Beispiel #1
0
static void NET_SV_Packet(net_packet_t *packet, net_addr_t *addr)
{
    net_client_t *client;
    unsigned int packet_type;

    // Response from master server?

    if (addr != NULL && addr == master_server)
    {
        NET_Query_MasterResponse(packet);
        return;
    }

    // Find which client this packet came from

    client = NET_SV_FindClient(addr);

    // Read the packet type

    if (!NET_ReadInt16(packet, &packet_type))
    {
        // no packet type

        return;
    }

    if (packet_type == NET_PACKET_TYPE_SYN)
    {
        NET_SV_ParseSYN(packet, client, addr);
    }
    else if (packet_type == NET_PACKET_TYPE_QUERY)
    {
        NET_SV_SendQueryResponse(addr);
    }
    else if (client == NULL)
    {
        // Must come from a valid client; ignore otherwise
    }
    else if (NET_Conn_Packet(&client->connection, packet, &packet_type))
    {
        // Packet was eaten by the common connection code
    }
    else
    { 
        //printf("SV: %s: %i\n", NET_AddrToString(addr), packet_type);

        switch (packet_type)
        {
            case NET_PACKET_TYPE_GAMESTART:
                NET_SV_ParseGameStart(packet, client);
                break;
            case NET_PACKET_TYPE_GAMEDATA:
                NET_SV_ParseGameData(packet, client);
                break;
            case NET_PACKET_TYPE_GAMEDATA_ACK:
                NET_SV_ParseGameDataACK(packet, client);
                break;
            case NET_PACKET_TYPE_GAMEDATA_RESEND:
                NET_SV_ParseResendRequest(packet, client);
                break;
            default:
                // unknown packet type

                break;
        }
    }

    // If this address is not in the list of clients, be sure to
    // free it back.

    if (NET_SV_FindClient(addr) == NULL)
    {
        NET_FreeAddress(addr);
    }
}
static void NET_SV_Packet(net_packet_t *packet, net_addr_t *addr)
{
    net_client_t *client;
    unsigned int packet_type;

    // Response from master server?

    if (addr != NULL && addr == master_server)
    {
        NET_SV_MasterPacket(packet);
        return;
    }

    // Find which client this packet came from

    client = NET_SV_FindClient(addr);

    // Read the packet type

    if (!NET_ReadInt16(packet, &packet_type))
    {
        // no packet type

        return;
    }

    NET_Log("server: packet from %s; type %d", NET_AddrToString(addr),
            packet_type & ~NET_RELIABLE_PACKET);
    NET_LogPacket(packet);

    if (packet_type == NET_PACKET_TYPE_SYN)
    {
        NET_SV_ParseSYN(packet, client, addr);
    }
    else if (packet_type == NET_PACKET_TYPE_QUERY)
    {
        NET_SV_SendQueryResponse(addr);
    }
    else if (client == NULL)
    {
        // Must come from a valid client; ignore otherwise
    }
    else if (NET_Conn_Packet(&client->connection, packet, &packet_type))
    {
        // Packet was eaten by the common connection code
    }
    else
    {
        //printf("SV: %s: %i\n", NET_AddrToString(addr), packet_type);

        switch (packet_type)
        {
            case NET_PACKET_TYPE_GAMESTART:
                NET_SV_ParseGameStart(packet, client);
                break;
            case NET_PACKET_TYPE_LAUNCH:
                NET_SV_ParseLaunch(packet, client);
                break;
            case NET_PACKET_TYPE_GAMEDATA:
                NET_SV_ParseGameData(packet, client);
                break;
            case NET_PACKET_TYPE_GAMEDATA_ACK:
                NET_SV_ParseGameDataACK(packet, client);
                break;
            case NET_PACKET_TYPE_GAMEDATA_RESEND:
                NET_SV_ParseResendRequest(packet, client);
                break;
            default:
                // unknown packet type

                break;
        }
    }
}