Beispiel #1
0
/*
==================
SV_RunClients
==================
*/
void SV_RunClients (void)
{
	int				i;

	for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
	{
		if (!host_client->active)
			continue;

		sv_player = host_client->edict;

		if (!SV_ReadClientMessage ())
		{
			SV_DropClient (false);	// client misbehaved...
			continue;
		}

		if (!host_client->spawned)
		{
		// clear client movement until a new packet is received
			memset (&host_client->cmd, 0, sizeof(host_client->cmd));
			continue;
		}

// always pause in single player if in console or menus
		if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
			SV_ClientThink ();
	}
}
Beispiel #2
0
/*
==================
SV_RunBots
==================
*/
void SV_RunBots (void)
{
	int	i;
	
	for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
	{
		if (!host_client->edict->bot.isbot)
			continue;

		sv_player = host_client->edict;

		if (!sv.paused && (svs.maxclients > 1 || key_dest == key_game) )
			SV_ClientThink ();
	}
}
Beispiel #3
0
/*
==================
SV_UserMove

The message usually contains all the movement commands 
that were in the last three packets, so that the information
in dropped packets can be recovered.

On very fast clients, there may be multiple usercmd packed into
each of the backup packets.
==================
*/
static void SV_UserMove( client_t *cl, msg_t *msg ) {
	int			i, start;
	int			cmdNum;
	int			firstNum;
	int			cmdCount;
	usercmd_t	nullcmd;
	usercmd_t	cmds[MAX_PACKET_USERCMDS];
	usercmd_t	*cmd, *oldcmd;
	int			clientTime;
	int			serverId;

	cl->reliableAcknowledge = MSG_ReadLong( msg );
	serverId = MSG_ReadLong( msg );
	clientTime = MSG_ReadLong( msg );
	cl->deltaMessage = MSG_ReadLong( msg );

	// cmdNum is the command number of the most recent included usercmd
	cmdNum = MSG_ReadLong( msg );
	cmdCount = MSG_ReadByte( msg );

	if ( cmdCount < 1 ) {
		Com_Printf( "cmdCount < 1\n" );
		return;
	}

	if ( cmdCount > MAX_PACKET_USERCMDS ) {
		Com_Printf( "cmdCount > MAX_PACKET_USERCMDS\n" );
		return;
	}

	memset( &nullcmd, 0, sizeof(nullcmd) );
	oldcmd = &nullcmd;
	for ( i = 0 ; i < cmdCount ; i++ ) {
		cmd = &cmds[i];
		MSG_ReadDeltaUsercmd( msg, oldcmd, cmd );
		oldcmd = cmd;
	}

	// if this is a usercmd from a previous gamestate,
	// ignore it or retransmit the current gamestate
	if ( serverId != sv.serverId ) {
		// if we can tell that the client has dropped the last
		// gamestate we sent them, resend it
		if ( cl->netchan.incomingAcknowledged > cl->gamestateMessageNum ) {
			Com_DPrintf( "%s : dropped gamestate, resending\n", cl->name );
			SV_SendClientGameState( cl );
		}
		return;
	}

	// if this is the first usercmd we have received
	// this gamestate, put the client into the world
	if ( cl->state == CS_PRIMED ) {

		SV_ClientEnterWorld( cl, &cmds[0], eSavedGameJustLoaded );
		if ( sv_mapname->string[0]!='_' )
		{
			char savename[MAX_QPATH];
			if ( eSavedGameJustLoaded == eNO )
			{
				SG_WriteSavegame("auto",qtrue);
				Com_sprintf (savename, sizeof(savename), "auto_%s",sv_mapname->string);
				SG_WriteSavegame(savename,qtrue);//can't use va becuase it's nested
			}
			else if ( qbLoadTransition == qtrue )
			{
				Com_sprintf (savename, sizeof(savename), "hub/%s", sv_mapname->string );
				SG_WriteSavegame( savename, qfalse );//save a full one
				SG_WriteSavegame( "auto", qfalse );//need a copy for auto, too
			}
		}
		eSavedGameJustLoaded = eNO;
		// the moves can be processed normaly
	}

	if ( cl->state != CS_ACTIVE ) {
		cl->deltaMessage = -1;
		return;
	}


	// if there is a time gap from the last packet to this packet,
	// fill in with the first command in the packet

	// with a packetdup of 0, firstNum == cmdNum
	firstNum = cmdNum - ( cmdCount - 1 );
	if ( cl->cmdNum < firstNum - 1 ) {
		cl->droppedCommands = qtrue; 
		if ( sv_showloss->integer ) {
			Com_Printf("Lost %i usercmds from %s\n", firstNum - 1 - cl->cmdNum,
				cl->name);
		}
		if ( cl->cmdNum < firstNum - 6 ) {
			cl->cmdNum = firstNum - 6;		// don't generate too many
		}
		while ( cl->cmdNum < firstNum - 1 ) {
			cl->cmdNum++;
			SV_ClientThink( cl, &cmds[0] );
		}
	}
	// skip over any usercmd_t we have already executed
	start = cl->cmdNum - ( firstNum - 1 );
	for ( i =  start ; i < cmdCount ; i++ ) {
		SV_ClientThink (cl, &cmds[ i ]);
	}
	cl->cmdNum = cmdNum;

}
Beispiel #4
0
/*
====================
SV_GameSystemCalls

The module is making a system call
====================
*/
intptr_t SV_GameSystemCalls(intptr_t * args) {
	switch (args[0]) {
		case G_PRINT:
			Com_Printf("%s", (char *)VMA(1));
			return 0;
		case G_ERROR:
			Com_Error(ERR_DROP, "%s", (char *)VMA(1));
			return 0;
		case G_MILLISECONDS:
			return Sys_Milliseconds();
		case G_CVAR_REGISTER:
			Cvar_Register((vmCvar_t*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);
			return 0;
		case G_CVAR_UPDATE:
			Cvar_Update((vmCvar_t*)VMA(1));
			return 0;
		case G_CVAR_SET:
			Cvar_Set((const char *)VMA(1), (const char *)VMA(2));
			return 0;
		case G_CVAR_VARIABLE_INTEGER_VALUE:
			return Cvar_VariableIntegerValue((const char *)VMA(1));
		case G_CVAR_VARIABLE_STRING_BUFFER:
			Cvar_VariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case G_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			Cvar_LatchedVariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case G_ARGC:
			return Cmd_Argc();
		case G_ARGV:
			Cmd_ArgvBuffer(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SEND_CONSOLE_COMMAND:
			Cbuf_ExecuteText(args[1], (char *)VMA(2));
			return 0;
		case G_FS_FOPEN_FILE:
			return FS_FOpenFileByMode((char *)VMA(1), (fileHandle_t*)VMA(2), (fsMode_t)args[3]);
		case G_FS_READ:
			FS_Read2(VMA(1), args[2], args[3]);
			return 0;
		case G_FS_WRITE:
			return FS_Write(VMA(1), args[2], args[3]);
		case G_FS_RENAME:
			FS_Rename((char *)VMA(1), (char *)VMA(2));
			return 0;
		case G_FS_FCLOSE_FILE:
			FS_FCloseFile(args[1]);
			return 0;
		case G_FS_GETFILELIST:
			return FS_GetFileList((char *)VMA(1), (char *)VMA(2), (char*)VMA(3), args[4]);
		case G_LOCATE_GAME_DATA:
			SV_LocateGameData((sharedEntity_t*)VMA(1), args[2], args[3], (playerState_t*)VMA(4), args[5]);
			return 0;
		case G_DROP_CLIENT:
			SV_GameDropClient(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SEND_SERVER_COMMAND:
			SV_GameSendServerCommand(args[1], (char*)VMA(2));
			return 0;
		case G_LINKENTITY:
			SV_LinkEntity((sharedEntity_t*)VMA(1));
			return 0;
		case G_UNLINKENTITY:
			SV_UnlinkEntity((sharedEntity_t*)VMA(1));
			return 0;
		case G_ENTITIES_IN_BOX:
			return SV_AreaEntities((float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4]);
		case G_ENTITY_CONTACT:
			return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_AABB);
		case G_ENTITY_CONTACTCAPSULE:
			return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_CAPSULE);
		case G_TRACE:
			SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_AABB);
			return 0;
		case G_TRACECAPSULE:
			SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_CAPSULE);
			return 0;
		case G_POINT_CONTENTS:
			return SV_PointContents((float*)VMA(1), args[2]);
		case G_SET_BRUSH_MODEL:
			SV_SetBrushModel((sharedEntity_t*)VMA(1), (char*)VMA(2));
			return 0;
		case G_IN_PVS:
			return SV_inPVS((float*)VMA(1), (float*)VMA(2));
		case G_IN_PVS_IGNORE_PORTALS:
			return SV_inPVSIgnorePortals((float*)VMA(1), (float*)VMA(2));
		case G_SET_CONFIGSTRING:
			SV_SetConfigstring(args[1], (char*)VMA(2));
			return 0;
		case G_GET_CONFIGSTRING:
			SV_GetConfigstring(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SET_CONFIGSTRING_RESTRICTIONS:
			SV_SetConfigstringRestrictions( args[1], (clientList_t*)VMA(2) );
			return 0;
		case G_SET_USERINFO:
			SV_SetUserinfo(args[1], (char*)VMA(2));
			return 0;
		case G_GET_USERINFO:
			SV_GetUserinfo(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_GET_SERVERINFO:
			SV_GetServerinfo((char*)VMA(1), args[2]);
			return 0;
		case G_ADJUST_AREA_PORTAL_STATE:
			SV_AdjustAreaPortalState((sharedEntity_t*)VMA(1),(bool)args[2]);
			return 0;
		case G_AREAS_CONNECTED:
			return CM_AreasConnected(args[1], args[2]);
		case G_UPDATE_SHARED_CONFIG:
			SV_UpdateSharedConfig( args[1], (char*)VMA(2) );
			return 0;
		case G_BOT_ALLOCATE_CLIENT:
			return SV_BotAllocateClient(args[1]);
		case G_BOT_FREE_CLIENT:
			SV_BotFreeClient(args[1]);
			return 0;
		case G_GET_USERCMD:
			SV_GetUsercmd(args[1], (usercmd_t*)VMA(2));
			return 0;
		case G_GET_ENTITY_TOKEN: {
			const char     *s;

			s = COM_Parse(&sv.entityParsePoint);
			Q_strncpyz((char*)VMA(1), s, args[2]);
			if(!sv.entityParsePoint && !s[0]) {
				return false;
			} else {
				return true;
			}
		}
		case G_DEBUG_POLYGON_CREATE:
			return BotImport_DebugPolygonCreate(args[1], args[2], (vec3_t*)VMA(3));
		case G_DEBUG_POLYGON_DELETE:
			BotImport_DebugPolygonDelete(args[1]);
			return 0;
		case G_REAL_TIME:
			return Com_RealTime((qtime_t*)VMA(1));
		case G_SNAPVECTOR:
			Q_SnapVector((float*)VMA(1));
			return 0;
		case G_SEND_GAMESTAT:
			SV_MasterGameStat( (char*)VMA(1) );
			return 0;
		case G_ADDCOMMAND:
			Cmd_AddCommand( (char*)VMA(1), NULL, (char*)VMA(3) );
			return 0;
		case G_REMOVECOMMAND:
			Cmd_RemoveCommand( (char*)VMA(1) );
			return 0;
		case G_GETTAG:
			return SV_GetTag(args[1], args[2], (char*)VMA(3), (orientation_t*)VMA(4));
		case G_REGISTERTAG:
			return SV_LoadTag((char*)VMA(1));
		case G_REGISTERSOUND:
			return S_RegisterSound((char*)VMA(1), (bool)args[2]);
		case G_GET_SOUND_LENGTH:
			return S_GetSoundLength(args[1]);
		case G_PARSE_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( (char*)VMA(1) );
		case G_PARSE_LOAD_SOURCE:
			return Parse_LoadSourceHandle( (char*)VMA(1) );
		case G_PARSE_FREE_SOURCE:
			return Parse_FreeSourceHandle( args[1] );
		case G_PARSE_READ_TOKEN:
			return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );
		case G_PARSE_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );
		case BOTLIB_SETUP:
			return SV_BotLibSetup();
		case BOTLIB_SHUTDOWN:
			return SV_BotLibShutdown();
		case BOTLIB_LIBVAR_SET:
			return botlib_export->BotLibVarSet((char*)VMA(1), (char*)VMA(2));
		case BOTLIB_LIBVAR_GET:
			return botlib_export->BotLibVarGet((char*)VMA(1), (char*)VMA(2), args[3]);
		case BOTLIB_PC_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( (char*)VMA(1) );
		case BOTLIB_PC_LOAD_SOURCE:
			return Parse_LoadSourceHandle((char*)VMA(1));
		case BOTLIB_PC_FREE_SOURCE:
			return Parse_FreeSourceHandle(args[1]);
		case BOTLIB_PC_READ_TOKEN:
			return Parse_ReadTokenHandle(args[1], (pc_token_t*)VMA(2));
		case BOTLIB_PC_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine(args[1], (char*)VMA(2), (int*)VMA(3));
		case BOTLIB_PC_UNREAD_TOKEN:
			Parse_UnreadLastTokenHandle(args[1]);
			return 0;
		case BOTLIB_START_FRAME:
			return botlib_export->BotLibStartFrame(VMF(1));
		case BOTLIB_LOAD_MAP:
			return botlib_export->BotLibLoadMap((char*)VMA(1));
		case BOTLIB_UPDATENTITY:
			return botlib_export->BotLibUpdateEntity(args[1], (bot_entitystate_t*)VMA(2));
		case BOTLIB_TEST:
			return botlib_export->Test( args[1], (char*)VMA(2), (float*)VMA(3), (float*)VMA(4) );
		case BOTLIB_GET_SNAPSHOT_ENTITY:
			return SV_BotGetSnapshotEntity(args[1], args[2]);
		case BOTLIB_GET_CONSOLE_MESSAGE:
			return SV_BotGetConsoleMessage(args[1], (char*)VMA(2), args[3]);
		case BOTLIB_USER_COMMAND:
			SV_ClientThink(&svs.clients[args[1]], (usercmd_t*)VMA(2));
			return 0;
		case BOTLIB_AAS_ENTITY_INFO:
			botlib_export->aas.AAS_EntityInfo(args[1], (aas_entityinfo_s*)VMA(2));
			return 0;
		case BOTLIB_AAS_INITIALIZED:
			return botlib_export->aas.AAS_Initialized();
		case BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX:
			botlib_export->aas.AAS_PresenceTypeBoundingBox( args[1], (float*)VMA(2), (float*)VMA(3) );
			return 0;
		case BOTLIB_AAS_TIME:
			return FloatAsInt(botlib_export->aas.AAS_Time());
		case BOTLIB_AAS_SETCURRENTWORLD:
			botlib_export->aas.AAS_SetCurrentWorld(args[1]);
			return 0;
		case BOTLIB_AAS_POINT_AREA_NUM:
			return botlib_export->aas.AAS_PointAreaNum( (float*)VMA(1) );
		case BOTLIB_AAS_TRACE_AREAS:
			return botlib_export->aas.AAS_TraceAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), (vec3_t*)VMA(4), args[5] );
		case BOTLIB_AAS_BBOX_AREAS:
			return botlib_export->aas.AAS_BBoxAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4] );
		case BOTLIB_AAS_AREA_CENTER:
			botlib_export->aas.AAS_AreaCenter(args[1], (float*)VMA(2));
			return 0;
		case BOTLIB_AAS_AREA_WAYPOINT:
			return botlib_export->aas.AAS_AreaWaypoint(args[1], (float*)VMA(2));
		case BOTLIB_AAS_POINT_CONTENTS:
			return botlib_export->aas.AAS_PointContents((float*)VMA(1));
		case BOTLIB_AAS_NEXT_BSP_ENTITY:
			return botlib_export->aas.AAS_NextBSPEntity(args[1]);
		case BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_ValueForBSPEpairKey(args[1], (char*)VMA(2), (char*)VMA(3), args[4]);
		case BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_VectorForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3));
		case BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_FloatForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3));
		case BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_IntForBSPEpairKey(args[1], (char*)VMA(2), (int*)VMA(3));
		case BOTLIB_AAS_AREA_REACHABILITY:
			return botlib_export->aas.AAS_AreaReachability(args[1]);
		case BOTLIB_AAS_AREA_LADDER:
			return botlib_export->aas.AAS_AreaLadder(args[1]);
		case BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA:
			return botlib_export->aas.AAS_AreaTravelTimeToGoalArea(args[1], (float*)VMA(2), args[3], args[4]);
		case BOTLIB_AAS_SWIMMING:
			return botlib_export->aas.AAS_Swimming((float*)VMA(1));
		case BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT:
			return botlib_export->aas.AAS_PredictClientMovement((aas_clientmove_s*)VMA(1), args[2], (float*)VMA(3), args[4], args[5], (float*)VMA(6), (float*)VMA(7), args[8], args[9], VMF(10), args[11], args[12], args[13]);
		case BOTLIB_AAS_RT_SHOWROUTE:
			botlib_export->aas.AAS_RT_ShowRoute((float*)VMA(1), args[2], args[3]);
			return 0;
		case BOTLIB_AAS_NEARESTHIDEAREA:
			return botlib_export->aas.AAS_NearestHideArea(args[1], (float*)VMA(2), args[3], args[4], (float*)VMA(5), args[6], args[7], VMF(8), (float*)VMA(9));
		case BOTLIB_AAS_LISTAREASINRANGE:
			return botlib_export->aas.AAS_ListAreasInRange((float*)VMA(1), args[2], VMF(3), args[4], (vec3_t*)VMA(5), args[6]);
		case BOTLIB_AAS_AVOIDDANGERAREA:
			return botlib_export->aas.AAS_AvoidDangerArea((float*)VMA(1), args[2], (float*)VMA(3), args[4], VMF(5), args[6]);
		case BOTLIB_AAS_RETREAT:
			return botlib_export->aas.AAS_Retreat((int*)VMA(1), args[2], (float*)VMA(3), args[4], (float*)VMA(5), args[6], VMF(7), VMF(8), args[9]);
		case BOTLIB_AAS_ALTROUTEGOALS:
			return botlib_export->aas.AAS_AlternativeRouteGoals((float*)VMA(1), (float*)VMA(2), args[3], (aas_altroutegoal_t*)VMA(4), args[5], args[6]);
		case BOTLIB_AAS_SETAASBLOCKINGENTITY:
			botlib_export->aas.AAS_SetAASBlockingEntity((float*)VMA(1), (float*)VMA(2), args[3]);
			return 0;
		case BOTLIB_AAS_RECORDTEAMDEATHAREA:
			botlib_export->aas.AAS_RecordTeamDeathArea((float*)VMA(1), args[2], args[3], args[4], args[5]);
			return 0;
		case BOTLIB_EA_SAY:
			botlib_export->ea.EA_Say(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_SAY_TEAM:
			botlib_export->ea.EA_SayTeam(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_USE_ITEM:
			botlib_export->ea.EA_UseItem(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_DROP_ITEM:
			botlib_export->ea.EA_DropItem(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_USE_INV:
			botlib_export->ea.EA_UseInv(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_DROP_INV:
			botlib_export->ea.EA_DropInv(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_GESTURE:
			botlib_export->ea.EA_Gesture(args[1]);
			return 0;
		case BOTLIB_EA_COMMAND:
			botlib_export->ea.EA_Command(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_SELECT_WEAPON:
			botlib_export->ea.EA_SelectWeapon(args[1], args[2]);
			return 0;
		case BOTLIB_EA_TALK:
			botlib_export->ea.EA_Talk(args[1]);
			return 0;
		case BOTLIB_EA_ATTACK:
			botlib_export->ea.EA_Attack(args[1]);
			return 0;
		case BOTLIB_EA_RELOAD:
			botlib_export->ea.EA_Reload(args[1]);
			return 0;
		case BOTLIB_EA_USE:
			botlib_export->ea.EA_Use(args[1]);
			return 0;
		case BOTLIB_EA_RESPAWN:
			botlib_export->ea.EA_Respawn(args[1]);
			return 0;
		case BOTLIB_EA_JUMP:
			botlib_export->ea.EA_Jump(args[1]);
			return 0;
		case BOTLIB_EA_DELAYED_JUMP:
			botlib_export->ea.EA_DelayedJump(args[1]);
			return 0;
		case BOTLIB_EA_CROUCH:
			botlib_export->ea.EA_Crouch(args[1]);
			return 0;
		case BOTLIB_EA_WALK:
			botlib_export->ea.EA_Walk(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_UP:
			botlib_export->ea.EA_MoveUp(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_DOWN:
			botlib_export->ea.EA_MoveDown(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_FORWARD:
			botlib_export->ea.EA_MoveForward(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_BACK:
			botlib_export->ea.EA_MoveBack(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_LEFT:
			botlib_export->ea.EA_MoveLeft(args[1]);
			return 0;
		case BOTLIB_EA_MOVE_RIGHT:
			botlib_export->ea.EA_MoveRight(args[1]);
			return 0;
		case BOTLIB_EA_MOVE:
			botlib_export->ea.EA_Move(args[1], (float*)VMA(2), VMF(3));
			return 0;
		case BOTLIB_EA_VIEW:
			botlib_export->ea.EA_View(args[1], (float*)VMA(2));
			return 0;
		case BOTLIB_EA_PRONE:
			botlib_export->ea.EA_Prone(args[1]);
			return 0;
		case BOTLIB_EA_END_REGULAR:
			botlib_export->ea.EA_EndRegular(args[1], VMF(2));
			return 0;
		case BOTLIB_EA_GET_INPUT:
			botlib_export->ea.EA_GetInput(args[1], VMF(2), (bot_input_t*)VMA(3));
			return 0;
		case BOTLIB_EA_RESET_INPUT:
			botlib_export->ea.EA_ResetInput(args[1], (bot_input_t*)VMA(2));
			return 0;
		case BOTLIB_AI_LOAD_CHARACTER:
			return botlib_export->ai.BotLoadCharacter((char*)VMA(1), args[2]);
		case BOTLIB_AI_FREE_CHARACTER:
			botlib_export->ai.BotFreeCharacter(args[1]);
			return 0;
		case BOTLIB_AI_CHARACTERISTIC_FLOAT:
			return FloatAsInt(botlib_export->ai.Characteristic_Float(args[1], args[2]));
		case BOTLIB_AI_CHARACTERISTIC_BFLOAT:
			return FloatAsInt(botlib_export->ai.Characteristic_BFloat(args[1], args[2], VMF(3), VMF(4)));
		case BOTLIB_AI_CHARACTERISTIC_INTEGER:
			return botlib_export->ai.Characteristic_Integer(args[1], args[2]);
		case BOTLIB_AI_CHARACTERISTIC_BINTEGER:
			return botlib_export->ai.Characteristic_BInteger(args[1], args[2], args[3], args[4]);
		case BOTLIB_AI_CHARACTERISTIC_STRING:
			botlib_export->ai.Characteristic_String(args[1], args[2], (char*)VMA(3), args[4]);
			return 0;
		case BOTLIB_AI_ALLOC_CHAT_STATE:
			return botlib_export->ai.BotAllocChatState();
		case BOTLIB_AI_FREE_CHAT_STATE:
			botlib_export->ai.BotFreeChatState(args[1]);
			return 0;
		case BOTLIB_AI_QUEUE_CONSOLE_MESSAGE:
			botlib_export->ai.BotQueueConsoleMessage(args[1], args[2], (char*)VMA(3));
			return 0;
		case BOTLIB_AI_REMOVE_CONSOLE_MESSAGE:
			botlib_export->ai.BotRemoveConsoleMessage(args[1], args[2]);
			return 0;
		case BOTLIB_AI_NEXT_CONSOLE_MESSAGE:
			return botlib_export->ai.BotNextConsoleMessage(args[1], (bot_consolemessage_s*)VMA(2));
		case BOTLIB_AI_NUM_CONSOLE_MESSAGE:
			return botlib_export->ai.BotNumConsoleMessages(args[1]);
		case BOTLIB_AI_INITIAL_CHAT:
			botlib_export->ai.BotInitialChat(args[1], (char*)VMA(2), args[3], (char*)VMA(4), (char*)VMA(5), (char*)VMA(6), (char*)VMA(7), (char*)VMA(8), (char*)VMA(9), (char*)VMA(10), (char*)VMA(11));
			return 0;
		case BOTLIB_AI_NUM_INITIAL_CHATS:
			return botlib_export->ai.BotNumInitialChats(args[1], (char*)VMA(2));
		case BOTLIB_AI_REPLY_CHAT:
			return botlib_export->ai.BotReplyChat(args[1], (char*)VMA(2), args[3], args[4], (char*)VMA(5), (char*)VMA(6), (char*)VMA(7), (char*)VMA(8), (char*)VMA(9), (char*)VMA(10), (char*)VMA(11), (char*)VMA(12));
		case BOTLIB_AI_CHAT_LENGTH:
			return botlib_export->ai.BotChatLength(args[1]);
		case BOTLIB_AI_ENTER_CHAT:
			botlib_export->ai.BotEnterChat(args[1], args[2], args[3]);
			return 0;
		case BOTLIB_AI_GET_CHAT_MESSAGE:
			botlib_export->ai.BotGetChatMessage(args[1], (char*)VMA(2), args[3]);
			return 0;
		case BOTLIB_AI_STRING_CONTAINS:
			return botlib_export->ai.StringContains((char*)VMA(1), (char*)VMA(2), args[3]);
		case BOTLIB_AI_FIND_MATCH:
			return botlib_export->ai.BotFindMatch((char*)VMA(1), (bot_match_s*)VMA(2), args[3]);
		case BOTLIB_AI_MATCH_VARIABLE:
			botlib_export->ai.BotMatchVariable((bot_match_s*)VMA(1), args[2], (char*)VMA(3), args[4]);
			return 0;
		case BOTLIB_AI_UNIFY_WHITE_SPACES:
			botlib_export->ai.UnifyWhiteSpaces((char*)VMA(1));
			return 0;
		case BOTLIB_AI_REPLACE_SYNONYMS:
			botlib_export->ai.BotReplaceSynonyms((char*)VMA(1), args[2]);
			return 0;
		case BOTLIB_AI_LOAD_CHAT_FILE:
			return botlib_export->ai.BotLoadChatFile(args[1], (char*)VMA(2), (char*)VMA(3));
		case BOTLIB_AI_SET_CHAT_GENDER:
			botlib_export->ai.BotSetChatGender(args[1], args[2]);
			return 0;
		case BOTLIB_AI_SET_CHAT_NAME:
			botlib_export->ai.BotSetChatName(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_AI_RESET_GOAL_STATE:
			botlib_export->ai.BotResetGoalState(args[1]);
			return 0;
		case BOTLIB_AI_RESET_AVOID_GOALS:
			botlib_export->ai.BotResetAvoidGoals(args[1]);
			return 0;
		case BOTLIB_AI_REMOVE_FROM_AVOID_GOALS:
			botlib_export->ai.BotRemoveFromAvoidGoals(args[1], args[2]);
			return 0;
		case BOTLIB_AI_PUSH_GOAL:
			botlib_export->ai.BotPushGoal(args[1], (bot_goal_s*)VMA(2));
			return 0;
		case BOTLIB_AI_POP_GOAL:
			botlib_export->ai.BotPopGoal(args[1]);
			return 0;
		case BOTLIB_AI_EMPTY_GOAL_STACK:
			botlib_export->ai.BotEmptyGoalStack(args[1]);
			return 0;
		case BOTLIB_AI_DUMP_AVOID_GOALS:
			botlib_export->ai.BotDumpAvoidGoals(args[1]);
			return 0;
		case BOTLIB_AI_DUMP_GOAL_STACK:
			botlib_export->ai.BotDumpGoalStack(args[1]);
			return 0;
		case BOTLIB_AI_GOAL_NAME:
			botlib_export->ai.BotGoalName(args[1], (char*)VMA(2), args[3]);
			return 0;
		case BOTLIB_AI_GET_TOP_GOAL:
			return botlib_export->ai.BotGetTopGoal(args[1], (bot_goal_s*)VMA(2));
		case BOTLIB_AI_GET_SECOND_GOAL:
			return botlib_export->ai.BotGetSecondGoal(args[1], (bot_goal_s*)VMA(2));
		case BOTLIB_AI_CHOOSE_LTG_ITEM:
			return botlib_export->ai.BotChooseLTGItem(args[1], (float*)VMA(2), (int*)VMA(3), args[4]);
		case BOTLIB_AI_CHOOSE_NBG_ITEM:
			return botlib_export->ai.BotChooseNBGItem(args[1], (float*)VMA(2), (int*)VMA(3), args[4], (bot_goal_s*)VMA(5), VMF(6));
		case BOTLIB_AI_TOUCHING_GOAL:
			return botlib_export->ai.BotTouchingGoal((float*)VMA(1), (bot_goal_s*)VMA(2));
		case BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE:
			return botlib_export->ai.BotItemGoalInVisButNotVisible(args[1], (float*)VMA(2), (float*)VMA(3), (bot_goal_s*)VMA(4));
		case BOTLIB_AI_GET_LEVEL_ITEM_GOAL:
			return botlib_export->ai.BotGetLevelItemGoal(args[1], (char*)VMA(2), (bot_goal_s*)VMA(3));
		case BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL:
			return botlib_export->ai.BotGetNextCampSpotGoal(args[1], (bot_goal_s*)VMA(2));
		case BOTLIB_AI_GET_MAP_LOCATION_GOAL:
			return botlib_export->ai.BotGetMapLocationGoal((char*)VMA(1), (bot_goal_s*)VMA(2));
		case BOTLIB_AI_AVOID_GOAL_TIME:
			return FloatAsInt(botlib_export->ai.BotAvoidGoalTime(args[1], args[2]));
		case BOTLIB_AI_INIT_LEVEL_ITEMS:
			botlib_export->ai.BotInitLevelItems();
			return 0;
		case BOTLIB_AI_UPDATE_ENTITY_ITEMS:
			botlib_export->ai.BotUpdateEntityItems();
			return 0;
		case BOTLIB_AI_LOAD_ITEM_WEIGHTS:
			return botlib_export->ai.BotLoadItemWeights(args[1], (char*)VMA(2));
		case BOTLIB_AI_FREE_ITEM_WEIGHTS:
			botlib_export->ai.BotFreeItemWeights(args[1]);
			return 0;
		case BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC:
			botlib_export->ai.BotInterbreedGoalFuzzyLogic(args[1], args[2], args[3]);
			return 0;
		case BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC:
			botlib_export->ai.BotSaveGoalFuzzyLogic(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC:
			botlib_export->ai.BotMutateGoalFuzzyLogic(args[1], VMF(2));
			return 0;
		case BOTLIB_AI_ALLOC_GOAL_STATE:
			return botlib_export->ai.BotAllocGoalState(args[1]);
		case BOTLIB_AI_FREE_GOAL_STATE:
			botlib_export->ai.BotFreeGoalState(args[1]);
			return 0;
		case BOTLIB_AI_RESET_MOVE_STATE:
			botlib_export->ai.BotResetMoveState(args[1]);
			return 0;
		case BOTLIB_AI_MOVE_TO_GOAL:
			botlib_export->ai.BotMoveToGoal((bot_moveresult_s*)VMA(1), args[2], (bot_goal_s*)VMA(3), args[4]);
			return 0;
		case BOTLIB_AI_MOVE_IN_DIRECTION:
			return botlib_export->ai.BotMoveInDirection(args[1], (float*)VMA(2), VMF(3), args[4]);
		case BOTLIB_AI_RESET_AVOID_REACH:
			botlib_export->ai.BotResetAvoidReach(args[1]);
			return 0;
		case BOTLIB_AI_RESET_LAST_AVOID_REACH:
			botlib_export->ai.BotResetLastAvoidReach(args[1]);
			return 0;
		case BOTLIB_AI_REACHABILITY_AREA:
			return botlib_export->ai.BotReachabilityArea((float*)VMA(1), args[2]);
		case BOTLIB_AI_MOVEMENT_VIEW_TARGET:
			return botlib_export->ai.BotMovementViewTarget(args[1], (bot_goal_s*)VMA(2), args[3], VMF(4), (float*)VMA(5));
		case BOTLIB_AI_PREDICT_VISIBLE_POSITION:
			return botlib_export->ai.BotPredictVisiblePosition((float*)VMA(1), args[2], (bot_goal_s*)VMA(3), args[4], (vec_t*)VMA(5));
		case BOTLIB_AI_ALLOC_MOVE_STATE:
			return botlib_export->ai.BotAllocMoveState();
		case BOTLIB_AI_FREE_MOVE_STATE:
			botlib_export->ai.BotFreeMoveState(args[1]);
			return 0;
		case BOTLIB_AI_INIT_MOVE_STATE:
			botlib_export->ai.BotInitMoveState(args[1], (bot_initmove_s*)VMA(2));
			return 0;
		case BOTLIB_AI_INIT_AVOID_REACH:
			botlib_export->ai.BotInitAvoidReach(args[1]);
			return 0;
		case BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON:
			return botlib_export->ai.BotChooseBestFightWeapon(args[1], (int*)VMA(2));
		case BOTLIB_AI_GET_WEAPON_INFO:
			botlib_export->ai.BotGetWeaponInfo(args[1], args[2], (weaponinfo_s*)VMA(3));
			return 0;
		case BOTLIB_AI_LOAD_WEAPON_WEIGHTS:
			return botlib_export->ai.BotLoadWeaponWeights(args[1], (char*)VMA(2));
		case BOTLIB_AI_ALLOC_WEAPON_STATE:
			return botlib_export->ai.BotAllocWeaponState();
		case BOTLIB_AI_FREE_WEAPON_STATE:
			botlib_export->ai.BotFreeWeaponState(args[1]);
			return 0;
		case BOTLIB_AI_RESET_WEAPON_STATE:
			botlib_export->ai.BotResetWeaponState(args[1]);
			return 0;
		case BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION:
			return botlib_export->ai.GeneticParentsAndChildSelection(args[1], (float*)VMA(2), (int*)VMA(3), (int*)VMA(4), (int*)VMA(5));
		case G_ADD_PHYSICS_ENTITY:
#ifdef USE_PHYSICS
			CMod_PhysicsAddEntity((sharedEntity_t*)VMA(1));
#endif
			return 0;
		case G_ADD_PHYSICS_STATIC:
#ifdef USE_PHYSICS
			CMod_PhysicsAddStatic((sharedEntity_t*)VMA(1));
#endif
			return 0;
		case TRAP_MEMSET:
			memset(VMA(1), args[2], args[3]);
			return 0;
		case TRAP_MEMCPY:
			memcpy(VMA(1), VMA(2), args[3]);
			return 0;
		case TRAP_STRNCPY:
			return (intptr_t)strncpy( (char*)VMA( 1 ), (char*)VMA( 2 ), args[3] );
		case TRAP_SIN:
			return FloatAsInt(sin(VMF(1)));
		case TRAP_COS:
			return FloatAsInt(cos(VMF(1)));
		case TRAP_ATAN2:
			return FloatAsInt(atan2(VMF(1), VMF(2)));
		case TRAP_SQRT:
			return FloatAsInt(sqrt(VMF(1)));
		case TRAP_MATRIXMULTIPLY:
			AxisMultiply((vec3_t*)VMA(1), (vec3_t*)VMA(2), (vec3_t*)VMA(3));
			return 0;
		case TRAP_ANGLEVECTORS:
			AngleVectors((vec_t*)VMA(1), (vec_t*)VMA(2), (vec_t*)VMA(3), (vec_t*)VMA(4));
			return 0;
		case TRAP_PERPENDICULARVECTOR:
			PerpendicularVector((vec_t*)VMA(1), (vec_t*)VMA(2));
			return 0;
		case TRAP_FLOOR:
			return FloatAsInt(floor(VMF(1)));
		case TRAP_CEIL:
			return FloatAsInt(ceil(VMF(1)));
		case G_SENDMESSAGE:
			SV_SendBinaryMessage(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_MESSAGESTATUS:
			return SV_BinaryMessageStatus(args[1]);
#if defined(ET_MYSQL)
        case G_SQL_RUNQUERY:
                return OW_RunQuery( (char*)VMA(1) );
        case G_SQL_FINISHQUERY:
                OW_FinishQuery( args[1] );
                return 0;
        case G_SQL_NEXTROW:
                return OW_NextRow( args[1] );
        case G_SQL_ROWCOUNT:
                return OW_RowCount( args[1] );
        case G_SQL_GETFIELDBYID:
                OW_GetFieldByID( args[1], args[2], (char*)VMA(3), args[4]  );
                return 0;
        case G_SQL_GETFIELDBYNAME:
                OW_GetFieldByName( args[1], (char*)VMA(2), (char*)VMA(3), args[4] );
                return 0;
        case G_SQL_GETFIELDBYID_INT:
                return OW_GetFieldByID_int( args[1], args[2] );
        case G_SQL_GETFIELDBYNAME_INT:
                return OW_GetFieldByName_int( args[1], (char*)VMA(2) );
        case G_SQL_FIELDCOUNT:
                return OW_FieldCount( args[1] );
        case G_SQL_CLEANSTRING:
                OW_CleanString( (char*)VMA(1), (char*)VMA(2), args[3] );
                return 0;
#endif
		case G_RSA_GENMSG:
			return SV_RSAGenMsg( (char*)VMA(1), (char*)VMA(2), (char*)VMA(3) );
		default:
			Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] );
	}
	return -1;
}
Beispiel #5
0
/*
==================
SV_UserMove

The message usually contains all the movement commands
that were in the last three packets, so that the information
in dropped packets can be recovered.

On very fast clients, there may be multiple usercmd packed into
each of the backup packets.
==================
*/
static void SV_UserMove( client_t *cl, msg_t *msg, bool delta )
{
	int       i;
	int       cmdCount;
	usercmd_t nullcmd;
	usercmd_t cmds[ MAX_PACKET_USERCMDS ];
	usercmd_t *cmd, *oldcmd;

	if ( delta )
	{
		cl->deltaMessage = cl->messageAcknowledge;
	}
	else
	{
		cl->deltaMessage = -1;
	}

	cmdCount = MSG_ReadByte( msg );

	if ( cmdCount < 1 )
	{
		Log::Notice( "cmdCount < 1\n" );
		return;
	}

	if ( cmdCount > MAX_PACKET_USERCMDS )
	{
		Log::Notice( "cmdCount > MAX_PACKET_USERCMDS\n" );
		return;
	}

	memset( &nullcmd, 0, sizeof( nullcmd ) );
	oldcmd = &nullcmd;

	for ( i = 0; i < cmdCount; i++ )
	{
		cmd = &cmds[ i ];
		MSG_ReadDeltaUsercmd( msg, oldcmd, cmd );
//      MSG_ReadDeltaUsercmd( msg, oldcmd, cmd );
		oldcmd = cmd;
	}

	// save time for ping calculation
	cl->frames[ cl->messageAcknowledge & PACKET_MASK ].messageAcked = svs.time;

	// if this is the first usercmd we have received
	// this gamestate, put the client into the world
	if ( cl->state == clientState_t::CS_PRIMED )
	{
		SV_ClientEnterWorld( cl, &cmds[ 0 ] );
		// the moves can be processed normaly
	}

	if ( cl->state != clientState_t::CS_ACTIVE )
	{
		cl->deltaMessage = -1;
		return;
	}

	// usually, the first couple commands will be duplicates
	// of ones we have previously received, but the servertimes
	// in the commands will cause them to be immediately discarded
	for ( i = 0; i < cmdCount; i++ )
	{
		// if this is a cmd from before a map_restart ignore it
		if ( cmds[ i ].serverTime > cmds[ cmdCount - 1 ].serverTime )
		{
			continue;
		}

		// extremely lagged or cmd from before a map_restart
		if ( cmds[ i ].serverTime <= cl->lastUsercmd.serverTime )
		{
			continue;
		}

		SV_ClientThink( cl, &cmds[ i ] );
	}
}
Beispiel #6
0
/*
==================
SV_UserMove

The message usually contains all the movement commands 
that were in the last three packets, so that the information
in dropped packets can be recovered.

On very fast clients, there may be multiple usercmd packed into
each of the backup packets.
==================
*/
static void SV_UserMove( client_t *cl, msg_t *msg, qboolean delta ) {
	int			i, key;
	int			cmdCount;
	usercmd_t	nullcmd;
	usercmd_t	cmds[MAX_PACKET_USERCMDS];
	usercmd_t	*cmd, *oldcmd;

	if ( delta ) {
		cl->deltaMessage = cl->messageAcknowledge;
	} else {
		cl->deltaMessage = -1;
	}

	cmdCount = MSG_ReadByte( msg );

	if ( cmdCount < 1 ) {
		Com_Printf( "cmdCount < 1\n" );
		return;
	}

	if ( cmdCount > MAX_PACKET_USERCMDS ) {
		Com_Printf( "cmdCount > MAX_PACKET_USERCMDS\n" );
		return;
	}

	// use the checksum feed in the key
	key = sv.checksumFeed;
	// also use the message acknowledge
	key ^= cl->messageAcknowledge;
	// also use the last acknowledged server command in the key
	key ^= Com_HashKey(cl->reliableCommands[ cl->reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ], 32);

	Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
	oldcmd = &nullcmd;
	for ( i = 0 ; i < cmdCount ; i++ ) {
		cmd = &cmds[i];
		MSG_ReadDeltaUsercmdKey( msg, key, oldcmd, cmd );
		oldcmd = cmd;
	}

	// save time for ping calculation
	cl->frames[ cl->messageAcknowledge & PACKET_MASK ].messageAcked = svs.time;

	// if this is the first usercmd we have received
	// this gamestate, put the client into the world
	if ( cl->state == CS_PRIMED ) {
		SV_ClientEnterWorld( cl, &cmds[0] );
		// the moves can be processed normaly
	}
	//
	if (sv_pure->integer != 0 && cl->pureAuthentic == 0) {
		SV_DropClient( cl, "Cannot validate pure client!");
		return;
	}

	if ( cl->state != CS_ACTIVE ) {
		cl->deltaMessage = -1;
		return;
	}

	// usually, the first couple commands will be duplicates
	// of ones we have previously received, but the servertimes
	// in the commands will cause them to be immediately discarded
	for ( i =  0 ; i < cmdCount ; i++ ) {
		// if this is a cmd from before a map_restart ignore it
		if ( cmds[i].serverTime > cmds[cmdCount-1].serverTime ) {
			continue;
		}
		// extremely lagged or cmd from before a map_restart
		//if ( cmds[i].serverTime > svs.time + 3000 ) {
		//	continue;
		//}
		// don't execute if this is an old cmd which is already executed
		// these old cmds are included when cl_packetdup > 0
		if ( cmds[i].serverTime <= cl->lastUsercmd.serverTime ) {
			continue;
		}
		SV_ClientThink (cl, &cmds[ i ]);
	}
}
/*
==================
SV_UserMove

The message usually contains all the movement commands 
that were in the last three packets, so that the information
in dropped packets can be recovered.

On very fast clients, there may be multiple usercmd packed into
each of the backup packets.
==================
*/
static void SV_UserMove( client_t *cl, msg_t *msg, qboolean delta ) {
	int			i, key;
	int			cmdCount;
	usercmd_t	nullcmd;
	usercmd_t	cmds[MAX_PACKET_USERCMDS];
	usercmd_t	*cmd, *oldcmd;

	if ( delta ) {
		cl->deltaMessage = cl->messageAcknowledge;
	} else {
		cl->deltaMessage = -1;
	}

	cmdCount = MSG_ReadByte( msg );

	if ( cmdCount < 1 ) {
		Com_Printf( "cmdCount < 1\n" );
		return;
	}

	if ( cmdCount > MAX_PACKET_USERCMDS ) {
		Com_Printf( "cmdCount > MAX_PACKET_USERCMDS\n" );
		return;
	}

	// use the checksum feed in the key
	key = sv.checksumFeed;
	// also use the message acknowledge
	key ^= cl->messageAcknowledge;
	// also use the last acknowledged server command in the key
	key ^= Com_HashKey( SV_GetServerCommand( cl, cl->reliableAcknowledge ), 32);

	Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
	oldcmd = &nullcmd;
	for ( i = 0 ; i < cmdCount ; i++ ) {
		cmd = &cmds[i];
		MSG_ReadDeltaUsercmdKey( msg, key, oldcmd, cmd );
		oldcmd = cmd;
	}

	// save time for ping calculation
	cl->frames[ cl->messageAcknowledge & PACKET_MASK ].messageAcked = svs.time;

	// TTimo
	// catch the no-cp-yet situation before SV_ClientEnterWorld
	// if CS_ACTIVE, then it's time to trigger a new gamestate emission
	// if not, then we are getting remaining parasite usermove commands, which we should ignore
	if (sv_pure->integer != 0 && cl->pureAuthentic == 0 && !cl->gotCP) {
		if (cl->state == CS_ACTIVE)
		{
			// we didn't get a cp yet, don't assume anything and just send the gamestate all over again
			Com_DPrintf( "%s: didn't get cp command, resending gamestate\n", cl->name, cl->state );
			SV_SendClientGameState( cl );
		}
		return;
	}			
	
	// if this is the first usercmd we have received
	// this gamestate, put the client into the world
	if ( cl->state == CS_PRIMED ) {
		SV_ClientEnterWorld( cl, &cmds[0] );
		// the moves can be processed normaly
	}
	
	// a bad cp command was sent, drop the client
	if (sv_pure->integer != 0 && cl->pureAuthentic == 0) {		
		SV_DropClient( cl, "Cannot validate pure client!");
		return;
	}

	if ( cl->state != CS_ACTIVE ) {
		cl->deltaMessage = -1;
		return;
	}

	// usually, the first couple commands will be duplicates
	// of ones we have previously received, but the servertimes
	// in the commands will cause them to be immediately discarded
	for ( i =  0 ; i < cmdCount ; i++ ) {
		// if this is a cmd from before a map_restart ignore it
		if ( cmds[i].serverTime > cmds[cmdCount-1].serverTime ) {
			continue;
		}
		// extremely lagged or cmd from before a map_restart
		//if ( cmds[i].serverTime > svs.time + 3000 ) {
		//	continue;
		//}
		// don't execute if this is an old cmd which is already executed
		// these old cmds are included when cl_packetdup > 0
		if ( cmds[i].serverTime <= cl->lastUsercmd.serverTime ) {
			continue;
		}
		SV_ClientThink (cl, &cmds[ i ]);
	}
}
Beispiel #8
0
/*
===================
SV_ExecuteClientMessage

The current net_message is parsed for the given client
===================
*/
void SV_ExecuteClientMessage(client_t *cl){
	int	c;
	char	*s;

	usercmd_t	nullcmd;
	usercmd_t	oldest, oldcmd, newcmd;
	int	net_drop;
	int	stringCmdCount;
	int	checksum, calculatedChecksum;
	int	checksumIndex;
	qboolean	move_issued;
	int	lastframe;

	sv_client = cl;
	sv_player = sv_client->edict;

	// only allow one move command
	move_issued = false;
	stringCmdCount = 0;

	while(1){
		if(net_message.readcount > net_message.cursize){
			Com_Printf("SV_ReadClientMessage: badread\n");
			SV_DropClient(cl);
			return;
		}

		c = MSG_ReadByte(&net_message);
		if(c == -1)
			break;

		switch(c){
			default:
				Com_Printf("SV_ReadClientMessage: unknown command char\n");
				SV_DropClient(cl);
				return;

			case clc_nop:
				break;

			case clc_userinfo:
				strncpy(cl->userinfo, MSG_ReadString(&net_message), sizeof(cl->userinfo) - 1);
				SV_UserinfoChanged(cl);
				break;

			case clc_move:
				if(move_issued)
					return;		// someone is trying to cheat...

				move_issued = true;
				checksumIndex = net_message.readcount;
				checksum = MSG_ReadByte(&net_message);
				lastframe = MSG_ReadLong(&net_message);
				if(lastframe != cl->lastframe){
					cl->lastframe = lastframe;
					if(cl->lastframe > 0){
						cl->frame_latency[cl->lastframe&(LATENCY_COUNTS - 1)] =
							svs.realtime - cl->frames[cl->lastframe & UPDATE_MASK].senttime;
					}
				}

				memset(&nullcmd, 0, sizeof(nullcmd));
				MSG_ReadDeltaUsercmd(&net_message, &nullcmd, &oldest);
				MSG_ReadDeltaUsercmd(&net_message, &oldest, &oldcmd);
				MSG_ReadDeltaUsercmd(&net_message, &oldcmd, &newcmd);

				if(cl->state != cs_spawned){
					cl->lastframe = -1;
					break;
				}

				// if the checksum fails, ignore the rest of the packet
				calculatedChecksum = COM_BlockSequenceCRCByte(
										 net_message.data + checksumIndex + 1,
										 net_message.readcount - checksumIndex - 1,
										 cl->netchan.incoming_sequence);

				if(calculatedChecksum != checksum){
					Com_DPrintf("Failed command checksum for %s(%d != %d)/%d\n",
								 cl->name, calculatedChecksum, checksum,
								 cl->netchan.incoming_sequence);
					return;
				}

				if(!paused->value){
					net_drop = cl->netchan.dropped;
					if(net_drop < 20){
//						if(net_drop > 2)
//							Com_Printf("drop %i\n", net_drop);
						while(net_drop > 2){
							SV_ClientThink(cl, &cl->lastcmd);
							net_drop--;
						}
						if(net_drop > 1)
							SV_ClientThink(cl, &oldest);
						if(net_drop > 0)
							SV_ClientThink(cl, &oldcmd);
					}
					SV_ClientThink(cl, &newcmd);
				}

				cl->lastcmd = newcmd;
				break;

			case clc_stringcmd:
				s = MSG_ReadString(&net_message);

				// malicious users may try using too many string commands
				if(++stringCmdCount < MAX_STRINGCMDS)
					SV_ExecuteUserCommand(s);

				if(cl->state == cs_zombie)
					return;	// disconnect command
				break;
		}
	}
}