.FS_FileMTime = FS_BaseFileMTime; import.FS_RemoveDirectory = FS_RemoveDirectory; import.Key_GetBindingBuf = Key_GetBindingBuf; import.Key_KeynumToString = Key_KeynumToString; import.GetConfigString = CL_GameModule_GetConfigString; import.Milliseconds = Sys_Milliseconds; import.DownloadRequest = CL_DownloadRequest; import.NET_GetUserCmd = CL_GameModule_NET_GetUserCmd; import.NET_GetCurrentUserCmdNum = CL_GameModule_NET_GetCurrentUserCmdNum; import.NET_GetCurrentState = CL_GameModule_NET_GetCurrentState; import.RefreshMouseAngles = CL_GameModule_RefreshMouseAngles; import.R_UpdateScreen = SCR_UpdateScreen; import.R_GetClippedFragments = re.GetClippedFragments; import.R_ClearScene = re.ClearScene; import.R_AddEntityToScene = re.AddEntityToScene; import.R_AddLightToScene = re.AddLightToScene; import.R_AddPolyToScene = re.AddPolyToScene; import.R_AddLightStyleToScene = re.AddLightStyleToScene; import.R_RenderScene = re.RenderScene; import.R_SpeedsMessage = re.SpeedsMessage; import.R_RegisterWorldModel = CL_GameModule_R_RegisterWorldModel; import.R_ModelBounds = re.ModelBounds; import.R_ModelFrameBounds = re.ModelFrameBounds; import.R_RegisterModel = re.RegisterModel; import.R_RegisterPic = re.RegisterPic; import.R_RegisterRawPic = re.RegisterRawPic; import.R_RegisterLevelshot = re.RegisterLevelshot; import.R_RegisterSkin = re.RegisterSkin; import.R_RegisterSkinFile = re.RegisterSkinFile; import.R_LerpTag = re.LerpTag; import.R_LightForOrigin = re.LightForOrigin; import.R_SetCustomColor = re.SetCustomColor; import.R_DrawStretchPic = re.DrawStretchPic; import.R_DrawStretchPoly = re.DrawStretchPoly; import.R_DrawRotatedStretchPic = re.DrawRotatedStretchPic; import.R_Scissor = re.Scissor; import.R_GetScissor = re.GetScissor; import.R_ResetScissor = re.ResetScissor; import.R_GetShaderDimensions = re.GetShaderDimensions; import.R_TransformVectorToScreen = re.TransformVectorToScreen; import.R_SkeletalGetNumBones = re.SkeletalGetNumBones; import.R_SkeletalGetBoneInfo = re.SkeletalGetBoneInfo; import.R_SkeletalGetBonePose = re.SkeletalGetBonePose; import.R_GetShaderForOrigin = re.GetShaderForOrigin; import.R_GetShaderCinematic = re.GetShaderCinematic; import.VID_FlashWindow = VID_FlashWindow; import.CM_NumInlineModels = CL_GameModule_CM_NumInlineModels; import.CM_InlineModel = CL_GameModule_CM_InlineModel; import.CM_TransformedBoxTrace = CL_GameModule_CM_TransformedBoxTrace; import.CM_RoundUpToHullSize = CL_GameModule_CM_RoundUpToHullSize; import.CM_TransformedPointContents = CL_GameModule_CM_TransformedPointContents; import.CM_ModelForBBox = CL_GameModule_CM_ModelForBBox; import.CM_OctagonModelForBBox = CL_GameModule_CM_OctagonModelForBBox; import.CM_InlineModelBounds = CL_GameModule_CM_InlineModelBounds; import.CM_InPVS = CL_GameModule_CM_InPVS; import.S_RegisterSound = CL_SoundModule_RegisterSound; import.S_StartFixedSound = CL_SoundModule_StartFixedSound; import.S_StartRelativeSound = CL_SoundModule_StartRelativeSound; import.S_StartGlobalSound = CL_SoundModule_StartGlobalSound; import.S_Update = CL_GameModule_SoundUpdate; import.S_AddLoopSound = CL_SoundModule_AddLoopSound; import.S_StartBackgroundTrack = CL_SoundModule_StartBackgroundTrack; import.S_StopBackgroundTrack = CL_SoundModule_StopBackgroundTrack; import.S_RawSamples = CL_GameModule_S_RawSamples; import.S_PositionedRawSamples = CL_SoundModule_PositionedRawSamples; import.S_GetRawSamplesLength = CL_SoundModule_GetRawSamplesLength; import.S_GetPositionedRawSamplesLength = CL_SoundModule_GetPositionedRawSamplesLength; import.S_SetEntitySpatilization = CL_SoundModule_SetEntitySpatilization; import.SCR_RegisterFont = SCR_RegisterFont; import.SCR_RegisterSpecialFont = SCR_RegisterSpecialFont; import.SCR_DrawString = SCR_DrawString; import.SCR_DrawStringWidth = SCR_DrawStringWidth; import.SCR_DrawClampString = SCR_DrawClampString; import.SCR_DrawMultilineString = SCR_DrawMultilineString; import.SCR_DrawRawChar = SCR_DrawRawChar; import.SCR_DrawClampChar = SCR_DrawClampChar; import.SCR_FontSize = SCR_FontSize; import.SCR_FontHeight = SCR_FontHeight; import.SCR_FontUnderline = SCR_FontUnderline; import.SCR_FontAdvance = SCR_FontAdvance; import.SCR_FontXHeight = SCR_FontXHeight; import.SCR_SetDrawCharIntercept = SCR_SetDrawCharIntercept; import.SCR_strWidth = SCR_strWidth; import.SCR_StrlenForWidth = SCR_StrlenForWidth; import.AsyncStream_UrlEncode = AsyncStream_UrlEncode; import.AsyncStream_UrlDecode = AsyncStream_UrlDecode; import.AsyncStream_PerformRequest = CL_GameModule_AsyncStream_PerformRequest; import.GetBaseServerURL = CL_GetBaseServerURL; import.Mem_Alloc = CL_GameModule_MemAlloc; import.Mem_Free = CL_GameModule_MemFree; import.L10n_LoadLangPOFile = &CL_GameModule_L10n_LoadLangPOFile; import.L10n_TranslateString = &CL_GameModule_L10n_TranslateString; import.L10n_ClearDomain = &CL_GameModule_L10n_ClearDomain; import.CIN_AddRawSamplesListener = &CL_GameModule_AddRawSamplesListener; import.IN_GetThumbsticks = IN_GetThumbsticks; import.IN_IME_GetCandidates = IN_IME_GetCandidates; import.IN_SupportedDevices = IN_SupportedDevices; if( builtinAPIfunc ) { cge = builtinAPIfunc( &import ); } else { cge = (cgame_export_t *)Com_LoadGameLibrary( "cgame", "GetCGameAPI", &module_handle, &import, cls.sv_pure, NULL ); } if( !cge ) Com_Error( ERR_DROP, "Failed to load client game DLL" ); AC_LoadLibrary( (void *) &import, (void *) cge, ANTICHEAT_CLIENT ); // impulZ: Refire AC Init apiversion = cge->API(); if( apiversion != CGAME_API_VERSION ) { Com_UnloadGameLibrary( &module_handle ); Mem_FreePool( &cl_gamemodulepool ); cge = NULL; Com_Error( ERR_DROP, "Client game is version %i, not %i", apiversion, CGAME_API_VERSION ); } CL_GameModule_AsyncStream_Init(); start = Sys_Milliseconds(); cge->Init( cls.servername, cl.playernum, viddef.width, viddef.height, VID_GetPixelRatio(), cls.demo.playing, cls.demo.playing ? cls.demo.filename : "", cls.sv_pure, cl.snapFrameTime, APP_PROTOCOL_VERSION, APP_DEMO_EXTENSION_STR, cls.mediaRandomSeed, cl.gamestart ); Com_DPrintf( "CL_GameModule_Init: %.2f seconds\n", (float)( Sys_Milliseconds() - start ) * 0.001f ); cl.gamestart = false; cls.cgameActive = true; }
/* * CL_GameModule_Init */ void CL_GameModule_Init( void ) { int apiversion, oldState; unsigned int start; cgame_import_t import; void *( *builtinAPIfunc )(void *) = NULL; #ifdef CGAME_HARD_LINKED builtinAPIfunc = GetCGameAPI; #endif // stop all playing sounds CL_SoundModule_StopAllSounds(); CL_GameModule_Shutdown(); // disable reading of client game module chat cvars Cvar_ForceSet( "con_chatCGame", "0" ); cl_gamemodulepool = _Mem_AllocPool( NULL, "Client Game Progs", MEMPOOL_CLIENTGAME, __FILE__, __LINE__ ); import.Error = CL_GameModule_Error; import.Print = CL_GameModule_Print; import.PrintToLog = CL_GameModule_PrintToLog; import.Dynvar_Create = Dynvar_Create; import.Dynvar_Destroy = Dynvar_Destroy; import.Dynvar_Lookup = Dynvar_Lookup; import.Dynvar_GetName = Dynvar_GetName; import.Dynvar_GetValue = Dynvar_GetValue; import.Dynvar_SetValue = Dynvar_SetValue; import.Dynvar_AddListener = Dynvar_AddListener; import.Dynvar_RemoveListener = Dynvar_RemoveListener; import.Cvar_Get = Cvar_Get; import.Cvar_Set = Cvar_Set; import.Cvar_SetValue = Cvar_SetValue; import.Cvar_ForceSet = Cvar_ForceSet; import.Cvar_String = Cvar_String; import.Cvar_Value = Cvar_Value; import.Cmd_TokenizeString = Cmd_TokenizeString; import.Cmd_Argc = Cmd_Argc; import.Cmd_Argv = Cmd_Argv; import.Cmd_Args = Cmd_Args; import.Cmd_AddCommand = Cmd_AddCommand; import.Cmd_RemoveCommand = Cmd_RemoveCommand; import.Cmd_ExecuteText = Cbuf_ExecuteText; import.Cmd_Execute = Cbuf_Execute; import.Cmd_SetCompletionFunc = Cmd_SetCompletionFunc; import.FS_FOpenFile = FS_FOpenFile; import.FS_Read = FS_Read; import.FS_Write = FS_Write; import.FS_Print = FS_Print; import.FS_Tell = FS_Tell; import.FS_Seek = FS_Seek; import.FS_Eof = FS_Eof; import.FS_Flush = FS_Flush; import.FS_FCloseFile = FS_FCloseFile; import.FS_RemoveFile = FS_RemoveFile; import.FS_GetFileList = FS_GetFileList; import.FS_FirstExtension = FS_FirstExtension; import.FS_IsPureFile = FS_IsPureFile; import.FS_MoveFile = FS_MoveFile; import.FS_IsUrl = FS_IsUrl; import.FS_FileMTime = FS_BaseFileMTime; import.FS_RemoveDirectory = FS_RemoveDirectory; import.Key_GetBindingBuf = Key_GetBindingBuf; import.Key_KeynumToString = Key_KeynumToString; import.GetConfigString = CL_GameModule_GetConfigString; import.Milliseconds = Sys_Milliseconds; import.DownloadRequest = CL_DownloadRequest; import.Hash_BlockChecksum = Com_MD5Digest32; import.Hash_SuperFastHash = Com_SuperFastHash; import.NET_GetUserCmd = CL_GameModule_NET_GetUserCmd; import.NET_GetCurrentUserCmdNum = CL_GameModule_NET_GetCurrentUserCmdNum; import.NET_GetCurrentState = CL_GameModule_NET_GetCurrentState; import.RefreshMouseAngles = CL_GameModule_RefreshMouseAngles; import.R_UpdateScreen = SCR_UpdateScreen; import.R_GetClippedFragments = R_GetClippedFragments; import.R_ClearScene = R_ClearScene; import.R_AddEntityToScene = R_AddEntityToScene; import.R_AddLightToScene = R_AddLightToScene; import.R_AddPolyToScene = R_AddPolyToScene; import.R_AddLightStyleToScene = R_AddLightStyleToScene; import.R_RenderScene = R_RenderScene; import.R_SpeedsMessage = R_SpeedsMessage; import.R_RegisterWorldModel = CL_GameModule_R_RegisterWorldModel; import.R_ModelBounds = R_ModelBounds; import.R_ModelFrameBounds = R_ModelFrameBounds; import.R_RegisterModel = R_RegisterModel; import.R_RegisterPic = R_RegisterPic; import.R_RegisterRawPic = R_RegisterRawPic; import.R_RegisterLevelshot = R_RegisterLevelshot; import.R_RegisterSkin = R_RegisterSkin; import.R_RegisterSkinFile = R_RegisterSkinFile; import.R_LerpTag = R_LerpTag; import.R_LightForOrigin = R_LightForOrigin; import.R_SetCustomColor = R_SetCustomColor; import.R_DrawStretchPic = R_DrawStretchPic; import.R_DrawStretchPoly = R_DrawStretchPoly; import.R_DrawRotatedStretchPic = R_DrawRotatedStretchPic; import.R_SetScissorRegion = R_SetScissorRegion; import.R_GetShaderDimensions = R_GetShaderDimensions; import.R_TransformVectorToScreen = R_TransformVectorToScreen; import.R_SkeletalGetNumBones = R_SkeletalGetNumBones; import.R_SkeletalGetBoneInfo = R_SkeletalGetBoneInfo; import.R_SkeletalGetBonePose = R_SkeletalGetBonePose; import.VID_FlashWindow = VID_FlashWindow; import.CM_NumInlineModels = CL_GameModule_CM_NumInlineModels; import.CM_InlineModel = CL_GameModule_CM_InlineModel; import.CM_TransformedBoxTrace = CL_GameModule_CM_TransformedBoxTrace; import.CM_RoundUpToHullSize = CL_GameModule_CM_RoundUpToHullSize; import.CM_TransformedPointContents = CL_GameModule_CM_TransformedPointContents; import.CM_ModelForBBox = CL_GameModule_CM_ModelForBBox; import.CM_OctagonModelForBBox = CL_GameModule_CM_OctagonModelForBBox; import.CM_InlineModelBounds = CL_GameModule_CM_InlineModelBounds; import.S_RegisterSound = CL_SoundModule_RegisterSound; import.S_StartFixedSound = CL_SoundModule_StartFixedSound; import.S_StartRelativeSound = CL_SoundModule_StartRelativeSound; import.S_StartGlobalSound = CL_SoundModule_StartGlobalSound; import.S_Update = CL_GameModule_SoundUpdate; import.S_AddLoopSound = CL_SoundModule_AddLoopSound; import.S_StartBackgroundTrack = CL_SoundModule_StartBackgroundTrack; import.S_StopBackgroundTrack = CL_SoundModule_StopBackgroundTrack; import.SCR_RegisterFont = SCR_RegisterFont; import.SCR_DrawString = SCR_DrawString; import.SCR_DrawStringWidth = SCR_DrawStringWidth; import.SCR_DrawClampString = SCR_DrawClampString; import.SCR_strHeight = SCR_strHeight; import.SCR_strWidth = SCR_strWidth; import.SCR_StrlenForWidth = SCR_StrlenForWidth; import.Mem_Alloc = CL_GameModule_MemAlloc; import.Mem_Free = CL_GameModule_MemFree; cge = (cgame_export_t *)Com_LoadGameLibrary( "cgame", "GetCGameAPI", &module_handle, &import, builtinAPIfunc, cls.sv_pure, NULL ); if( !cge ) Com_Error( ERR_DROP, "Failed to load client game DLL" ); AC_LoadLibrary( (void *) &import, (void *) cge, ANTICHEAT_CLIENT ); // impulZ: Refire AC Init apiversion = cge->API(); if( apiversion != CGAME_API_VERSION ) { Com_UnloadGameLibrary( &module_handle ); Mem_FreePool( &cl_gamemodulepool ); cge = NULL; Com_Error( ERR_DROP, "Client game is version %i, not %i", apiversion, CGAME_API_VERSION ); } oldState = cls.state; cls.state = CA_LOADING; start = Sys_Milliseconds(); cge->Init( cl.playernum, viddef.width, viddef.height, cls.demo.playing, cls.sv_pure, cl.snapFrameTime, APP_PROTOCOL_VERSION, cls.mediaRandomSeed ); Com_DPrintf( "CL_GameModule_Init: %.2f seconds\n", (float)( Sys_Milliseconds() - start ) * 0.001f ); cls.state = oldState; cls.cgameActive = qtrue; // check memory integrity Mem_CheckSentinelsGlobal(); Sys_SendKeyEvents(); // pump message loop }